An adventurous scientist who encountered the Astral Express as a child when it got stranded in her home world. At that time, some existence in the Express revealed to this young girl a whole world outside of her own — the universe. Years later, Himeko finally repaired the train and began her journey to the stars, but she realized that this was only the beginning. On the Trailblaze path, she would need many more companions... Even though such companions may have different destinations in mind, they all gaze at the same starry sky.
To learn more about Himeko check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Himeko has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
December 3rd, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Himeko check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Sawblade Tuning
Single Target
Energy gain: 20
Break: 10
Molten Detonation
Blast
Energy gain: 30
Break: 20 + 10 adjacent
Heavenly Flare
AoE | 120 energy cost
Energy gain: 5
Break: 20
Victory Rush
AoE
Energy gain: 10
Break: 10
Incomplete Combustion
Impair
Energy gain: 0
Break: -
Starfire
Magma
Benchmark
Childhood
Eidolon 1
After "Victory Rush" is triggered, Himeko's SPD increases by 20% for 2 turn(s).
Convergence
Eidolon 2
Deals 15% more DMG to enemies whose HP percentage is 50% or less.
Poised
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Dedication
Eidolon 4
When Himeko's Skill inflicts Weakness Break on an enemy, she gains 1 extra point(s) of Charge.
Aspiration
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Trailblaze
Eidolon 6
Ultimate deals DMG 2 extra times, each of which deals Fire DMG equal to 40% of the original DMG to a random enemy.
Review
Very strong AoE damage,
Can be played as both CRIT-based DPS or Super Break DPS,
Very good against respawning adds and summoner-type enemies,
Can be used in dual-carry setups,
One of the highest base ATK stats in the game.
Doesn’t exist in single-target content,
Needs quite heavy investment to be competitive,
Struggles tremendously if enemies can’t be Broken.
Himeko is a strong AoE damage dealer with access to out-of-turn follow-up attacks. She is particularly powerful against numerous weaker enemies, able to wipe these smaller foes from the field relatively easily, and her Ultimate also refunds Energy for every enemy it kills, making her very good in content with respawning enemies. She has a reliance on the team being able to Break the enemy fairly consistently to be able to launch her follow-up attack, and her single-target damage is not particularly impressive.
Himeko has typically been a rather scorned unit for her not particularly powerful kit. However, with Pure Fiction now in the game, as well as plenty of enemies who summon reinforcements as well, Himeko has had new life breathed into her.
Himeko’s Talent is the focal point of her kit. When an enemy is inflicted with Weakness Break, Himeko gains 1 point of Charge, up to a max of 3. At 3 stacks, she will immediately launch a follow-up attack on all enemies, dealing up to 140% ATK and consuming all stacks. She starts the battle with 1 stack, and she will instantly gain 3 stacks whenever an Elite or Boss is Broken.
Naturally, this puts Himeko in a position where Breaking is of the utmost importance to make full use of this Talent. The Talent itself can also accrue stacks of Charge but its Toughness damage is on the lower end at only 30 — the same as a standard Basic ATK. This also skews Himeko much more in favour of many smaller enemies as opposed to fewer tougher ones. Even though she immediately gets a follow-up attack upon an Elite or Boss getting Broken, it is challenging for Himeko to be the one to do that herself and it usually takes too long to do so, so it’s not preferred to take her in pure single-target scenarios for this reason.
Himeko’s Skill is a Blast AoE dealing up to 200% ATK to the main foe and 80% ATK to adjacent. Initially it may seem strange that an Erudition unit with a primary focus on AoE has a Skill only capable of hitting 3 targets at once, but you must remember that as a Blast AoE, the primary enemy takes more Toughness damage than they would if it was a truly AoE Skill. Even still, it limits how much coverage Himeko can provide without her Talent and again puts more emphasis on said Talent.
Her Ultimate is an AoE attack dealing up to 230% ATK to all enemies. For every enemy defeated by this Ultimate, Himeko regains 5 Energy. With an average Energy cost of 120, this Ultimate is already up fairly frequently, and any kills will further accelerate the acquisition of the next Ultimate.
