Honkai: Star RailPhainonBest build, teams and other guides

Character
Introduction

Phainon is a 5 character from the Physical element who follows the Path of Destruction.

Aedes Elysiae, a remote frontier village isolated from the world, now lives on only in cryptic legends. Nameless hero █████, the Chrysos Heir carrying the Coreflame of "Worldbearing", you must memorize the ideals of all worlds, carry the fate of multitudes, and bring the first light of dawn to the new world —"But should dawn have never existed, let the fires of rage burn this body to ashes and transform into the blazing sun of tomorrow!"

To learn more about Phainon 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.

Video guide

Phainon has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review update

Patch 3.4

Last major build/calcs update

Patch 3.4

Last profile update*

July 10th, 2025

*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.

To learn more about Phainon 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.

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Profile

Review

Build and teams

MoC/PF/AS Statistics

Calculations

Profile

Skills
Basic ATK

Stride to Deliverance

Single Target

Lv. 1

Energy gain: 0

Break: 10

Deals Physical DMG equal to #1[i]% of Phainon's ATK to one designated enemy.
Basic ATK(Enhanced)

Creation: Bloodthorn Ferry

Blast

Lv. 1

Energy gain: 0

Break: 30 + 20 adjacent

Obtains 2 "Scourge", dealing Physical DMG equal to #1[i]% of █████'s ATK to one designated enemy and Physical DMG equal to #2[i]% of █████'s ATK to enemies adjacent to it.
Skill

Let There Be Light

Blast

Lv. 1

Energy gain: 0

Break: 20 + 10 adjacent

Gains 2 point(s) of "Coreflame," dealing Physical DMG equal to #1[i]% of Phainon's ATK to one designated enemy and Physical DMG equal to #2[i]% of Phainon's ATK to adjacent targets.
Enhanced Skill(Enhanced)

Calamity: Soulscorch Edict

Enhance

Lv. 1

Energy gain: 0

Break: 10 + 5 adjacent

Gains "Scourge" by an amount equal to the number of enemy targets present and 1 stack of "Soulscorch," then causes all enemy targets to immediately take action. When in the "Soulscorch" state, reduces DMG received by █████ by 75% and gains 1 additional stack of "Soulscorch" after enemy targets attack or take action. Immediately launches a Counter after the aforementioned enemy targets take their actions, dealing Physical DMG to all enemies equal to #1[i]% of █████'s ATK, as well as additionally deals 4 instance(s) of DMG, each instance being Physical DMG equal to #2[i]% of █████'s ATK. Then, "Soulrending Blaze" is dispelled. Each stack of "Soulrending Blaze" increases this Counter's DMG multiplier by 20% of the original multiplier. DMG dealt through this ability is considered as Skill DMG. If "Soulrending Blaze" is still active at the start of █████'s extra turn, immediately launches Counter.
Enhanced Skill(Enhanced)

Foundation: Stardeath Verdict

Enhance

Lv. 1

Energy gain: 0

Break: 3 + 20 adjacent

Dispels all debuffs from this unit, then deals Physical DMG equal to a max of #3[i]% of █████'s ATK. For every "Scourge" consumed, deals 4 instance(s) of DMG, with each instance dealing Physical DMG equal to #2[i]% of █████'s ATK to one random enemy. When consuming 4 "Scourge", additionally deals Physical DMG equal to #1[i]% of █████'s ATK, and this DMG is evenly distributed to all enemies.
Ultimate

He Who Bears the World Must Burn

AoE | 12 energy cost

Lv. 1

Energy gain: 0

Break: 20

Transforms into █████ and deploys Territory during transformation. Other teammates in the Territory becomes Departed and cannot take action, and all enemies gain Physical Weakness. █████ does not have his own turn, but has 8 █████'s extra turn(s) with a fixed SPD equal to 60% of █████'s base SPD. At the start of the final █████'s extra turn, immediately launches Final Hit and deals Physical Ultimate DMG equal to #1[i]% of █████'s ATK that is distributed evenly across all enemies.
Talent

Pyric Corpus

Enhance

Lv. 1

Energy gain: 0

Break: -

Pyric Corpus Phainon's Talent. When "Coreflame" reaches 12 point(s), Ultimate can be activated. After reaching the max limit, up to 3 excess point(s) can be accumulated. At the end of the Transformation, gains "Coreflames" based on the excess points. When Phainon is the target of any target's ability, he gains 1 point of "Coreflame." If the ability's user is Phainon's teammate, additionally increases Phainon's CRIT DMG by #1[i]% for 3 turn(s). Fate: Divine Vessel █████'s Talent. When Transforming, gains 4 point(s) of "Scourge". If it is during an ally target's turn, all buffs on that ally target will be extended by 1 turn and the current turn ends. █████ is immune to Crowd Control debuffs and has 1 Enhanced Basic ATK and 2 Enhanced Skills, but cannot use Ultimate. During his Transformation, increases ATK by #2[i]% and Max HP by #3[i]%. After attacking, restores HP equal to 20% of his Max HP. Upon taking a killing blow, █████ will not get knocked down, and will instead restore HP equal to 25% of Max HP and immediately launch Final Hit. For every 1 remaining extra turn █████ has, the Final Hit's DMG multiplier reduces by 12.5% of its original multiplier. When the Transformation ends, increases all allies' SPD by 15%, lasting for 1 turn.
Technique

Beginning of the End

Enhance

Energy gain: 0

Break: -

While Phainon is in the team, increases Max Technique Points by 3. When actively using this Technique, consumes 2 Technique Points and immediately attacks all enemies within a certain range. After entering battle, regenerates 25 Energy for allies and gains 2 "Scourge" and 1 Skill Point(s). Deals Physical DMG equal to 200% of Phainon's ATK to all enemies at the start of each wave. If attacking a normal enemy, immediately defeats them without entering combat. No Technique Points are consumed if no enemies are hit.
Major Traces
A2Major trace

