A Halovian singer born in Penacony and rose to cosmic fame. An elegant and demure young lady. This time, she has been invited home by The Family to grace everyone with a song at the Charmony Festival. She can use the power of Harmony to broadcast her music, manifesting "resonance" among not only her fans but all manner of lifeforms.
To learn more about Robin 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.
Robin 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*
November 8th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Robin 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
Wingflip White Noise
Single Target
Energy gain: 20
Break: 10
Pinion's Aria
Support
Energy gain: 30
Break: -
Vox Harmonique, Opus Cosmique
Support | 160 energy cost
Energy gain: 5
Break: -
Tonal Resonance
Support
Energy gain: 0
Break: -
Overture of Inebriation
Support
Energy gain: 0
Break: -
Coloratura Cadenza
Impromptu Flourish
Sequential Passage
Land of Smiles
Eidolon 1
While the Concerto state is active, all allies' All-Type RES PEN increases by 24%.
Afternoon Tea For Two
Eidolon 2
While the Concerto state is active, all allies' SPD increases by 16%. The Talent's Energy Regeneration effect additionally increases by 1.
Inverted Tuning
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Ultimate Lv. +2, up to a maximum of Lv. 15.
Raindrop Key
Eidolon 4
When using the Ultimate, dispels Crowd Control debuffs from all allies. While Robin is in the Concerto state, increases the Effect RES of all allies by 50%.
Lonestar's Lament
Eidolon 5
Basic ATK Lv. +1, up to a maximum of Lv. 10. Talent Lv. +2, up to a maximum of Lv. 15.
Moonless Midnight
Eidolon 6
While the Concerto state is active, the CRIT DMG of the Additional Physical DMG caused by the Ultimate increases by 450%. The effect of Moonless Midnight can trigger up to 8 time(s). And the trigger count resets each time the Ultimate is used.
Review
Top-tier offensive buffs,
Toppest tier buffs for follow-up attackers,
Has teamwide 100% Action Advance on her Ultimate,
Contributes extremely substantial personal damage,
Very SP efficient,
Very easy to build.
Personal damage benefits the most from fast-acting allies,
Very high Ultimate cost at 160,
Energy regeneration can be wildly inconsistent,
Need galaxybrain to always fully benefit from teamwide Action Advance,
Auto-battle is passable but highly inefficient with the Ultimate’s Action Advance.
Robin is an exceptionally potent Harmony support. She provides highly competitive teamwide buffs at relatively high SP efficiency, while also contributing a very significant amount of her own damage through her Ultimate. She possesses the highly coveted ability to Action Advance teammates, only she is capable of Advancing the entire party, excluding herself. Her method of contributing damage cannot be interrupted by enemy Crowd Control effects and is directly tied to how many attacks the team as a whole can launch, with even further benefits for follow-up-centric teams.
I'll cut to the chase this time around, this is yet another unsurprising slam-dunk for Harmony. Robin is on a similar power level to that of Ruan Mei, being better in some particular specialized teams and worse in others. Even despite that, there is a fairly good amount of overlap where they can be used, and Robin may prove to be an even more enticing option for the practiced player.
With that bar established, let's elaborate on why exactly Robin reaches these heights, starting with the less dramatic portion of her kit, her Skill. It's a simplistic teamwide DMG buff of up to 50%, lasting for 3 of Robin's turns. This makes it quite an efficient boost for the whole party as you're not having to constantly keep up a buff on specific teammates. Robin's Talent is also simple, providing a permanent CRIT DMG boost to the whole party of up to 20%. It also has the added effect of granting Robin 2 additional points of Energy whenever allies attack enemy targets.
The iconic part of Robin's kit is her Ultimate. She brings an entire concert to life upon use, immediately Action Advancing all other characters by 100%, and Robin herself enters the Concerto state, increasing all allies' ATK by up to 22.8% of Robin's ATK plus a flat 200. She starts to sing and a countdown shows up in the Action Order bar, essentially acting as a way to keep track of when Robin's Concerto state will end. During Concerto, Robin has a fixed SPD of 90 with absolutely no way of affecting this; when the countdown ends, Robin will take her turn, but cannot be Action Advanced, Delayed, or affected by Crowd Control or SPD influencing effects.
