Honkai: Star RailTrailblazer • HarmonyBest build, teams and other guides

Character
Introduction

Trailblazer • Harmony is a 5 character from the Imaginary element who follows the Path of Harmony.

A girl/boy who boarded the Astral Express. They chose to travel with the Astral Express to eliminate the dangers posed by the Stellaron.

To learn more about Trailblazer • Harmony 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

Trailblazer • Harmony 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 2.6

Last major build/calcs update

Patch 2.6

Last profile update*

November 21st, 2024

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

To learn more about Trailblazer • Harmony 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

Skills
Basic ATK

Swing Dance Etiquette

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Imaginary DMG equal to #1[i]% of the Trailblazer's ATK to a single target enemy.
Skill

Halftime to Make It Rain

Bounce

Lv. 1

Energy gain: 6

Break: 10

Deals Imaginary DMG equal to #1[i]% of the Trailblazer's ATK to a single target enemy and additionally deals DMG for 4 times, with each time dealing Imaginary DMG equal to #1[i]% of the Trailblazer's ATK to a random enemy.
Ultimate

All-Out Footlight Parade

Support | 140 energy cost

Lv. 1

Energy gain: 5

Break: -

Grants all allies the Backup Dancer effect, lasting for 3 turn(s). This duration reduces by 1 at the start of Trailblazer's every turn. Allies that have the Backup Dancer effect have their Break Effect increased by #1[i]%. And when they attack enemy targets that are in the Weakness Broken state, the Toughness Reduction of this attack will be converted into 1 instance of Super Break DMG.
Talent

Full-on Aerial Dance

Impair

Lv. 1

Energy gain: 0

Break: -

The Trailblazer immediately regenerates #1[i] Energy when an enemy target's Weakness is Broken.
Technique

Now! I'm the Band!

Defense

Energy gain: 0

Break: -

After the Technique is used, at the start of the next battle, all allies' Break Effect increases by #1[i]%, lasting for #2[i] turn(s).
Major Traces
A2Major trace

Dance With the One

When the number of enemy targets on the field is 5 or more/4/3/2/1, the Super Break DMG triggered by the Backup Dancer effect increases by 20%/30%/40%/50%/60%.
A4Major trace

Shuffle Along

When using Skill, additionally increases the Toughness Reduction of the first instance of DMG by 100%.
A6Major trace

Hat of the Theater

Additionally delays the enemy target's action by 30% when allies Break enemy Weaknesses.
Minor Traces (total)
Break Effect
Break Effect
+37.3%
Imaginary DMG
Imaginary DMG
+14.4%
Effect RES
Effect RES
+10%
Eidolons
E1

Best Seat in the House

Eidolon 1

After using Skill for the first time, immediately recovers 1 Skill Point(s).

E2

Jailbreaking Rainbowwalk

Eidolon 2

When the battle starts, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).

E3

Sanatorium for Rest Notes

Eidolon 3

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

E4

Dove in Tophat

Eidolon 4

While the Trailblazer is on the field, increases the Break Effect of all teammates (excluding the Trailblazer), by an amount equal to 15% of the Trailblazer's Break Effect.

E5

Poem Favors Rhythms of Old

Eidolon 5

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

E6

Tomorrow, Rest in Spotlight

Eidolon 6

The number of additional DMG applications by the Skill increases by 2.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1086
ATK
ATK
446
DEF
DEF
679
Speed
Speed
105
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Thief's Instinct
    Thief's Instinct
    x 15
  • Usurper's Scheme
    Usurper's Scheme
    x 15
  • Enigmatic Ectostella
    Enigmatic Ectostella
    x 65
  • Conqueror's Will
    Conqueror's Will
    x 15
CV
ENG
Rachael Chau | Caleb Yen
JPN
Ishikawa Yui (石川 由依) | Enoki Junya (榎木 淳弥)
CN
Chen Tingting (陈婷婷) | Qin Juge (秦且歌)
KR
Kim Ha-ru (김하루) | Kim Myung-jun (김명준)
Gallery

Review

Pros & Cons
Pros

  • Best in Slot for any Break-focused team,

  • Extremely high Toughness damage,

  • Can lock down Weakness Broken enemies for longer with a 30% Break Delay,

  • Near permanent Ultimate uptime,

  • Scales incredibly well with Eidolons which we get full access to,

  • Adds a significant amount of free Break Effect to the whole team.

