






The Grove of Epiphany, where knowledge flourishes and philosophers are born. Yet here stands Anaxagoras the blasphemer, the Chrysos Heir who challenges the Coreflame of Reason: Would you truly embrace infamy and defy prophecy, driving the thorns of doubt into the Sacred Tree of wisdom?
To learn more about Anaxa 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.
Anaxa 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 3.2
Last major build/calcs update
Patch 3.2
Last profile update*
May 20th, 2025
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Anaxa 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
Pain, Brews Truth
Single Target
Energy gain: 20
Break: 10
Fractal, Exiles Fallacy
Bounce
Energy gain: 6
Break: 10
Sprouting Life Sculpts Earth
AoE | 140 energy cost
Energy gain: 5
Break: 20
Tetrad Wisdom Reigns Thrice
Impair
Energy gain: 0
Break: -
Prism of the Pupil
Impair
Energy gain: 0
Break: -
Roaming Signifier
Imperative Hiatus
Qualitative Shift
Magician, Isolated by Stars
Eidolon 1
After using Skill for the first time, recovers 1 Skill Point(s). When using Skill to hit enemy targets, decreases the targets' DEF by 16%, lasting for 2 turn(s).
Soul, True to History
Eidolon 2
When enemy targets enter the battlefield, triggers 1 instance of the Talent's Weakness Implant effect, and reduces their All-Type RES by 20%.
Pupil, Etched into Cosmos
Eidolon 3
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Blaze, Plunged to Canyon
Eidolon 4
When using Skill, increases ATK by 30%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
Embryo, Set Beyond Vortex
Eidolon 5
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Everything Is in Everything
Eidolon 6
The DMG dealt by Anaxa is 130% of the original DMG. The 2 effects in the Trace "Imperative Hiatus" will be triggered directly and will no longer depend on the number of "Erudition" characters in the team.
Anaxa images aren't available yet. They will be added when the character is released.
Review
Can be played both as Main DPS and Sub-DPS,
Can implant all 7 Weakness Types on all enemies incredibly fast, allowing the whole team to break enemies,
Strong single-target damage (and Toughness damage) for an Erudition character,
Has a guaranteed Crowd Control to disrupt Extra Actions from enemies,
Flexible rotation - able to use Basic ATK and still achieve 2-turn Ultimate rotations,
Excellent synergy in one of the top DPS compositions.
Underwhelming AoE scaling for an Erudition character,
Has competition in his niches as a weakness implanter and Erudition support damage.
Anaxa is a remarkable Erudition character with an emphasis on Weakness Implant, allowing him to be played not only as a Main DPS but also as a Sub DPS. He deals increased DMG to targets with extra Weakness Types and provides additional bonuses to himself and the team based on the number of Erudition units in the team. He is extremely flexible as a character, being able to be used in almost any team due to his ability to mass implant weaknesses onto enemies, extremely good Energy economy, and high personal damage output. After some initial ramp-up, he can even be played SP neutral or positive at the cost of some damage, making him a fantastic pairing for even SP inefficient DPS.
Anaxagoras, the man bold enough to face countless people and say 'No, you are all wrong, actually'. Thankfully, compared to other 3.x characters like Castorice, his kit is much easier to understand and dissect. He's a phenomenal universal DPS whose prowess with Weakness Implant is both coveted and envied (if you know, you know), being able to casually implant every Weakness in the game onto everything on the field and deal even more damage as a result.
Anaxa's Skill will deal up to 70% ATK to a single enemy, and then four additional single hits to a random enemy. This is a Bounce skill, so it will function the same way as Asta's and Sampo's Skills, only here, instead of it being completely random, Anaxa's Skill Bounce will prioritise Bouncing to enemies that have not yet been hit by this instance of his Skill.
The total damage it can deal is 350% ATK spread across all the enemies, making it quite potent in single-target scenarios. It may look underwhelming in AoE at only 70% per enemy, but the Skill actually has an additional effect that grants a 20% DMG bonus for every enemy on the field; this means the single-target damage is slightly higher than advertised, and that the AoE damage against 5 targets has a 100% DMG bonus, making this Skill effective against any number of enemies.
Anaxa's Talent will inflict 1 random Weakness Type onto enemies for every 1 hit he lands, prioritising Weaknesses that the enemy doesn't already have. Now, the reason for the Bounce Skill becomes apparent. Using his Skill against 5 enemies will Implant a random Weakness into every single foe, and rather amusingly, using it against a single enemy will most likely max out the available Weaknesses, making them vulnerable to every Element.
