Honkai: Star RailTrailblazer (Physical)Best build, teams and other guides

Character
Introduction

Trailblazer (Physical) is a 5 character from the Physical element who follows the Path of Destruction.

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 (Physical) 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

This character has no video guide yet.

Update tracker

Last review update

Patch 2.6

Last major build/calcs update

Patch 2.0

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 (Physical) 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

Farewell Hit

Single Target

Lv. 1

Energy gain: 20

Break: 10

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

RIP Home Run

Blast

Lv. 1

Energy gain: 30

Break: 20 + 10 adjacent

Deals Physical DMG equal to #1[i]% of the Trailblazer's ATK to a single enemy and enemies adjacent to it.
Ultimate

Stardust Ace

Enhance | 120 energy cost

Lv. 1

Energy gain: 5

Break: -

Choose between two attack modes to deliver a full strike. Blowout: Farewell Hit deals Physical DMG equal to #1[i]% of the Trailblazer's ATK to a single enemy. Blowout: RIP Home Run deals Physical DMG equal to #2[i]% of the Trailblazer's ATK to a single enemy, and Physical DMG equal to #3[i]% of the Trailblazer's ATK to enemies adjacent to it.
Ultimate

Blowout: Farewell Hit

Single Target | 120 energy cost

Lv. 1

Energy gain: 5

Break: 20

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

Blowout: RIP Home Run

Blast | 120 energy cost

Lv. 1

Energy gain: 5

Break: 20 + 20 adjacent

Deals Physical DMG equal to #1[i]% of Trailblazer's ATK to a single enemy and Physical DMG equal to #2[i]% of Trailblazer's ATK to enemies adjacent to it.
Talent

Perfect Pickoff

Enhance

Lv. 1

Energy gain: 0

Break: -

Each time after this character inflicts Weakness Break on an enemy, ATK increases by #1[i]%. This effect stacks up to #2[i] time(s).
Technique

Immortal Third Strike

Restore

Energy gain: 0

Break: -

Immediately heals all allies for #1[i]% of their respective Max HP after using this Technique.
Major Traces
A2Major trace

Ready for Battle

At the start of the battle, immediately regenerates 15 Energy.
A4Major trace

Perseverance

Each stack of Talent increases the Trailblazer's DEF by 10%.
A6Major trace

Fighting Will

When using Skill or Ultimate Blowout: RIP Home Run, DMG dealt to the target enemy is increased by 25%.
Minor Traces (total)
DEF
DEF
+12.5%
ATK
ATK
+28%
HP
HP
+18%
Eidolons
E1

A Falling Star

Eidolon 1

When enemies are defeated due to the Trailblazer's Ultimate, the Trailblazer regenerates 10 extra Energy. This effect can only be triggered once per attack.

E2

An Unwilling Host

Eidolon 2

Attacking enemies with Physical Weakness restores the Trailblazer's HP equal to 5% of the Trailblazer's ATK.

E3

A Leading Whisper

Eidolon 3

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

E4

A Destructing Glance

Eidolon 4

When attacking an enemy with Weakness Break, CRIT Rate is increased by 25%.

E5

A Surviving Hope

Eidolon 5

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

E6

A Trailblazing Will

Eidolon 6

The Trailblazer's Talent is also triggered when they defeat an enemy.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1203
ATK
ATK
620
DEF
DEF
460
Speed
Speed
100
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Thief's Instinct
    Thief's Instinct
    x 12
  • Usurper's Scheme
    Usurper's Scheme
    x 13
  • Enigmatic Ectostella
    Enigmatic Ectostella
    x 28
  • Conqueror's Will
    Conqueror's Will
    x 12
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

  • Versatile damage dealer in the early game,

  • You’ll get all their Eidolons over time,

  • Out of combat healing.

Cons

  • Harmony Trailblazer exist and they are vastly superior,

  • Damage lags behind significantly beyond the early game,

  • Talent has a ramp-up time,

  • Very few meaningful buffs in their kit,

  • Spreads themselves too thin becoming mediocre in everything.

Review (By Sushou)

The Destruction Trailblazer is the first character players gain access to. They are a competent and versatile damage dealer in the early game that you will naturally unlock all the Eidolons for. They get a lot of free stat boosts during combat via Breaking enemies, and are able to choose from a hard-hitting single-target Ultimate and a Blast AoE Ultimate that is stronger against 3 targets.

The very first version of the Trailblazer is a good damage dealer early on, especially as there are many Physical weak enemies for them to hit homeruns on. Later on in the game, this form of the Trailblazer will start to lose effectiveness as there is not much in their kit to allow them to truly excel. By no means does this make the Destruction Trailblazer unusable; if you choose to invest in them a lot they will eventually start to become very strong, but the undeniable truth is that there are far better ways to use your limited resources than focusing on a character that was designed to become obsolete.

