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 • Remembrance 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 • Remembrance 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 3.0
Last major build/calcs update
Patch 3.0
Last profile update*
January 14th, 2025
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Trailblazer • Remembrance 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
Leave It to Me!
Single Target
Energy gain: 20
Break: 10
I Choose You!
Summon
Energy gain: 30
Break: -
Together, Mem!
AoE | 160 energy cost
Energy gain: 5
Break: 20
Almighty Companion
Enhance
Energy gain: 0
Break: -
Memories Back as Echoes
Impair
Energy gain: 0
Break: -
Baddies! Trouble!
AoE
Energy gain: 10
Break: 5 + 10 adjacent
Lemme! Help You!
Support
Energy gain: 10
Break: -
Friends! Together!
Support
Energy gain: 0
Break: -
Go, Mem, Go!
Enhance
Energy gain: 0
Break: -
No... Regrets
Enhance
Energy gain: 0
Break: -
Rhapsode's Scepter
Petite Parable
Magnets and Long Chains
Narrator of the Present
Eidolon 1
Increases the CRIT Rate of the ally target with "Mem's Support" by 10%. When an ally target has "Mem's Support," its effect also takes effect on the target's memosprite/memomaster. This effect cannot stack.
Gleaner of the Past
Eidolon 2
When ally memosprites (aside from Mem) take action, Trailblazer regenerates 8 Energy. This effect can trigger a max of 1 time(s) per turn. The trigger count resets at the start of Trailblazer's turn.
Chanter of the Future
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15. Memosprite Talent Lv. +1, up to a maximum of Lv. 10.
Dancer of the Muse
Eidolon 4
When an ally target with 0 Max Energy actively uses an ability, Mem can also gain 3% Charge, and the multiplier of the True DMG dealt by this target via "Mem's Support" additionally increases by 6%.
Seamster of the Ode
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10. Memosprite Skill Lv. +1, up to a maximum of Lv. 10.
Bearer of the Revelation
Eidolon 6
Ultimate's CRIT Rate is set at 100%.
Trailblazer • Remembrance images aren't available yet. They will be added when the character is released.
Review
Extremely accessible and powerful support,
Extremely flexible and generalist,
Provides frequent 100% Action Advance for no SP cost,
Provides massive True DMG that acts as a final damage multiplier for an ally,
Passively increases all allies' CRIT DMG,
Strong Technique for getting advantage on first turn,
Built for the future with lots of potential for min-maxing,
Mem.
Action Advance can come at unfortunate times,
Doesn't contribute much damage on their own,
Running Remembrance Trailblazer means you're locked out of the other Trailblazer forms (well, Harmony - let's not talk about the two other paths).
The Remembrance Trailblazer is the first of a new Path, and boasts powerful supportive capabilities. They have a summoned entity called a memosprite that has its own actions and place in the Action Order. The memosprite passively provides allies with increased CRIT DMG and will do AoE attacks on its turn until its Charge is full. At full Charge, the Trailblazer can choose an ally to fully Action Advance, and will also grant a 3 turn buff to the ally that deals an additional instance of True DMG upon dealing damage with an attack, effectively multiplying an ally's damage output. As a result, the Remembrance Trailblazer is a fantastic generalist character that can fit into many team archetypes, and seems poised to be a valuable support for future Remembrance characters.
The journey continues to Amphoreus, and to the surprise of nobody, we get a hold of a new Path for our Trailblazer. What is surprising, is that it's a completely new Path, and one many of us are familiar with from the Simulated Universe — the Path of Remembrance. It's not quite what you might be expecting, as the only real thing that's similar is that the Element is Ice, but that's not to say it's not impressive.
The Remembrance Trailblazer's got a new pet, a memosprite called Mem (very original, please clap). Mem's got their own actions and Traces — Traces you need to level in addition to the Trailblazer's own, mind you, but it should cost about the same as maxing out a character from another Path. Memosprites are seemingly 'the thing' about Remembrance characters; summoned units that function like the trashcans in that one trashcan event we had, you know the one.
