Honkai: Star RailAnaxaBest build, teams and other guides

Character

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Introduction

Anaxa is a 5 character from the Wind element who follows the Path of Erudition.

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.

Video guide

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:

Update tracker

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

Skills
Basic ATK

Pain, Brews Truth

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Wind DMG equal to #1[i]% of Anaxa's ATK to one designated enemy.
Skill

Fractal, Exiles Fallacy

Bounce

Lv. 1

Energy gain: 6

Break: 10

Deals Wind DMG equal to #1[i]% of Anaxa's ATK to one designated enemy and additionally deals #2[i] instance(s) of DMG. Each instance of DMG deals Wind DMG equal to #1[i]% of Anaxa's ATK to one random enemy, prioritizing Bouncing to enemy targets that have not been hit by this instance of Skill. When used, for each attackable enemy on the field, this Skill has its DMG dealt increased by #3[i]%.
Ultimate

Sprouting Life Sculpts Earth

AoE | 140 energy cost

Lv. 1

Energy gain: 5

Break: 20

Inflicts the "Sublimation" state on all enemies, then deals Wind DMG equal to #1[i]% of Anaxa's ATK to all enemies. In the "Sublimation" state, the targets will be simultaneously inflicted with Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary Weaknesses, lasting until the start of the targets' turn. If the targets do not have Control RES, they are unable to take action in the "Sublimation" state.
Talent

Tetrad Wisdom Reigns Thrice

Impair

Lv. 1

Energy gain: 0

Break: -

Each time Anaxa lands 1 hit on enemy targets, inflicts 1 Weakness of a random Type to the targets, lasting for #2[i] turn(s), with priority to the Weakness Type that the target doesn't already possess. While Anaxa is on the field, inflicts the "Qualitative Disclosure" state on enemy targets that have at least #3[i] different Types of Weaknesses. Anaxa deals #1[i]% increased DMG to targets afflicted with the "Qualitative Disclosure" state. In addition, after using Basic ATK or Skill on them, unleashes 1 additional instance of Skill on the targets. This additional Skill does not consume any Skill Points and cannot trigger this effect again. If the target has been defeated before the additional Skill is used, it will be cast on one random enemy instead.
Technique

Prism of the Pupil

Impair

Energy gain: 0

Break: -

After using Technique, inflicts the Terrified state on enemies in a set area. Terrified enemies will flee in a direction away from Anaxa for #1[i] second(s). When allies enter battle via actively attacking a Terrified enemy, it will always be considered as entering battle via attacking a Weakness. After entering battle, Anaxa applies 1 Weakness of the attacker's Type to every enemy target, lasting for #2[i] turn(s).
Major Traces
A2Major trace

Roaming Signifier

When using Basic ATK, additionally regenerates 10 Energy. At the start of the turn, if there are no enemy targets in the "Qualitative Disclosure" state, immediately regenerates 30 Energy.
A4Major trace

Imperative Hiatus

Based on the number of "Erudition" characters in the team, one of the following effects will be triggered in the current battle:
1 character: Increases Anaxa's CRIT DMG by 140%.
At least 2 characters: Increases DMG dealt by all allies by 50%.
A6Major trace

Qualitative Shift

For every 1 different Weakness Type an enemy target has, the DMG that Anaxa deals to that target ignores 4% of their DEF. Up to a max of 7 Weakness Types can be taken into account for this effect.
Minor Traces (total)
CRIT Rate
CRIT Rate
+12%
HP
HP
+10%
Wind DMG
Wind DMG
+22.4%
Eidolons
E1

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).

E2

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%.

E3

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.

E4

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).

E5

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.

E6

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.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
970
ATK
ATK
756
DEF
DEF
557
Speed
Speed
97
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Ethereal Omen
    Ethereal Omen
    x 15
  • Echoing Wail
    Echoing Wail
    x 15
  • A Glass of the Besotted Era
    A Glass of the Besotted Era
    x 65
  • Eternal Lament
    Eternal Lament
    x 15
CV
ENG
Stephen Fu
JPN
Uchida Yuma (内田 雄馬)
CN
Qian Wenqing (钱文青)
KR
Lee Sang-jun (이상준)
Gallery

Anaxa images aren't available yet. They will be added when the character is released.

Review

Pros & Cons
Pros

  • 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.

Cons

  • Underwhelming AoE scaling for an Erudition character,

  • Has competition in his niches as a weakness implanter and Erudition support damage.

Review (By Sushou)

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).