March to Oblivion

At the start of the battle, gains 1 point(s) of Coreflame. When the transformation ends, gains 3 point(s) of Coreflame.
A4Major trace

Bide in Flames

When receiving healing effects or Shields from a teammate, increases DMG dealt by 45% for 4 turn(s). This effect cannot be triggered repeatedly within one turn. When receiving Energy regeneration ability effects provided by teammates, gains 1 point(s) of Coreflame.
A6Major trace

Shine with Valor

When entering battle or when transformation ends, increases ATK by 50%. This effect can stack up to 2 time(s).
Minor Traces (total)
CRIT Rate
CRIT Rate
+12%
CRIT DMG
CRIT DMG
+37.3%
Speed
Speed
+5
Eidolons
E1

Flame and Light Bind Virtue and Vice

Eidolon 1

The base SPD inheritance ratio of █████'s extra turn increases to 66%. For every enemy target defeated in one battle, further increases it by 1.5%, up to 84%.

When using Ultimate, CRIT DMG increases by 50%, lasting for 3 turn(s).

E2

Eidolon 2

Eidolon 2

█████'s Physical RES PEN increases by 20%. When consuming 4 "Scourge" to use "Foundation: Stardeath Verdict," gains 1 extra turn.

E3

Eidolon 3

Eidolon 3

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

E4

Eidolon 4

Eidolon 4

When using "Calamity: Soulscorch Edict," additionally gains 4 stack(s) of "Soulscorch."

E5

Eidolon 5

Eidolon 5

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

Eidolon 6

Eidolon 6

The number of Overflow point for "Coreflame" no longer has an upper limit. When battle starts, gains 6 "Coreflame(s)." After using "Foundation: Stardeath Verdict's" attack, additionally deals True DMG equal to 36% of the total DMG dealt in this attack to the enemy with the highest HP.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1433
ATK
ATK
582
DEF
DEF
703
Speed
Speed
94
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Ethereal Omen
    Ethereal Omen
    x 15
  • Echoing Wail
    Echoing Wail
    x 15
  • Invasive Clot
    Invasive Clot
    x 65
  • Eternal Lament
    Eternal Lament
    x 15
CV
ENG
Joshua Waters
JPN
日野 聡 (Hino Satoshi)
CN
秦且歌 (Qin Qiege)
KR
윤용식 (Yoon Yong-sik)
Gallery

Phainon images aren't available yet. They will be added when the character is released.

Review

Pros & Cons
Pros

  • Simple and extremely powerful,

  • Can be played without a sustain (and prefers it),

  • Has good F2P teammate options,

  • Can take full advantage of shorter-lasting buffs,

  • Ultimate turns him into a literal Boss character,

  • Ultimate gives extreme durability,

  • CC immunity, and death resistance,

  • Insane dmg multipliers scale extremely well with ally buffs,

  • Completely decimates single-target encounters,

  • High potential to keep growing,

  • Aura farming transformation.

Cons

  • Team Energy and HP may struggle in extended fights after a couple of transformations,

  • Extremely reliant on having definitively strong relics,

  • Using the Taunt haphazardly can lead to undesirable situations,

  • Doesn’t scale as well in AoE where his damage can be distributed to undesirable targets.

Review (By Sushou)

Phainon is a visually stunning and unique Physical Destruction character. His Ultimate will have him transform into a vastly powered-up state and will have all other allies leave the field, leaving him the sole member. He gains Enhanced actions and inflicts every enemy with Physical Weakness by default during his Ultimate transformation. He has exceptionally high damage multipliers and is the first unit that appears to be intended to be played without a sustain.

At last, the hero arrives onto the scene. Phainon is here to bring Deliverance to his foes, and his likeness to a certain Flame-Chaser from Honkai Impact 3rd appears to be well earned. He's essentially just a playable Boss character, and as such demands the spotlight when it's his time to shine, playing just like a Boss would do as well.

Phainon has two sets of actions to get through, one set for when he's outside of his Ultimate, and the other for when he is Transformed by his Ultimate.

We'll start with his actual Ultimate and Energy mechanics. He's got a unique Energy bar just like Acheron and Feixiao; he uses 12 points of Coreflame to enter his Ultimate, and can store an excess of 3 points. Upon using his Ultimate, he will Transform into... Well, you'll see.

During this transformation, Phainon deploys a Territory (spooky). All of Phainon's allies will become Departed and so cannot take action, and all enemies within the Territory will gain a Physical Weakness.

Phainon has a unique turn count during this transformation as well, but it's a bit complicated. He gains 8 'extra turns' to use during the Ultimate. These are not real Extra Turns that happen outside of the Action Order, but they do inherit the property of not having buffs tick down on each of the 'extra turns'. These 'extra turns' have a fixed SPD value equal to 60% of Phainon's base SPD. This is for the entire duration of his Ultimate, meaning that all 8 turns (the duration of the Ultimate) will be equal to 60% of his base Action Value (AV).

At the start of the final 'extra turn', Phainon will automatically launch a Final Hit, dealing up to 960% ATK, distributed evenly among all enemies present. This will end the Ultimate's Transformation and will return base Phainon and his allies to the field, with the same AV they left at.

This forms the core gameplay loop of Phainon. You accumulate points of Coreflame as base Phainon and then use those points to enter his Ultimate's transformation and rain fire and brimstone upon his enemies.