This means that like traditional summons we've seen, memosprites have their own action and place in the turn order, but unlike those summons, memosprites are actually targetable entities on the field, meaning they can be hit by enemies and directly buffed by allies (and can indeed fall and need to be resummoned).
We'll start with the summoner, as usual. The Trailblazer's Skill will summon Mem, and if Mem is already out and about, using the Skill will restore Mem's HP by up to 60% of Mem's Max HP. This also grants Mem 10% charge, something we'll come back to later. This is a purely non-damaging Skill used for getting Mem out or for healing Mem yourself if you don't want to burden your sustain an extra amount, but the Skill does still recover 30 Energy.
The Trailblazer's Ultimate will also summon Mem if they are not out yet, and grants Mem 40% Charge immediately. Then Mem does their best Attack on Titan impression and smacks all enemies on the field for up to 240% ATK. Note that this uses Mem's ATK value. The Energy cost for this Ultimate is quite high at 160, but the Charge it gives makes it well worth it.
The Trailblazer's Talent describes Mem. Mem's got an initial SPD of 130 and a Max HP that's equal to 80% of the Trailblazer's Max HP plus 640, at Max Talent level. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge. This means characters that can gain large chunks of Energy for themselves or allies (especially percent based Energy restores) help to fuel Mem's Charge quite significantly.
It is rare but welcome when I need to also mention a character's Technique, but this Trailblazer's one is worth going over. It is a Dimension technique, so its effects are contested with other Dimensions, but it could be very worth using and prioritising. Enemies in the Dimension are completely halted, frozen in time, and entering combat with these enemies will delay the action of the enemies by 50% before dealing 100% ATK Ice DMG to all enemies.
This does not actually count as Crowd Control and so is completely unaffected by enemy resistances to such effects, meaning this can affect even traditionally CC immune enemies. This should pretty much guarantee that the whole team will be able to act before a single enemy gets their turn unless either you're very slow or the enemy is exceptionally fast.
That's all there is for the Trailblazer themselves. Once Mem is out, you'll mostly be using the Trailblazer's Basic ATK to recover SP and deal extra damage while Mem makes murder biscuits on the enemies (I don't actually know if Mem is a cat).
It's important to note that Mem will copy the Trailblazer's attack stats and use them as their own, but that this specifically applies to the out-of-combat stats; whatever the stat screen says before entering a fight is what Mem will have to work with, so conditional effects that increase stats from Relics or Light Cones will not retroactively be applied to Mem. The very new Relic set specifically states that it applies to the summoned entity, so we can be confident that if a Relic or Light Cone does not explicitly state this, you can assume it does not affect the memosprite.
So on to Mem's abilities. Mem's Talent will offer an increase to all allies' CRIT DMG based on Mem's CRIT DMG, up to 12% plus an extra 24%. This is to the CRIT DMG increase from Bronya's Ultimate but without the extra ATK%. The flat bonus is higher compared to Bronya's but the scaling is slightly lower. It ends up being very strong regardless. For an effect that is permanently active once Mem is summoned, this is pretty damn good.
Mem's level of Charge dictates what they will do on their turn. Below 100% Charge, Mem will automatically use their Skill. This deals 4 instances of DMG, each one dealing up to 36% ATK to a random enemy, like a Bounce Skill, and then finally dealing a 5th hit to all enemies on the field for 90% ATK. This attack restores 10 Energy for the Trailblazer, and thus a little bit of Charge for Mem as well.
At 100% Charge, Mem will immediately get 100% Action Advanced and will get to select an ally to 100% Action Advance as well. After advancing the ally, Mem will grant them a buff called Mem's Support for 3 turns. Whenever an ally with this buff attacks an enemy, every damage instance they create will have a second damage instance attached to it that deals True DMG, dealing up to 28% of the original attack's DMG.