If you are familiar with how the likes of Bronya and Sparkle work, you may already understand why being able to instantly grant the entire rest of the party an immediate additional Action is so ridiculously powerful. You grant more total Actions over the course of a fight than you would otherwise be allowed, and can bring allies up into a cycle that's about to end, essentially cheating out extra time to finish the fight or potentially sparing yourself from a powerful enemy attack.
Sending Robin to SPD purgatory by design may seem like a steep price to pay, especially since the cost of the Ultimate itself is a staggering 160 Energy, and this would definitely be the case were it not for the second part of the Ultimate. While Robin is in the Concerto state, in addition to the ATK increase and Action Advance, she will deal additional Physical DMG whenever any ally launches an attack against an enemy, dealing up to 120% ATK per attack action. This damage also has a fixed CRIT Rate of 100% and a fixed CRIT DMG of 150%.
Now, in addition to the other benefits she's providing with her Ultimate, Robin is also dealing damage of her own, and let me tell you that it's very substantial — in other supports' reviews it's been mentioned that their damage output is 'non-negligible' meaning it's nice to have but shouldn't be likely to be a significant portion of the team's overall damage. This is absolutely not the case with Robin, her damage is absolutely a massive increase and is actually quite easy to account for.
If upon reading 'per attack action' your mind immediately went to follow-up teams, you're right on the money. Any action that lands a hit on the enemy will cause Robin to chuck a treble-clef at the enemy, including Ultimates and especially follow-ups. The low SPD that the Concerto state enforces on Robin is therefore actually a boon, giving the team more opportunities to proc Robin's additional damage. Even better is that since her Skill's duration is based on Robin's own turns, she can keep a single Skill activation going for an incredibly long time, making her extremely SP efficient to boot, and of course thanks to her Talent, she is able to regain Energy even during the Concerto state.
The steep Energy cost of the Ultimate is absolutely justified, and careful usage of it can result in downright illegal maneuvers against even the toughest enemies — heck, even haphazard usage is strong enough in pretty much all cases. It's unlikely that you will be able to keep up the Ultimate indefinitely even with outside sources of Energy like Turbulence effects, and even if you do regain enough to prolong the effects, you're usually better off waiting until the last character before Robin has acted before using Robin's Ultimate, as this is the most efficient way to utilise the 100% Action Advance the Ultimate provides. However, if you're pressed for time and overall Actions like in Pure Fiction, you may want to maximize how many Ultimates Robin can get off, in which case it's better not to wait.
Robin's Bonus Ability Traces also tie into her powerful performance. The A2 will give Robin a 25% Action Advance at the beginning of a fight, making it much easier to use her Skill before any of your other DPS characters get their first actions off. A4 will improve upon the innate follow-up synergies by granting follow-up attacks a 25% CRIT DMG boost during the Concerto state, and A6 will make Robin's Skill regenerate an additional 5 Energy on use. A6 in particular can make it quite a compelling choice to use Robin's Skill even if she doesn't need to refresh it purely for the massive influx of Energy it provides.
Talking about Eidolons for limited 5-star characters is becoming increasingly redundant as they all follow the same pattern for the most part. As always, absolutely no Eidolons are necessary for Robin to excel, and she is not rated with them in mind. E1 provides a teamwide 24% All-Type RES PEN while Robin is in the Concerto state, and E2 will also increase all allies' SPD by 16% also during Concerto, while also increasing the Energy gained from her Talent to 3. E4 will instantly dispel all Crowd Control debuffs on allies when they get Action Advanced by the Ultimate, and will also improve their Effect RES by 50% during Concerto. Finally, E6 makes Robin really put the 'Harm' in Harmony, giving herself 8 uses of a hyper-enhanced additional DMG instance during her Ultimate, having a 600% CRIT DMG bonus instead of the usual 150%, going back to the usual amount after 8 attacks have been launched and resetting the stack count when the Ultimate is used again. It, uh, destroys pretty much everything in the blink of an eye. Have fun with that, Anemone.
Because of the unique way that Robin plays out, her stat requirements as a Harmony character are very non-standard; thanks to the Concerto state setting her SPD to a fixed value of 90, she doesn't really care about SPD that much beyond being able to get the first Action of a fight, something that is rather easy to achieve thanks to her A2 passive, meaning a paltry SPD value of around 120 is good enough in most cases unless your DPS character is a speed demon. Additionally, because the Concerto state’s additional attacks have fixed CRIT values, literally any amount from stats or substats is entirely wasted. Robin cares almost exclusively about ATK, and can make very good use of it, meaning it's very reasonable to focus on defensive stats after you've hit the ATK and SPD values you were aiming for.