Their Skill is a Blast AoE, dealing damage to the targeted enemy and the adjacent foes. This is the only Blast AoE in the game that does not inherently deal more damage to the targeted enemy, instead dealing the same damage to all three enemies hit. This Skill will still deal increased Toughness damage to the primary foe. 

The multiplier on this Skill is not very impressive at all, especially as there are not many ways for the Destruction Trailblazer to boost their own damage without outside help; 125% ATK at max Trace level is quite underwhelming in single-target scenarios, but it does start to become quite powerful in multi-target situations.

The Destruction Trailblazer’s Ultimate is also one of a kind, as it’s the only Ultimate in the game at present to give you a choice of attack, either a massive single-target swing, or a Blast AoE hit. Both versions are surprisingly strong in terms of their raw multipliers, with the single target swing dealing up to 450% ATK, and the Blast dealing 270% ATK to the main target and 162% to adjacent foes for a total multiplier of 594%. This is quite a hefty amount for only a 120 cost Ultimate.

It is now plain to see that much of the Destruction Trailblazer’s power is focused in their Ultimate, especially in single-target encounters. It is unfortunate then that the Trailblazer has no inherent ways of gaining more Energy for themselves, and the Ultimate itself is not strong enough to offset the lackluster damage outside of it.

Their Talent helps somewhat as it offers a permanent ATK boost of 20% at max Trace level, stacking twice for up to 40%. This can only be obtained via the Trailblazer directly breaking enemies, or by killing them with their E6. A permanent ATK boost is always appreciated, especially as it is approaching the value of a main stat Relic piece, but ATK is already a very saturated stat; there are many ways to get more of it, and many support characters specialise in providing more ATK for characters. As a result, this Talent ends up losing a lot of value over time, especially as the player gains access to more support options.

The conditions for activating this Talent are also rather strict. It is very easy to activate in the early game where there are many weak enemies whose Toughness gauges are miniscule, enough that a single targeted Skill will break them, or they can be killed outright. As the game progresses though, there are more enemies showing up that have larger Toughness gauges and substantially larger health pools, making it increasingly more difficult to activate this Talent’s boosts. 

Their Major Traces provide some extra benefits but nothing too spectacular until A6. A2 gives a free 15 Energy at the start of a fight, and A4 allows the Talent to also stack 10% DEF, for a total of 20% DEF. Neither of these are particularly significant, though the extra free DEF is definitely appreciated in terms of survivability. A6 however grants a 25% damage bonus to the single-target damage portions of their AoE abilities. Definitely a big increase to the overall performance of Destruction Trailblazer, but a shame it comes so late.

In terms of Eidolons, as the main character, you will earn all of their Eidolons over time. Rather unfortunately, none of them are substantial increases in performance — the unfortunate fate of a starter unit such as this. The only really intriguing one is E4, which gives a 25% increase to CRIT Rate when attacking enemies currently afflicted with Weakness Break, as not only is this a large amount of CRIT to be getting for basically free, it also doesn’t discriminate what the enemy is actually weak to, meaning any Broken enemy will provide this benefit even if they are not weak to Physical.

The Destruction Trailblazer is definitely versatile in the early and even mid-game sections, but suffers from trying to do too much at once. They want to have good damage in both single-target and AoE but are spread too thin and so can never excel in either; their Minor Traces are an even spread of ATK, HP, and DEF meaning they are never quite strong enough to accentuate the things they are good at; and their most pivotal upgrades in the form of A6 and E4 come too late for it to matter, since by that point most players will already have other characters they wish to level.

There’s just no opportunity for the Destruction Trailblazer to thrive. When faced with the inevitable question of ‘Is Destruction Trailblazer worth my resources and materials?’. Outside of levelling them up for the alternate versions of the Trailblazer the story will eventually unlock, the equally inevitable answer is in virtually all cases ‘No’. 

The final nail in that coffin is that each flavour of Trailblazer are mutually exclusive with each other; if you’re using one, you’re not using the others, and as the paths also differ greatly so too do the relics and Light Cones, and Trace upgrade progress is not shared either, so unless you’re absolutely dead set on using the Destruction Trailblazer, they are an investment black hole.

All the other Physical characters are substantially more powerful and at least have niches in which they are able to truly excel. Sushang and Luka dominate the single-target spaces and are fairly accessible as 4-stars. Meanwhile, Clara, Yunli, and Argenti are absolute behemoths, with the former being quite accessible as a standard 5-star, potentially even being players first 5-star ever, basically solidifying that the Destruction form of the Trailblazer is promptly shelved. Argenti is a limited 5-star, but he’s almost a perfect refinement of the Trailblazer’s kit, having enough power to comfortably place him among the top damage dealers in the game.

