Honkai: Star RailArlanBuild and Guide

Character
Introduction

Arlan is a 4 character from the Lightning element who follows the Path of Destruction.

The inarticulate head of Herta Space Station's Security Department. While scientific research is beyond his understanding, Arlan is willing to risk his life to protect the staff who value research so very much. He is used to the pain and wears his scars like badges of honor.

Only when holding Peppy does the boy finally let down his guard and show a rare smile.

To learn more about Arlan 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

This character has no video guide yet.

Last updated

Arlan build details and review have been last updated on February 29th, 2024.

To learn more about Arlan 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 Statistics

Calculations

Profile

Skills
Basic ATK

Lightning Rush

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals Lightning DMG equal to #1[i]% of Arlan's ATK to a single enemy.
Skill

Shackle Breaker

Single Target

Lv. 1

Energy gain: 30

Break: 60

Consumes Arlan's HP equal to #1[i]% of his Max HP to deal Lightning DMG equal to #2[i]% of Arlan's ATK to a single enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill.
Ultimate

Frenzied Punishment

Blast | 110 energy cost

Lv. 1

Energy gain: 5

Break: 60 + 60 adjacent

Deals Lightning DMG equal to #1[i]% of Arlan's ATK to a single enemy and Lightning DMG equal to #2[i]% of Arlan's ATK to enemies adjacent to it.
Talent

Pain and Anger

Enhance

Lv. 1

Energy gain: 0

Break: -

Increases Arlan's DMG for every percent of HP below his Max HP, up to a max of #1[i]% more DMG.
Technique

Swift Harvest

Energy gain: 0

Break: 60

Immediately attacks the enemy. After entering battle, deals Lightning DMG equal to #1[i]% of Arlan's ATK to all enemies.
Major Traces
A2Major trace

Revival

If the current HP percentage is 30% or lower when defeating an enemy, immediately restores HP equal to 20% of Max HP.
A4Major trace

Endurance

The chance to resist DoT Debuffs increases by 50%.
A6Major trace

Repel

Upon entering battle, if Arlan's HP is less than or equal to 50%, he can nullify all DMG received except for DoT until after he is attacked.
Minor Traces (total)
ATK
ATK
+28%
Effect RES
Effect RES
+18%
HP
HP
+10%
Eidolons
E1

To the Bitter End

Eidolon 1

When HP is lower than or equal to 50% of Max HP, increases Skill's DMG by 10%.

E2

Breaking Free

Eidolon 2

Using Skill or Ultimate removes 1 debuff from oneself.

E3

Power Through

Eidolon 3

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

E4

Turn the Tables

Eidolon 4

When struck by a killing blow after entering battle, instead of becoming knocked down, Arlan immediately restores his HP to 25% of his Max HP. This effect is automatically removed after it is triggered once or after 2 turn(s) have elapsed.

E5

Hammer and Tongs

Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

Self-Sacrifice

Eidolon 6

When HP drops to 50% or below, Ultimate deals 20% more DMG. The DMG multiplier of DMG taken by the target enemy now applies to adjacent enemies as well.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1199
ATK
ATK
599
DEF
DEF
330
Speed
Speed
102
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Extinguished Core
    Extinguished Core
    x 12
  • Glimmering Core
    Glimmering Core
    x 13
  • Lightning Crown of the Past Shadow
    Lightning Crown of the Past Shadow
    x 50
  • Squirming Core
    Squirming Core
    x 12
CV
ENG
Dani Chambers
JPN
Shiraishi Ryoko (白石涼子)
CN
Dian Tao (陶典)
KR
김율
Gallery

Review

Pros & Cons
Pros

  • Doesn’t consume SP to deal damage,

  • High Ability multipliers,

  • High natural DMG from his Talent,

  • Scales well with Eidolons.

Cons

  • Lowest base DEF in the game — actually paper thin,

  • Cannot heal himself like Blade can,

  • Outright requires Shields to stay alive and within optimal HP for damage,

  • Is not a compelling character to invest in.

