Foreword
Relic farming in Honkai: Star Rail is an important part of your account progression and you will spend a lot of your time and stamina past TL 40 doing the so called Relic Farm.
Still, considering that both in the Cavern of Corrosion and in the Simulated Universe the available Relic Sets are split between various stages (or Worlds in the case of SU) you are forced to choose which ones you want to farm. While all the Relic Sets have their uses and there's no useless one (well...), you have to pick a pair that will help your account the most. And that's what this guide is about - we will review each set and give you suggestion for the best Cavern of Corrosion and Simulated Universe World to farm!
Cavern of Corrosion
Important! Before you start farming Cavern of Corrosion you have to reach TL 40 as this unlocks Difficulty 3 where you can get 1 Gold rarity Relic per run. You will get enough Purple rarity Relics from the story, so farming them is a waste of Stamina.
Also, please keep in mind that the reviews and 'ratings' below take into account the current state of the game - maybe in the future the priority will change and if it will, we will adjust the information below.
Path of Gelid Wind
Increases Ice DMG by 10%.
After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).
This set is currently not a BiS option for any character due to its low boosts - 25% Crit Damage for 2 turns. As most Ice characters have high energy cost Ultimates, they prefer 2-piece combinations or other sets altogether.
Farming worth: 1/10
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
For the Supports lacking synergistic 4-piece options, Eagle of Twilight works well as a min-max option for additional actions - especially for those aiming for 0-Cycle clears in Memory of Chaos. DPS characters who frequently make use of Ultimates, such as Feixiao and Boothill, can also make use of Action Advance for faster clears.
Farming worth: 5/10
Path of Jabbing Punch
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).
A pretty niche set - even most Physical damage dealers don't want to use it as they have some better options, so it's not really worth farming.
Farming worth: 3/10
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.
A decent set for Breakers, but it got overshadowed by the Iron Cavelry one.
Farming worth: 2/10
Path of Drifting
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
Its 4-piece bonus is always appreciated in teams having frontloaded SP usage in the first turn, whereas all the Healers can utilize 2-piece bonus for additional healing. Generally, farming Relics for Healers results in minimal gains in team performance, as such farming for the main stat is enough.
Farming worth: 2/10
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
There are only a few characters that prefer the 4-piece Musketeer of Wild Wheat set - as it is a rather small improvement over its 2-piece combos, which are also easier to match for better sub-stats. Nowadays, you can find 2-piece Speed/ATK/DMG% bonuses on different sets leading to 4-piece Musketeer losing its purpose.
Farming worth: 2/10
Path of Providence
Reduces DMG taken by 8%.
At the beginning of the turn, if the wearer's HP is equal to or less than 50% of their Max HP, restores HP equal to 8% of their Max HP and regenerates 5 Energy.
A bit underwhelming set that is mostly used as 2-piece for some tankier characters. The 4-piece set isn't useful on anyone at the moment.
Farming worth: 3/10
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
Best in Slot for any Quantum damage dealer - the difference between this set and the others is simply massive. Still, you can also use this set on any other element dps, simply because the DEF ignore mechanic is among the strongest in the game and even if you can only activate the 10%, it still can compete with other dedicated DPS sets, but only when you provide additional sources of DEF shred into the team (via Pela for example).
Also keep in mind that on non-Quantum dps you need to face Quantum-weak enemies to make it worth using.
Path of Holy Hymn
Increases DEF by 15%.
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
The strongest set for Preservation characters as it not only gives the the DEF they need to make their Shields chunkier, but also the 4-piece bonus acts as a separate modifier that you can't find anywhere else in the game.
Farming worth: 5/10
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
A decent set on paper, but sadly while in the past it was used on a lot of characters, nowadays it's losing to other, more dedicated sets - even on Lightning DPS.
Farming worth: 1/10
Path of Conflagration
Increases Fire DMG by 10%.
Increases the wearer's Skill DMG by 12%. After unleashing Ultimate, increases the wearer's Fire DMG by 12% for next attack.
Another underwhelming set that is rarely used even on Fire DPS characters.
Farming worth: 1/10
Increases Imaginary DMG by 10%.
When attacking debuffed enemies, the wearer's CRIT Rate increases by 10%, and their CRIT DMG increases by 20% against Imprisoned enemies.
