An optimistic and carefree fighter with a mechanical arm. Skilled in mixed martial arts and is a Wildfire member. From the fight cage to the battlefield, and from a fighter to a warrior, Luka uses his strength to protect the people of the Underworld. He wishes to bring hope to others precisely because he had experienced despair himself.
To learn more about Luka 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 2.5
Last major build/calcs update
Patch 2.0
Last profile update*
October 22nd, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Luka 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
Direct Punch
Single Target
Energy gain: 20
Break: 10
Sky-Shatter Fist
Single Target
Energy gain: 20
Break: 20
Lacerating Fist
Single Target
Energy gain: 30
Break: 20
Coup de Grâce
Single Target | 130 energy cost
Energy gain: 5
Break: 30
Flying Sparks
Enhance
Energy gain: 0
Break: -
Anticipator
Energy gain: 0
Break: 20
Kinetic Overload
Cycle Braking
Crush Fighting Will
Fighting Endlessly
Eidolon 1
When Luka takes action, if the target enemy is Bleeding, increases DMG dealt by Luka by 15% for 2 turn(s).
The Enemy is Weak, I am Strong
Eidolon 2
If the Skill hits an enemy target with Physical Weakness, gain 1 stack(s) of Fighting Will.
Born for the Ring
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Never Turning Back
Eidolon 4
For every stack of Fighting Will obtained, increases ATK by 5%, stacking up to 4 time(s).
The Spirit of Wildfire
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
A Champion's Applause
Eidolon 6
After the Enhanced Basic ATK's "Rising Uppercut" hits a Bleeding enemy target, the Bleed status will immediately deal DMG 1 time equal to 8% of the original DMG for every hit of Direct Punch already unleashed during the current Enhanced Basic ATK.
Review
Great single-target damage,
Can trigger his own Bleeds which allows him to frontload his damage even more,
Potential future synergy with other Bleed-based units,
Damage amplification built into his ultimate allows him to support the team,
Easier to build as he doesn't need CRIT stats.
No AoE skills which means he won't help the team much before the boss is reached,
The Max HP damage part of his Skill is capped by his ATK - and because he is a 4-star rarity, it won't reach super high numbers.
Luka is a single target, Break/DoT-based Nihility character. Luka efficiently dispatches his foes by inflicting Bleed with his Skill, dealing damage equal to 24% of the enemy’s Max HP but no more than 338% of Luka’s ATK, and increasing the DMG they receive with his Ultimate by up to 20%.
The reigning Fight Club champ with a heart of gold and a fist full of steel, Luka’s got plenty of tricks up his singular sleeve to deal extremely consistent damage and even amplify his team ’s damage.
His Skill is the focal point. He attacks a single target and deals up to 120% of his ATK, and additionally inflicts a powerful Bleed DoT onto his target, making them take 24% of their Max HP as Physical damage at the start of each turn for 3 turns. This would be too absurd on its own, so there is an upper limit attached to this, where the Bleed DoT cannot exceed more than 338% of Luka’s ATK at max Trace level.
Ordinarily, Bleed is a powerful DoT to use against high Max HP foes, as its Weakness Break counterpart also deals a percentage of the enemy’s Max HP at the start of every turn, but the upper limit for that depends on your Break Effect%. This means that against particularly high-health enemies, Break Bleed can do astounding damage. With the upper limit on Luka’s Skill, it’s harder to reach those kinds of damage amounts without copious amounts of ATK boosts, and even then beyond a certain point, Break Bleed will exceed those values.
However, Luka is in fact a Physical character. You can absolutely have both DoTs active if Luka is the one to Weakness Break the enemy, and this means that Luka can contribute a colossal amount of Max HP damage by himself. This is compounded further by his Ultimate.
Luka’s Ultimate deals up to 330% of Luka’s ATK to a single target and has a 100% base chance to increase the DMG they take by up to 20% for a whopping 3 turns. Important to note, this is the same kind of damage amplification that Welt possesses on his Ultimate, and it goes a long way to increasing the damage of Luka’s Bleeds, as well as the overall damage of the entire team.
Luka’s Talent is the beans to the toast of his Skill. Using his Basic ATK or Skill will grant him 1 stack of Fighting Will, up to 4 total. Using his Ultimate will instantly grant 2 stacks. When he has at least 2 stacks, Luka’s Basic ATK will be Enhanced, consuming 2 stacks to deal 3 hits of up to 20% ATK followed by a final blow dealing up to 80% at max Basic ATK Trace level. It doesn’t sound too impressive on its own, but that’s because the Talent has another effect.
After hitting a Bleeding foe with Luka’s Enhanced Basic ATK, the Bleed status will immediately deal DMG equal to up to 85% of its original DMG to the target, meaning Luka can force proc the Bleed effects that an enemy has. This pushes the already strong Max HP% damage forward, compounding his damage contribution even further still.
Luka’s Bonus Traces are good. A2 gives his Skill a dispel effect, making him extremely useful against foes that have pesky self-buffs like the Mara Struck or the Searing Prowler. A4 grants 3 energy every time he obtains a stack of Fighting Will, and A6 has a 50% fixed chance to make the small hits of his Enhanced Basic ATK hit an extra time, though this doesn’t apply to any of the hits that count as extras, meaning he can hit up to 6 times before the uppercut instead of just 3.