Ratings

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:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
  • Apocalyptic Shadow (AS) - how the character performs in the Apocalyptic Shadow. Single target and Break is important here.
Support DPS
T0.5

MoC

T1

PF

T0

AS

Damage dealer
T0.5

MoC

T1

PF

T0

AS

Build and teams

Best Light Cones

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)

Anaxa's Signature is his best in slot option for personal damage and team support. Provides the Energy he's missing in order to perform 2-turn Ultimate rotations consistently, a large amount of DMG%, and applies a 12% DEF Reduction to enemies amplifying his and his teams damage significantly.

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)

The Herta's Signature Light Cone and surprisingly potent choice for Anaxa, granting him a solid amount of CRIT RATE, a massive increase to his Skill and Ultimate DMG, and an extra 1 SP refund every Ultimate. Even so, not his best option and likely already in use by one of his best teammates and the owner of this Cone, The Herta.

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

Great F2P option for Anaxa, increasing his DMG dealt based on the amount of Weakness Types on the target - something his ultimate applies all 7 of immediately (although temporary), and the rest of his kit can achieve over time. Depending on the amount of enemies and how frequently fresh ones spawn, this Cone can take a while to ramp up though. Calculated with 6 Vulnerabilities on enemies on average - will perform worse with less.

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

A strong, generic and consistent DMG option, providing a permanent 56% DMG boost. If you already have this Cone maxed out, it's a solid choice.

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)

Jing Yuan's signature is a passable option for Anaxa if it's all you have and/or don't want to level up another Erudition Cone for him.
Best Relics

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.

Best Relic Sets

103.77%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

In most cases, Anaxa has access to his ultimate every 2 actions, making this set an incredibly efficient way of allowing him to gain additional actions for more damage, but also greater supportive benefit for his team (The Herta can gain more energy).

100.54%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

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.

Anaxa applies multiple debuffs with every single action while also scaling predominantly through CRIT and is able to apply 3 debuffs to enemies instantly all by himself. As a result this set is strong on him and always fully active.

100.02%

(2)

Increases Quantum DMG by 10%.

(4)

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.

Anaxa can implant Quantum Weakness on enemies himself enabling the 20% DEF ignore at all times which becomes even more potent when combined with his Bonus Ability, Signature Light Cone, Eidolon 1 and other sources of DEF SHRED.

100%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

A solid, generic and easily farmable option for Anaxa, thanks to its passive CRIT RATE and high DMG multipliers to his main abilities. Not his best but not bad either.

95.71%

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Flex

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:

  • Pioneer Diver of Dead Waters
    Pioneer Diver of Dead Waters
    [DMG to debuffed enemies +12%] (Recommended)
  • Eagle of Twilight Line
    Eagle of Twilight Line
  • Prisoner in Deep Confinement
    Prisoner in Deep Confinement
    [ATK +12%]
  • Musketeer of Wild Wheat
    Musketeer of Wild Wheat
    [ATK +12%]
  • Hero of Triumphant Song
    Hero of Triumphant Song
    [ATK +12%]
  • Sacerdos' Relived Ordeal
    Sacerdos' Relived Ordeal
    [SPD +6%]
  • Messenger Traversing Hackerspace
    Messenger Traversing Hackerspace
    [SPD +6%]
Best Planetary Sets

101.62%

(2)

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%.

Anaxa is very often paired with another Erudition character, because of that, this set has no downside while also having a large amount of CRIT RATE, one of his best stats. Note when playing Anaxa Hyper Carry (without another Erudition), this does NOT work.

100%

(2)

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%.

A great and generic option for Anaxa that boosts his damage output.
Best Stats
Body
CRIT Rate
CRIT Rate
>
CRIT DMG
CRIT DMG
Feet
Speed
Speed
Planar Sphere
ATK
ATK%
>
Wind DMG
Wind DMG
Link Rope
ATK
ATK%
>=
Energy Regen
Energy Regen Rate
Substats:

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.

Build comments

-

Recommended endgame stats
  • ATK: 2600-3000+

  • HP: 2800+

  • DEF: 1100+

  • CRIT Rate: 90-100%

  • CRIT DMG: 100-120%+ (Before Trace)

  • SPD: 134+

Traces priority
Skills priority:

Skill > Ultimate > Talent > Basic

Major Traces priority:

Imperative Hiatus (A4) > Roaming Signifier (A2) > Qualitative Shift (A6)