Cons

  • As a Break-focused character, they do almost no damage before an enemy is Broken,

  • Wants to be paired with dedicated Break characters to make the most of their kit,

  • Loses a lot of effectiveness against non-IMG weak,

  • A2 Bonus Trace loses effectiveness in large AoE scenarios,

  • The best teammate option is with Ruan Mei, a limited 5-star Harmony.

Review (By Sushou)

The Harmony Trailblazer is the first of their kind, being a fully dedicated Break support. They provide teamwide Break Effect and unique benefits for attacking Broken enemies in the form of Super Break DMG, dealing considerable Break DMG based on the character's Break Effect and the Toughness-reducing damage of the attack. The Trailblazer themselves deal extremely high Toughness damage, meaning they will also be able to contribute very high damage against Broken targets. This Super Break counteracts the natural downside of Break setups; the damage usually trails once an enemy is Broken, but with the Harmony Trailblazer, it only increases that damage — vastly so.

You know, it seems like as more and more Harmony characters get released, Xipe must have a clause in the Harmony contract that states 'Thou shalt be damn strong and have mad swag' because every single one of them has been outstanding, and the Harmony edition of the Trailblazer is no different. If you were worried that the Trailblazer's new behatted form isn't worthy of hanging with the greats and is doomed to never be used, then I have some great news for you because it looks like the Harmony Trailblazer is going to become a staple support for Break focused teams moving forward.

Their Skill is a Bounce ability, dealing up to 50% ATK damage to a target enemy and then dealing an additional 4 hits of the same damage to random enemies after. As a Bounce ability, this has a tremendous amount of Toughness damage attached to it, especially if you're against small numbers of enemies. Especially since the Harmony Trailblazer wants to Break enemies as quickly as possible to take advantage of their Ultimate's effects, if the enemy is weak to Imaginary you'll be absolutely bullying them with this Skill.

This Skill helps a lot with Energy gain as well, so it's highly recommended to use this every single turn to maximize the gains from both aspects. Their Talent also plays into this by providing up to 10 Energy whenever an enemy target's Weakness gets Broken, so Breaking faster also regenerates Energy faster. This is triggered on any Break, so you don't necessarily have to have the Trailblazer being the one to Break enemies to benefit from this.

Now for the Ultimate, it's the most important aspect of their kit. For the cost of 140 Energy, they grant all allies, including themselves, a buff called Backup Dancer that lasts for 3 of the Trailblazer's turns. Allies with Backup Dancer will have their Break Effect increased by up to 30% and gain access to a new exclusive mechanic called Super Break. When an ally with Backup Dancer hits a Broken enemy, they will deal an instance of Super Break DMG, and this damage is based on both the Break Effect of the attacking character as well as the Toughness DMG of this attack.

This new Super Break mechanic is the answer to the most profound question that has plagued full Break setups up to now, which is 'I've broken the enemy! Now what?' — when you Broke an enemy before, you got a huge influx of damage upon the initial Break, but all that Break Effect you stacked is useless until the target recovers from Break. It was the ironic downside of Ruan Mei's Weakness Break Efficiency for Break users, in that delaying the enemy from recovering from Break was actually worse for you. But now with Harmony Trailblazer's Super Break, all that Break Effect comes in like Truck-kun to decimate the already Broken enemy, turning the ironic disadvantage of a Broken enemy into the time where the team can put out their most potent damage.

Now is probably the time to explain why Break DMG is so special and unique. Break DMG is not like other sources of damage in this game in that it has far fewer ways to be affected; unsurprisingly CRIT stats do nothing, but even things like your usual DMG% increases will also do nothing. No other stats besides Break Effect will affect the Break DMG, but certain character effects and debuffs on enemies will also be able to increase the Break DMG enemies receive; things like Gallagher's Talent increasing Break DMG directly, or reducing enemies' DEF or Elemental RES, or applying vulnerability. This also goes both ways, so if an enemy has increased stats, they will end up taking less damage.

Break DMG also gets increased based off of the enemies' Maximum Toughness, so you'll do much more Break DMG against a Boss or Elite with a large Toughness bar than you would against an elemental bird that gets Broken in a single hit. This is actually not the case for Super Break, meaning you can do the same amount of extra damage against all enemies once they're Broken, though the initial Break DMG will still be affected by the enemy Max Toughness as normal.