As you can see, Himeko is all in on the AoE playstyle, both to her benefit and her detriment; it makes her exceptionally powerful if the content and enemy lineup favour her kit, but it makes her damn near useless if things don’t go your way. There’s not really any overlap like with some other units.
The biggest issue is the activation criteria for her follow-up. Needing enemies to be Broken in order to build up to the attack is kind of a tall ask for how little damage it ends up dealing. Worse still is that it means you have no choice but to match the Weaknesses of the enemies you’re facing — yes you should ideally be doing this anyway, but usually the only unit for whom this truly matters on a team is the primary damage dealer. For Himeko, you ideally want every single teammate to be capable of dealing Toughness damage to more quickly gain Talent stacks and be able to launch more follow-ups outside of her turn.
This causes an interesting dilemma where Himeko is stuck trying to accommodate her own kit and losing efficacy as an actual Erudition unit as a result of that. Her Skill being Blast is good for the Toughness damage, but is actually quite a bit worse as an actual AoE clearing tool, especially since you’re going in with the assumption of decimating minor foes, meaning you’re also losing out on Energy from kills you could otherwise gain. It’s a little tricky but it’s possible to account for these issues with proper team building.
Compared to a unit like Herta, Himeko is more favorably tailored to dealing with Fire-weak foes, but Herta is arguably far more generally applicable due to Herta’s Skill being fully AoE and her Talent only needing the criteria of an enemy falling below 50% HP. Both units struggle in single-target scenarios, but without the Weakness Break restriction, it’s a lot easier to slot Herta into a team to deal with respawning adds than it is to slot Himeko, generally speaking.
Himeko’s Bonus Ability Traces are somewhat underwhelming to be frank. A2 makes it so that any of Himeko’s attacks have a 50% base chance to inflict Burn on the enemies hit for 2 turns, with the Burn itself dealing 30% ATK at the start of enemies’ turns. A4 causes her Skill to deal 20% more DMG to Burned foes, and A6 increases her CRIT Rate by 15% as long as Himeko is at or above 80% Max HP.
With the exception of the CRIT Rate, these are kinda awful, actually. A 50% base chance to burn is basically not going to happen ever against endgame enemies, even if you did absolutely turbo invest into Effect Hit Rate (which you absolutely should not). Even if it does land, it’ll be doing a laughable 30% ATK damage which is just not even worth looking at. Really the Burn is there to enable the DMG bonus on her Skill, but again with such a pitiful chance to actually Burn the enemy, the only way you’re consistently taking advantage of the A4 is if you have a teammate constantly reapplying Burn.
I should reiterate at this point that Himeko is definitely very strong when it comes to dealing AoE damage, just that it comes with certain caveats that perhaps other units don’t have. As long as you account for these caveats, you’ll have no trouble destroying AoE content.
Himeko pairs quite nicely in a sort of ‘mono-Fire’ setup involving Topaz, as they both play off of each others’ strengths and help to cover their weaknesses as well, with Topaz being an extraordinarily powerful single-target damage dealer. The comparison with Herta definitely puts Herta a step above in my opinion, but you can absolutely play them together and just watch the fireworks fly — you may think you were playing manually but if those two really get going, you may be led to question that.
What's better you can forgot about focusing on CRIT and instead use Himeko with Ruan Mei and Harmony Trailblazer, playing her as a substitute for Firefly - yes, Super Break Himeko is also a thing and it works really well against Fire-weak enemies.
As a standard 5-star character, it’s possible to get Eidolons for Himeko over time. The performance boost that Himeko gets is not particularly noteworthy, and Himeko is fully functional at E0. Each Eidolon is a small overall boost but none of them are really worth chasing specifically.
She’s good. Pure Fiction definitely gave Himeko a much-needed glow-up, but really she was just waiting for the right time. Definitely far from the worst character to lose your 50/50 to.
Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.
Character at 5★ are rated at their Eidolon 0 with their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
Build and teams
Himeko Relic and Light Cone calculations are based on fighting against 3 targets.
