Honkai: Star RailBailuBuild and Guide

Character
Introduction

Bailu is a 5 character from the Lightning element who follows the Path of Abundance.

A vivacious young lady of the Vidyadhara race, she is known as the "Healer Lady" due to her expertise in medicine. She often dishes out unorthodox prescriptions such as "Stay well hydrated" and "Get a good night's rest." Bailu cannot bear to see people suffer, and that's why you'll see her with her eyes shut tightly as she cures ailments.

"As long as they're cured, that's all that matters, right?"

To learn more about Bailu 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

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

Last updated

Bailu build details and review have been last updated on February 28th, 2024.

To learn more about Bailu 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

Diagnostic Kick

Single Target

Lv. 1

Energy gain: 20

Break: 30

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

Singing Among Clouds

Restore

Lv. 1

Energy gain: 30

Break: -

Heals a single ally for #1[i]% of Bailu's Max HP plus #2[i]. Bailu then heals random allies #4[i] time(s). After each healing, HP restored from the next healing is reduced by #3[i]%.
Ultimate

Felicitous Thunderleap

Restore | 100 energy cost

Lv. 1

Energy gain: 5

Break: -

Heals all allies for #1[i]% of Bailu's Max HP plus #2[i]. Bailu applies Invigoration to allies that are not already Invigorated. For those already Invigorated, Bailu extends the duration of their Invigoration by 1 turn. The effect of Invigoration can last for #3[i] turn(s). This effect cannot stack.
Talent

Gourdful of Elixir

Restore

Lv. 1

Energy gain: 0

Break: -

After an ally with Invigoration is hit, restores the ally's HP for #1[i]% of Bailu's Max HP plus #2[i]. This effect can trigger #5[i] time(s). When an ally receives a killing blow, they will not be knocked down. Bailu immediately heals the ally for #3[i]% of Bailu's Max HP plus #4[i] HP. This effect can be triggered 1 time per battle.
Technique

Saunter in the Rain

Restore

Energy gain: 0

Break: -

After Technique is used, at the start of the next battle, all allies are granted Invigoration for #1[i] turn(s).
Major Traces
A2Major trace

Qihuang Analects

When Bailu heals a target ally above their normal Max HP, the target's Max HP increases by 10% for 2 turns.
A4Major trace

Vidyadhara Ichor Lines

Invigoration can trigger 1 more time(s).
A6Major trace

Aquatic Benediction

Characters with Invigoration receive 10% less DMG.
Minor Traces (total)
HP
HP
+28%
DEF
DEF
+22.5%
Effect RES
Effect RES
+10%
Eidolons
E1

Ambrosial Aqua

Eidolon 1

If the target ally's current HP is equal to their Max HP when Invigoration ends, Bailu additionally regenerates 8 Energy for this target.

E2

Sylphic Slumber

Eidolon 2

After using her Ultimate, Bailu's Outgoing Healing increases by an additional 15% for 2 turn(s).

E3

Omniscient Opulence

Eidolon 3

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

E4

Evil Excision

Eidolon 4

Every healing provided by Bailu's Skill makes the recipient deal 10% more DMG for 2 turn(s). This effect can stack up to 3 time(s).

E5

Waning Worries

Eidolon 5

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

E6

Drooling Drop of Draconic Divinity

Eidolon 6

Bailu can heal allies who received a killing blow 1 more time(s) in a single battle.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1319
ATK
ATK
562
DEF
DEF
485
Speed
Speed
98
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Extinguished Core
    Extinguished Core
    x 15
  • Glimmering Core
    Glimmering Core
    x 15
  • Lightning Crown of the Past Shadow
    Lightning Crown of the Past Shadow
    x 65
  • Squirming Core
    Squirming Core
    x 15
CV
ENG
Su Ling Chan
JPN
Emiri Katō (加藤 英美里)
CN
Duoduo Poi (多多poi)
KR
-
Gallery

Review

Review (By Sushou)

Bailu is a competent healing sustain unit on the Path of Abundance. She focuses on automatic reactive healing upon sustaining damage with her Ultimate, providing damage reduction and a maximum health increase for all allies. She is also in possession of a 1-time ally revive, immediately restoring them to life. She has consistent healing for both single-target and AoE, but she crucially has no way of cleansing debuffs at all, setting her apart from other Abundance characters.