This is really special. Aside from the wonderful damage number fireworks that occur, this is essentially a final multiplier on the total damage that a character can do. You take an attack, you factor in all the ATK% boosts, the CRIT boosts, and the DMG% increases, maybe you also have some enemy debuffs to consider as well, and then you get the amount of damage that your attack will be doing. With Mem's Support, you take THAT damage number, and you multiply it by 1.28x. Oh yeah. It's all coming together now.
This True DMG is a mirror of the damage you would have been dealing, so while the damage type itself is completely unaffected by... Well, anything really. It is technically affected by resistances due to your original damage being affected by resistances. It is because this additional damage instance is True that we can consider this as being a final multiplier on your attack's damage; if this additional mirrored damage instance was not True, you would actually be needing to go through enemy resistances twice and you'd lose out on damage as a result.
This is an insane thing to have because it works for literally everything. Raw DMG, Break DMG, Super Break DMG, DoT DMG, Emotional Damage — Mem's Support will amplify it to be even more devastating. This is the most 'it's free real estate' effect we've maybe ever seen. Acheron's Nihility passive does a very similar thing for herself, and is extremely strong, but requires two additional Nihility units to be present for it. All you need for this is the Remembrance Trailblazer, and it's applicable to anyone you choose. It just works™.
Oh and the really funny thing is that this effect can actually be applied to multiple allies at a time — that's right, folks, this is not a 'one patron at a time' situation like with Sunday's buffs, no no, this only cares about the turn duration of the effect itself. Mem can be getting Charge quite quickly, and especially since you have a lot of freedom in choosing who to Action Advance, you can potentially have two characters with this effect at a time.
Just as really fast allies can wear this buff out quickly, particularly slow allies can utilise it to extraordinary effect; Yunli and Clara can become even more brutal without running out of the effect quickly, various other follow-up units can do similar things, and best of all, this can work on Robin. Yeah, you could potentially have both Robin and another damage dealer getting a free 28% bonus damage at the same time, and it is just as ludicrous as it sounds.
The Action Advance from Mem's Support can come at somewhat inopportune times due to it needing to be used immediately upon reaching 100% Charge, but in practice this is not really that big of a deal, and you can think of it as a nice bonus before applying the powerful benefits of Mem's Support. It is possible to hold the Trailblazer's Ultimate to try and control when the Action Advance happens, but this can be a risky proposition, especially since Mem's damage taken will also funnel Energy to the Trailblazer, and in situations where everyone is getting attacked, this is actually quite a considerable amount of Energy to be wasting (not to mention the influx of Energy from having 5 allies attacked could just result in Mem getting to 100% Charge anyway).
Mem also has some additional passives, one that lets them restore 50% Charge immediately upon being summoned, and one that will Advance the Trailblazer's action by 25% when Mem falls in battle. Does this mean there could potentially be cursed optimisation where you purposefully try to get Mem to die to resummon them and reap the benefits of these passives? I mean... I guess you could try it... You monster.
Already things are very good for this version of the Trailblazer, but there are yet more things that show up, courtesy of the Bonus Ability Traces:
A2 will automatically Advance the Trailblazer's action by 30% upon combat start, and will restore 40% Charge to Mem when they are first summoned. This is a 'head start' passive that aims to have the Trailblazer being one of the first people acting in a fight to more quickly get Mem out. The 40% Charge stacks with the 50% from Mem's passive, meaning Mem will already pretty much have the Mem’s Support ability available to use.
A4 will allow Mem's AoE Skill to restore an additional 5% Charge for themselves when it's used, further speeding up the rate at which you can get Mem's all-powerful Support, and increasing the total number of times it can be used, making it easier to try and get Mem's Support on multiple allies, should you be attempting to do so.
Lastly, the A6. When the Max Energy of the ally that is buffed by Mem's Support exceeds 100, the True DMG multiplier will be increased based on the difference; every 10 excess Energy increases the multiplier by 2%, maxing out at a 20% increase when the buffed ally has 200 Energy.