Additionally, if an enemy has at least 5 different Weakness Types while Anaxa is still on the field, Anaxa will automatically inflict them with the Qualitative Disclosure state. Anaxa will deal up to 30% increased DMG to enemies in this state, and when using either a Basic ATK or Skill against such an enemy, he will also automatically use an additional instance of his Skill on the target. This auto Skill usage is completely free, but it does not reactivate this effect.
This means that for simply doing what he was already doing anyway, Anaxa gets to double-up on his Skill uses without expending any extra SP. This extra Skill usage functions exactly the same way as his regular Skill, meaning that even if you hit the only enemy with Qualitative Disclosure, the extra Skill will still Bounce in the same way to all the other foes. Oh, and yes, this extra Skill does also regenerate the exact same amount of Energy, meaning you can be getting as much as 60 Energy every single turn.
The Ultimate is also extremely funny. Anaxa will inflict the Sublimation state onto all enemies and deals up to 160% ATK to them as well. During the Sublimation state, the enemies will be simultaneously inflicted with... Let me just check my notes... Yeah, every single Weakness Type currently in the game. That's Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary.
This Sublimation state only lasts until the start of the targets' next turn, but if they don't have Control RES, they will also be unable to act in the Sublimation state. I'd say to make sure to make it count, but even with an Energy cost of 140, Anaxa gets so much Energy back that you'll probably get another shot sooner than you expect.
It's refreshing when a basic kit breakdown doesn't take much time at all. Anaxa already performs well with just this, but the Bonus Traces are very impactful and make him even better.
Anaxa's A2 will regenerate an additional 10 Energy whenever he uses his Basic ATK. This means that there is no Energy penalty for choosing to be SP positive with Anaxa, and especially when factoring in his free follow-up Skill from his Talent, Anaxa is now able to regenerate 60 Energy consistently, regardless of if he used a Skill Point or not.
Additionally, if there are no enemies with Qualitative Disclosure on the field, Anaxa will automatically regenerate 30 Energy at the start of his turn. This effect coupled with the last means that Anaxa is guaranteed to always be getting 60 Energy on every turn, no matter what, making his Energy economy exceptionally good.
His A4 will provide bonuses based on the number of Erudition characters in the team. If there is 1 Erudition character (Himself alone), Anaxa will increase his own CRIT DMG by a whopping 140%. With this he becomes very serviceable as a main DPS with this Trace active.
However, when there are at least 2 Erudition characters in the team, Anaxa will instead increase the DMG dealt by all allies by 50%. This is a permanent and very potent buff, and since Anaxa himself also benefits from this, this boosts Anaxa’s value as a sub-DPS for other Erudition main DPS’s significantly. Note, you can only have either the first or second buff active at one time, not both.
Lastly, Anaxa's A6 is a fun one. For every 1 different Weakness Type on an enemy, Anaxa gets to ignore 4% of their DEF when dealing damage. At the cap of 7 Weaknesses, Anaxa gets to permanently ignore 28% of the enemy's DEF when hitting them, which is a staggeringly powerful bonus to have on a character by default. With how strong all of these Traces are, it's imperative that you unlock all of them if you want Anaxa to be at his strongest.
Anaxa's got some impressive stuff in his kit, and being able to Implant so many Weaknesses really quite effortlessly means he can enable teams to go against typically unfavourable matchups and have a better time, without necessarily needing to factor in actual Weakness Types.
Do note, however, that Implanting a Weakness is not quite the same as having that Weakness inherently; you do not gain the natural DMG bonus that you would otherwise have, and any existing resistances are not magically thrown aside, so if you're thinking of bringing Himeko to fight Blaze out of Space, you'll be reducing the Toughness now, sure, but you'll still need to contend with the massive Fire RES that enemy naturally has.
With the A4, as mentioned already, it is pretty clear that Anaxa is designed specifically to enable Erudition characters to deal even more damage and be more universally applicable, and when it comes to strong Erudition characters... Well, it's obviously going to be Big Hat Herta.
Big Herta already has no troubles wiping the floor with pretty much everything, and her teams are pretty versatile already, but Anaxa gets to amplify that even more. Especially since Herta already has bonuses for the number of Erudition characters on the team herself, putting her and Anaxa together means they both benefit from each others respective A4 Bonus Trace effects automatically, giving the entire team a laughable amount of increased DMG — buffs comparable to having multiple Harmony characters on the team but without sacrificing any damage potential.
Outside of The Herta, all of his combined unique supportive capabilities also mean he is going to be a compelling choice for any future Erudition DPS as well, further amplifying his already high pull value. Heck, maybe he'll even find his way into Super Break teams at some point.