Despite popular opinion, Bailu is still a very decent healer. Similarly to Gepard, her value has ebbed and flowed over time, with now her method of healing being actually quite favourable against the powerful onslaught that enemies throw your way. She is by no means a standout healer, mostly because the competition in terms of sustain units is frighteningly high, but she'll carry your sorry butt through the end game no problem.

Bailu's Talent is the focal point. Whenever an ally with Invigoration gets hit, their HP will immediately be restored by up to 5.4% of Bailu's Max HP plus 144, and this can trigger 2 times every time Invigoration is applied. This Invigoration buff comes from her Ultimate, but the healing values are dependent on her Talent levels. Her Talent also has a 1 time ally revive, being able to restore their HP by up to 18% of Bailu's Max HP plus 480 upon receiving a fatal blow.

This Invigoration buff heals in a very peculiar way compared to other Abundance units, as it provides its healing immediately upon getting hit by an enemy attack. This means you can actually survive an enemy onslaught that would ordinarily completely kill you; if a Boss acts twice against a single character and deals 5000 damage across those two hits, and your character only has 4000 HP, the healing that occurs after the first hit will actually allow this character to survive with a sliver of health remaining, so while Bailu cannot prevent literal one shots from occurring, any faux-oneshots spread over a couple of actions can be largely mitigated.

Bailu's Ultimate immediately heals all allies for up to 13.5% of Bailu's Max HP plus 360 and applies Invigoration to any allies that do not yet have it. Allies that already have Invigoration will have its duration extended by 1 turn. Invigoration lasts for 2 turns. This essentially means that regardless of anything else, using Bailu's Ultimate will guarantee that all allies have at least 2 turns of Invigoration.

This Ultimate is actually pretty good as it only costs a measly 100 Energy while also being incredibly potent emergency healing, and this then of course translates to higher Invigoration uptime leading to greater and more consistent passive healing output.

Bailu's Skill is not particularly noteworthy, as the healing from her Ultimate and Invigoration should be enough to cover the party's needs. She targets a single ally and heals them for up to 11.7% of Bailu's Max HP plpus 312. Then this heal will Bounce to a random ally 2 times, with each Bounce reducing the heal amount by 15%. This is somewhat unreliable as an AoE heal as it could very easily just heal the target ally 3 times in a row, or go to heal an ally that doesn't need it, but if you're really in dire straits, this can be an effective way to top off characters in need.

Bailu's Bonus Traces further amplify her defensive utility. A2 allows any healing in excess of 100% of a character's Max HP to increase that ally's Max HP by 10% for 2 turns. A4 allows Invigoration to trigger an extra time, leading to 3 total activations between reapplications of Invigoration, and A6 will provide a 10% damage reduction to characters with Invigoration. A6 in particular is a vastly underestimated boost — damage reduction is pretty cracked, yo, and having it up permanently vastly reduces the amount of overall damage that comes your way, especially over the course of a single fight.

As a standard character, you could very well get Eidolons for Bailu over time. While she's far from the best standard character to get Eidolons for, they still provide nice bonuses to an already competent unit. E1 has good value and will restore 8 Energy for a character if their HP is fully topped off when Invigoration ends. By no means game-changing but a nice boost.

Bailu's days as the only other healer are long long behind us, and she has very steep competition as a sustain unit. Luocha was the first to run away with the crown, providing outstanding passive healing as well while also being effortless to maintain. Luocha also has a cleanse on his Skill and an AoE dispel on his Ultimate, and manages to be one of the absolute most SP-positive units in the game, still being used in the most meta teams to this day.

Then came Fu Xuan and took the damage reduction niche to such an extreme that future sustain characters have their work cut out for them if they want to compete with that level of power. Not only that, but Fu Xuan outright prevents a single teamwide application of crowd control while also having damage redirection allowing her to circumvent true oneshots. Then Huohuo showed up and changed the game forever by being a Harmony and Abundance in one, while also having a ridiculous amount of passive healing and cleansing.

Bailu doesn't have a cleanse. She doesn't increase CRIT rate, and doesn't increase ATK or give Energy. She is a healer and that is all that she is. Frankly she's been left behind, and the reasons to use her keep disappearing one by one as more and more people have access to stronger and newer sustain options. Not having a cleanse in this day and age of the game is just asking for trouble.