In terms of Eidolons, E1, and E6 are the most impactful, with E1 granting a 2 turn 15% DMG bonus if Luka attacks a Bleeding enemy, and E6 adding additional forced Bleed procs on every small hit of his Enhanced Basic ATK, 8% per hit for a maximum total of 48% of the original Bleed being dealt before the uppercut deals the Talent amount of 85%. They’re not necessary for Luka to see success, but are instead ‘win more’ upgrades.
Because of his Break/DoT-centric gameplay, Luka doesn’t care for CRIT stats at all. He wants to stack as much Break Effect, ATK, and SPD as possible so that he can continue to smack the enemy around and force Bleed damage as often as possible. This has the unfortunate side effect of meaning that many of the best support options lose a great deal of value when paired with Luka exclusively; Bronya and Yukong in particular have their CRIT buffs almost entirely wasted and would be better spent on a more directly damaging character.
As such, Luka is better used as a supplementary damage dealer, one that only infrequently needs to use his Skill to apply Bleed and can spend the remainder of his time using Basic ATKs, Enhanced or otherwise. Especially due to his damage amplification and dispel capabilities, Luka makes for an excellent hybrid of single target support and damage dealer, with a big benefit of his being a very consistent damage output, and a damage amplification effect that interfaces with an entirely different portion of the DMG formula when compared to DEF Reduction.
Again, while he is very good at what he does, he is not really capable of matching the raw output of other dedicated damage dealers. Luka gets stronger as the enemy gains more health, but due to the upper limit on his Skill’s Bleed, there will still come a point where he can’t go any further on his own. Being exclusively single target is also something that is becoming increasingly problematic when it comes to end-game content like Pure Fiction, but he has some uses in Memory of Chaos and Apocalyptic Shadow.
Now all I need to do is think of a clever nickname for him to end this review on. “Single Strike Dude”? No… maybe “Lone Hit Person”? There has to be something catchier than that, surely…
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%.
For every debuff the target enemy has, the DMG dealt by the wearer increases by 12/15/18/21/24%, stacking up to 3 time(s). This effect also applies to DoT.
Source: Stellar Warp
Increases DMG dealt by the wearer by 24/28/32/36/40%. After every attack launched by wearer, their SPD increases by 4.8/5.6/6.4/7.2/8%, stacking up to 3 times. If the wearer hits an enemy target that is not afflicted by Erode, there is a 100% base chance to inflict Erode to the target. Enemies afflicted with Erode are also considered to be Shocked and will receive Lightning DoT at the start of each turn equal to 60/70/80/90/100% of the wearer's ATK, lasting for 1 turn(s).
Source: Event Warp (limited)
Increases Effect Hit Rate of its wearer by 20/25/30/35/40% and increases DoT by 24/30/36/42/48%.
Source: Stellar Warp
Increases the wearer's Effect Hit Rate by 24/28/32/36/40%. When the wearer deals DMG to an enemy with 3 or more debuffs, increases CRIT Rate by 12/14/16/18/20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random target that does not have it yet. Targets with Aether Code receive 12/14/16/18/20% increased DMG for 1 turn.
Source: Event Warp (limited)
Increases the wearer's DMG to debuffed enemies by 24/28/32/36/40%. When the wearer uses their Skill, the Effect Hit Rate for this attack increases by 18/21/24/27/30%, and ATK increases by 24/28/32/36/40%.
Source: Stellar Warp
Increases the wearer's Break Effect by 16/20/24/28/32%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 16/20/24/28/32%. This also applies to DoT.
Source: Echo of War | Forgotten Hall Store
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60/70/80/90/100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12/13/14/15/16% for 1 turn(s).
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.
1
Increases ATK by 12%.
For every DoT the target enemy is afflicted with, the wearer will ignore 6% of target's DEF when dealing DMG to them. This effect is valid for a max of 3 DoTs.
2
BreakIncreases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
3
Increases Physical DMG by 10%.
After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).
4
Increases ATK by 12%.
For every DoT the target enemy is afflicted with, the wearer will ignore 6% of target's DEF when dealing DMG to them. This effect is valid for a max of 3 DoTs.
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.
1
BreakIncreases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
2
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.
3
Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum of 25%.
4
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) = EHR (until cap) > Break Effect >= ATK%
HP: 3000+
DEF: 900 - 1000+
ATK: 2400 - 2800+
SPD: 134 / 143 (Recommended) / 160
EFFECT HIT RATE: 67%
BREAK EFFECT: 0% - 120%
Skill > Talent > Ultimate > Basic
Cycle Breaking (A4) > Kinetic Overload (A2) > Crush Fighting Will (A6)
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.
Luka guide videos aren't available yet.
MoC/PF/AS Statistics
This section contains information about Luka performance in the latest Memory of Chaos cycle (2.5), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.6), 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.
To maximize the Physical Break DMG and DoT, you will want to bring Luka up to level 80 and then stack as much Break Effect as possible while still maintaining a reasonable SPD and Effect Hit Rate to land the debuffs.