It's particularly interesting that Super Break also cares about the Toughness damage of the action that triggers it, so other support characters can end up dealing a surprising amount of damage with Super Break; once again, Gallagher is a particularly great example of this due to his Ultimate and Enhanced Basic combo being a huge total of 150 Toughness, and Aventurine is also a great example thanks to his frequent Bouncing follow-up from his Talent. The Harmony Trailblazer themselves will be consistently making full use of these effects thanks to their high Toughness damage Skill as well as obviously being incentivised to build for maximum Break Effect, so don't be surprised to be easily broaching 6-digit damage numbers with the dapper hatter.

The Bonus Ability Traces matter quite a bit, not just because they're really good but because Break DMG cares immensely about your Character Level. Their A2 will increase the damage of Super Break based on the number of enemies on the field, having higher benefits the fewer enemies there are; you get a 20% increase against 5 or more enemies, but you get a whopping 60% increase against only a single target. Either way, you're getting a substantial boost because this increase to Super Break is actually a separate final multiplier, making this an inordinately powerful damage increase.

A4 will similarly provide a massive boost, increasing the Toughness damage of the initial hit of their Skill by 100%. This is ambiguous so let me elaborate. As a Bounce ability, the initial hit has the most Toughness damage, followed by a halved value for all remaining hits. This generally puts 5-hit Bounce abilities in the range of about 90 Toughness damage, about the same as most single-target Ultimates. By doubling the value of the initial hit, the Harmony Trailblazer's Skill now deals a colossal 120 Toughness damage, putting it on par with Xueyi's Ultimate and Imbibitor Lunae's Fulgurant Leap.

A6 also provides a massive benefit that was previously a downside for Break setups. Whenever an ally Breaks an enemy, their next action will be delayed by 30%. This allows for more time to wrack up the impressive damage from Super Break and also doubles as a means of improving team survivability. This delaying effect stacks extremely well with both Ruan Mei's Ultimate and Welt's Ultimate; you can actually send enemies to the shadow realm and then keep them there for long enough to get obliterated by the subsequent Super Break damage.

Since this is the Trailblazer, you will get access to all Eidolons for them - but the grind to unlock them will be quite long and annoying as you will need to scour the whole Penacony for chests and events. E1 will refund a Skill Point for the first Skill of a fight, making it easier to get the ball rolling without screwing over your DPS, and E2 will grant 25% Energy Regeneration Rate for 3 turns at the start of combat, speeding up the rate at which you get the first Ultimate. E4 will increase the Break Effect of all other allies by 15% of the Trailblazer's current Break Effect, and this will dynamically update if the Trailblazer's Break Effect changes. E3 and E5 are both very appreciated Trace levels. Finally, E6 will add 2 extra hits to the Bounce of the Skill, for a new total of 7 hits, resulting in this one Skill dealing a hilarious 150 Toughness damage, tied with Argenti's Lv2 Ultimate for the most Toughness damage on any single ability. The extra hits also mean this Skill will regenerate more Energy, opening up some more build flexibility in terms of Light Cones.

With this particular kit, it's no surprise that Ruan Mei is an exceptionally good pairing with Harmony Trailblazer; one helps you Break faster and the other helps you delete the then-Broken foe. Ruan Mei’s Weakness Break Efficiency also helps to improve the damage from Super Break. While this is the ideal combination, you should not despair if you do not have Ruan Mei, as Harmony Trailblazer is more than powerful enough to be the complete backbone of Break teams moving forward. Other units can also be substituted to achieve whichever result is most desirable. If you want more actions then Bronya or Asta can grant the Break DPS more effective SPD, and if you want to make sure the enemy never gets up again you can use Silver Wolf or Pela to send the enemy's DEF to Caelid.

Once again, I'm mentioning Gallagher, because this man just keeps on winning. As already mentioned, his Talent directly improves team Break DMG, his own Toughness damage is highly impressive, and he has no troubles keeping the team alive, especially at higher Eidolon levels. You are also incentivized to build him with Break Effect in mind, so he can provide very impressive damage numbers with the help of the Backup Dancer buff, all from the role of sustain. Unless another sustain shows up with an explicit Break focus, Gallagher is going to be quite the appealing pick for maximizing damage.