This means that for pretty much all DPS characters, their True DMG multiplier will be getting at least some amount of increase, but for characters with particularly expensive Ultimates, they could be getting a total True DMG multiplier of 48%. That is a lot of extra damage, and this could be essentially up to a 1.5x final DMG multiplier for the buffed ally.
As the protagonist, the Trailblazer will naturally get their Eidolons unlocked over time at no cost, and they're pretty good, though keep in mind, we likely won't have all the Eidolons available immediately on release.
E1 increases the CRIT Rate of the ally with Mem's Support by 10%, and allows the buff from Mem's Support to be mirrored to the ally's Memosprite, or from the Memosprite to the master. This effect can't stack but essentially lets future Remembrance characters (as well as the Trailblazer themselves) benefit from Mem's Support without having to pick and choose whether to buff the summoner or the sprite.
E2 allows ally memosprites besides Mem to restore 8 Energy to the Trailblazer whenever they take action, up to once per Trailblazer's turn. This allows for more Charge gain for Mem and quicker Energy generation for the Trailblazer to get more Ultimates, which then naturally leads into getting more Charge for Mem.
E4 will give allies with 0 Max Energy an extra 6% on the True DMG multiplier from Mem's Support, effectively the same as if that character had a 130 Energy Ultimate. It also lets them give Mem Charge as well, gaining 3% Charge per manually activated ability. This is for Acheron and Feixiao, and any future characters that have completely unique Ultimate activation criteria. The stipulation for manually activated is so that Feixiao doesn't just turbo-charge Mem all by herself with all of her follow-ups.
Lastly, E6 will fix the CRIT Rate of the Trailblazer's Ultimate to 100%. Given that you are very likely building with CRIT DMG in mind to maximise the support buffs from Mem, this lets the Trailblazer have some damage contribution on their own, though it’s nothing super impressive.
The stat boosts from E3 and E5 are also very noteworthy because they provide Trace level increases to both the master and the memosprite. This is then providing higher stat increases for Mem, increasing the multiplier on their AoE attack, increasing the scaling of the CRIT DMG buff, and most of all, increasing the True DMG multiplier of Mem's Support to a constant 30%.
Aside from the very appreciated stat boosts, most of the important stuff is unlocked with the E1 and E2, with everything else being relatively minor, but still appreciable, boosts to the Trailblazer's performance and kit.
The nature of this kit makes it more resilient to passive powercreep, in my opinion. As we should all know by now from Bronya and more recently Sunday, having access to a 100% Action Advance is quite literally never bad, especially when it doesn't cost you SP to use it.
Being able to act as a final damage multiplier for whichever character you choose is an absurd thing to be even just by itself, let alone also factoring in the Action Advance. This means that the way you increase ally damage scales with the damage directly, and will always be an incredibly powerful and guaranteed way to increase damage, because it always takes the final damage an ally will be doing and multiplies it.
Obviously, the Remembrance Trailblazer is not really an archetype enabling support like their Harmony version, so in teams that desperately need a specific type of buff or mechanic, there may not be space for the Remembrance Trailblazer, even though their True DMG component is particularly potent when it comes to improving final damage values. This is especially noticeable in situations where there are already many buffs and debuffs being factored in to reach a damage value; for units like Big Herta or Feixiao, who are already very capable and have numerous self-buffs, being able to multiply the final damage number by up to 1.5x could have a greater effect than any other kind of additional buff.
The specific min-maxing required can vary greatly depending on the individual moving parts of your team, so it’s not always going to be the very best option, compared to the archetype enabling supports (more damage on a non-functional team isn’t useful), but this does mean that using the Remembrance Trailblazer is almost never a bad idea.
Plus, because of the way all of this works... The Remembrance Trailblazer can kinda just work everywhere. As mentioned earlier, the way this True DMG is applied means it affects all types of damage in all archetypes, so there's really nowhere where the Trailblazer can't absolutely shine.
Their Element may be Ice, but they radiate such warmth and accessibility that it makes me wonder if there's ever a point where you wouldn't at least consider bringing them to the team. If only other supports could be so grossly incandescent.
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 CRIT DMG by 12/15/18/21/24%. When the wearer's memosprite uses an ability on any ally target, increases all ally targets' DMG dealt by 8/10/12/14/16%, lasting for 3 turn(s).
Source: Forgotten Hall Store
F2P accessible Light Cone, offering CRIT DMG for the wearer and their Memosprite as well as a team wide bonus for all team members (including memosprites) whenever their memosprite targets an ally. CRIT DMG is useful for scaling Mem's buff and the buff should be active at most times thanks to Mem's support ability.
2
When the wearer summons memosprite for the first time in battle, recovers 1 Skill Point(s) and regenerates 12/14/16/18/20 Energy for this unit.
Source: Stellar Warp
Alternative F2P option, granting improved Skill Point efficiency and energy at the start of the battle. If not careful this Light Cone can cause Mem to gain too much charge too early at the start of combat, triggering their advance prematurely.
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 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 SPD by 6%.
When using Skill or Ultimate on one ally target, increases the ability target's CRIT DMG by 18%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
If you're looking at the best Relics sets for the RMC from purely supportive perspective, the SPD + SPD sets are actually their best choice.
2
Increases ATK by 12%.
While the wearer's memosprite is on the field, increases the wearer's SPD by 6%. When the wearer's memosprite attacks, increases the wearer and memosprite's CRIT DMG by 30% for 2 turn(s).
This set offers less pure supportive capabilities than 2P/2P Speed, but far more personal damage potential. The 30% CRIT DMG boost from this set is nice, but isn't a game changer when compared to other supportive effects - as after scaling it only equals around 4% CRIT DMG for the team.
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. This set provides Trailblazer some of the most effective Speed via its action advance, making it a top choice when played around. Playing around means not outpacing your team too much - move to fast and your Mem may end up with their action advance available when you and your team least want it.
1
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%.
An option for supports stacking Effect RES, while also increasing the entire team's CRIT DMG. Requires at least 30% Effect RES to activate.
The following Planars are all usable and have their own strength and weaknesses when looking for team-based supportive effects.
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. With the Trace and this Planar, Trailblazer is advanced by 70% at the start of battle to summon Mem before any other action. This helps start of battle sequencing, as after this Mem lacks little charge to access their advance - only needing allies to regenerate 70 Energy; something very easy to do.
-
SPD > CRIT DMG > Effect RES (until 30% with Broken Keel)
If you want to learn more about the various stats and breakpoints, expand the section below.
CRIT DMG: Mem's memosprite talent scales with CRIT DMG and at max rank grants all team members 12% of their CRIT DMG plus an additional 24%, meaning stacking CRIT DMG is beneficial a supportive stat.
With that said CRIT DMG is definitely not more important than Speed as the team will only gain 1.2% boost per 10% CRIT DMG Mem gains - useful but a very small bonus.
HP: 3000 - 3800+
DEF: 1000 - 1400+
CRIT DMG: 180 - 220%+
Energy Regen: 119.44 - 124.44%+
SPD (Hyperspeed): 160+ OR as fast as possible
Memosprite Skill > Memosprite Talent > Talent > Ult = Skill = Basic
Rhapsode's Scepter (A2) > Magnets and Long Chains (A6) > Petite Parable (A4)
Below you can find a list of some of the stronger synergies between this character and others.
Rememberance Trailblazer is one of the most generic supports in the game, thanks to their True DMG buff working with all damage and mechanic types. Because of this, you can play them with most damaging (and sometimes even supportive like Robin) characters. With that said they are most synergistic with characters which have higher total maximum energy such as
As mentioned in Synergies Remeberance Trailblazer works in many teams and archetypes here is just a few that stand out.
Team #1
Team #2
Team #3
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 • Remembrance who have cleared Memory of Chaos in the current cycle.
MoC/PF/AS Statistics
Trailblazer • Remembrance Memory of Chaos stats aren't available yet.
Calculations
Trailblazer • Remembrance calculations aren't available yet.
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