As base Phainon, his Basic ATK is a standard one dealing 100% ATK to one enemy and restoring 1 Skill Point. His Skill grants him 2 points of Coreflame, and then deals a Blast AoE of 300% ATK to a target enemy and 120% ATK to adjacent ones. This Skill is important for getting points of Coreflame quickly, so remember this for later.

His base Talent also helps with accumulating Coreflame. When Phainon is the target of any target's ability, he gains 1 point of Coreflame. This means ally or enemy, it doesn't matter, so getting hit by enemy AoE attacks will also grant him 1 Coreflame. If he's targeted by an ally, Phainon gets 30% increased CRIT DMG for 3 turns.

While transformed, all of these abilities are Enhanced, including the Talent, and he even gains a third ability to use instead of his Ultimate, being put on the W key. He will also gain a new resource to manage called Scourge. He does not consume or generate Skill Points during his transformation, in fact they're completely inaccessible during his Ultimate.

The Enhanced Talent will grant Phainon 4 points of Scourge upon transforming. If he transforms during an ally's turn, it will forcefully end their turn and extend all positive effects on them by 1 turn. During the transformation, Phainon is completely immune to Crowd Control debuffs, gains an Enhanced Basic and 2 Enhanced Skills (I'll refer to these as Enhanced W Skill and Enhanced E Skill), and gains 80% ATK and increases his Max HP by 270%. You can hold up to 7 points of Scourge in the Ultimate.

When Phainon attacks, he restores 20% of his Max HP. Should he take a mortal blow, instead of getting knocked down, Phainon will immediately use the Final Blow of his Ultimate and will restore 25% of his Max HP. When used in this way, the final damage of the Final Blow will be reduced by 12.5% for every 'extra turn' that remains; if you fall at the 7th turn, you'll deal 87.5% of the original damage, but if you fall at the 2nd turn, you'll only deal 25% of the original damage.

His Enhanced E Skill is the focal point during this transformation. It spends up to 4 of the accumulated Scourge points to gain a ramping total damage multiplier. For every point of Scourge consumed when used, it will deal 4 instances of DMG equal to 45% ATK. These DMG instances are Bounces that hit one random enemy at a time. When consuming 4 points of Scourge, there will also be an extra hit at the very end of the attack dealing 450% ATK, distributed evenly between enemies on the field.

This means that this already visually impressive attack will have a total multiplier to match; 1 point grants 4 hits, 4 points grants 12, plus the final big hit at the end, and this Enhanced E Skill is dealing a potential 1170% ATK. There are extremely few attacks in the game that can reach that number on a single enemy. There is very little reason to use this ability at fewer than 4 points of Scourge, as you sacrifice a tremendous amount of damage.

His Enhanced W Skill acts as a momentary self-enhancement. You'll gain points of Scourge equal to the number of foes on the field and also gain 1 stack of Soulscorch, then you'll cause all enemies to immediately take action. Yes you read that right, you literally advance the enemies forward.

This Soulscorch state will reduce the DMG Phainon takes by 75%, and he will gain an additional stack of Soulscorch after enemy targets attack or take action. Once the final enemy has taken their action, Phainon will immediately launch a Counter, dealing 40% ATK to all enemies, and then having 4 instances of DMG dealing 30% ATK (this is also a Bounce).

Each stack of Soulscorch will increase the Counter's DMG multiplier by 20% of the original multiplier, so this is final damage multiplication like what Acheron has on her Bonus Trace. The damage dealt by this Enhanced W Skill is considered as Skill DMG. Should the Counter not be launched by the next 'extra turn', it will be launched automatically at the start of Phainon's 'extra turn'.

His Enhanced Basic is a Blast AoE, dealing 250% ATK to a target enemy and 75% to adjacent foes. It will also grant 2 points of Scourge upon use. This is useful for those sick 1v1 duels you may find yourself in where you can't get enough value out of his Enhanced W Skill, as usually it'd be better to use that if you're against 3+ enemies (and if there is no downside to advancing the enemy action).

It's a lot to get through, and there's still the Bonus Traces:

  • A2 will grant Phainon 1 point of Coreflame at the start of battle. Phainon does not start with any Coreflame by default, unlike how Acheron and Feixiao start with at least 3 of their unique Energy points, so this is quite a useful head start for Phainon. When the transformation ends, he will gain 3 points of Coreflame, accelerating his next Ultimate use.

  • A4 will provide Phainon with a 45% DMG boost for 4 turns upon receiving healing or shielding effects from an ally. This is mostly as a way to help alleviate the damage loss you incur by not going sustainless in the event that your team is struggling to survive without one. This Trace will also make it so that when Phainon receives Energy from ally abilities, he will gain 1 point of Coreflame.

    • This is exceptionally useful for getting extra value out of teammates that have such Energy regenerating abilities like Sunday, Tingyun, or even Huohuo, and can greatly speed up the process of getting Phainon's first Ultimate in a fight.

  • Lastly, A6 will provide a 50% ATK boost when entering battle, or after his Ultimate's transformation ends, and this can stack up to 2 times. This is functionally a free and permanent ATK boost that Phainon can gain, and combined with the ATK increase he gets from his Enhanced Talent, he's already very close to saturating his ATK stat all by himself.

It sure is a lot of words to describe what is functionally a very simple kit, and Phainon has an extremely high performance floor. This means that he's going to be strong right out of the gate thanks to his insanely high ability DMG multipliers. Even with just more readily available units, Phainon can end up dealing pretty ridiculous damage quite easily during his Ultimate.

You use his Enhanced E Skill upon transforming, then you use either Enhanced Basic or Enhanced W Skill to regain points of Scourge until you have 4 again, at which point you summon Meteor with the Enhanced E Skill again. At 4 targets you actually get to just alternate between Enhanced W and Enhance E, which is really quite strong.