Review (By Sushou)

Arlan is a primarily single-target damage dealer that consumes health to deal damage instead of consuming Skill Points. His Ability multipliers are decently high, especially for a 4-star, but they come at the cost of needing to juggle Arlan’s health for damage and survivability without Arlan having really any way of accommodating this himself.

Arlan is odd, and a little misunderstood. He’s definitely not the best unit in the game, to put it lightly, but he’s often written off completely as ‘unusable’. Look I’m going to level with you right off the bat, unless you quite literally have nobody else to level up, I guarantee you have better options to spend your extremely valuable and limited resources on. Arlan definitely has real use-cases but is overshadowed by other characters — not because he doesn’t perform well in those scenarios, but because he simply requires too many things to facilitate his gameplay.

Arlan’s Skill deals up to 240% ATK to a single enemy and consumes 15% of Arlan’s Max HP. If he doesn’t have enough HP, his health will be set to 1 when using Skill.

Two things to note here; the first is that while the actual text for Arlan’s Skill says ‘his HP will be reduced to 1’ if he doesn’t have enough health, it does in fact set his HP to 1 as mentioned previously, meaning that he may continue to use his Skill at no further penalty when he is already at 1 HP. The second thing to note is that this HP cost is in place of a Skill Point cost, meaning Arlan is quite literally incapable of using Skill Points for the purposes of any mechanics or interactions involving their consumption.

Arlan’s Ultimate is a Blast AoE that deals up to 320% ATK to the primary target and 160% to adjacent. It’s a fairly low-cost Ultimate requiring only 110 Energy. It has a pretty substantial multiplier considering its cost as well.

Arlan’s Talent is what is supposed to be the reward for staying at lower HP values. Arlan’s DMG increases for every percent below his Max HP up to a maximum bonus of 72% more DMG. This coupled with his surprising Ability multipliers should lead to pretty astounding damage in total, and this is partly true… The issue is that maintaining Arlan at low HP values is actually rather challenging without him immediately dying thereafter.

This immediately leads to the next issue; Arlan’s base stats are bloody awful, haha. I laugh to hide the pain, naturally, but this guy unironically has the worst DEF of literally any character, and he’s the one they chose to be the berserker archetype. Oof, talk about getting done dirty. His ATK isn’t the worst but it’s also fairly low for a character like his, and the fact that his HP is the one that’s above average is just another slap to the face.

Let me elaborate. When a character is all about consuming their own HP, the way in which they do it determines which defensive stat is worth more to them, out of HP or DEF. If the HP consumption is a flat amount, then having more HP will greatly offset the cost. However, if the HP consumption is via a fixed percentage of the character’s Max HP as is the case with Arlan, then DEF far outweighs HP because having more HP will just see the char burn through it faster. So for Arlan to have above-average base HP only to have the worst DEF stat of any character in the game is… Just why though?

His Minor Traces are equally questionable, giving him HP boosts again instead of DEF. The Major Ability Traces attempt to alleviate some of the pain of managing his playstyle but don’t really end up doing too much in practice. His A2 will restore 20% Max HP to Arlan upon killing an enemy if his current percentage is at or below 30%. This is the only HP restore in Arlan’s entire kit, leading me to say very clearly that Arlan is an expert at throwing his life away and struggles immensely to regain it.

A4 grants a passive 50% chance to resist DoT debuffs. This is only for the initial application of the debuff, it does exactly jack if you’re already afflicted with the DoT. A6 essentially grants a damage barrier to Arlan if he enters battle with 50% or less HP, similar to what the Automaton Beetles have. This would have been a fantastic thing to have if you were ever actually able to utilise it at the endgame; you just never have the option of doing so, and Arlan’s technique doesn’t consume HP either.

With Eidolons, Arlan’s respectable damage goes up even higher, but regrettably, none of his issues with survivability get meaningfully solved. E1 gives a 10% DMG boost to his Skill if executed at or below 50% HP. E2 is actually quite useful at removing pesky debuffs like ATK downs or Guardian Shadow’s Bans, but ironically does nothing against crowd control, since you actually need to be able to act to take advantage of this. E4 is also questionable as it gives Arlan a second chance after being knocked down but this only works for 2 turns after the battle has begun, disappearing into that good night if it’s not used prior to that point.

E6 is actually very notable. At or below 50% HP, his Ultimate will gain 20% DMG, and the DMG multiplier of the Blast AoE portion will be boosted up to the same amount as the primary target. This means his Ultimate is now dealing 320% ATK to 3 enemies, becoming a very potent AoE attack. Combined with the Ability Trace boosts from his E3 and E5, Arlan’s Ultimate actually becomes pretty absurd.

Now, at this stage I should reiterate that Arlan can do some very astonishing damage if he’s well invested, and especially at E6. I will also reiterate that the damage has never been the issue with Arlan. The reason so many bemoan the nerfs Arlan received upon the game’s launch compared to his performance in the final closed beta test is not because his damage is suddenly in the dumpster, it’s because it feels like it’s no longer justified by the rest of his kit.

If you’re looking to make use of Arlan, your main goal is making sure that he does not die before the enemy. You are essentially automatically signing up for a battle of attrition and the perfect defensive character does not yet exist for Arlan. Because of this, and his desire to stay at low HP values to max out his Talent, you are bottlenecked into using either March 7th or Gepard as the team’s sustain. Arlan needs very beefy shields to stay alive, because when you’re permanently at 1 HP, a sneeze will off you, let alone any of the nonsense moves like Decaying Shadow’s ‘sagacious discernment’. Stacking defensive units will improve Arlan’s survivability but will negatively impact the team’s overall damage.

Because of Arlan’s inability to use SP, he makes for a great second damage dealer on a team, contributing a surprising amount of damage without needing much in the way of buffs due to his Talent already providing a large amount of percent DMG. Double carry teams are not exactly chic right now, even in the wake of Ruan Mei’s release, but especially if you’re covering for Elemental Weaknesses, this can be a very good way to make use of Arlan.

You could also play Arlan as a hypercarry, again due to his quite impressive damage multipliers, though keep in mind that his desire for SPD can be questionable at best — a faster Arlan means he’ll burn through shields quicker as well, so you need to make sure that your shielder is fast enough to be able to reapply those shields in a pinch. This also unfortunately rules out Bronya almost immediately since her Action Advance will just massacre any shields Arlan has on him. 

If you are able to circumvent these issues for yourself and actually put Arlan to good use, you may be surprised by his performance. The unfortunate thing is that for the same amount of effort, you could play any of the other 4-star characters available to you, and last I checked, none of them seem so eager to maim themselves.

But I’ll end it with this; I like him. I even prefer him to Serval in a lot of cases. Do with this information what you will.

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.

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.
Eidolon 0

D

MoC

D

PF

Eidolon 6

D

MoC

D

PF

Build and teams

Best Relics

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. If a characters uses the Pioneer Diver of Dead Waters, the 100% uptime marking means that they can easily apply the debuff with their skills to activate the 100% bonus to Crit Rate / Crit.

Best Relic Sets

100%

(2)

Increases Lightning DMG by 10%.

(4)

When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).

99.31%

(2)

Increases Max HP by 12%.

(4)

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.

97.92%

(2)

Increases Lightning DMG by 10%.

(4)

When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).

(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.

97.21%

(2)

Increases Lightning DMG by 10%.

(4)

When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

Best Planetary Sets

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%.

99.72%

160 Speed

(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.

97.13%

135 Speed

(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.

95.64%

(2)

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%.

95.01%

(2)

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%.

Best Stats
Body
CRIT Rate
CRIT Rate
CRIT DMG
CRIT DMG
Feet
Speed
Speed
ATK
ATK%
Planar Sphere
Lightning DMG
Lightning DMG
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

SPD (Breakpoint) > CRIT RATE = CRIT DMG > ATK%

Recommended endgame stats
  • HP: 3100+

  • DEF: 800+

  • ATK: 2400 - 2800+

  • CRIT RATE: 60% - 70%+

  • CRIT DMG: 120% - 140%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143

Build comments

This is your typical DPS build that focuses on the holy trifecta - ATK, Crit Rate, and Crit DMG. For every 1% of Crit try to have 2% of Crit DMG.

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

100%

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

Assumes you maintain the full 4 attack stacks (64% ATK) at all times and maintain the weakness break bonus 50% of the time. In fights where this is not the case for the majority of the duration its damage will be lower.

96.41%

Increases the wearer's CRIT rate by 18/21/24/27/30% and increases their Max HP by 18/21/24/27/30%. When the wearer is attacked or consumes their own HP, their DMG increases by 24/28/32/36/40%. This effect is removed after the wearer uses an attack.

Source: Event Warp (limited)

95.59%

Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).

Source: Stellar Warp

Assumes to have 100% uptime of its on-kill buff at all times. In fights where this is not the case for the majority of the duration, its damage will be lower

94.73%

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

On the Fall of An Aeon with 0% uptime is calculated assuming you maintain the full 4 attack stacks (64% ATK) at all times and the weakness break bonus is never active - which is the case in most fights the enemy is not vulnerable to the wearer of the Cone.

93.29%

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 12/15/18/21/24%.

Source: Stellar Warp

Assumes to have 100% uptime of all 3 components of its buff requiring a Basic ATK, Skill and Ultimate. In fights where this is not the case for the majority of the duration its damage will be lower.

90.22%

Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies with a higher HP percentage than the wearer.

Source: Stellar Warp

Low life (50%)

83.68%

Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies with a higher HP percentage than the wearer.

Source: Stellar Warp

Assumes to only have its base 40% damage increase active as enemies almost always have higher lower HP than your units. In fights where this is not the case and your units end up at lower HP than the enemy its performance will increase.

80.68%

Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).

Source: Stellar Warp

Assumes to have 0% uptime of its on-kill buff.

Traces priority
Skills priority:

Skill > Ultimate = Talent > Basic

Major Traces priority:

Revival (A2) > Repel (A6) > Endurance (A4)

Synergy

Arlan synergies aren't available yet.

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 Statistics tab.

Rank 1195

App. rate: 0.01%

Avg. cycles: 99.99

Arlan
Lightning
Bronya
Wind
Silver Wolf
Quantum
Gepard
Ice

Rank 1195

App. rate: 0.01%

Avg. cycles: 99.99

Arlan
Lightning
Ruan Mei
Ice
Tingyun
Lightning
Fu Xuan
Quantum

Rank 2156

App. rate: 0%

Avg. cycles: 99.99

Arlan
Lightning
Ruan Mei
Ice
Tingyun
Lightning
Gepard
Ice

Rank 2156

App. rate: 0%

Avg. cycles: 8

Arlan
Lightning
Sparkle
Quantum
Fu Xuan
Quantum
March 7th
Ice

Rank 2156

App. rate: 0%

Avg. cycles: 10

Arlan
Lightning
Bronya
Wind
Tingyun
Lightning
Gepard
Ice

Rank 2156

App. rate: 0%

Avg. cycles: 99.99

Arlan
Lightning
Serval
Lightning
Sparkle
Quantum
Bailu
Lightning
Video guides

Arlan guide videos aren't available yet.

MoC/PF Statistics

MoC 2.0.2 / PF 2.1.1

This section contains information about Arlan performance in the latest Memory of Chaos cycle (2.0.1) and latest Pure Fiction (2.1.1), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.

  • For MoC, the last update happened on 20.03.2024 and the data below is based on 14231 accounts (8848 random we have scanned and 5383 self-reported). We have scanned 1.1 million accounts in EU, NA and Asia regions and out of those, 8848 cleared MoC 1, 5238 cleared MoC 10, and 3900 cleared MoC 12 and were included in our statistics.
  • For PF, the last update happened on 05.04.2024 and the data below is based on 11737 accounts (5281 random we have scanned and 6456 self-reported). We have scanned 1 million accounts in EU, NA and Asia regions and out of those, 11737 cleared Pure Fiction 1, 10524 cleared Pure Fiction 4 and were included in our statistics.