Bailu is not bad as a standalone character, but any comparisons are very much not in her favour. The unfortunate reality is that this will continue to be the case, as future sustain units will continue upping the ante thanks to the ridiculousness of the sustain units that came before. If you do not have a competent second sustain unit, or want to replace Natasha as soon as possible, Bailu will do that for you. But the second you get a limited 5-star sustain, Bailu may well be warming that bench for the rest of her Vidyadhara life cycle.

'The moment a healer with more utility gets released, Bailu will likely be superseded by them.' What a terrible day to have been correct.

Pros & Cons
Pros

  • Consistent reactive healing and damage reduction,

  • Has a revive mechanic for if a character gets unexpectedly killed,

  • Good emergency healing,

  • Largely SP positive.

Cons

  • Lacking a cleanse is devastating,

  • Provides no additional utility,

  • Cannot circumvent true oneshots,

  • Will get benched the moment you get a better sustain.

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 a F2P 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.
B

MoC

B

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.

Best Relic Sets

1

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

2

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

(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.

3

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

(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.

4

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

5

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

Best Planetary Sets

1

(2)

Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.

2

(2)

Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.

3

(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.

4

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

Best Stats
Body
Outgoing Healing
Outgoing Healing
HP
HP%
Feet
Speed
Speed
Planar Sphere
HP
HP%
Link Rope
Energy Regen
Energy Regen Rate
Substats:

SPD (breakpoint) > HP% > EFF RES% = DEF%

Recommended endgame stats
  • HP: 5600 - 6400+

  • DEF: 800 - 1100+

  • SPD: 134 (Recommended) / 143 / 160

  • ENERGY REGEN: 19.44%+

Build comments

Focusing on Speed and HP% will make Bailu heal often and give her some bulk. For Speed, try to reach the 134 Speed breakpoint.

Best Light Cones

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

Increases the wearer's Energy Regeneration Rate by 12/14/16/18/20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10/11/12/13/14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4/2.8/3.2/3.6/4%. This effect can stack up to 5 times and lasts for 2 turn(s).

Source: Event Warp (limited)

Offers exceptional base stats, energy regeneration and team-wide buffs. Most importantly this Cone offers an additional healing mechanic outside of the kit of the healer it is equipped to allow more flexible healing and the opportunity to keep your allies alive. All these factors combined make it the strongest in almost every scenario.

Increases the wearer's Max HP by 18/21/24/27/30% and Outgoing Healing by 12/14/16/18/20%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 36/42/48/54/60% of the recorded Outgoing Healing value. This Additional DMG is of the same Type as the wearer's, is not affected by other buffs, and can only occur 1 time per turn

Source: Stellar Warp

Incredible base stats paired with an increase to healing and max HP% makes this a top option for all HP% based healers looking to increase their kits' healing output. Offers no other notable benefits outside of healing boosts though meaning it can lose out to other more specialised Cones easily.

Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.

Source: Stellar Warp

Offers a tremendous amount of energy regeneration and a boost to ultimate healing specifically. Suitable when aiming to access ultimate more quickly or when relying almost entirely on ultimate healing.

Increases the wearer's Effect RES by 16/20/24/28/32% and increases Outgoing Healing by an amount that is equal to 33/36/39/42/45% of Effect RES. Outgoing Healing can be increased this way by up to 15/18/21/24/27%.

Source: Stellar Warp

Offers a large amount of Effect Res and grants a % of your Effect Res as an Outgoing Healing Bonus (up to 27% at S5). To reach the maximum healing bonus at S5 you'll require a total of 60% Effect Res, this Cone and its huge healing bonus is one of the generically best Cones that can be used well on all healers.

Increases the wearer's Max HP by 8/9/10/11/12%. When the wearer uses Skill, increases Outgoing Healing by 16/19/22/25/28%, lasting for 2 turn(s).

Source: Mission Reward

Offers increased HP% for healers that heal based on HP and a large Outgoing Gealing bonus after using a skill for 2 turns. Not suitable for healers that don't frequently use their skill but a good option for those that do, without permanent uptime on the buff this lightcone performs poorly.

Increases the wearer's Outgoing Healing by 10/12.5/15/17.5/20%. When using Skill, regenerates 2/2/3/3/4 Energy for all allies.

Source: Stellar Warp

Provides a decent generic Healing Output boost making it usable in all scenarios regardless of its second effect. Its second effect grants all allies including the caster 4 additional energy per skill use which can be enough to alter some damage dealer and supports rotations dramatically.