… You know I'm about to hit you with an ellipsis followed by 'however'. Ahem... However, there are some rather unignorable things that should be mentioned that rather negatively impact the playing experience of Phainon.

One of the more glaring issues is the fact that his damage is always distributed among targets evenly. This is hardly a problem when you're in an honourable 1v1 duel as the contender will always take the full brunt of the Enhanced E Skill's massive damage multiplier, but as soon as more enemies start showing up, it gets more and more awkward to have your damage go onto the actually important target.

This is particularly noticeable inside of Pure Fiction where there are endlessly respawning adds that do nothing but divert important damage away from the boss onto themselves. It's noticeable in Apocalyptic Shadow as well, as even though the total Toughness Damage of the Enhanced E Skill is huge, if it's Bouncing pointlessly on summoned adds, it's going to feel like a slog to actually Break something.

Once actual AoE encounters start to get considered, the total damage multiplier of the Enhanced E Skill starts to become less impressive, especially as we already have a whole host of DPS characters who can multi-task both single-target and AoE extremely reliably and easily. Comparing to the behatted Peerless Gem seems almost unfair in this regard.

Don’t get it twisted, it is not unserviceable by any means. It’s just that the deeper you look, the more awkward things can become. Being alone on the field means that it can become difficult to deal with Boss mechanics; hit count mechanics become extremely difficult to meet, and quite a few bosses change their behaviour when there's only one living party member remaining in a way that makes things more challenging. It’s unlikely, but it’s something to keep in mind.

While he can heal in his Ultimate, it's not a huge amount per action, and using his Enhanced Counter to advance enemies can have devastating consequences if you're not aware of what it might cause them to do. This also means that Phainon can ironically run into issues against the Amphoreus Bosses like Nikador, Reaver, and Pollux.

The specific way his Ultimate interacts with Action Value is quite intriguing. Whenever conversations about Action Value or SPD happen, the rabbit hole opens up its maw like everyone's favourite Portly Pegasus, and it can be quite daunting, but it's important to at least be aware of these interactions if you want to optimise Phainon and play around some of his weaknesses.

His Ultimate functionally freezes ally Action Value, meaning if they're at 0 before you enter his Ultimate, they will still be at 0 when the Ultimate ends. This can lead to some funky optimisation with things like Dance! Dance! Dance! or with Robin's Ultimate, making it so that allies can act immediately as soon as Phainon's Ultimate ends, getting the ball rolling for Phainon's next Ultimate.

Boots main stat choice can also play into this quite heavily (and SPD substats), as having a good amount of SPD can be useful for eking out extra points of Coreflame sooner and have ally turn order be exactly the way you want it for a fast second Ultimate as well, though the exact values you need for this depend on the particular SPD tuning of the Action Advancing supports you'll be using.

As allies literally cannot act during the Ultimate, they have no way of regenerating their own Energy, meaning they'll struggle to keep their buffs going if the fight is taking too long. Usually by the time you get to Phainon's 3rd Ultimate, your supports are going to be running out of juice, so this is when you would want to consider bringing a healer.

Speaking of supports, yeah, you're going to want the Action Advancers by default. The Angel, as well as the OG, Sunday and Bronya. More actions for Phainon means faster Coreflame generation, and especially since all of the buffs from these two supports explicitly target Phainon, he can get an influx of Coreflame from them as well.

Sunday grants a lot all by himself due to Phainon's A4 getting extra value out of Sunday's Ultimate, and having him be SP efficient, while meaningless during Phainon's Ultimate, is extremely important for the downtime between transformations, as Phainon needs Skill Points to get Coreflame points from his base Skill.

Bronya provides an excellent DMG% boost as well, and her buff lasting for only one turn isn't an issue since the Deliverer transformation has 'extra turns' that can functionally extend the duration of Bronya's Skill through the entire transformation, no Bronya E6 required. Being a second Action Advancer means even more opportunities to quickly build points of Coreflame for Phainon.

Both of these Harmony supports follow a trend, and are pretty much the best options for Phainon as of the initial writing. The SPD tuning can be a pain for newer players, since you ideally want Bronya's Advance to be last to keep the DMG buff from it throughout the entire Ultimate transformation of Phainon, but it's not that bad in general and definitely worth the effort to do. Just make Bronya 1 SPD slower than Sunday and you’re good to go.

However, these two also continue to saturate the stats that Phainon already has even further, with even more ATK% and CRIT DMG. Since Phainon is a one-man army, the 3rd team slot that would be reserved for a sustain is vacant, available for another support to take its place and provide more offensive value. You can still choose to run a sustain if you know the encounter is going to be going on for longer.

You have a great number of options for this final slot and it'll all depend on what you're against and what you're going for (and also what you have available). Robin is a great option for the Action Advance shenanigans you can pull, as well as the setting of AV for better 2nd Ultimates, as well as more DMG% buffs. The Remembrance Trailblazer is also a great accessible option for the Action Advance from Mem and the True DMG buff that persists through the Ultimate as well, though it's a little harder to sustain if the fight lasts too long (and the SPD tuning for Mem can be agony).

Cipher is also absolutely fantastic, as her Bonus Trace provides 40% Damage Vulnerability to all enemies passively and permanently for just being on the team, and her damage accumulation Talent means that she can provide a great True DMG nuke during Phainon's downtime, keeping up the pressure and potentially allowing for even faster clears. The trade-off is that Cipher won't be contributing to Coreflame generation, but Sunday and Bronya can sustain Phainon’s opener by themselves, so it’s not an issue. Tribbie is in the exact same boat, just with RES PEN instead of Vulnerability.