If you want to share your Memory of Chaos or Pure Fiction 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 Stats Form
Usage rate (MoC)

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)

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.

Common partners (MoC)

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

Common partners (PF)

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

Eidolons

Eidolons data comes from players we have scanned who used Arlan in the current MoC cycle (5) or in the current PF cycle (2) and had the character placed in their Profile.

0%

99.99 cyc.

Eidolon 0

0%

99.99 cyc.

When HP is lower than or equal to 50% of Max HP, increases Skill's DMG by 10%.

0%

99.99 cyc.

Using Skill or Ultimate removes 1 debuff from oneself.

66.67%

10 cyc.

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

33.33%

99.99 cyc.

When struck by a killing blow after entering battle, instead of becoming knocked down, Arlan immediately restores his HP to 25% of his Max HP. This effect is automatically removed after it is triggered once or after 2 turn(s) have elapsed.

0%

99.99 cyc.

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

0%

99.99 cyc.

When HP drops to 50% or below, Ultimate deals 20% more DMG. The DMG multiplier of DMG taken by the target enemy now applies to adjacent enemies as well.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Arlan in the current MoC cycle (5) or in the current PF cycle (2) and had the character placed in their Profile.

66.67%

10 cyc.

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

33.33%

99.99 cyc.

Increases the wearer's ATK by 10/12.5/15/17.5/20%, and increases their DMG to enemies afflicted with Burn or Bleed by 16/20/24/28/32%. This also applies to DoT.

Source: Echo of War  | Forgotten Hall Store  | Mission Reward

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Arlan in the current MoC cycle (5) or in the current PF cycle (2) 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

100%

(2)

Increases Lightning DMG by 10%.

(4)

When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).

Planetary Sets

66.67%

(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%.

33.33%

(2)

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%.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Arlan in the current MoC cycle (5) or in the current PF cycle (2) and had the character placed in their Profile.

Main stats
Body
CRIT Rate
CRIT Rate
- 54.76%
CRIT DMG
CRIT DMG
- 45.24%
Feet
Speed
Speed
- 61.9%
ATK
ATK
- 38.09%
Planar Sphere
Lightning DMG
Lightning DMG
- 100%
Link Rope
ATK
ATK
- 100%
Average stats
Average stats
HP
HP
- 3820.9
ATK
ATK
- 2910.91
DEF
DEF
- 806.29
Speed
Speed
- 125.7
CRIT Rate
CRIT Rate
- 70.78%
CRIT DMG
CRIT DMG
- 112.53%
Lightning DMG
Lightning DMG
- 48.88%
Energy Regen
Energy Regen Rate
- 0%
Effect RES
Effect RES
- 27.65%
Effect HIT Rate
Effect HIT Rate
- 5.4%
Break Effect
Break Effect
- 14.72%
Average sub stats
Average sub stats
HP
HP
- 12.75%
ATK
ATK
- 30.45%
DEF
DEF
- 10.05%
Speed
Speed
- 8.21
CRIT Rate
CRIT Rate
- 33.15%
CRIT DMG
CRIT DMG
- 35.75%
Effect RES
Effect RES
- 11.74%
Effect HIT Rate
Effect HIT Rate
- 5.4%
Break Effect
Break Effect
- 14.72%
Other stats
Average stats
Character level - 80
Light Cone level - 79
Basic level - 5.59
Skill level - 11.91
Ultimate level - 10.91
Talent level - 11

Calculations

Damage Output

The simulation showcases characters damage potential in the 8 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 8 cycles of in-game time or 850 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). This removes any specific cut off point 850 AV, 750 AV etc, from impacting the 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.
Arlan in 1 Target scenario
Arlan in 3 Targets scenario

Disclaimer for this particual calculations:

The simulation assumes Arlan is at low HP, so you need to pair him with a Shielder to achieve the damage output.

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

Relic Set

(2)

Increases Lightning DMG by 10%.

(4)

When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).

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
Lightning DMG
Lightning DMG
Link Rope
ATK
ATK%
Substats:

Crit Rate (20.4%), CRIT DMG (75.8%), Speed (9.2)