As obviously strong as Anaxa is as a Sub-DPS (the role he is clearly designed for) in a lot of teams, he can still hold his own in hypercarry set-ups, especially in modes that can take advantage of his ability to make enemy toughness bars a thing of the past. Getting 140% CRIT DMG for free and having solid damage multipliers is enough to give him a fair shot at clearing most of endgame solo at the time of his release.
He's a pretty cool guy, and like all Flame Chasers is destined for greatness. You may not like it, but this is what peak physical performance looks like (insert image of 7 Implanted Weaknesses here).
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
MoC
PF
AS
Build and teams
Anaxa Relic and Light Cone calculations are based on fighting against 3 targets.
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
116.92%
When the wearer's turn starts, regenerates 10 Energy. If the enemy target has a Weakness implanted by the wearer, increases the wearer's DMG dealt to it by 60/70/80/90/100%.
When an enemy target gets attacked by the wearer, the wearer decreases the target's DEF by 12/15/18/21/24%, lasting for 2 turn(s). The same types of effects cannot stack.
Source: Event Warp (limited)
115.12%
Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer uses their Ultimate, increases DMG dealt by the wearer's Skill and Ultimate by 60/70/80/90/100%, lasting for 3 turn(s). After the wearer uses their Ultimate, if this Ultimate consumed 140 or more Energy, recovers 1 Skill Point.
Source: Event Warp (limited)
100%
Increases the wearer's ATK by 8/10/12/14/16%. For every different Weakness Type an enemy target has, increases the DMG dealt by the wearer by 4/5/6/7/8%, up to a max of 7 Weakness Types.
Source: Mission Reward
99.57%
After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.
Source: Nameless Glory
98.68%
Increases the wearer's CRIT DMG by 36/42/48/54/60%. Increases the wearer's Skill and Ultimate DMG by 18/21/24/27/30%. After the wearer uses their Skill or Ultimate, they gain Somnus Corpus. Upon triggering a follow-up attack, Somnus Corpus will be consumed and the follow-up attack DMG increases by 48/56/64/72/80%.
Source: Event Warp (limited)
Anaxa Relic and Light Cone calculations are based on fighting against 3 targets.
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.
103.77%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
100.54%
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.
100.02%
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.
100%
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%.
95.71%
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%.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
101.62%
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%.
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%.
SPD (Until Desired Breakpoint) > CRIT RATE > CRIT DMG > ATK%
If you want to learn more about the various stats and breakpoints, expand the section below.
CRIT RATE & CRIT DMG: When played as a hypercarry, Anaxa gains 140% CRIT DMG for free - alternatively when played with his best double damage team (alongside The Herta) he gains 80%. This means no matter how he's played in most cases (unless you're using an unorthodox team) he has CRIT DMG mostly covered without much investment. This makes CRIT RATE (and in some cases even ATK%) far more desirable stats for him.
Energy Regen: Anaxa generates 125/140 energy with 2 actions, leaving him 15 short of executing 2-turn ultimates consistently. To gain the last bit of energy Anaxa must either rely on getting hit in combat, his teammates, or using gear or a Light Cone, in order to make up the difference. Settling for a 3-action ultimate in unlucky cases can also be acceptable, but may impact the performance of some team compositions noticeably.
ATK: 2600-3000+
HP: 2800+
DEF: 1100+
CRIT Rate: 90-100%
CRIT DMG: 100-120%+ (Before Trace)
SPD: 134+
Skill > Ultimate > Talent > Basic
Imperative Hiatus (A4) > Roaming Signifier (A2) > Qualitative Shift (A6)
Are you wondering whether you should pull for Anaxa Eidolons or his Light Cone? Then this section is for you!
Anaxa S1 > Anaxa E1 > Anaxa E2
Below you can find a list of some of the stronger synergies between this character and others.
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.
MoC/PF/AS Statistics
This section contains information about Anaxa performance in the latest Memory of Chaos cycle (3.2), latest Pure Fiction (3.2) and the latest Apocalyptic Shadow (3.3), and the commonly used Relics and Cones in both modes. The page has been last updated on 01.06.2025.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Anaxa in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Anaxa in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Anaxa in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Anaxa in the current MoC cycle (4883), in the current PF cycle (2335) or in the current AS cycle (2725) and had the character placed in their Profile. Use the switcher below to show Anaxa Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
87.64%
5.27 cyc.Eidolon 0
5.84%
5 cyc.After using Skill for the first time, recovers 1 Skill Point(s). When using Skill to hit enemy targets, decreases the targets' DEF by 16%, lasting for 2 turn(s).