Energy is a bit of a sore spot, not only because of the aforementioned high Energy cost of 160, but also because how much Energy exactly Robin will be getting depends entirely on the team you're running her with, as well as the enemies you happen to be facing. It's quite free-form and you'll have to get a feel for it for yourself, so the general recommendation is to get as much Energy Regeneration Rate as you can without it hindering Robin's supportive capabilities. For this reason, it's also recommended to place Robin in the middle of the team to increase the likelihood of her getting clipped by enemy AoE attacks for that sweet 'hit me' Energy — another good reason to invest in defensive stats. This makes Robin arguably the easiest support character to build in the entire game, almost laughably so. When pretty much every other support wants to be as fast as possible and aim for having around 160 SPD or even greater, the paltry requirements of Robin are a very, very welcome change of pace.
In terms of teams, Robin is highly flexible. For clarity, Robin is not an exclusively follow-up centric support. She's giving Ruan Mei a run for her money in pretty much all teams that aren't explicitly Break focused. Having said that... Robin does see the greatest benefits in follow-up teams. Feixiao, Dr. Ratio, Topaz, and Aventurine all have easily accessed follow-up attacks that can frequently trigger Robin's extra DMG and self Energy restore, while also benefiting from the near-permanent 25% extra CRIT DMG offered exclusively to follow-up attacks, getting a total of 45% CRIT DMG from Robin just existing, really. Topaz especially will always be benefiting from this as all of her attacks count as follow-ups.
Huohuo is also particularly noteworthy as a good general sustain to pair with Robin if one does not have Aventurine, as Huohuo's Ultimate restores a percentage of Energy to all other allies. With Robin having a Energy cost of 160, this results in a very significant amount of Energy coming back with just a single Huohuo Ultimate. The ATK buff provided by Huohuo will also naturally increase Robin's own damage output during the Concerto state. This is particularly amusing to see in the now classic Damage over Time (DoT) team with Kafka and Black Swan, where Robin feels surprisingly at home, mostly in part thanks to Kafka's extremely frequent and consistent follow-up and the rest due to DoT teams being naturally very SPD heavy in the first place. The sheer amount of ATK buffs in that team makes the DoT damage staggeringly high.
If one does not have these other 5-star limited characters, Clara is also someone who benefits from Robin — extremely so, to the point where Robin could very well be a best-in-slot support for Clara moving forward. The only limit on how many follow-ups Clara can throw out is how often she can get hit, meaning in particularly enemy-dense encounters or against speed demon bosses, Clara can output a very impressive amount of damage when bolstered by Robin, and Robin can do much the same thanks to Clara.
If you are of a… particularly driven nature, you can try assembling a team of alacritous assistants attempting to aid Robin's attacks, by which I mean: fast team makes Robin hit more, so more SPD is good. You'd be shifting the focus more onto Robin herself by trying to eke out as many additional hits from her Ultimate as possible, so Asta would see great value in this regard, especially as she herself offers a very powerful teamwide ATK buff that Robin can also benefit from. This support pairing works very well with a great many DPS characters and is highly accessible due to Asta being a free 4-star character. It's not the most recommended setup for more storied players with access to more limited 5-star characters, but it definitely does work, and it's funny when things go zoom.
As I said in the beginning, Harmony stays winning, and Robin is another fantastic addition to the roster. I've made the analogy before of 'it's like comparing gold to platinum' when there's something great and something that's also great but slightly better, but when it comes to the Harmony characters, they’re all so good that having any of them is going to be great for you. Sure there are cases where one shines more than the others, but for the overwhelming majority of people, it's the same picture. There are only winners in this race.
Now if you'll excuse me, I'm going to go listen to Robin's Ultimate song for 10 hours. It's a bop and everyone knows it.
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
1
Every time any ally attacks, the wearer gains 1 stack of Cantillation. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 3/3.5/4/4.5/5%, stacking up to 5 times. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 48/60/72/84/96% and all allies' DMG dealt by 24/28/32/36/40%, lasting for 1 turn(s).
