Who am I? Heh, I'm the boss around here, you can call me... Pitch-Dark Hook the Great! Don't underestimate her, she's the boss of The Moles adventure squad! If you stand out on your adventure, maybe Pitch-Dark Hook the Great will invite you to join The Moles. You'll have to find out for yourself what kind of experience that would be~
To learn more about Hook 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.
This character has no video guide yet.
Last review update
Patch 2.6
Last major build/calcs update
Patch 2.6
Last profile update*
November 21st, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Hook 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
Hehe! Don't Get Burned!
Single Target
Energy gain: 20
Break: 10
Hey! Remember Hook?
Single Target
Energy gain: 30
Break: 20
Hey! Remember Hook?
Blast
Energy gain: 30
Break: 20 + 10 adjacent
Boom! Here Comes the Fire!
Single Target | 120 energy cost
Energy gain: 5
Break: 30
Ha! Oil to the Flames!
Enhance
Energy gain: 0
Break: -
Ack! Look at This Mess!
Energy gain: 0
Break: 20
Innocence
Naivete
Playing With Fire
Early to Bed. Early to Rise
Eidolon 1
Enhanced Skill deals 20% increased DMG.
Happy Tummy. Happy Body
Eidolon 2
Extends the duration of Burn caused by Skill by 1 turn(s).
Don’t Be Picky. Nothing’s Icky
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.
It's Okay to Not Know
Eidolon 4
When Talent is triggered, there is a 100% base chance to Burn enemies adjacent to the target enemy, equivalent to that of Skill.
Let the Moles' Deeds Be Known
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Always Ready to Punch and Kick
Eidolon 6
Hook deals 20% more DMG to enemies inflicted with Burn.
Review
Decent single-target damage output,
Lots of free Energy from her kit,
Faster than you may expect due to Action Advance from A6,
High single-target Toughness damage.
Not really a Destruction unit in any way, more like a Hunt with occasional AoE,
Reliant on Burn to land for maximum power,
Can’t really be optimised beyond her apparent strength,
More and better generalist characters exist.
Hook is a mostly single-target focused damage dealer with some occasional Blast AoE thrown in. She is focused on inflicting Burn on enemies and then dealing increased damage against them, while also recovering some HP for herself and even regenerating some extra Energy. Her infrequent AoE results in her being more of an honorary Hunt unit, rather than a fully fledged Destruction character.
We’ve got characters like Qingque that are ‘Erudition’ in point size 50 inverted commas, and then we’ve got Hook who is ‘Destruction question mark?’ and doesn’t really seem to be doing Destruction things as well as she probably should do. Even still, she’s a decent damage dealer and a relatively accessible source of Fire DMG.
Hook’s Skill deals up to 240% ATK to a single enemy and has a 100% base chance to Burn them for 2 turns, with the Burn dealing 65% ATK at the start of each turn. This Skill has an Enhanced version after using her Ultimate that deals up to 280% ATK to a single enemy and 80% ATK to adjacent foes, with the same Burn chance and damage.
Her Ultimate deals up to 400% ATK to a single enemy and Enhances her next Skill. That’s it, that’s all it does. Would have been nice for it to be AoE but at least it has a good damage multiplier. It also has an average Energy cost of 120 meaning it’s up more than you’d think, especially when factoring in Hook’s Talent. Hook’s Talent will deal additional Fire DMG of up to 100% ATK when Hook attacks a target afflicted with Burn, and will also regenerate 5 extra Energy.
With this, it’s plain to see that Hook is really not that complicated of a character, perhaps even to her detriment in some regards. What I mean by this is that there’s nothing to really optimise or play around with. Our collective galaxybrains are mostly useless here since Hook’s kit really is just this simple. Her upsides and downsides are as presented, and that’s a little unfortunate since it results in her potential being really quite low by comparison to other characters.
There can be no new support character that is beneficial to Hook’s performance without also always being better for other damage dealers. She’s a competent dps, but with her being quote unquote ‘Destruction’ and more like a Hunt character, she naturally struggles in many of the scenarios we see in the endgame these days. If there’s ever a Fire-weak Boss that needs to be pounded into the ground, then Pitch Dark Hook the Great will undoubtedly have a good time against them — provided they don’t summon reinforcements all the time.
