Resonance SolsticeHayabusaBuild and Guide

Character
Introduction

Best guide and build for Hayabusa from Resonance Solstice. Hayabusa is a SSR rarity character from the Offense class and
Fire
Fire
Physical
Physical elements, who belongs to the Night Chains faction. Their position in combat is Mid.

To learn more about Hayabusa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Hayabusa has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

To learn more about Hayabusa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Teams

Profile

Cards

Anitya

Type: S1 (Normal) | Cost: 2 | Amount: 3

Randomly release one of the following hidden weapons:
Mokuhiryu - [Nashibana]: Deal DMG over 12 hits and inflict [Scorch] and [Rend] once.
Mugenryu - [Satsufu]: Deal DMG once to 3 random enemies and inflict [Scorch] and [Slash] once.
Genuryu - [Kokusaba]: Deal DMG over 6 hits and inflict [Scorch] and [Ignite] once.
DMG: [Nashibana]: 300% (Physical) per hit. [Satsufu]: 1200% (Physical) per hit. [Kokusaba]: 600% (Physical) per hit.

[Scorch]: Causes the target to take damage once each time they perform a [Basic Attack], up to 5 times.

[Rend]: Causes the target to take an additional hit each time they are hit for 5 seconds, excluding damage effects.

[Slash]: Deals 1 more hit to the target. If the target is under [Chill], [Frostbite], [Freeze] or [Megafreeze], increases the damage by 50%, 75%, 100% or 100% respectively..

[Ignite]: Sets the target on fire, dealing damage once every second for 6 seconds.

Dharma-Caksus

Type: S2 (Normal) | Cost: 2 | Amount: 2

Trigger [Wildfire] on the enemy field and inflict [Confuse] on all enemies.
Unfold the top 3 cards from your deck. Select one to add to your hand, and return the other two to your deck.

[Wildfire]: Engulfs a large area in front in flames, dealing damage to all enemy units within the area once every second for 6 seconds

[Confuse]: The target has a 50% chance to cancel their attack and take damage once with each attack, lasting for 6 seconds.

Animitta-Cakra

Type: Ultimate (Normal) | Cost: 5 | Amount: 1

Deal DMG to all enemies over 10 hits and inflict [Rend], [Wildfire], [Fetter] and [Imprison] once.
Randomly inflict [Slash] and [Ignite].
DMG: 1200% per hit (Fire)

Requirements: Cooldown: 30 seconds. Whenever an ally gains [Invisible], reduce the cooldown by 5 seconds. Whenever using a [Slash], [Rend] or [Scorch] card, reduce the cooldown by 5 seconds.

[Rend]: Causes the target to take an additional hit each time they are hit for 5 seconds, excluding damage effects.

[Wildfire]: Engulfs a large area in front in flames, dealing damage to all enemy units within the area once every second for 6 seconds

[Fetter]: Prevents the target from using [Basic Attack] for 6 seconds.

[Imprison]: Prevents the target from using [Skills], allowing only [Basic Attack] for 6 seconds.

[Slash]: Deals 1 more hit to the target. If the target is under [Chill], [Frostbite], [Freeze] or [Megafreeze], increases the damage by 50%, 75%, 100% or 100% respectively..

[Ignite]: Sets the target on fire, dealing damage once every second for 6 seconds.

[Scorch]: Causes the target to take damage once each time they perform a [Basic Attack], up to 5 times.

[Invisible]: Renders the target invisible, making them untargetable for attacks, with the duration refreshes upon stacking.

Resonance
R1

Shadowless

Type: Major

After using Hayabusa's skill cards, Hayabusa gains [Invisible], lasting 3 seconds.
R1.5

Battle Spirit

Type: Minor

This character's Basic Attack] DMG increases by 15/150%.
R2

Shapeless

Type: Major

[Invisible] lasts for 2 seconds longer.
R2.5

Anitya

Type: Minor

[Anitya] DMG increases by 5/50%.
R3

Vitality

Type: Major

HP +35%
R3.5

Scorch

Type: Minor

Enemies under [Scorch] status receive 1/10% more Final DMG.
R4

Opportunity

Type: Major

Whenever Hayabusa gains [Invisible], gain 1 Cost.
R4.5

Animitta-Cakra

Type: Minor

[Animitta-Cakra] DMG increases by 3/30%.
R5

Citta-Caksus

Type: Major

Add [Ricochet] effect to Hayabusa's [Basic Attack] and [Anitya].
Enemies under [Scorch] or [Ignite] effect take 100% more DMG dealt by [Rend] or [Slash].
Awakening
A1