A great set for Imaginary damage dealers, but you won't be able to use them on any other character in the game. So farm it only if you often use IMG DPS (but they also have other alternatives).
Farming worth: 3/10
Path of Elixir Seekers
Increases Max HP by 12%.
When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
A bit niche set that is Best in Slot for Blade, but the 2-piece effect can actually be used also by Healers and Supports.
Farming worth: 5/10
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.
This set is loved by Support characters - as 6% Speed boost on 2-piece is significant and allows you to mix-match the set with others easily, allowing for more flexibility. Though, the 4-piece effect makes little difference in most scenarios due to lasting for only 1 turn and can even mess up Speed tuning for the team sometimes.
Farming worth: 10/10
Path of Darkness
Increases ATK by 12%.
For every DoT the target enemy is afflicted with, the wearer will ignore 6% of target's DEF when dealing DMG to them. This effect is valid for a max of 3 DoTs.
The Best in Slot set for any DoT (Damage over Time) based character - the ignore DEF mechanic is simply too strong and in DoT teams it's easy to hit the 3 DoT number to activate the full bonus. Useless for everyone else, so only farm this set if you're building a DoT team. The 2-piece is also pretty universal and can be used as placeholder for other characters.
Farming worth: 6/10
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
A great option for Follow-Up characters, but even if a character only has a single Follow-Up in their kit, the set actually still can be Best in Slot for them as it allows to easily keep the secondary bonus up for the majority of the fight - that's the case for Jing Yuan for example.
Farming worth: 8/10
Path of Dreamdive
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
Acheron's best in slot set, but it can also be used on other damage dealers. The 2-piece is easy to activate as you usually run a debuffer and the 4-piece is super powerful on DPS characters that can apply debuffs to activate the 100% bonus.
Farming worth: 8/10
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.
Best in slot set for Break supports that is very worth farming as Break is the current meta archetype.
Farming worth: 10/10
Path of Cavelier
ATK increases by 12%.
Increases the wearer's CRIT Rate by 6%. When the wearer uses a follow-up attack, increase the DMG dealt by their Ultimate by 36%, lasting for 1 turn(s).
This set activation conditions are very specific - as not only you need to be able to launch a Follow-Up Attack, but also your Ultimate’s damage should be the main source of damage. As of 2.6 patch, only Feixiao and Yunli can benefit from the 4-piece effect.
Farming worth: 8/10
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.
Best in slot set for Break damage dealers like Firefly or Boothill.
Farming worth: 10/10
Path of Uncertainty
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).
An amazing option for any Harmony character that can activate it (especially the Hypercarry Buffers) and also can be utilized by Abundance characters, providing them an allotable 36% Crit Damage buff for a party member and can be stacked from multiple 4-piece sets of the same type. The 2-piece Speed bonus remains useful for any support character allowing them to reach their desired Speed checkpoint.
Farming worth: 10/10
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
A preferred set for characters that mainly deal damage via their Skills/Ultimate such as Seele, Jingliu, Argenti etc and most traditional Crit-oriented characters. The 4-piece bonus is more favorable for Skill Damage DPS and is BiS for Jingliu, whereas the 2-piece set 8% Crit Rate bonus can be a small upgrade over 12% Attack from other 2-piece sets, for those running 2-piece combos and more so for the ones lacking Crit Rate.
Farming worth: 7/10
Simulated Universe
Important! Before you start farming Simulated Universe you have to reach TL 40 as this unlocks higher difficulty in the earlier Worlds which drops Gold gear.
Also, please keep in mind that the reviews and 'ratings' below take into account the current state of the game - maybe in the future the priority will change and if it will, we will adjust the information below.
World 3
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%.
A great DPS set, especially in the early game where you don't have enough Crit Rate to trigger Salsatto or Rutilant secondary effects. It's struggling in the late game due to lack of Crit and oversaturation of ATK% buffs on supports.
Farming worth: 5/10
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
A great and universal support set that can be used on both Supports and Healers and it will make them tankier, and providing a buff that almost every damage dealer and team can make use of.
Farming worth: 5/10
World 4
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%.
A great set for Breakers and since now they are pretty meta, it's worth farming.
Farming worth: 7/10
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.