This is an undeniably powerful kit and on the Trailblazer of all things! With everyone gaining access to this wonderful break-focused kit, it's not a surprise that the game meta shifted toward Super Break. Dedicated Super Break damage dealers were released soon after with Firefly, Boothill, and then Rappa - all who can use both Ruan Mei and Harmony Trailblazer to dominate the meta (out of the three, Boothill tho doesn't rely on them as much as Firefly and Rappa).

Do not underestimate them, and let us all 'Hee-hee' into that White Night.

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.
T0.5

MoC

T1.5

PF

T0

AS

Build and teams

Best Light Cones
Best Light Cones

1

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)

Powerful team buffing option with additional benefits for Break-scaling Harmony supports. Gains more value in endgame modes with more waves of enemies.

2

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

Powerful Energy generation Cone for characters that hit frequently. Especially strong for characters that scale off of Break Effect. Only stronger than Meshing Cogs for Break related characters or those who require the additional base stats of a 4-star vs 3-star Cone.

3

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.

Special Light Cones

Alternative or more specialized Light Cones that also are viable options for the character.

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%

Source: Stellar Warp

Allows characters with high Speed and/or an accessible Ultimate to grant substantial action boosts to themselves and the team allowing for higher Speed (and cycle) breakpoints. Strongest on characters who can access their Ultimate at least once every 3 (but ideally 2) actions. Specifically strong when combined with other additional action advances or energy generation.

Best Relics

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.

Best Relic Sets

1

(2)

Increases Break Effect by 16%.

(4)

When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.

Incredible team-wide supportive set for Break-focused teams. Most optimally played on the character in the team with the most frequent access to an Ultimate which buffs allies to ensure strong uptime. In teams with particularly fast Break-focused damage dealers, equipping this to multiple Supports for better uptime may be advised.

2

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

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:

  • Iron Cavalry Against the Scourge
    Iron Cavalry Against the Scourge
    [Break Effect +16%]
  • Watchmaker, Master of Dream Machinations
    Watchmaker, Master of Dream Machinations
    [Break Effect +16%]
  • Sacerdos' Relived Ordeal
    Sacerdos' Relived Ordeal
    [Speed +6%]
  • Messenger Traversing Hackerspace
    Messenger Traversing Hackerspace
    [Speed +6%]

3

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

Good option for Break-scaling characters, especially those who can benefit from the additional Energy gain granted when the wearer Breaks enemies.

Special Relic Sets

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Allows characters with accessible Ultimates to reach higher Speed (and cycle) breakpoints compared to just stacking Speed. Strongest on characters with powerful ultimate related effects or who can access their ultimate at least once every 3 (but ideally 2) actions. Particularly strong when combined with other action advancement effects.

Best Planetary Sets

1

(2)

Increases 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%.

Strong Break-focused planar set suitable for all Break-scaling characters without the conditional requirements of Forge of Kalpagni, assuming the wearer can reach the 145 Speed requirement.

The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.

  • Broken Keel
    Broken Keel
    - An option for supports stacking Effect RES, while also increasing the entire team's CRIT DMG. Requires at least 30% Effect RES to activate.
  • Fleet of the Ageless
    Fleet of the Ageless
    - Ideal for supporting teams that scale on ATK.
  • Penacony, Land of the Dreams
    Penacony, Land of the Dreams
    - Top option for supporting teams with the same Element as the wearer, and for its Energy Regen.
  • Lushaka, the Sunken Seas
    Lushaka, the Sunken Seas
    - Top option for Supporting a single ATK-scaling DPS, and for its Energy Regen.
Special Planetary Sets

(2)

Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).

Powerful Break-focused set, primarily for Fire characters. Useful both for Break characters and Break scaling Supports and Sustains thanks to its massive Break Effect% buff and permanent 6% Speed boost. Despite not being a Fire character, Harmony Trailblazer is frequently played along Firefly who is and who can implant Fire weakness, making it viable and strong option to use.

(2)

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.

Best Stats
Body
HP
HP%
>
DEF
DEF%
Feet
Speed
Speed
Planar Sphere
HP
HP%
>
DEF
DEF%
Link Rope
Break Effect
Break Effect
>
Energy Regen
Energy Regen Rate
Substats:

SPD = Break Effect% > HP% = DEF%

If you want to learn more about the various stats and breakpoints, expand the section below.