Assassination

Awakening 1

Whenever Hayabusa gains [Invisible], increase his ATK by 3%, up to a maximum of 60%.
A2

Hridaya

Awakening 2

When using a [Leader Skill] or Ultimate card, directly release an [Anitya].
[Anitya] is regarded as used when it leaves your hand.
A3

Battle Will

Awakening 3

ATK +150
DEF +150
HP +15%
A4

Asta-Dukkha Amoksa

Awakening 4

[Anitya] has a 33% chance to inflict one random [Suffering] status on the target.
For each status present, increase the target's Final DMG taken by 8%.
[Sufferings] include: Birth, Old Age, Illness, Death, Parting of Lovers, Meeting of Foes, Unfulfilled Longings, Blazing of Five Aggregates.
A5

Antardhana

Awakening 5

When Hayabusa is [Invisible], increase his Final DMG dealt by 25%, and [Rend] and [Slash] DMG by 100%.
Profession Skills
Reso 1

Designated Goods Trading

Reso 1

Engines stock +20.0%
Reso 4

Tax Reduction

Reso 4

Tax rate at Shoggolith City -0.5%
Reso 5

Tax Reduction +

Reso 5

Tax rate at Shoggolith City -1%
Stats (Max)
HP
72380
DEF
686.2
ATK
827.2

Review

Review

Hayabusa is DPS capable of dealing [Rend] and [Slash] damage and is capable of inflicting Fire Status effects and Interruption effects. He capitalizes on his ability to turn [Invisible] to avoid getting targeted by enemies, along with the status effects he can apply, he can control and deal tons of damage on the battlefield.

Playstyle and Key Mechanics

As mentioned earlier, his kit revolves around [Rend] and [Slash]. along with Fire Status effects and Interruption effects. Let’s break down his cards.

  • For his first card, here we have [Anitya] a 2-cost red card that does a random attack depending on which hidden weapon he releases, each is capable of applying [Scorch] and other effects such as [Rend], [Slash] and [Ignite], each of this has a different number of hits but has the same motion value of 3600% Physical DMG.

  • Next is [Dharma-Caksus], a 2-yellow card that triggers [Wildfire]. and applies [Confuse] to all enemies. Additionally, select one of the three cards on top of your deck to be added to your hand and return the rest back to the deck.

  • Lastly, his ultimate [Animitta-Cakra] that deals damage to all enemies over 10 hits and inflicts [Rend] on each. This also triggers [Wildfire], [Fetter] and [Imprison]. Each hit is also capable of inflicting [Slash] or [Ignite].

Investment

Awakening upgrades for Hayabusa are incredible in terms of increasing his own firepower and the team’s overall damage. It is worth considering getting Awakening 2 and Awakening 4 in this regard.

  • Awakening 1 - Increases his ATK by 3% upon gaining [Invisible], this is capped up to 60%

  • Awakening 2 - Uses [Anitya] whenever a Leader Skill or Ultimate card is used. [Anitya] is also considered used whenever it leaves your hand; this works upon reshuffling the card back to the deck or discarding it, effectively saving cost.

  • Awakening 4 - [Anitya] has a chance of inflicting one random [Suffering] on the target; for each [Suffering] applied on the target increases their Final DMG taken by 8%. There are 8 different [Suffering] making it up to 64% Final DMG taken debuff when fulfilled.

  • Awakening 5 - Whenever Hayabusa is [Invisible], his Final DMG dealt increases by 25% along with [Rend] and [Slash] DMG by 100%

Resonance
  • Resonance 1 — Hayabusa gains [Invisible] after using any of his cards; this lasts for 3 seconds.

  • Resonance 2 — Extends [Invisible] for 2 seconds longer.

  • Resonance 4 — Hayabusa generates 1 cost when gaining [Invisible]

  • Resonance 5 — Basic Attack and [Anitya] gains [Ricochet] and enemies under [Scorch] or [Ignite] effect, they take 100% more [Rend] or [Slash] DMG. 