Some really accessible options are Tingyun and Gallagher. Tingyun, like Sunday, also benefits from Phainon's A4 letting her Ultimate generate 2 points of Coreflame instead of just 1, and can provide some decent buffs as well. Her Skill also gives an additional instance of DMG when Phainon attacks which can be quite nice especially if you lack the stronger supportive options, though do keep in mind that you’ll get a lot less value out of her buffs and she can be quite SP intensive.

Gallagher is really the option for when you're stuck on Skill Points during the opening moments of a fight. He can use his Skill on Phainon to generate Coreflame stacks, and with his Ultimate, Gallagher can do this twice in succession, but know that by bringing a sustain, you are sacrificing a tremendous amount of potential damage, so this is only if things are really dire.

The better healer to bring along for Phainon is Huohuo, since she can actually provide even more Coreflame generation for Phainon, and also (more importantly) Energy for the rest of your allies, meaning it’s less painful to get things set back up after Phainon’s gone through a couple Ultimates. Especially if Skill Points are not an issue, and you definitely need a sustain, Huohuo is the way.

The common theme is to try and get enough damage out, quickly enough that the fight ends within the span of a couple transformations, because Phainon's allies won't be able to keep up the pace forever, and if you have to transform without getting buffed by allies first, you'll have a really bad time and will be wasting a lot of time in whatever endgame mode you're in.

Phainon is an absolute stat monster, but he is also kind of a 'stat-checker' unit; if you have the stats to win the fight before it starts taking too long, you'll get through it easily and without much hassle at all. But should there come a point where the enemy stats are higher than yours can keep up with, and you need to start worrying about teammates' Energy and HP values, things can start to become messier and messier the more Ultimates he needs.

He has extremely high potential to improve with future supports, but it's important to evaluate him as he is right now, and that evaluation is this: He is still a DPS from the Amphoreus patch cycle, so he is not weak by any stretch of the imagination, and even though he's a simple stat-checker, the bar he sets for enemies is extremely high, so he's not going to be suddenly falling off very soon.

If you do not have a DPS from the 3.x patch cycle, you should seriously consider getting Phainon (and Sunday *cough*), as he will make your life that much easier. Just be aware that he is far far more stat reliant than other main DPS characters, so you really need to make sure his personal relics are as good as they possibly can be. Put in the effort to build the team before you go into a fight, so that the fight itself can be over in a flash.

And so it shall be, for when the night is encroaching, know that the Sun will rise again.

Ratings

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:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
  • Apocalyptic Shadow (AS) - how the character performs in the Apocalyptic Shadow. Single target and Break is important here.
Damage dealer
T0

MoC

T0.5

PF

T0

AS

Build and teams

Best Light Cones

Due to the nature of Phainon kit, his ability to be played sustainless by design, and the fact he can maintain a teams buffs throughout the majority of his main rotation we've calculated Phainon both 'buffless' and alongside two of his current key team members - Bronya and Sunday. Please keep in mind Phainon's Relic, Light Cones and Eidolon value will change depending on the teammates your pair with him.

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

133.69%

The wearer's base SPD increases by 12/14/16/18/20. When the wearer deals DMG, ignores 18/22/27/31/36% of the target's DEF. After the wearer uses Ultimate, obtains "Blazing Sun," which is removed at the start of their turn. While "Blazing Sun" is in possession, increases the wearer's DMG dealt by 60/78/96/114/132%.

Source: Event Warp (limited)

Supplements Phainon's low innate Base ATK with 687 Base ATK - currently the highest in the game. Provides a permanent 18% DEF ignore on all attacks, and a large DMG boost during Phainon's Transformation. Also speeds up Phainon's actions during Ultimate as it offers base SPD, not just a SPD increase. His clear best option, and it's not close. The Base SPD bonus from this Cone has a variable value based on the encounter. In fights where it nets Phainon multiple extra actions, it can perform above what is listed. In fights where it nets no or minimal action gains, it can perform below the listing. We have averaged how many actions we expect him to get.

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

Ramping ATK% buff, with an extra DMG buff on Weakness Breaks. Phainon can easily score Weakness Breaks with his Weakness Implant and high Toughness DMG, and his buffs do not tick down while Transformed. Despite the low base ATK, it's still his Top F2P option.

98.17%

Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Source: Stellar Warp

If Aeon is being used elsewhere and you have Clara's signature, it can be a reasonable alternative thanks to the fact Phainon is constantly being hit during his Ultimate and his buffs persist for its entire duration.

97.87%

Increases the wearer's CRIT Rate by 12/14/16/18/20%. The Skill DMG and Ultimate DMG dealt by the wearer increase by 24/28/32/36/40%.

Source: Nameless Glory

The 3.x battlepass Cone, which has solid multipliers for Phainon and CRIT RATE, which is a high priority stat for Phainon if not already at 100% in combat, but similar to Aeon suffers from low base ATK. If you need the CRIT RATE, a good alternative to his non-sig options - if not it falls behind. If you don't have Sunday and are struggling to reach the CRIT Cap without him, this outperforms Aeon in many cases.
Best Relics

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.

Best Relic Sets

100%

(2)

Increases CRIT DMG by 16%.

(4)

When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).

Phainon's entire kit is focused on being targeted by allies, making stacking this set trivial. Also, his Ultimate counts as one single turn, meaning the 48% ATK is active for the majority of his field time and when it counts.

95.73%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

A reasonable and generic alternative to Wavestrider, which doesn't fall too far behind his 'signature' Relict set.

95.58%

(2)

Increases Physical DMG by 10%.

(4)

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).

Another usable option thanks to the fact that during his Ultimate Phainon is the only target and will be hit frequently, maxing out this set's passive close to immediately.

93.69%

(2)

Increases CRIT DMG by 16%.

(4)

When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).

