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.
This character has no video guide yet.
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
Lightning Rush
Single Target
Energy gain: 20
Break: 30
Shackle Breaker
Single Target
Energy gain: 30
Break: 60
Frenzied Punishment
Blast | 110 energy cost
Energy gain: 5
Break: 60 + 60 adjacent
Pain and Anger
Enhance
Energy gain: 0
Break: -
Swift Harvest
Energy gain: 0
Break: 60
Revival
Endurance
Repel
To the Bitter End
Eidolon 1
When HP is lower than or equal to 50% of Max HP, increases Skill's DMG by 10%.
Breaking Free
Eidolon 2
Using Skill or Ultimate removes 1 debuff from oneself.
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.
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.
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.
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.
Review
Doesn’t consume SP to deal damage,
High Ability multipliers,
High natural DMG from his Talent,
Scales well with Eidolons.
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.
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.
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:
MoC
PF
MoC
PF
Build and teams
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.
100%
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
99.31%
Increases Max HP by 12%.
When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.
97.92%
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
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.
97.21%
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
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%.
99.72%
160 SpeedIncreases 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 SpeedIncreases 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%
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%
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%.
SPD (Breakpoint) > CRIT RATE = CRIT DMG > ATK%
HP: 3100+
DEF: 800+
ATK: 2400 - 2800+
CRIT RATE: 60% - 70%+
CRIT DMG: 120% - 140%+
SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143
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.
Skill > Ultimate = Talent > Basic
Revival (A2) > Repel (A6) > Endurance (A4)
Arlan synergies aren't available yet.
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.
Arlan guide videos aren't available yet.
MoC/PF Statistics
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.
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 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.
This section lists the characters that were most commonly paired with Arlan in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Arlan in the current phase of Pure Fiction.
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 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 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.
100%
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
66.67%
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%
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 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.
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.
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:
Enemies:
Units:
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:
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
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
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 (20.4%), CRIT DMG (75.8%), Speed (9.2)
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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.