Sprightly Vonwaq is a set that has found it's niche for players that min max their teams. The main use of this set is it's action advancement to force supportive units to move first before damage dealers applying their debuffs or buffs to ensure an explosive opening turn. This set is still only recommended for those aiming to speed clear endgame in the fastest time possible (0 Cycles).
Farming worth: 3/10
World 5
Increases the wearer's Effect Hit Rate by 10%. Meanwhile, the wearer's ATK increases by an amount that is equal to 25% of the current Effect Hit Rate, up to a maximum of 25%.
A Debuffer set that will help them land their Debuffs, but also improve their damage output thanks to the second part of the set. Sadly, it's very niche and inferior to other sets for most characters.
Farming worth: 3/10
Increases the wearer's CRIT DMG by 16%. When the wearer's current CRIT DMG reaches 120% or higher, after entering battle, the wearer's CRIT Rate increases by 60% until the end of their first attack.
With the release of better CRIT sets, this set is now basically useless.
Farming worth: 1/10
World 6
Increases the wearer's DEF by 15%. When the wearer's Effect Hit Rate is 50% or higher, the wearer gains an extra 15% DEF.
A powerful set for Preservation characters that will make their Shields even chunkier, but nowadays a lot of players prefer to run more supportive sets on their Shielders - sacrificing a bit Shield value to gain additional team benefits.
Farming worth: 2/10
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%.
More Crit Rate is always nice, and the additional bonuses are actually really strong on characters that use follow-up attacks like Clara, Jing Yuan, Topaz and Dr. Ratio.
Farming worth: 8/10
World 7
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%.
A great set that can be used on any support to give the main carry free CRIT DMG. Just keep in mind you need 30% Effect RES to activate the secondary effect.
Farming worth: 9/10
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%.
An alternative to Salsotto, but with steeper Crit Rate requirements to trigger the second part. Great on characters that gain a large portion of their damage from Basic and Skill like Blade, Imbibitor Lunae or Jingliu.
Farming worth: 8/10
World 8
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.
A great option for DoT characters as they generally build Speed, while also being a generally good option for most DPS. However, the lack of Crit bonuses and high Speed requirements makes it unfavorable for Crit-oriented characters.
Farming worth: 7/10
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
A sidegrade to Vonwacq, depending on the teams you're running.
Farming worth: 6/10
World 9
Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.
One of the most powerful planar sets in the game with exceptional stats but with a heavy requirement that the wearer must be in a team alongside another character of the same path. This set is only optimal for damage characters that have one of their best compositions including another path member. Currently the amount of characters with teams that satisfy this condition is low making this set powerful but niche at this time.
Farming worth: 7/10
Increases the wearer's CRIT Rate by 4%. When an enemy target gets defeated, the wearer's CRIT DMG increases by 4%, stacking up to 10 time(s).
A set that relies on slaying enemies quickly and at the beginning of the fight to ensure a competitive performance. This requirement is easy to satisfy in Pure Fiction and as a result this set is excellent in that mode but falls short in other modes with less monsters to slay like Memory of Chaos. If you want to power up your Pure Fiction team this set can be good but outside of this it's a niche choice.
Farming worth: 4/10
World 10
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).
Best in Slot set for Firefly, but it can also be used on other characters in her team like Gallagher and Lingsha.
Farming worth: 8/10
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
An amazing set for Follow-Up Attackers, offering unmatched bonuses after a small ramp up time. Since Follow-Up Characters are often used together, it is worth farming multiple sets for a Follow-Up Attack based team.
Farming worth: 9/10
World 11
Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increase the ATK of the first character in the team lineup by 12%.
A set for Hypercarry buffers that rely on Energy Regeneration Rate - useful even on Sustain units as they always appreciate the extra Energy. Its overall buff strength is not a big improvement over other team-wide buffing sets like Fleet of the Ageless, and should only be run in a Hypercarry setup, or when the wearer needs the extra Energy Regeneration.
Farming worth: 6/10
Increases the wearer's CRIT DMG by 16%. When a target summoned by the wearer is on the field, CRIT DMG additionally increases by 32%.
A dedicated set for CRIT-based Summon DPS units that will benefit the wearer regardless of DMG type and without any condition, which is especially useful on Summoners that can also deal significant DMG themselves through their Skill and Ultimate, and not just through their Summons.
Farming worth: 6/10