Flex

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:

  • Scholar Lost in Erudition
    Scholar Lost in Erudition
    [CRIT Rate +8%] (Recommended)
  • The Wind-Soaring Valorous
    The Wind-Soaring Valorous
    [ATK +12%]
  • Hero of Triumphant Song
    Hero of Triumphant Song
    [ATK +12%]
  • Musketeer of Wild Wheat
    Musketeer of Wild Wheat
    [ATK +12%]
  • Champion of Streetwise Boxing
    Champion of Streetwise Boxing
    [Physical DMG +10%]
Special Relic Sets

(2)

Increases Quantum DMG by 10%.

(4)

When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.

The unique multiplier this set offers sets it apart from other options in certain teams as Phainon suffers heavily from having large amounts of the more common DMG multipliers usually found on sets giving it a niche especially against Quantum weak enemies.

(2)

Increases Quantum DMG by 10%.

(4)

Decreases the wearer's SPD by 8%. Before entering battle, if the wearer's SPD is less than 110/95, increases the wearer's CRIT Rate by 20%/32%. This effect also applies to the wearer's memosprite.

Phainon is capable of maxing out this set bonuses effect but only when not using his signature and at the cost of options when it comes to coreflame generation and team building. If you're satisfied working around these restrictions this set can be a strong and competitive option.

Best Planetary Sets

100%

(2)

When there are currently more or less than 4 ally targets in battle, each additional/missing ally target increases the wearer and their memosprite's DMG by 9%/12%, up to a maximum of 4/3 stacks.

Phainon counts as alone during his Ultimate, meaning the 'missing ally' portion of this planar is maxed out at 36% the whole time.

98.66%

(2)

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%.

The lion's share of Phainon's damage is BASIC and SKILL damage, with the exception of his Ultimates final hit, making this planar a competitive alternative to Arcadia.
Best Stats
Body
CRIT Rate
CRIT Rate
>
CRIT DMG
CRIT DMG
Feet
Speed
Speed
=
ATK
ATK%
Planar Sphere
Physical DMG
Physical DMG
>
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

SPD (if needed) > CRIT RATE > CRIT DMG > ATK%

Build comments

-

Recommended endgame stats
  • ATK: 2200 - 2600+

  • HP: 3200+

  • DEF: 1000+

  • CRIT Rate: 90-100%

  • CRIT DMG: 160-180%+ (Before Trace)

  • SPD: Phainon gains no benefit from SPD% or Flat SPD during his Ultimate. Because of this, SPD is not a "damage" stat for Phainon. With that said, he can still take advantage of SPD tuning to great effect, especially with boosting characters like Sunday and Bronya to allow him to gain Coreflame stacks faster and more consistently. When looking to build SPD, the most common approach is to build Phainon 1 SPD faster than your boosters, granting you 2 or more actions to generate Coreflame. Example:

    • Phainon: 136 SPD

    • Sunday: 135 SPD

    • Bronya: 134 SPD

Traces priority
Skills priority:

Skill > Ultimate = Talent = Basic

Major Traces priority:

March to Oblivion (A2) > Bide in Flames (A4) > Shine with Valor (A6)

Investment

Are you wondering whether you should pull for Phainon Eidolons or his Light Cone? Then this section is for you!

Phainon's release opens up a brand new archetype of him being the solo unit on the field. As time has shown, he will likely receive new dedicated supports for his playstyle as the current supports are not exactly the best (asides from Sunday). When it comes to investment we recommend saving pulls for his best current (and potential new) supports first after that his Signature Light Cone is the next big upgrade within reach, but if you can stretch for his E2 that takes precidence over the signature thanks to its transformational effect. With that aside.

Phainon S1 > Phainon E1 > Phainon E2

  1. Phainon S1 - Speeds up his Ultimate and provides him with a sizable DMG increase. Herta's Store Light Cone is perfectly fine for him, but Phainon's Signature Light Cone is still a substantial damage increase for him.
  2. Phainon E1 - Mostly brings improvements to his gameplay in Pure Fiction, allowing him to out speed certain enemies when they are spawned in. Also provides some DMG increase, but is generally not as worth as his signature and is more of a stepping stone for his gamechanging Eidolon 2.
  3. Phainon E2 - Makes him insanely broken with the Extra Turns. In Pure Fiction, he will be able to trigger this every turn by alternating between the Taunt and Meteor for a total of 14 turns inside 1 Ultimate.
Synergy

Below you can find a list of some of the stronger synergies between this character and others.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

Premium Sustainless

Premium Sustained

Alternative Sustainless

F2P team

Teams (MoC)

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.

Rank 5

App. rate: 4.66%

Avg. cycles: 4.57

Phainon
Physical
Bronya
Wind
Robin
Physical
Sunday
Imaginary

Rank 9

App. rate: 3.23%

Avg. cycles: 7.4

Phainon
Physical
Bronya
Wind
Sunday
Imaginary
Huohuo
Wind

Rank 10

App. rate: 3.16%

Avg. cycles: 4.96

Phainon
Physical
Bronya
Wind
Ruan Mei
Ice
Sunday
Imaginary

Rank 14

App. rate: 1.55%

Avg. cycles: 5.34

Phainon
Physical
Bronya
Wind
Sunday
Imaginary
Tingyun
Lightning

Rank 17

App. rate: 1.41%

Avg. cycles: 5.8

Phainon
Physical
Bronya
Wind
Trailblazer • Remembrance
Ice
Sunday
Imaginary

Rank 23

App. rate: 1.15%

Avg. cycles: 5.25

Phainon
Physical
Bronya
Wind
Sparkle
Quantum
Sunday
Imaginary

Rank 27

App. rate: 1.05%

Avg. cycles: 8.55

Phainon
Physical
Bronya
Wind
Sunday
Imaginary
Aventurine
Imaginary

Rank 34

App. rate: 0.88%

Avg. cycles: 7.92

Phainon
Physical
Sparkle
Quantum
Sunday
Imaginary
Huohuo
Wind

Rank 40

App. rate: 0.75%

Avg. cycles: 7.55

Phainon
Physical
Bronya
Wind
Sunday
Imaginary
Gallagher
Fire

Rank 42

App. rate: 0.7%

Avg. cycles: 5.03

Phainon
Physical
Bronya
Wind
Sunday
Imaginary
Tribbie
Quantum
Video guides

MoC/PF/AS Statistics

MoC 3.3 / PF 3.4 / AS 3.4

This section contains information about Phainon performance in the latest Memory of Chaos cycle (3.3), latest Pure Fiction (3.4) and the latest Apocalyptic Shadow (3.4), and the commonly used Relics and Cones in both modes. The page has been last updated on 17.07.2025.

  • For MoC the data below is based on 21570 accounts (9844 random we have scanned and 11726 self-reported).
  • For PF the data below is based on 16833 accounts (7374 random we have scanned and 9459 self-reported).
  • For AS the data below is based on 20176 accounts (9095 random we have scanned and 11081 self-reported).

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 Form
Common partners (MoC 12)

This section lists the characters that were most commonly paired with Phainon in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Phainon in the current phase of Pure Fiction.

Common partners (AS)

This section lists the characters that were most commonly paired with Phainon in the current phase of Apocalyptic Shadow.

Eidolons

Eidolons data comes from players we have scanned who used Phainon in the current MoC cycle (4988), in the current PF cycle (4733) or in the current AS cycle (6858) and had the character placed in their Profile. Use the switcher below to show Phainon Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.

Change mode:

MoC

PF

AS

68.55%

6.06 cyc.

Eidolon 0

6.9%

4.96 cyc.

The base SPD inheritance ratio of █████'s extra turn increases to 66%. For every enemy target defeated in one battle, further increases it by 1.5%, up to 84%.

When using Ultimate, CRIT DMG increases by 50%, lasting for 3 turn(s).

19.43%

2.65 cyc.

█████'s Physical RES PEN increases by 20%. When consuming 4 "Scourge" to use "Foundation: Stardeath Verdict," gains 1 extra turn.

0.86%

4.25 cyc.

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

0.45%

4.16 cyc.

When using "Calamity: Soulscorch Edict," additionally gains 4 stack(s) of "Soulscorch."

0.14%

3.83 cyc.

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

3.65%

0.77 cyc.

The number of Overflow point for "Coreflame" no longer has an upper limit. When battle starts, gains 6 "Coreflame(s)." After using "Foundation: Stardeath Verdict's" attack, additionally deals True DMG equal to 36% of the total DMG dealt in this attack to the enemy with the highest HP.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Phainon in the current MoC cycle (4988), in the current PF cycle (4733) or in the current AS cycle (6858) and had the character placed in their Profile. Use the switcher below to show Phainon Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.

Change mode:

MoC

PF

AS

79.7%

6.85 cyc.

The wearer's base SPD increases by 12/14/16/18/20. When the wearer deals DMG, ignores 18/22/27/31/36% of the target's DEF. After the wearer uses Ultimate, obtains "Blazing Sun," which is removed at the start of their turn. While "Blazing Sun" is in possession, increases the wearer's DMG dealt by 60/78/96/114/132%.

Source: Event Warp (limited)

13.62%

8.26 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

2.82%

8.55 cyc.

Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Source: Stellar Warp

2.1%

8.03 cyc.

Increases the wearer's CRIT Rate by 18/21/24/27/30%. When the wearer uses their Basic ATK, they will gain 1 stack of Dragon's Call for 2 turns. Each stack of Dragon's Call increases the wearer's ATK by 18/21/24/27/30% and Energy Regeneration Rate by 6/7/8/9/10%. Dragon's Call can be stacked up to 2 times.

Source: Event Warp (limited)

0.28%

7.5 cyc.

Increases the wearer's CRIT Rate by 12/14/16/18/20%. The Skill DMG and Ultimate DMG dealt by the wearer increase by 24/28/32/36/40%.

Source: Nameless Glory

0.24%

9.12 cyc.

Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).

Source: Stellar Warp

0.18%

8.67 cyc.

Increases the wearer's CRIT DMG by 20/23/26/29/32%. When an ally gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 14/16.5/19/21.5/24%. When 3 stack(s) are reached, additionally enables the attack to ignore 12/14/16/18/20% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

Source: Event Warp (limited)

0.16%

9.25 cyc.

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

0.11%

8.5 cyc.

Increases the wearer's CRIT rate by 18/21/24/27/30% and increases their Max HP by 18/21/24/27/30%. When the wearer is attacked or consumes their own HP, their DMG increases by 24/28/32/36/40%. This effect is removed after the wearer uses an attack.

Source: Event Warp (limited)

0.07%

9 cyc.

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 12/15/18/21/24%.

Source: Stellar Warp

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Phainon in the current MoC cycle (4988), in the current PF cycle (4733) or in the current AS cycle (6858) 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.

Relic Sets

94.56%

(2)

Increases CRIT DMG by 16%.

(4)

When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).

3.18%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

0.33%

(2)

Increases CRIT DMG by 16%.

(4)

When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).

Flex

0.24%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

(2)

Increases CRIT DMG by 16%.

(4)

When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).

0.14%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

Planetary Sets

73.63%

(2)

When there are currently more or less than 4 ally targets in battle, each additional/missing ally target increases the wearer and their memosprite's DMG by 9%/12%, up to a maximum of 4/3 stacks.

23.97%

(2)

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%.

0.39%

(2)

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%.

0.16%

(2)

Increases the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.

0.1%

(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.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Phainon in the current MoC cycle (4988), in the current PF cycle (4733) or in the current AS cycle (6858) and had the character placed in their Profile.

Main stats
Body
CRIT Rate
CRIT Rate
- 76.92%
CRIT DMG
CRIT DMG
- 22.8%
ATK
ATK
- 0.11%
Feet
ATK
ATK
- 74.44%
Speed
Speed
- 25.45%
HP
HP
- 0.02%
Planar Sphere
Physical DMG
Physical DMG
- 88.58%
ATK
ATK
- 11.17%
HP
HP
- 0.08%
Link Rope
ATK
ATK
- 99.5%
HP
HP
- 0.21%
Average stats
Average stats
HP
HP
- 3462.86
ATK
ATK
- 2862.06
DEF
DEF
- 1291.95
Speed
Speed
- 120.96
CRIT Rate
CRIT Rate
- 76.39%
CRIT DMG
CRIT DMG
- 189.96%
Physical DMG
Physical DMG
- 34.46%
Energy Regen
Energy Regen Rate
- 0.01%
Effect RES
Effect RES
- 7.78%
Effect HIT Rate
Effect HIT Rate
- 7.78%
Break Effect
Break Effect
- 11.66%
Average sub stats
Average sub stats
HP
HP
- 10.9%
ATK
ATK
- 15.97%
DEF
DEF
- 12.81%
Speed
Speed
- 4.3
CRIT Rate
CRIT Rate
- 30.87%
CRIT DMG
CRIT DMG
- 72.43%
Effect RES
Effect RES
- 7.78%
Effect HIT Rate
Effect HIT Rate
- 7.78%
Break Effect
Break Effect
- 11.66%
Other stats
Average stats
Character level - 80
Light Cone level - 79.94
Basic level - 5.89
Skill level - 10.11
Ultimate level - 10.06
Talent level - 10.09

Calculations

Calculations
Disclaimers:
  • We calculated Phainon DPS output using his signature Light Cone (Thus Burns the Dawn S1) and (On the Fall of an Aeon S5). If you want to check how other Light Cones perform on him, check the Light Cone section (or the early access guide),
  • Also, on top of the usual solo calculations, we have also prepared team calculations for Phainon this team that include buffers - Sunday and Bronya who form his core team. The last slot is flex and isn't included in the calcs.
  • The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1, 3 and 5 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 550 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.

Phainon (solo)

Phainon (team buffed)

Phainon [1 target]
Thus Burns the Dawn
4 211 941 dmg395%
On the Fall of an Aeon
2 924 494 dmg274%
Thus Burns the Dawn
3 451 434 dmg324%
On the Fall of an Aeon
2 341 052 dmg219%
Thus Burns the Dawn
3 233 566 dmg303%
On the Fall of an Aeon
2 212 509 dmg207%
Thus Burns the Dawn
3 233 566 dmg303%
On the Fall of an Aeon
2 212 509 dmg207%
Thus Burns the Dawn
3 112 811 dmg292%
On the Fall of an Aeon
2 128 230 dmg199%
Thus Burns the Dawn
1 960 022 dmg184%
On the Fall of an Aeon
1 350 466 dmg127%
Thus Burns the Dawn
1 550 481 dmg145%
On the Fall of an Aeon
1 066 786 dmg100%
Phainon [3 targets]
Thus Burns the Dawn
7 072 055 dmg561%
On the Fall of an Aeon
4 811 316 dmg382%
Thus Burns the Dawn
5 905 923 dmg468%
On the Fall of an Aeon
4 027 285 dmg319%
Thus Burns the Dawn
5 253 762 dmg417%
On the Fall of an Aeon
3 595 149 dmg285%
Thus Burns the Dawn
4 706 611 dmg373%
On the Fall of an Aeon
3 225 998 dmg256%
Thus Burns the Dawn
4 667 529 dmg370%
On the Fall of an Aeon
3 199 630 dmg254%
Thus Burns the Dawn
2 290 436 dmg182%
On the Fall of an Aeon
1 595 853 dmg127%
Thus Burns the Dawn
1 811 856 dmg144%
On the Fall of an Aeon
1 260 627 dmg100%
Phainon [5 targets]
Thus Burns the Dawn
8 891 575 dmg577%
On the Fall of an Aeon
6 034 643 dmg391%
Thus Burns the Dawn
7 531 088 dmg489%
On the Fall of an Aeon
5 119 940 dmg332%
Thus Burns the Dawn
6 687 590 dmg434%
On the Fall of an Aeon
4 562 524 dmg296%
Thus Burns the Dawn
5 958 056 dmg386%
On the Fall of an Aeon
4 070 322 dmg264%
Thus Burns the Dawn
5 918 974 dmg384%
On the Fall of an Aeon
4 043 954 dmg262%
Thus Burns the Dawn
2 817 638 dmg183%
On the Fall of an Aeon
1 951 546 dmg127%
Thus Burns the Dawn
2 228 901 dmg145%
On the Fall of an Aeon
1 541 603 dmg100%
Relic Set

(2)

Increases CRIT DMG by 16%.

(4)

When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).

Planetary Sets

(2)

When there are currently more or less than 4 ally targets in battle, each additional/missing ally target increases the wearer and their memosprite's DMG by 9%/12%, up to a maximum of 4/3 stacks.

Relic Stats
Body
CRIT Rate
CRIT Rate
Feet
Speed
Speed
Planar Sphere
Physical DMG
Physical DMG
Link Rope
ATK
ATK%
Substats:

CRIT Rate (29.2%), CRIT DMG (81.6%), ATK (7.8%)