Source: Event Warp (limited)
Incredibly potent choice for Harmony characters, expecting to deal a meaningful portion of the teams damage through their Ultimate and who scale via ATK%.
2
Increases the wearer's ATK by 16/20/24/28/32%. After the wearer uses their Ultimate, increases their DMG dealt by 18/21/24/27/30%, lasting for 1 turn.
Source: Mission Reward
Good option for ATK% scaling Harmony characters that intend to deal significant damage after using their Ultimate.
3
Increases the wearer's Energy Regeneration Rate by 10/12/14/16/18% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30/35/40/45/50% more DMG for 1 turn(s).
Source: Stellar Warp
A top option for characters that advance others via their skill, guaranteeing the DMG% boost of this Cone. Useful even on characters without the ability, thanks to the Energy Regen and skill point generation. Despite not gaining much use from the primary effect of this Cone, the Energy Regeneration Rate, high base stats and additional Skill points make it a viable option compared to alternatives for Robin.
Alternative or more specialized Light Cones that also are viable options for the character.
After the wearer uses attacks or gets hit, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
One of the strongest energy generating Cone in the game - especially in encounters where the wearer is getting hit many times as each hit grants 8 energy. Will help a lot with Energy issues, but at the cost of all other supportive effects and base stats.
Increases the wearer's ATK by 16/20/24/28/32%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 16/20/24/28/32%. Abilities of the same type cannot stack.
Source: Event Warp (limited)
Specialized option usable when supporting teams with 2 damage dealers of the same path who scale their damage through CRIT. Performs better on Harmony characters that have abilities that scale with ATK%.
Best Relic Sets show the best sets that support the main character playstyle and work out of the box while the Special Relic Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. 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
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
Robin has no dedicated 4P Relic set that is ideal for her. Mix and match the 2P Bonuses from the following instead:
1
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
Incredibly potent option for buff/debuff based characters. The advance from this set allows the wearer to apply their buffs/debuffs before the rest of the team acts, accelerate rotations, allows access to ultimates closer to the start of the fight and also grants Energy Regen - a valuable stat for many supports.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
-
ATK% >= SPD > HP% = DEF%
If you want to learn more about the various stats and breakpoints, expand the section below.
SPEED:
Unlike some other supports, Robin doesn't "need" Speed as during her Ultimate her Speed is fixed at 90 and she spends a good amount of time within that state. She also doesn't rely solely on her own actions for generating Energy and in many cases generates more Energy from her team and taking damage than herself. For these reasons, Speed is not essential.
It is recommended however that you build enough Speed on your Robin so that she always takes the first action in combat and applies her 50% damage increase to all allies. Thanks to her 25% action advance bonus ability it doesn't take much for Robin to outspeed even the fastest team setups. Generally, 120/121 Speed will allow you to outspeed allies at around 160 Speed (you can use even less Speed than this if you're running a slow team and a non-speed scaling planar).
If you're using supports that similarly start with action advances like Robin you may want to look into running Sprightly Vonwacq to ensure she always moves first. Outside of ensuring Robin moves first, Speed is no longer essential but can still hold value in allowing Robin quicker actions outside of her ultimate which may or may not be the difference between landing an Ultimate at a more opportune time or gaining another one entirely.
ATK% & DMG%
Robin's biggest buffs and all her damage can be scaled with ATK%, making it by far her best stat and the one you should focus on stacking as much as possible of.
If you're interested in seeking out more personal damage for Robin though, DMG% and PHYS% can in many cases be more valuable than ATK%. Many Robin builds end up with 180%-200%+ increased ATK% easily and the only source of DMG% Robin has naturally is her skill which grants her 50% (+ whatever she can manage from her Light Cone). This means the DMG% multiplier ends up being much lower compared to ATK%.
For maximizing damage experimenting with a PHYS% orb or other sources of DMG% can help you gain more from your Robin as long as you're not giving up too much in the form of ATK and losing out on Robin's supportive capabilities.
Energy Recharge%
Exactly how much Energy you need to achieve casting Robin's Ultimate every 1, 2 or 3 actions will change based on your team, the fight, and random chance. As the more your team is able to hit the more energy Robin will gain, the more the enemy attacks, and the more of their attacks are AoE, the higher chance Robin has to gain substantial energy from taking damage. And of course, based on luck she may or may not get hit by more or less attacks. For all these reasons, it's not possible to say exactly how much Energy Regeneration you need but getting as much as possible without sacrificing Robin's personal damage and team buffs is advised.