Synergies

❗ ❗ ❗ The Synergies mentioned here are merely samples. Taking their core mechanics as an example, you can use many other characters as replacements or other synergies. ❗ ❗ ❗ 

  • Nabi - A great sub-dps option capable of dealing [Slash] or [Rend] effectively, helping Hayabusa’s Leader Skill cooldown.

  • Maruha - Can make herself [Invisible] and retrieve red cards when possible; she also inflicts [Slash], which Hayabusa sought for.

  • Nayuta - Has his own targeted [Invisible] skill. Nayuta can also supplement Hayabusa’s subpar drawing skill with his own.

Gear and Affixes

Although gear can vary based on team and content, there are some obvious BiS. List them and how they interact with the character, as well as general desirable affixes. We can list something more specific on the team building page.

  • UR Kusa Ryujaku: Each time inflicting [Slash], ATK +0.5%, stackable.

  • UR Scorching Spike: Whenever [Ignite] is inflicted 8 times or [Blaze] is inflicted 4 times, inflicts [Wildfire].

  • UR Tenryu Rangetsu Chain: Upon using a 2-cost or higher [Fetter] card, reduces random enemy's ATK by 1%, up to a maximum of 15%. Upon using a 2-cost or higher [Imprison] card, reduces random enemy's DEF by 1%, up to a maximum of 15%.

  • SSR Unbewusstes Probe: Whenever you play a Red Card of cost 3 or more, random enemy receive 3% less healing. This effect stacks up to a maximum of 75%.

  • SSR Million-Tons Revelation: ATK +80

  • SSR: Degenerate Blackrock: Increases wearer's final DMG dealt by 10%. This effect stacks.

  • SR Viscera Collector MK 0: Using [Leader Skill] restores 0.4 Cost. This effect stacks.

  • R Gardener Multi-Tool: Playing a Red Card increases ATK by 0.5%. This effect stacks.

  • R Mass Projector: Using [Leader Skill] increases ATK by 1.5%. This effect stacks.

Armor:
  • UR Lucid Dream Fiber: Wearer's Red Cards heal the wearer for 2% of the damage dealt.

  • UR Grandfather Reactive Armor: At the start of battle, convert 5% ATK of the ally with highest DEF to the wearer's ATK. When taking DMG, transfer 25% of the DMG taken to the ally with highest DEF.

  • SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.

  • SSR External Memory Matrix: Max damage taken per hit is 33% of Max HP.

  • SSR Mecha Armor: Whenever [Slash] / [Rend] inflicted by wearer deals damage, restores HP equal to 5% of the damage dealt.

  • SSR Black Rock Armor: Reduces wearer's final DMG taken by 10%. This effect stacks.

  • SSR High Dimension Construct: Generating a Black Card restores 5% of Max HP. This effect stacks.

  • SR Resonance Fiber: When own skill card is used, restores 2% of Max HP.

Accessory:
  • UR Dawncloud Seal: Max Hand Size +1.

  • UR World Line ß Box: Draws a card whenever you encounter a wave of enemies, prioritizing wearer's skill cards.

  • SSR Mobius: Cards in your hand are replenished 0.25 seconds faster. This effect stacks.

  • SSR Divinity Seal: Gains 2 Cost at the battle's beginning. This effect stacks.

  • SSR Fengshui Tactical Drone: For every 8 cards used, increases ATK or DEF by 2%, up to a maximum of 50%.

  • SR Magic Spring: Restores 0.02 Cost per second. This effect stacks.

  • R Harrison Device: Playing a Yellow Card restores 0.3 Cost. This effect does not stack.

Affixes
  • Using [Leader Skill] restores 0.2/0.3 Cost. This effect stacks.

  • Using [Leader Skill] restores 2/3% of own Max HP. This effect stacks.

  • Using [Leader Skill] increases own ATK by 0.5/1%. This effect stacks.

  • Increases own ATK by 1/3%. This effect stacks.

  • Increases own ATK by 10/30. This effect stacks.

  • Restores 0.01/0.02 Cost per second. This effect stacks.

  • Playing a Red Card increases own ATK by 0.2/0.5%. This effect stacks.

  • Increases final DMG dealt by 2/5%. This effect stacks.

  • Gains [Hyperarmor] for 1 second when using own skill cards. This effect stacks.

  • Deals 3/5% more Physical DMG. This effect stacks.