Investment

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

  1. Anaxa S1 offers a similar DEF Reduction effect to his E1, with a slightly lower value at 12%. The main benefit of this Light Cone though, is the additional Energy to guarantee 2-turn Ultimates with ATK Rope, on top of the massive DMG boost, while also being a cheaper option than the Eidolon, making it a great pickup for those wanting to further invest into Anaxa. Anaxa without his Signature Light Cone does not generate enough Energy for 2-turn Ultimates, either requiring heavy rng or an Energy Rope which comes at a great cost of losing a significant portion of his personal DMG.
  2. Anaxa E1 offers a 16% DEF Reduction when using his Skill, and an extra Skill Point once per battle. The 16% DEF Reduction alone for other allies, is a minor boost without additional sources of DEF Reduction, and only gets stronger when stacking it, such as for Anaxa himself with 28% DEF Ignore through his Traces.
  3. Anaxa E2 reduces all enemies' All-Types RES by 20%, and triggers the Talent's Weakness Implant when they enter battle. The extra Weakness Implant paired with his Technique can Implant 2 additional Weakness Types at the start of battle to immediately put enemies under "Qualitive Disclosure" to trigger the extra Skill from his Talent, and the All-Type RES is a simple and permanent ~20% DMG boost for all of his teams, making it a strong Eidolon to pick up although not cheap.
Synergy

Below you can find a list of some of the stronger synergies between this character and others.

Teams (MoC)

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.

Rank 9

App. rate: 2.7%

Avg. cycles: 5.83

The Herta
Ice
Anaxa
Wind
Robin
Physical
Aventurine
Imaginary

Rank 14

App. rate: 1.64%

Avg. cycles: 5.36

The Herta
Ice
Anaxa
Wind
Tribbie
Quantum
Aventurine
Imaginary

Rank 23

App. rate: 1.28%

Avg. cycles: 5.4

The Herta
Ice
Anaxa
Wind
Tribbie
Quantum
Huohuo
Wind

Rank 23

App. rate: 1.28%

Avg. cycles: 4.85

The Herta
Ice
Anaxa
Wind
Tribbie
Quantum
Lingsha
Fire

Rank 25

App. rate: 1.24%

Avg. cycles: 4.83

The Herta
Ice
Anaxa
Wind
Robin
Physical
Lingsha
Fire

Rank 26

App. rate: 1.18%

Avg. cycles: 5.5

The Herta
Ice
Anaxa
Wind
Sunday
Imaginary
Aventurine
Imaginary

Rank 38

App. rate: 0.89%

Avg. cycles: 5.57

The Herta
Ice
Anaxa
Wind
Robin
Physical
Huohuo
Wind

Rank 39

App. rate: 0.87%

Avg. cycles: 6.78

The Herta
Ice
Anaxa
Wind
Ruan Mei
Ice
Aventurine
Imaginary

Rank 40

App. rate: 0.85%

Avg. cycles: 6.32

Anaxa
Wind
Robin
Physical
Sunday
Imaginary
Huohuo
Wind

Rank 44

App. rate: 0.84%

Avg. cycles: 5.61

Anaxa
Wind
Robin
Physical
Sunday
Imaginary
Gallagher
Fire
Video guides

MoC/PF/AS Statistics

MoC 3.2 / PF 3.2 / AS 3.3

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.

  • For MoC the data below is based on 20080 accounts (9220 random we have scanned and 10860 self-reported).
  • For PF the data below is based on 20778 accounts (9566 random we have scanned and 11212 self-reported).
  • For AS the data below is based on 17294 accounts (7711 random we have scanned and 9583 self-reported).

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 Form
Usage rate (MoC 12)

Characters 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.

Usage rate (PF 4)

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.

Usage rate (AS 4)

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.

Common partners (MoC 12)

This section lists the characters that were most commonly paired with Anaxa in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Anaxa in the current phase of Pure Fiction.

Common partners (AS)

This section lists the characters that were most commonly paired with Anaxa in the current phase of Apocalyptic Shadow.

Eidolons

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.

Change mode:

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

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.

Change mode:

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

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.

Relic Sets

51.31%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

30.8%

(2)

Increases CRIT Rate by 8%.

(4)

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%

(2)

Increases Quantum DMG by 10%.

(4)

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%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

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%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Planetary Sets

64.82%

(2)

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%

(2)

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%

(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.

1.8%

(2)

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%

(2)

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

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.