After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12/14/16/18/20%.

Source: Stellar Warp

Advances the wearer's action forward 20% every basic attack dramatically accelerating their rotation compared to the rest of the team allowing for more frequent healing, ultimates but most importantly more skill point generation. Only recommended for use on healers that predominantly use their basic attacks e.g. Luocha.

At the start of the wearer's turn, regenerates 8/10/12/14/16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

Source: Echo of War  | Forgotten Hall Store

Grants an ally 16 energy semi-randomly. Unreliable as a means of energy regeneration but is exceptionally powerful when the bonus is granted to your main damage dealer/s making it a viable option if no additional healing boosts are required.

Traces priority
Skills priority:

Talent > Ultimate > Skill > Basic

Major Traces priority:

Vidyadhara Ichor Lines (A4) > Aquatic Benediction (A6) > Qihuang Analects (A2)

Synergy

Bailu 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 7

App. rate: 2.92%

Avg. cycles: 6.37

Kafka
Lightning
Black Swan
Wind
Ruan Mei
Ice
Bailu
Lightning

Rank 62

App. rate: 0.47%

Avg. cycles: 6.07

Dan Heng • Imbibitor Lunae
Imaginary
Sparkle
Quantum
Tingyun
Lightning
Bailu
Lightning

Rank 67

App. rate: 0.42%

Avg. cycles: 7.31

Jingliu
Ice
Bronya
Wind
Ruan Mei
Ice
Bailu
Lightning

Rank 77

App. rate: 0.37%

Avg. cycles: 7.14

Blade
Wind
Bronya
Wind
Ruan Mei
Ice
Bailu
Lightning

Rank 83

App. rate: 0.34%

Avg. cycles: 7.17

Kafka
Lightning
Sampo
Wind
Ruan Mei
Ice
Bailu
Lightning

Rank 87

App. rate: 0.33%

Avg. cycles: 7.16

Kafka
Lightning
Black Swan
Wind
Guinaifen
Fire
Bailu
Lightning

Rank 107

App. rate: 0.27%

Avg. cycles: 6.56

Kafka
Lightning
Black Swan
Wind
Tingyun
Lightning
Bailu
Lightning

Rank 114

App. rate: 0.26%

Avg. cycles: 6.54

Kafka
Lightning
Black Swan
Wind
Asta
Fire
Bailu
Lightning

Rank 122

App. rate: 0.25%

Avg. cycles: 7.23

Jing Yuan
Lightning
Sparkle
Quantum
Tingyun
Lightning
Bailu
Lightning

Rank 133

App. rate: 0.22%

Avg. cycles: 7.64

Jingliu
Ice
Bronya
Wind
Pela
Ice
Bailu
Lightning
Video guides

MoC/PF Statistics

MoC 2.0.2 / PF 2.0.2

This section contains information about Bailu performance in the latest Memory of Chaos cycle (2.0.1) and latest Pure Fiction (2.0.2), 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 09.03.2024 and the data below is based on 10735 accounts (5628 random we have scanned and 5107 self-reported). We have scanned 1 million accounts in EU, NA and Asia regions and out of those, 10735 cleared Pure Fiction 1, 9254 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 Bailu in the current phase of Memory of Chaos.

Common partners (PF)

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

Eidolons

Eidolons data comes from players we have scanned who used Bailu in the current MoC cycle (1245) or in the current PF cycle (826) and had the character placed in their Profile.

42.76%

7.28 cyc.

Eidolon 0

34.33%

7.06 cyc.

If the target ally's current HP is equal to their Max HP when Invigoration ends, Bailu additionally regenerates 8 Energy for this target.

17.13%

7.06 cyc.

After using her Ultimate, Bailu's Outgoing Healing increases by an additional 15% for 2 turn(s).

5.17%

6.96 cyc.

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

0.61%

6.67 cyc.

Every healing provided by Bailu's Skill makes the recipient deal 10% more DMG for 2 turn(s). This effect can stack up to 3 time(s).

0%

99.99 cyc.

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

0%

99.99 cyc.

Bailu can heal allies who received a killing blow 1 more time(s) in a single battle.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Bailu in the current MoC cycle (1245) or in the current PF cycle (826) and had the character placed in their Profile.

36.85%

7.33 cyc.