Relic Main stats
  • Body - HP% > DEF%

    • Aim for HP% on Body to help remedy Harmony' Trailblazer's initial low defensive stats. If you can't obtain an HP% body armor with good sub-stats or have an excellent DEF% body armor with good sub-stats use that instead.

  • Feet - Speed

    • Best in Slot.

  • Planar Sphere - HP% > DEF%

    • Aim for HP% on Sphere to help remedy Harmony' Trailblazer's initial low defensive stats. If you can't obtain an HP% Sphere with good sub-stats or have an excellent DEF% Sphere with good sub-stats use that instead.

  • Link Rope - Break Effect >= Energy Regen

    • Break Effect is the most optimal choice as long as you can maintain 100% ultimate uptime without an Energy Recharge Rope.

    • Whether this is possible will depend on the Eidolon level and the Cone of your Trailblazer primarily, but can also depend on how many hits you take and how many talent activations you are able to trigger in battle. If you don't have E6 or S5 Meshing Cogs/Memories of the Past, an Energy Rope may be required.

Additional notes for sub-stats
  • SPEED: Speed is one of only two scaling stats the Harmony Trailblazer has to improve their kit output as such stacking as much of it as possible is imperative with the key breakpoints being 134 first and foremost for endgame content and 145 if you are using Talia.

    • Even after these breakpoints, Speed continues to be useful offering more frequent actions contributing to faster Breaks and more frequent Super Breaks, increasing damage output. Speed is a must-have offensive stat that allows Trailblazer to unlock their Super Break earlier but when using Trailblazer's skill every action with high speeds ensure you manage your skill points appropriately so you don't run out.

  • Break Effect%: Break Effect% is Trailblazer's other core stat increasing not only their own personal damage through Super Break but also their supportive effects after unlocking E4 thanks to granting 15% of their total Break Effect to allies.

    • Gaining as much Break Effect as possible is absolutely a top priority and with nothing else to spend your sub-stats on other than Speed and Defenses there's no excuse not to go all out.

  • Energy Recharge%: Harmony Trailblazer's ultimate is almost their entire kit and without it active they aren't able to do their job. Fortunately, by stacking the right amount of Energy Recharge, it's trivial to keep the Ultimate active permanently through a combination of gameplay, gear, Cones and Eidolons.

    • Exactly how easy 100% ultimate uptime is and how skill point restrictive the end result will be, depends on your Trailblazer's investment level. Trailblazer has multiple Eidolons and a talent that grants an abundance of Energy at different points of battle.

    • Unfortunately the best of which - their E6 - is not available on initial release meaning your Energy investment will need to be higher until it can be obtained.

    • At E4 it's recommended you use either S5 Meshing Cogs/S5 Memories of the past + Break Rope OR an Energy Rope + any other Light Cone with the first option being the more favorable one and spamming your skill to ensure 100% ultimate uptime.

    • Gaining access to more Energy Recharge than these two setups can allow Harmony Trailblazer to use basics in their rotation, lowering damage but easing skill point costs (this can be achieved pre-E6 with S5 memories/cogs and an energy rope but at the cost of break).

    • After E6 releases, you'll be free to use any Cone with a break rope equipped or make use of even higher energy recharge builds capable of getting even faster and more frequent ultimates for specialized builds.

Additional notes for Speed breakpoints
  • 134 (Low Investment)

  • 145 (Recommended/Talia)

  • 160+ (High-end gear)

Build comments

Stack Speed until the desired breakpoint then prioritize as much Break Effect as possible. As a bonus, but not at the expense of Speed or Break, seek out defensive stats to improve your survivability.

Recommended endgame stats
  • HP: 3500-4500+

  • DEF: 950-1350+

  • SPD: 134-145+ (If using Talia)

  • Break Effect%: 150%-250%+ (excluding Ultimate buff)

  • Energy Regeneration: 0%-19.44%+

Traces priority
Skills priority:

Ultimate > Talent > Skill > Basic

Major Traces priority:

Dance With the One (A2) > Hat of the Theater (A6) > Shuffle Along (A4)

Tips and Tricks
How to unlock the Harmony variant of the Trailblazer?

Play through the 2.2 main story and you will unlock it roughly 3/4 way through it.

How to get Eidolons for the Trailblazer?