Main stats
Body
CRIT Rate
CRIT Rate
- 77.68%
CRIT DMG
CRIT DMG
- 20.17%
ATK
ATK
- 1.98%
Feet
Speed
Speed
- 91.38%
ATK
ATK
- 8.51%
HP
HP
- 0.03%
Planar Sphere
ATK
ATK
- 62.53%
Wind DMG
Wind DMG
- 36.51%
HP
HP
- 0.46%
Link Rope
ATK
ATK
- 79.84%
Energy Regen
Energy Regen Rate
- 19.61%
Break Effect
Break Effect
- 0.28%
Average stats
Average stats
HP
HP
- 3051.81
ATK
ATK
- 2889.52
DEF
DEF
- 1161.52
Speed
Speed
- 135.93
CRIT Rate
CRIT Rate
- 79.98%
CRIT DMG
CRIT DMG
- 126.61%
Wind DMG
Wind DMG
- 41.07%
Energy Regen
Energy Regen Rate
- 4.01%
Effect RES
Effect RES
- 7.64%
Effect HIT Rate
Effect HIT Rate
- 7.55%
Break Effect
Break Effect
- 11.66%
Average sub stats
Average sub stats
HP
HP
- 10.05%
ATK
ATK
- 16.63%
DEF
DEF
- 11.78%
Speed
Speed
- 13.81
CRIT Rate
CRIT Rate
- 27.81%
CRIT DMG
CRIT DMG
- 63.15%
Effect RES
Effect RES
- 7.64%
Effect HIT Rate
Effect HIT Rate
- 7.55%
Break Effect
Break Effect
- 11.66%
Other stats
Average stats
Character level - 79.99
Light Cone level - 79.8
Basic level - 5.04
Skill level - 9.97
Ultimate level - 9.88
Talent level - 9.68

Calculations

Calculations
Disclaimers:
  • When playing Anaxa with an ATK based amplifier like Robin his E4's value becomes significantly diminished due to dilution.
  • We calculated Anaxa DPS output using his signature Light Cone (Life Should Be Cast to Flames S1) and (The Great Cosmic Enterprise S5). If you want to check how other Light Cones perform on him, check the Light Cone section (or the early access guide),
  • Also, considering tha Anaxa can be played as Main DPS and Sub-DPS, we have prepared two sets of calculations: one where he is spamming his Skill (which makes him SP negative) and another one where he weaves in some Basic Attacks (and thus becoming SP Neutral).
  • The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1, 3 and 5 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 550 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.

Sub-DPS Anaxa

Main-DPS Anaxa

Anaxa [1 target]
Life Should Be Cast to Flames
1 623 086 dmg321%
The Great Cosmic Enterprise
1 385 368 dmg274%
Life Should Be Cast to Flames
1 081 048 dmg214%
The Great Cosmic Enterprise
917 868 dmg181%
Life Should Be Cast to Flames
994 995 dmg197%
The Great Cosmic Enterprise
843 416 dmg167%
Life Should Be Cast to Flames
798 360 dmg158%
The Great Cosmic Enterprise
687 128 dmg136%
Life Should Be Cast to Flames
783 665 dmg155%
The Great Cosmic Enterprise
675 424 dmg133%
Life Should Be Cast to Flames
653 054 dmg129%
The Great Cosmic Enterprise
562 854 dmg111%
Life Should Be Cast to Flames
581 953 dmg115%
The Great Cosmic Enterprise
506 199 dmg100%
Anaxa [3 targets]
Life Should Be Cast to Flames
2 162 100 dmg324%
The Great Cosmic Enterprise
1 809 219 dmg271%
Life Should Be Cast to Flames
1 449 446 dmg217%
The Great Cosmic Enterprise
1 208 054 dmg181%
Life Should Be Cast to Flames
1 351 957 dmg203%
The Great Cosmic Enterprise
1 123 544 dmg169%
Life Should Be Cast to Flames
1 084 778 dmg163%
The Great Cosmic Enterprise
915 348 dmg137%
Life Should Be Cast to Flames
1 051 038 dmg158%
The Great Cosmic Enterprise
889 284 dmg133%
Life Should Be Cast to Flames
875 865 dmg131%
The Great Cosmic Enterprise
741 070 dmg111%
Life Should Be Cast to Flames
780 504 dmg117%
The Great Cosmic Enterprise
666 477 dmg100%
Anaxa [5 targets]
Life Should Be Cast to Flames
2 701 114 dmg327%
The Great Cosmic Enterprise
2 233 069 dmg270%
Life Should Be Cast to Flames
1 817 843 dmg220%
The Great Cosmic Enterprise
1 498 241 dmg181%
Life Should Be Cast to Flames
1 708 919 dmg207%
The Great Cosmic Enterprise
1 403 673 dmg170%
Life Should Be Cast to Flames
1 371 195 dmg166%
The Great Cosmic Enterprise
1 143 567 dmg138%
Life Should Be Cast to Flames
1 318 410 dmg159%
The Great Cosmic Enterprise
1 103 144 dmg133%
Life Should Be Cast to Flames
1 098 675 dmg133%
The Great Cosmic Enterprise
919 287 dmg111%
Life Should Be Cast to Flames
979 056 dmg118%
The Great Cosmic Enterprise
826 755 dmg100%
Relic Set

(2)

Increases CRIT Rate by 8%.

(4)

Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Planetary Sets

(2)

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%.

Relic Stats
Body
CRIT Rate
CRIT Rate
Feet
Speed
Speed
Planar Sphere
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

CRIT Rate (36.8%), CRIT DMG (64.3%), Speed (13.8)