HP: 3200+
ATK: 3000-4400+
DEF: 800+
SPD: 120+ (get a bit more if Robin isn't the first to act at the start of the battle)
Energy Regeneration Rate: 19.44%+
Ultimate > Skill > Talent > Basic
Coloratura Cadenza (A2) > Impromptu Flourish (A4) > Sequential Passage (A6)
There are multiple factors to consider when choosing the best time to use Robin's Ultimate. At the most basic level you should aim to use it after all of your team has just moved allowing the entire team to be fully boosted, granting each of them a full action advance. On a more advanced level in endgame there are a few more things to consider.
Robin isn't bad on auto but she will most of the time immediately use her Ultimate as soon as it's available regardless of your team's current points in the action order, potentially completely wasting the action advance portion of her Kit. The rest of her AI gameplay is intelligent and smooth.
While an ERR Rope is a must have on Robin, Sprightly Vonwacq / Penacony, Land of the Dreams are not. Though the 5% Energy Regeneration can situationally be incredibly powerful.
Worst case, you want your Robin to achieve a 3-action rotation of 1 Skill and 2 Basics. You can refer to the table below to see the impact of different Light Cones and energy generation on how many allied attacks are required to make that 3-action rotation work without taking hits in combat.
Total ERR refers to the total energy regeneration that Robin has with a specific setup. Rotation Energy refers to how much energy Robin will generate from 2 basic attacks and 1 skill without taking combat damage. Required ally attacks refers to how many attacks and as a result triggers of her 2 energy talent you need in order to make the rotation work flawlessly.
Remember that taking combat damage especially with Robin placed in the middle of the team is very real and will happen, lowering the amount of required ally attacks needed and potentially allowing for 2 or even 1-action rotations.
Light Cone | ERR Rope | ERR Set | Total ERR | Rotation Energy | Required Ally Attacks |
---|---|---|---|---|---|
39% | 117.1 | 15.0 | |||
34% | 112.9 | 17.5 | |||
15% | 96.6 | 27.6 | |||
24% | 104.5 | 22.3 | |||
19% | 100.3 | 25.0 | |||
0% | 84.0 | 38.0 | |||
34% | 112.9 | 18.0 | |||
29% | 108.7 | 19.8 | |||
10% | 92.4 | 30.7 | |||
24% | 124.4 | 14.3 | |||
19% | 119.4 | 17.0 | |||
0% | 100.0 | 30.0 | |||
24% | 124.4 | 14.3 | |||
19% | 119.4 | 17.0 | |||
0% | 100.0 | 30.0 |
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 Robin 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.
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 Robin in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Robin in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Robin in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Robin in the current MoC cycle (8405), in the current PF cycle (3984) or in the current AS cycle (7264) and had the character placed in their Profile.
69.13%
6.1 cyc.Eidolon 0
24.33%
4.03 cyc.While the Concerto state is active, all allies' All-Type RES PEN increases by 24%.
4.74%
1.8 cyc.While the Concerto state is active, all allies' SPD increases by 16%. The Talent's Energy Regeneration effect additionally increases by 1.
0.29%
3.85 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Ultimate Lv. +2, up to a maximum of Lv. 15.
0.16%
1.75 cyc.When using the Ultimate, dispels Crowd Control debuffs from all allies. While Robin is in the Concerto state, increases the Effect RES of all allies by 50%.
0.03%
7.5 cyc.Basic ATK Lv. +1, up to a maximum of Lv. 10. Talent Lv. +2, up to a maximum of Lv. 15.
1.34%
0.45 cyc.While the Concerto state is active, the CRIT DMG of the Additional Physical DMG caused by the Ultimate increases by 450%. The effect of Moonless Midnight can trigger up to 8 time(s). And the trigger count resets each time the Ultimate is used.
Light Cones are ranked with usage rate among the players we have scanned who used Robin in the current MoC cycle (8405), in the current PF cycle (3984) or in the current AS cycle (7264) and had the character placed in their Profile.
51.6%
6.23 cyc.Increases the wearer's ATK by 16/20/24/28/32%. After the wearer uses their Ultimate, increases their DMG dealt by 18/21/24/27/30%, lasting for 1 turn.