In the 2.2 patch, you can only obtain enough Eidolons to raise the character to E5 - and you can obtain them from the Clockie Statue. For the last - E6 - Eidolon, we will have to wait for the next patch. Sadly, the E6 is actually the most powerful and it affects both the character performance and how you build them, so their full power will be unveiled in 2.3 patch.

  • Trailblazer's E1 recovers a skill point on first skill use in combat. It requires that you first have at least 1 skill point to use the skill to then recover it afterwards.
  • Trailblazer's E4 that grants other allies 15% of their Break Effect updates as their Break Effect changes. Increases and decreases to their current Break Effect in combat will increase and decrease the buff.
  • Trailblazer's E6 that grants 2 additional hits with their skill increases the total energy generation of the skill from 30 to 42 as it is a bounce skill (5 hits becomes 7).
What is Super Break?

Let's compare the Break Effect and Super Break formulas first:

Break Formula

Element Multiplier * Lvl Multiplier * Max Toughness Multiplier * (1 + Break Effect) * DEF Multi * Res Multi * Vuln Multi * Broken Multi

Super Break Formula

Lvl Multiplier * (Toughness DMG / 30) * (1 + Break Effect) * (1 + Trailblazer's A2 bonus) * DEF Multi * Res Multi * Vuln Multi * Broken Multi

  • Unlike normal Breaks, the enemies toughness is not a factor is how much Super Break damage you'll deal. For this reason you can deal the same sized Super Break to a weak monster as you could to an end game boss.
  • The level of your character directly determines the base damage of your Super Break which everything else scales off of. To maximize damage make sure all of your characters are level 80.
  • Break and Super break can be inflicted with the same action.
  • Super Break's damage will be based on the element of the unit inflicting the damage. For example, Fu Xuan's Ultimate would inflict Quantum Super Break.
  • All elements of Super Break use the same damage formula and do not apply any of the usual elemental effects.
  • Super Break, like normal Break, is modified by all enemy defensive mechanics such as DEF, RES and damage taken % in both positive and negative ways.
  • The best way to deal more Super Break damage is increasing the Toughness damage you deal to an enemy. A basic attack deals 1 Toughness damage where a Skill normally deals 2. Dealing 2 Toughness damage instead of 1 is the equivalent to double damage. So an E6 Trailblazer's 5 toughness damage Skill, it can deal 5 times the Ssuper Break of a normal basic attack.
  • Break Efficiency, such as Ruan Mei's buff, increases the total Toughness damage you deal with your attacks and will also increase the Super Break damage by an identical amount (50% in Ruan Mei's case). Break Effect as with traditional Break damage is also a direct multiplier on Super Break damage.
  • Super Break damage is always calculated off of the stats of the attacking character's stats. Meaning if you basic attack with your Aventurine it will use his Break Effect stat, not the Trailblazers.
  • Enemies do not need to be vulnerable to the unit attacking them to take Super Break damage from them. They only need to be broken first.
  • Trailblazer's Dance With the One bonus ability that grants increased Super Break DMG is a unique damage multiplier separate to Break Effect%. For example, if you would deal 10,000 Super Break damage with 50% increase from this bonus ability you'd deal 15,000.
  • Dance With the One's strongest effect occurs when only 1 enemy is present, granting 60% increased damage to Super Break while when there is 5 enemies you'll only get 20% increase.
Kit interactions
  • Trailblazer's skill at E0 deals a total of 4 break units each use (Initial 2 + 0.5 per hit after), equivalent to most ultimates in the game. At E6 this is increased to 5 break units making their break quite potent if all attacks line up on a singular enemy.
  • Trailblazer's Talent that regenerates 10 energy when an enemy target's weakness is broken does not trigger off of Super Break.
  • Trailblazer's Bonus ability, Shuffle Along, increases the first hit toughness-reducing damage of Trailblazer's skill. Each use taking the skills total toughness damage from 3 break units to 4 or from 4 to 5 with E6.
  • To ensure maximum Ultimate uptime aim to use Trailblazer's Ultimate right after or during their turn as the ultimates duration ticks down at the start of their turn.
  • When playing Harmony Trailblazer using the skill every action is most optimal to ensure the Ultimate is always available and you deal maximum toughness and Super Break damage to enemies. With sufficient Energy Regeneration gear, Cones, eidolons or talent triggers you can effortlessly keep your Ultimate up permanently and with multiple of these combined you also have the option to use basic attacks to generate skill points if needed while maintaining that 100% uptime all be it at the expense of some Break and Toughness damage.
Synergy

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

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 1

App. rate: 31.79%

Avg. cycles: 8.58

Firefly
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Gallagher
Fire

Rank 2

App. rate: 24.13%

Avg. cycles: 7.92

Firefly
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Lingsha
Fire

Rank 4

App. rate: 8.89%

Avg. cycles: 8.05

Rappa
Imaginary
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Gallagher
Fire

Rank 6

App. rate: 7.03%

Avg. cycles: 7.01

Rappa
Imaginary
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Lingsha
Fire

Rank 13

App. rate: 2.35%

Avg. cycles: 9.41

Himeko
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Gallagher
Fire

Rank 29

App. rate: 0.81%

Avg. cycles: 8.56

Himeko
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Lingsha
Fire

Rank 37

App. rate: 0.61%

Avg. cycles: 9.43

Firefly
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Luocha
Imaginary

Rank 44

App. rate: 0.52%

Avg. cycles: 9.1

Boothill
Physical
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Gallagher
Fire

Rank 44

App. rate: 0.52%

Avg. cycles: 9.8

Firefly
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Aventurine
Imaginary

Rank 49

App. rate: 0.47%

Avg. cycles: 5.5

Rappa
Imaginary
Firefly
Fire
Trailblazer • Harmony
Imaginary
Ruan Mei
Ice
Video guides

MoC/PF/AS Statistics

MoC 2.6 / PF 2.6 / AS 2.7

This section contains information about Trailblazer • Harmony performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.7), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.

  • For MoC, the last update happened on 29.11.2024 and the data below is based on 15955 accounts (7887 random we have scanned and 8068 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 4379 cleared MoC 12.
  • For PF, the last update happened on 15.11.2024 and the data below is based on 2462 accounts (4270 random we have scanned and 8192 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 3073 cleared Pure Fiction 4.
  • For AS, the last update happened on 13.12.2024 and the data below is based on 11457 accounts (3897 random we have scanned and 7560 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 2987 cleared Apocalyptic Shadow 4.

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
Usage rate (MoC 12)

Characters 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.

Usage rate (PF 4)

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.

Usage rate (AS 4)

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.

Common partners (MoC 12)

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

Common partners (PF)

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

Common partners (AS)

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

Eidolons

Eidolons data comes from players we have scanned who used Trailblazer • Harmony in the current MoC cycle (8776), in the current PF cycle (6505) or in the current AS cycle (6910) and had the character placed in their Profile. Use the switcher below to show Trailblazer • Harmony 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

0.03%

9 cyc.

Eidolon 0

1%

99.99 cyc.

After using Skill for the first time, immediately recovers 1 Skill Point(s).

4.09%

8.9 cyc.

When the battle starts, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).

1.82%

9.09 cyc.

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

3.56%

8.78 cyc.

While the Trailblazer is on the field, increases the Break Effect of all teammates (excluding the Trailblazer), by an amount equal to 15% of the Trailblazer's Break Effect.

1%

99.99 cyc.

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

90.53%

8.29 cyc.

The number of additional DMG applications by the Skill increases by 2.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Trailblazer • Harmony in the current MoC cycle (8776), in the current PF cycle (6505) or in the current AS cycle (6910) and had the character placed in their Profile. Use the switcher below to show Trailblazer • Harmony 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

51.82%

8.41 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

36.37%

8.19 cyc.

When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%

Source: Stellar Warp

5.69%

7.78 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)

4.3%

8.92 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

0.64%

9.33 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

0.35%

7.46 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

0.17%

8.5 cyc.

When the wearer uses their Skill, then the next ally taking action (except the wearer) deals 16/20/24/28/32% increased DMG for 1 turn(s).

Source: Echo of War  | Forgotten Hall Store  | Mission Reward

0.15%

9.67 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

0.12%

9.67 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

0.09%

7.86 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

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Trailblazer • Harmony in the current MoC cycle (8776), in the current PF cycle (6505) or in the current AS cycle (6910) 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

87.1%

(2)

Increases Break Effect by 16%.

(4)

When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.

3.01%

(2)

Increases SPD by 6%.

(4)

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.

(2)

Increases Break Effect by 16%.

(4)

When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.

2.86%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

(2)

Increases Break Effect by 16%.

(4)

When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.

1.57%

(2)

Increases Break Effect by 16%.

(4)

If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.

1.46%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

Planetary Sets

66.75%

(2)

Increases 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%.

17.25%

(2)

Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).

7.76%

(2)

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.

2.36%

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

1.82%

(2)

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

Relic Stats are shown based on the Relics used by the players we have scanned who used Trailblazer • Harmony in the current MoC cycle (8776), in the current PF cycle (6505) or in the current AS cycle (6910) and had the character placed in their Profile.

Main stats
Body
HP
HP
- 50.51%
DEF
DEF
- 30.79%
ATK
ATK
- 10.53%
Feet
Speed
Speed
- 99.37%
DEF
DEF
- 0.29%
HP
HP
- 0.09%
Planar Sphere
HP
HP
- 38.76%
DEF
DEF
- 30.67%
Imaginary DMG
Imaginary DMG
- 7.03%
Link Rope
Break Effect
Break Effect
- 86.93%
Energy Regen
Energy Regen Rate
- 12.37%
HP
HP
- 0.26%
Average stats
Average stats
HP
HP
- 3903.91
ATK
ATK
- 1426.73
DEF
DEF
- 1672.21
Speed
Speed
- 150.62
CRIT Rate
CRIT Rate
- 11.05%
CRIT DMG
CRIT DMG
- 61.66%
Imaginary DMG
Imaginary DMG
- 14.72%
Energy Regen
Energy Regen Rate
- 2.96%
Effect RES
Effect RES
- 22.36%
Effect HIT Rate
Effect HIT Rate
- 9.31%
Break Effect
Break Effect
- 215.72%
Average sub stats
Average sub stats
HP
HP
- 13.74%
ATK
ATK
- 14.3%
DEF
DEF
- 16.33%
Speed
Speed
- 19.16
CRIT Rate
CRIT Rate
- 5.83%
CRIT DMG
CRIT DMG
- 11.66%
Effect RES
Effect RES
- 12.5%
Effect HIT Rate
Effect HIT Rate
- 9.25%
Break Effect
Break Effect
- 63.85%
Other stats
Average stats
Character level - 79.97
Light Cone level - 77.9
Basic level - 3.96
Skill level - 8.52
Ultimate level - 11
Talent level - 10.89

Calculations

Calculations
E6 Rotation - energy calcs

The table below shows how much energy an E6 Harmony Trailblazer gains with 3 Skill rotation (so you can have a permanent uptime on the Ultimate buff) based on the Light Cone and Relic choices. The E6 upgrade makes a massive difference when it comes to how much energy you generate and in some cases, you will be able to achieve a 2 Skill rotation or switch out to a Break Effect Rope fully instead of an ERR one.

Light ConeERR RopeERR SetTotal ERRRotation Energy
Past Self in Mirror
Past Self in Mirror(S1)
Dance! Dance! Dance!
Dance! Dance! Dance!(S5)
24%163.0
Past Self in Mirror
Past Self in Mirror(S1)
Dance! Dance! Dance!
Dance! Dance! Dance!(S5)
19%156.5
Past Self in Mirror
Past Self in Mirror(S1)
Dance! Dance! Dance!
Dance! Dance! Dance!(S5)
0%131.0
Memories of the Past
Memories of the Past(S5)
Meshing Cogs
Meshing Cogs(S5)
24%192.9
Memories of the Past
Memories of the Past(S5)
Meshing Cogs
Meshing Cogs(S5)
19%185.1
Memories of the Past
Memories of the Past(S5)
Meshing Cogs
Meshing Cogs(S5)
0%155.0
But the Battle Isn't Over
But the Battle Isn't Over(S1)
34%176.1
But the Battle Isn't Over
But the Battle Isn't Over(S1)
29%169.6
But the Battle Isn't Over
But the Battle Isn't Over(S1)
10%144.1
Super Break and Break Effect
Trailblazer Imaginary - Super Break dmg and Break Effect buff
Relic Set

(2)

Increases Break Effect by 16%.

(4)

When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.

Planetary Sets

(2)

Increases 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%.

Relic Stats
Body
HP
HP%
Feet
Speed
Speed
Planar Sphere
HP
HP%
Link Rope
Break Effect
Break Effect
Substats:

Break Effect (62.21%), Speed (18)