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.
This character has no video guide yet.
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
Farewell Hit
Single Target
Energy gain: 20
Break: 10
RIP Home Run
Blast
Energy gain: 30
Break: 20 + 10 adjacent
Stardust Ace
Enhance | 120 energy cost
Energy gain: 5
Break: -
Blowout: Farewell Hit
Single Target | 120 energy cost
Energy gain: 5
Break: 20
Blowout: RIP Home Run
Blast | 120 energy cost
Energy gain: 5
Break: 20 + 20 adjacent
Perfect Pickoff
Enhance
Energy gain: 0
Break: -
Immortal Third Strike
Restore
Energy gain: 0
Break: -
Ready for Battle
Perseverance
Fighting Will
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.
An Unwilling Host
Eidolon 2
Attacking enemies with Physical Weakness restores the Trailblazer's HP equal to 5% of the Trailblazer's ATK.
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.
A Destructing Glance
Eidolon 4
When attacking an enemy with Weakness Break, CRIT Rate is increased by 25%.
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.
A Trailblazing Will
Eidolon 6
The Trailblazer's Talent is also triggered when they defeat an enemy.
Review
Versatile damage dealer in the early game,
You’ll get all their Eidolons over time,
Out of combat healing.
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.
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.
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
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
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
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
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
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
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
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
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.
105.27%
Increases Physical DMG by 10%.
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%
Increases Physical DMG by 10%.
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).
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
100.00%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
100%
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 SpeedIncreases 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%
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%
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%.
SPD (breakpoint) > BREAK EFFECT% (If Break Build) >= CRIT RATE = CRIT DMG > ATK%
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%+
Skill > Ultimate > Talent > Basic
Fighting Will > Ready for Battle > Perseverance
Character | Notes |
---|---|
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. |
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.
Trailblazer (Physical) guide videos aren't available yet.
MoC/PF/AS Statistics
Trailblazer (Physical) Memory of Chaos stats aren't available yet.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
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:
Enemies:
Units:
And here are the Relics and the Light Cone used in the calculations above:
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
Increases Physical DMG by 10%.
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).
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%.
Crit Rate (20.4%), CRIT DMG (75.8%), Speed (9.2)
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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.