As with the Destruction Trailblazer, investing a lot into Preservation Trailblazer is not advised because the Harmony Trailblazer exist. There's a vast gulf between the Harmony and the two other paths available to the Trailblazer and it's honestly a waste to invest anything into them.

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.
T5

MoC

T5

PF

T5

AS

Build and teams

Best Light Cones

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

100%

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

Assumes you maintain the full 4 attack stacks (64% ATK) at all times and maintain the weakness break bonus 50% of the time. In fights where this is not the case for the majority of the duration its damage will be lower.

95.40%

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

Source: Stellar Warp

Assumes to have 100% uptime of its on-kill buff at all times. In fights where this is not the case for the majority of the duration, its damage will be lower.

93.16%

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

On the Fall of An Aeon with 0% uptime is calculated assuming you maintain the full 4 attack stacks (64% ATK) at all times and the weakness break bonus is never active - which is the case in most fights the enemy is not vulnerable to the wearer of the Cone.

91.48%

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

Source: Stellar Warp

Assumes to have 100% uptime of all 3 components of its buff requiring a Basic ATK, Skill and Ultimate. In fights where this is not the case for the majority of the duration, its damage will be lower

89.13%

Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Source: Stellar Warp

Assumes to only have its base 40% damage increase active as enemies almost always have higher lower HP than your units. In fights where this is not the case and your units end up at lower HP than the enemy its performance will increase.

84.85%

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

Source: Stellar Warp

Assumes to have 100% uptime of 2 components of its buff requiring two of Basic ATK, Skill and Ultimate. In fights where this is not the case for the majority of the duration, its damage will be lower

80.43%

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

Source: Stellar Warp

Assumes to have 0% uptime of its on-kill buff.
Best Relics

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.

Best Relic Sets

105.27%

(2)

Increases Physical DMG by 10%.

(4)

After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).

101.18%

(2)

Increases Physical DMG by 10%.

(4)

After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).

(2)

ATK increases by 12%.

(4)

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

100.00%

(2)

ATK increases by 12%.

(4)

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

Best Planetary Sets

100%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

98.77%

135 Speed

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

97.67%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

95.36%

(2)

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%.

Best Stats
Body
CRIT Rate
CRIT Rate
>=
CRIT DMG
CRIT DMG
Feet
Speed
Speed
>=
ATK
ATK%
Planar Sphere
Physical DMG
Physical DMG
>
ATK
ATK%
Link Rope
ATK
ATK%
>
Break Effect
Break Effect
Substats:

SPD (breakpoint) > BREAK EFFECT% (If Break Build) >= CRIT RATE = CRIT DMG > ATK%

Build comments

This is your typical DPS build that focuses on the holy trifecta - ATK, Crit Rate, and Crit DMG. For every 1% of Crit try to have 2% of Crit DMG. But you can also play Physical MC as Breaker and in that case, you will want to focus on BREAK EFFECT too.

Recommended endgame stats
  • HP: 3400+

  • DEF: 800 - 1000+

  • ATK: 2000 - 2800+

  • CRIT RATE: 65% - 70%+

  • CRIT DMG: 120% - 130%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143

  • BREAK EFFECT: 0% - 120%+

Traces priority
Skills priority:

Skill > Ultimate > Talent > Basic

Major Traces priority:

Fighting Will > Ready for Battle > Perseverance

Synergy
CharacterNotes
None

Physical Trailblazer works fine as a F2P unit for basically anyone early on, however does fall behind on basically everything; Break, crit, DoT, etc and is better off using another Path.

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.

There are no teams featuring Trailblazer (Physical) who have cleared Memory of Chaos in the current cycle.

Video guides

Trailblazer (Physical) guide videos aren't available yet.

MoC/PF/AS Statistics

MoC 2.5 / PF 2.6 / AS 2.6

Trailblazer (Physical) Memory of Chaos stats aren't available yet.

Calculations

Damage Output

The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage (this doesn't apply to Break characters - they simulate the Break bar correctly),
  • Enemies Speed is set to 140,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all player (excluding Limited LC).
Trailblazer (Physical) in 1 Target scenario
Trailblazer (Physical) in 3 Targets scenario

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

Relic Set

(2)

Increases Physical DMG by 10%.

(4)

After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).

Planetary Sets

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

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

Crit Rate (20.4%), CRIT DMG (75.8%), Speed (9.2)