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
105.89%
Increases the wearer's CRIT DMG by 36/42/48/54/60%. Increases the wearer's Skill and Ultimate DMG by 18/21/24/27/30%. After the wearer uses their Skill or Ultimate, they gain Somnus Corpus. Upon triggering a follow-up attack, Somnus Corpus will be consumed and the follow-up attack DMG increases by 48/56/64/72/80%.
Source: Event Warp (limited)
104.45%
For every enemy on the field, increases the wearer's ATK by 9/10.5/12/13.5/15%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 30/35/40/45/50% for 1 turn.
Source: Stellar Warp
100%
Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT DMG increases by 24/30/36/42/48% for 3 turn(s).
Source: Stellar Warp
99.36%
Increases the wearer's ATK by 8/9/10/11/12%. After using an attack, for each enemy target hit, additionally increases ATK by 4/5/6/7/8%. This effect can stack 5 times and lasts until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8/10/12/14/16%, lasting for 1 turn(s).
Source: Herta's Store
97.94%
After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.
Source: Nameless Glory
94.57%
Increases the wearer's ATK by 16/18/20/22/24%. When the wearer uses an attack and affects no fewer than 2 attacked enemies with a corresponding Weakness, the wearer's CRIT DMG increases by 20/25/30/35/40% for 2 turn(s).
Source: Forgotten Hall Store
93.33%
Increases the wearer's DMG by 12/15/18/21/24%. For every defeated enemy, the wearer's ATK increases by 4/5/6/7/8%, stacking up to 3 time(s).
Source: Echo of War | Forgotten Hall Store | Mission Reward
Increases the wearer's Break Effect by 28/35/42/49/56%. After the wearer uses Ultimate, increases SPD by 8/10/12/14/16, lasting for 2 turn(s).
Source: Event Warp (limited)
Himeko Relic and Light Cone calculations are based on fighting against 3 targets.
The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
100%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
87.37%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
86.24%
Increases Fire DMG by 10%.
Increases the wearer's Skill DMG by 12%. After unleashing Ultimate, increases the wearer's Fire DMG by 12% for next attack.
105.52%
Full StacksIncreases the wearer's CRIT Rate by 4%. When an enemy target gets defeated, the wearer's CRIT DMG increases by 4%, stacking up to 10 time(s).
103.41%
Full StacksWhen allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
100.00%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
SPD (breakpoint) = CRIT RATE = CRIT DMG > ATK%
HP: 2800 - 3000+
DEF: 800+
ATK: 2500 - 2900+
CRIT RATE: 65% - 70%+
CRIT DMG: 130% - 140%+
SPD: Base Speed
If you're playing Himeko as Super Breaker, focus on Break Effect instead and ignore Crit.
Skill > Ultimate > Talent > Basic
Starfire (A2) > Magma (A4) > Benchmark (A6)
Below you can find a list of some of the stronger synergies between this character and others.
The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Himeko performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.7), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Himeko in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Himeko in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Himeko in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Himeko in the current MoC cycle (524), in the current PF cycle (2805) or in the current AS cycle (145) and had the character placed in their Profile. Use the switcher below to show Himeko Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
22.31%
9.3 cyc.Eidolon 0
28.92%
9.6 cyc.After "Victory Rush" is triggered, Himeko's SPD increases by 20% for 2 turn(s).
22.39%
9 cyc.Deals 15% more DMG to enemies whose HP percentage is 50% or less.
15.08%
8.29 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
6.06%
9 cyc.When Himeko's Skill inflicts Weakness Break on an enemy, she gains 1 extra point(s) of Charge.
2.14%
8 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
3.1%
99.99 cyc.Ultimate deals DMG 2 extra times, each of which deals Fire DMG equal to 40% of the original DMG to a random enemy.
Light Cones are ranked with usage rate among the players we have scanned who used Himeko in the current MoC cycle (524), in the current PF cycle (2805) or in the current AS cycle (145) and had the character placed in their Profile. Use the switcher below to show Himeko Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
51.43%
9.15 cyc.For every enemy on the field, increases the wearer's ATK by 9/10.5/12/13.5/15%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 30/35/40/45/50% for 1 turn.