Hook’s Bonus Ability Traces definitely help out quite a bit with her performance but are really equally as boring as the rest of her kit. A2 restores 5% Max HP to Hook whenever her Talent is triggered, A4 increases the chance to resist Crowd Control debuffs by 35%, and A6 will Action Advance Hook by 20% when using her Ultimate, and additionally restore an extra 5 Energy.
It’s a lot of extra Energy coming Hook’s way for just playing the game as you normally would, and it definitely contributes a fair bit to even more frequent Ultimates, thus reducing the downtime on her only source of AoE in her Enhanced Skill. Especially if you include teammates like Tingyun or Huohuo with Hook, you can end up getting extraordinarily frequent Ultimates that are dealing 500% ATK with her Talent included. It’s definitely nothing to scoff at, and Hook’s base stats are also surprisingly good.
With Eidolons, Hook’s performance actually goes up a fair bit. E1 grants a 20% DMG bonus to her Enhanced Skill, and E2 extends the duration of her Skill’s Burn by 1 turn. This leads to greatly increased consistency especially since you’re not likely to be building for Effect Hit Rate on purpose on Hook. E4 continues the trend by having a 100% base chance to burn adjacent enemies whenever her Talent is triggered, and finally E6 caps things off with a 20% DMG bonus against Burned enemies.
She’s definitely one of the forgotten characters of this game, and it’s a bit unfortunate because she’s really not bad at all. It’s just that there are plenty of characters that are better. If you’re lacking a Fire option but are sitting by an unlevelled Hook with potentially even E6, I may even recommend using her until you get something better. You may even be pleasantly surprised by her performance.
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.
Available ratings:
MoC
PF
AS
MoC
PF
AS
Build and teams
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
100%
Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
92.36%
Increases the wearer's ATK by 10/12.5/15/17.5/20%, and increases their DMG to enemies afflicted with Burn or Bleed by 16/20/24/28/32%. This also applies to DoT.
Source: Echo of War | Forgotten Hall Store | Mission Reward
87.62%
Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
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.
100.00%
100% uptimeIncreases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
95.87%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
92.10%
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
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:
90.31%
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.
100.2%
135 SpeedIncreases 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.
100%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
98.21%
Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.
SPD (breakpoint) > CRIT RATE = CRIT DMG > ATK%
HP: 3500+
DEF: 700 - 800+
ATK: 2400 - 2800+
CRIT RATE: 60% - 70%+
CRIT DMG: 120% - 140%+
SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143
Skill > Ultimate > Talent > Basic
Playing With Fire (A6) > Innocence (A2) > Naivete (A4)
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.
Hook guide videos aren't available yet.
MoC/PF/AS Statistics
This section contains information about Hook 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 Hook in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Hook in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Hook in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Hook in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (2) and had the character placed in their Profile. Use the switcher below to show Hook Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
1%
99.99 cyc.Eidolon 0
1%
99.99 cyc.Enhanced Skill deals 20% increased DMG.
1%
99.99 cyc.Extends the duration of Burn caused by Skill by 1 turn(s).
1%
99.99 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1. up to a maximum of Lv. 10.
1%
99.99 cyc.When Talent is triggered, there is a 100% base chance to Burn enemies adjacent to the target enemy, equivalent to that of Skill.
1%
99.99 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
100%
8 cyc.Hook deals 20% more DMG to enemies inflicted with Burn.
Light Cones are ranked with usage rate among the players we have scanned who used Hook in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (2) and had the character placed in their Profile. Use the switcher below to show Hook 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
50%
8 cyc.Increases the wearer's Break Effect by 60/70/80/90/100%. When the wearer deals Break DMG to an enemy target, inflicts Routed on the enemy, lasting for 2 turn(s). Targets afflicted with Routed receive 24/28/32/36/40% increased Break DMG from the wearer, and their SPD is lowered by 20%. Effects of the similar type cannot be stacked.
Source: Event Warp (limited)
50%
99.99 cyc.Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
Relic Sets are ranked with usage rate among the players we have scanned who used Hook in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (2) 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.
50%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
30%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
20%
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.
50%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Hook in the current MoC cycle (3), in the current PF cycle (0) or in the current AS cycle (2) 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:
Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
Crit Rate (26.2%), CRIT DMG (81.6%), Speed (16.1)
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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.