  • [Slash] inflicted by this character deals 10-25% more damage. This effect stacks.

  • This character's [Rend] cards deal 3-5% more damage. This effect stacks.

  • [Rend] inflicted by this character deals 10-25%% more damage. This effect stacks.

  • [Rend] inflicted by this character lasts for 1-2 seconds longer. This effect stacks.

  • Whenever this character gains [Invisible] increases ATK by 0.3-0.5%. This effect stacks.

  • Whenever this character gains [Invisible] increases DEF by 0.3-0.5%. This effect stacks.

  • This character's [Ricochet] cards deal 3-5% more damage. This effect stacks.

  • Gains 0.5-1 more Cost at the start of battle. This effect stacks.

Pros & Cons
Pros

  • [Fetter] and [Imprison] for some reason ignore crowd control immunity (like Tenno Dojo stage effect), with consistent use of his leader skill, he can make great difficulty contents like higher BCRL Outpost Battle Plans trivial.

  • Great coverage of status effects and AOE damage.

  • Consistent Invisibility can be used to cheese some content.

Cons

  • Expensive investment to be incredible as a follow-up attack support at Awakening 2 and a DMG taken debuffer at Awakening 4

  • As more actual support characters get released in the future, further investing at higher awakening may just not be worth it if you just want to use him as a debuffer. For the most part, Hayabusa is a DPS rather than a support, and future supports will be able to do similar capabilities at lower investment. Still, spend wisely, if you like him, go for it.

  • His draw capability and cost generation are quite subpar, making him still reliant on equipment affixes and/or proper supports.

Ratings
T0

General Performance

?

Eternal Scuffle

Best Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Hayabusa present within in all content available in the game.

Team 81

Hayabusa Basic Team

Mode: Combat

About the team
Overall Rating

★★★

Complexity

★★

Team Cost

★★

Comment

A Basic team for Hayabusa, reliant on gear for cost generation with some from Arcana's skill. Stella helps stabilize cost usage by reducing it.

Team Code
Team 82

Katas Hayabusa Team

Mode: Combat

About the team
Overall Rating

★★★★

Complexity

★★★

Team Cost

★★★

Comment

Katas team that relies on follow up attacks from Awakening 2 Hayabusa and Dustin [Celestial Fire] for [Ignite] application.

Team Code
Team 83

Fenia Hayabusa Coffin

Mode: Combat

About the team
Overall Rating

★★★

Complexity

★★★

Team Cost

★★

Comment

Awakening 2 Hayabusa's [Anitya] can be activated when discarded, Fenia takes advantage of the awakening effect to fuel her Leader Skill, and Anfiya to provide additional control and AOE damage for multimob content.

Team Code
Team 84

Hayabusa Freeze Team

Mode: Combat

About the team
Overall Rating

★★★★

Complexity

★★

Team Cost

★★

Comment

Takes advantage of additional damage for [Slash] upon hitting enemies with frost related status effects, Akira also boosts [Rend] and [Slash] DMG whenever [Kelvin Joke] is active.

Team Code
Team 85

Charlotte Hayabusa Team

Mode: Combat

About the team
Overall Rating

★★★★

Complexity

★★★★

Team Cost

★★★★

Comment

With Hayabusa's cheap cards it can help trigger Charlotte's Awakening 2 that retrieves card whenever another cards except her own is used, Hayabusa's Awakening 2 also provide extra damage by being able to do follow up attacks, with Awakening 4 it provides Final DMG Taken debuff to the enemy targets. Alternatively you can play Hayabusa as the Leader instead for more control.

Team Code
Team 86

Dorothy Hayabusa Team

Mode: Combat

About the team
Overall Rating

★★★★

Complexity

★★

Team Cost

★★

Comment

A discard team with Dorothy, mandatory for Hayabusa to have Awakening 2 so that [Anitya] can be used when discarded.

Team Code
Team 87

Sommer Hayabusa Team

Mode: Combat

About the team
Overall Rating

★★★★★

Complexity

★★★

Team Cost

★★★

Comment

With Sommer's easy Leader Skill condition, Hayabusa makes his way into this team with his cheap red cards. Additionally Lissandra is also in the team to provide cost generation, a bit of defense and Shadowcraft generation to fodder for Sommer.

Team Code
Additional information

For more information about team building, check the guide below: