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 (Imaginary) 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.
Trailblazer (Imaginary) 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*
October 26th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Trailblazer (Imaginary) 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
Swing Dance Etiquette
Single Target
Energy gain: 20
Break: 10
Halftime to Make It Rain
Bounce
Energy gain: 6
Break: 10
All-Out Footlight Parade
Support | 140 energy cost
Energy gain: 5
Break: -
Full-on Aerial Dance
Impair
Energy gain: 0
Break: -
Now! I'm the Band!
Defense
Energy gain: 0
Break: -
Dance With the One
Shuffle Along
Hat of the Theater
Best Seat in the House
Eidolon 1
After using Skill for the first time, immediately recovers 1 Skill Point(s).
Jailbreaking Rainbowwalk
Eidolon 2
When the battle starts, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).
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.
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.
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.
Tomorrow, Rest in Spotlight
Eidolon 6
The number of additional DMG applications by the Skill increases by 2.
Review
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.
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.
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.
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
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.
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 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
Increases Break Effect by 16%.
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
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
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:
3
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Good option for Break-scaling characters, especially those who can benefit from the additional Energy gain granted when the wearer Breaks enemies.
Increases Wind DMG by 10%.
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.
1
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.
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.
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.
SPD = Break Effect% > HP% = DEF%
If you want to learn more about the various stats and breakpoints, expand the section below.
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.
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.
134 (Low Investment)
145 (Recommended/Talia)
160+ (High-end gear)
HP: 3500-4500+
DEF: 950-1350+
SPD: 134-145+ (If using Talia)
Break Effect%: 150%-250%+ (excluding Ultimate buff)
Energy Regeneration: 0%-19.44%+
Ultimate > Talent > Skill > Basic
Dance With the One (A2) > Hat of the Theater (A6) > Shuffle Along (A4)
Play through the 2.2 main story and you will unlock it roughly 3/4 way through it.
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.
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
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 Trailblazer (Imaginary) 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 Trailblazer (Imaginary) in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Trailblazer (Imaginary) in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Trailblazer (Imaginary) in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Trailblazer (Imaginary) in the current MoC cycle (10219), in the current PF cycle (6505) or in the current AS cycle (8283) and had the character placed in their Profile.
0.01%
3 cyc.Eidolon 0
1%
99.99 cyc.After using Skill for the first time, immediately recovers 1 Skill Point(s).
4.96%
7.39 cyc.When the battle starts, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).
2.2%
7.28 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
3.91%
7.02 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.
88.93%
6.61 cyc.The number of additional DMG applications by the Skill increases by 2.
Light Cones are ranked with usage rate among the players we have scanned who used Trailblazer (Imaginary) in the current MoC cycle (10219), in the current PF cycle (6505) or in the current AS cycle (8283) and had the character placed in their Profile.
57.8%
6.72 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
28.89%
6.47 cyc.When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16/18/20/22/24%
Source: Stellar Warp
6.05%
6.26 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)
5.31%
7.01 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
0.74%
7.62 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
0.36%
7.5 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
0.21%
7.91 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
0.16%
8.57 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
0.14%
7.67 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
0.12%
8.33 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 are ranked with usage rate among the players we have scanned who used Trailblazer (Imaginary) in the current MoC cycle (10219), in the current PF cycle (6505) or in the current AS cycle (8283) 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.
87.2%
Increases Break Effect by 16%.
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.
2.96%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Increases Break Effect by 16%.
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.
2.02%
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 Break Effect by 16%.
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.
1.52%
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
1.41%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
67.69%
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%.
16.19%
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).
7.36%
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.
2.5%
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
2.16%
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 Trailblazer (Imaginary) in the current MoC cycle (10219), in the current PF cycle (6505) or in the current AS cycle (8283) and had the character placed in their Profile.
Calculations
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 Cone | ERR Rope | ERR Set | Total ERR | Rotation Energy |
---|---|---|---|---|
24% | 163.0 | |||
19% | 156.5 | |||
0% | 131.0 | |||
24% | 192.9 | |||
19% | 185.1 | |||
0% | 155.0 | |||
34% | 176.1 | |||
29% | 169.6 | |||
10% | 144.1 |
Increases Break Effect by 16%.
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.
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%.
Break Effect (62.21%), Speed (18)
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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.