Source: Stellar Warp
12.1%
9 cyc.Increases the wearer's CRIT DMG by 36/42/48/54/60%. Increases the wearer's Skill and Ultimate DMG by 18/21/24/27/30%. After the wearer uses their Skill or Ultimate, they gain Somnus Corpus. Upon triggering a follow-up attack, Somnus Corpus will be consumed and the follow-up attack DMG increases by 48/56/64/72/80%.
Source: Event Warp (limited)
9.84%
9.4 cyc.Increases the wearer's ATK by 8/9/10/11/12%. After using an attack, for each enemy target hit, additionally increases ATK by 4/5/6/7/8%. This effect can stack 5 times and lasts until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8/10/12/14/16%, lasting for 1 turn(s).
Source: Herta's Store
9.49%
8.29 cyc.Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT DMG increases by 24/30/36/42/48% for 3 turn(s).
Source: Stellar Warp
5%
9 cyc.Increases the wearer's DMG by 12/15/18/21/24%. For every defeated enemy, the wearer's ATK increases by 4/5/6/7/8%, stacking up to 3 time(s).
Source: Echo of War | Forgotten Hall Store | Mission Reward
2.95%
9 cyc.After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.
Source: Nameless Glory
2.84%
8.5 cyc.Increases the wearer's ATK by 16/18/20/22/24%. When the wearer uses an attack and affects no fewer than 2 attacked enemies with a corresponding Weakness, the wearer's CRIT DMG increases by 20/25/30/35/40% for 2 turn(s).
Source: Forgotten Hall Store
2.52%
9.8 cyc.Increases the wearer's Break Effect by 28/35/42/49/56%. After the wearer uses Ultimate, increases SPD by 8/10/12/14/16, lasting for 2 turn(s).
Source: Event Warp (limited)
1.69%
99.99 cyc.Increases the wearer's CRIT Rate by 16/19/22/25/28%. While the wearer is in battle, for every 20% CRIT DMG that exceeds 120%, the DMG dealt by follow-up attack increases by 12/14/16/18/20%. This effect can stack up to 4 time(s). When the battle starts or after the wearer uses their Basic ATK, enables Ultimate or the DMG dealt by follow-up attack to ignore 20/24/28/32/36% of the target's DEF, lasting for 2 turn(s).
Source: Event Warp (limited)
1.11%
99.99 cyc.Increases DMG dealt by the wearer's follow-up attacks by 24/30/36/42/48%. If the current HP of the target enemy is below 50% of their Max HP, increases DMG dealt by follow-up attacks by an extra 24/30/36/42/48%.
Source: Stellar Warp
Relic Sets are ranked with usage rate among the players we have scanned who used Himeko in the current MoC cycle (524), in the current PF cycle (2805) or in the current AS cycle (145) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
66.48%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
8.46%
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
4.65%
Increases Fire DMG by 10%.
Increases the wearer's Skill DMG by 12%. After unleashing Ultimate, increases the wearer's Fire DMG by 12% for next attack.
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
2.58%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
Increases Fire DMG by 10%.
Increases the wearer's Skill DMG by 12%. After unleashing Ultimate, increases the wearer's Fire DMG by 12% for next attack.
2.43%
Increases Fire DMG by 10%.
Increases the wearer's Skill DMG by 12%. After unleashing Ultimate, increases the wearer's Fire DMG by 12% for next attack.
48.13%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
12.58%
Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).
11.92%
Increases the wearer's CRIT Rate by 4%. When an enemy target gets defeated, the wearer's CRIT DMG increases by 4%, stacking up to 10 time(s).
7.7%
Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
5.84%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Himeko in the current MoC cycle (524), in the current PF cycle (2805) or in the current AS cycle (145) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
And here are the Relics and the Light Cone used in the calculations above:
Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT DMG increases by 24/30/36/42/48% for 3 turn(s).
Source: Stellar Warp
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
Crit Rate (29.2%), CRIT DMG (81.6%), SPD (13.8)
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This is your typical DPS build that focuses on the holy trifecta - ATK, Crit Rate, and Crit DMG. For every 1% of Crit try to have 2% of Crit DMG.