Increases the wearer's Max HP by 18/21/24/27/30% and Outgoing Healing by 12/14/16/18/20%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 36/42/48/54/60% of the recorded Outgoing Healing value. This Additional DMG is of the same Type as the wearer's, is not affected by other buffs, and can only occur 1 time per turn

Source: Stellar Warp

21.27%

6.84 cyc.

Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.

Source: Stellar Warp

14.39%

6.83 cyc.

At the start of the wearer's turn, regenerates 8/10/12/14/16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

Source: Echo of War  | Forgotten Hall Store

9.27%

6.9 cyc.

Increases the wearer's Effect RES by 16/20/24/28/32% and increases Outgoing Healing by an amount that is equal to 33/36/39/42/45% of Effect RES. Outgoing Healing can be increased this way by up to 15/18/21/24/27%.

Source: Stellar Warp

6.18%

8.29 cyc.

Increases the wearer's Outgoing Healing by 10/12.5/15/17.5/20%. When using Skill, regenerates 2/2/3/3/4 Energy for all allies.

Source: Stellar Warp

5.75%

7.66 cyc.

Increases the wearer's Max HP by 8/9/10/11/12%. When the wearer uses Skill, increases Outgoing Healing by 16/19/22/25/28%, lasting for 2 turn(s).

Source: Mission Reward

2.44%

6.45 cyc.

After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12/14/16/18/20%.

Source: Stellar Warp

2.15%

7.59 cyc.

Increases the wearer's Max HP by 16/20/24/28/32%. When using Basic ATK or Skill, restores all allies' HP by an amount equal to 2/2.5/3/3.5/4% of their respective Max HP.

Source: Nameless Glory

1.15%

7.82 cyc.

Increases the wearer's Energy Regeneration Rate by 12/14/16/18/20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10/11/12/13/14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4/2.8/3.2/3.6/4%. This effect can stack up to 5 times and lasts for 2 turn(s).

Source: Event Warp (limited)

0.42%

8.5 cyc.

When the wearer uses their Skill or Ultimate, their Outgoing Healing increases by 12/15/18/21/24%.

Source: Stellar Warp

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Bailu in the current MoC cycle (1245) or in the current PF cycle (826) 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

33.65%

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

16.15%

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

16.06%

(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.

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

12.54%

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

9.5%

(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.

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

Planetary Sets

59.39%

(2)

Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.

29.16%

(2)

Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.

4.68%

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

2.67%

(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.

0.08%

(2)

Increases the wearer's DEF by 15%. When the wearer's Effect Hit Rate is 50% or higher, the wearer gains an extra 15% DEF.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Bailu in the current MoC cycle (1245) or in the current PF cycle (826) and had the character placed in their Profile.

Main stats
Body
Outgoing Healing
Outgoing Healing
- 88.54%
HP
HP
- 9.32%
DEF
DEF
- 0.77%
Feet
Speed
Speed
- 80.05%
HP
HP
- 19.15%
Planar Sphere
HP
HP
- 97.66%
ATK
ATK
- 1.33%
DEF
DEF
- 0.77%
Link Rope
Energy Regen
Energy Regen Rate
- 61.06%
HP
HP
- 37.16%
ATK
ATK
- 1.52%
Average stats
Average stats
HP
HP
- 6691.29
ATK
ATK
- 1563.14
DEF
DEF
- 1317.27
Speed
Speed
- 133.48
CRIT Rate
CRIT Rate
- 10.83%
CRIT DMG
CRIT DMG
- 63.99%
Lightning DMG
Lightning DMG
- 0%
Energy Regen
Energy Regen Rate
- 14.55%
Effect RES
Effect RES
- 34.18%
Effect HIT Rate
Effect HIT Rate
- 12.09%
Break Effect
Break Effect
- 17.68%
Average sub stats
Average sub stats
HP
HP
- 23.92%
ATK
ATK
- 15.36%
DEF
DEF
- 20.75%
Speed
Speed
- 10.64
CRIT Rate
CRIT Rate
- 5.83%
CRIT DMG
CRIT DMG
- 13.99%
Effect RES
Effect RES
- 21.2%
Effect HIT Rate
Effect HIT Rate
- 12.09%
Break Effect
Break Effect
- 17.44%
Other stats
Average stats
Character level - 79.51
Light Cone level - 78.17
Basic level - 3.52
Skill level - 8.67
Ultimate level - 9.02
Talent level - 9.09

Calculations

Calculations

Bailu calculations aren't available yet.