4.78%
3.44 cyc.When enemy targets enter the battlefield, triggers 1 instance of the Talent's Weakness Implant effect, and reduces their All-Type RES by 20%.
0.4%
5.12 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
0.36%
3.54 cyc.When using Skill, increases ATK by 30%, lasting for 2 turn(s). This effect can stack up to 2 time(s).
0.03%
1 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
0.96%
2.52 cyc.The DMG dealt by Anaxa is 130% of the original DMG. The 2 effects in the Trace "Imperative Hiatus" will be triggered directly and will no longer depend on the number of "Erudition" characters in the team.
Light Cones are ranked with usage rate among the players we have scanned who used Anaxa in the current MoC cycle (4883), in the current PF cycle (2335) or in the current AS cycle (2725) and had the character placed in their Profile. Use the switcher below to show Anaxa Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
49.8%
6.18 cyc.Increases the wearer's ATK by 8/10/12/14/16%. For every different Weakness Type an enemy target has, increases the DMG dealt by the wearer by 4/5/6/7/8%, up to a max of 7 Weakness Types.
Source: Mission Reward
40.53%
6.19 cyc.When the wearer's turn starts, regenerates 10 Energy. If the enemy target has a Weakness implanted by the wearer, increases the wearer's DMG dealt to it by 60/70/80/90/100%.
When an enemy target gets attacked by the wearer, the wearer decreases the target's DEF by 12/15/18/21/24%, lasting for 2 turn(s). The same types of effects cannot stack.
Source: Event Warp (limited)
2.6%
6.21 cyc.Increases the wearer's ATK by 8/9/10/11/12%. After using an attack, for each enemy target hit, additionally increases ATK by 4/5/6/7/8%. This effect can stack 5 times and lasts until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8/10/12/14/16%, lasting for 1 turn(s).
Source: Herta's Store
2.22%
5.7 cyc.Increases the wearer's CRIT Rate by 12/14/16/18/20%. When the wearer uses their Ultimate, increases DMG dealt by the wearer's Skill and Ultimate by 60/70/80/90/100%, lasting for 3 turn(s). After the wearer uses their Ultimate, if this Ultimate consumed 140 or more Energy, recovers 1 Skill Point.
Source: Event Warp (limited)
1.88%
6.31 cyc.For every enemy on the field, increases the wearer's ATK by 9/10.5/12/13.5/15%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 30/35/40/45/50% for 1 turn.
Source: Stellar Warp
0.82%
5.85 cyc.After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.
Source: Nameless Glory
0.68%
7.5 cyc.Increases the wearer's CRIT DMG by 36/42/48/54/60%. Increases the wearer's Skill and Ultimate DMG by 18/21/24/27/30%. After the wearer uses their Skill or Ultimate, they gain Somnus Corpus. Upon triggering a follow-up attack, Somnus Corpus will be consumed and the follow-up attack DMG increases by 48/56/64/72/80%.
Source: Event Warp (limited)
0.24%
6.67 cyc.After the wearer uses their Skill, additionally regenerates 8/9/10/11/12 Energy. This effect can only be triggered 1 time per turn.
Source: Stellar Warp
0.16%
7 cyc.Increases the wearer's DMG by 12/15/18/21/24%. For every defeated enemy, the wearer's ATK increases by 4/5/6/7/8%, stacking up to 3 time(s).
Source: Echo of War | Forgotten Hall Store | Mission Reward
0.15%
4.33 cyc.Increases the wearer's ATK by 16/18/20/22/24%. When the wearer uses an attack and affects no fewer than 2 attacked enemies with a corresponding Weakness, the wearer's CRIT DMG increases by 20/25/30/35/40% for 2 turn(s).
Source: Forgotten Hall Store
Relic Sets are ranked with usage rate among the players we have scanned who used Anaxa in the current MoC cycle (4883), in the current PF cycle (2335) or in the current AS cycle (2725) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
51.31%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
30.8%
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%.
8.34%
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.
6.09%
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.
0.39%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
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%.
64.82%
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%.
25.83%
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%.
3.43%
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.
1.8%
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%.
1.07%
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.
Relic Stats are shown based on the Relics used by the players we have scanned who used Anaxa in the current MoC cycle (4883), in the current PF cycle (2335) or in the current AS cycle (2725) and had the character placed in their Profile.
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.
General:
Enemies:
Units:
Sub-DPS Anaxa
Main-DPS Anaxa
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%.
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 (36.8%), CRIT DMG (64.3%), Speed (13.8)
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