Source: Mission Reward
31%
5.53 cyc.Every time any ally attacks, the wearer gains 1 stack of Cantillation. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 3/3.5/4/4.5/5%, stacking up to 5 times. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 48/60/72/84/96% and all allies' DMG dealt by 24/28/32/36/40%, lasting for 1 turn(s).
Source: Event Warp (limited)
12.62%
6.01 cyc.Increases the wearer's Energy Regeneration Rate by 10/12/14/16/18% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30/35/40/45/50% more DMG for 1 turn(s).
Source: Stellar Warp
2.44%
6.19 cyc.Increases the wearer's ATK by 16/20/24/28/32%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 16/20/24/28/32%. Abilities of the same type cannot stack.
Source: Event Warp (limited)
1.3%
6.14 cyc.At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 10/12.5/15/17.5/20%, all allies' CRIT DMG increases by 12/15/18/21/24%, or all allies' Energy Regeneration Rate increases by 6/7.5/9/10.5/12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.
Source: Nameless Glory
0.27%
7.14 cyc.Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12/15/18/21/24%.
Source: Stellar Warp
0.25%
6.71 cyc.After the wearer uses attacks or gets hit, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
0.14%
4 cyc.Increases the wearer's Break Effect by 60/70/80/90/100%. After the wearer uses their Ultimate, increases all allies' DMG by 24/28/32/36/40%, lasting for 3 turns. Should the wearer's Break Effect exceed or equal 150%, 1 Skill Point will be recovered. At the start of each wave, immediately regenerates 10/12.5/15/17.5/20 Energy for all allies. Effects of the same type cannot stack.
Source: Event Warp (limited)
0.09%
5.88 cyc.Increases the wearer's Break Effect by 28/35/42/49/56%. When the wearer attacks, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
0.05%
7.4 cyc.After the wearer uses a Basic ATK, Skill, or Ultimate, all allies gain Childishness, which increases the DMG dealt by the corresponding ability they used by 12/14/16/18/20%. Childishness only takes effect with the most recent ability used by the wearer and cannot be stacked.
Source: Forgotten Hall Store
Relic Sets are ranked with usage rate among the players we have scanned who used Robin in the current MoC cycle (8405), in the current PF cycle (3984) or in the current AS cycle (7264) 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.
82.22%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
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.
4.82%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
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.
3.18%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
3.1%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
2.22%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
42.44%
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
24.92%
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
9.32%
Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increase the ATK of the first character in the team lineup by 12%.
8%
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%.
7.32%
Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Robin in the current MoC cycle (8405), in the current PF cycle (3984) or in the current AS cycle (7264) and had the character placed in their Profile.
Calculations
This calculator can give you an idea of the total amount of damage that can be achieved during a single Robin Ultimate. Use the slider to adjust how many attacks you expect to be able to launch during Robin’s 90 speed ultimate duration - keep in mind that all allies are advanced immediately and each attack counts.
For example, Dr. Ratio first advanced skill would be 2 hits, his Ultimate would count for 3 hits and due to the slow Speed of Robin’s ultimate, he’ll get another skill in for another 2 hits for a total of 7 minimum just from his standard combo. It’s safe to assume that most standard teams can achieve at least 12-15 hits while the specialist teams, like the dedicated Follow-up ones, are capable of achieving 20-30 hits when things go their way.
Robin stats in the simulation: 4648 ATK, 123 Speed, and 38.8% Phys DMG. She's also equipped with 2-piece Musketeer of Wild Wheat and 2-piece Prisoner in Deep Confinement Relics Sets and Sprightly Vonwacq for the Planar set. Her 50% DMG% from the skill is also included.
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ATK% is the sole sub-stat that scales Robin's damaging and buffing kit as such stack as much of it as possible. While doing so it's recommended you ensure your Robin is fast enough alongside her action advance that she is always the first to act in combat. To guarantee this is always the case for almost all standard-built teams ensure she has 120-121 Speed. This will cover you even for fast compositions like 160-speed Sparkle (120 is good most of the time but if she's not first get a bit more). After stacking as much ATK as possible and satisfying your Speed needs, you can invest into Defence or invest into more Speed - although it is no longer essential after you've ensured Robin is moving first but can situationally still be helpful in certain teams and content.