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.
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:
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
Diagnostic Kick
Single Target
Energy gain: 20
Break: 30
Singing Among Clouds
Restore
Energy gain: 30
Break: -
Felicitous Thunderleap
Restore | 100 energy cost
Energy gain: 5
Break: -
Gourdful of Elixir
Restore
Energy gain: 0
Break: -
Saunter in the Rain
Restore
Energy gain: 0
Break: -
Qihuang Analects
Vidyadhara Ichor Lines
Aquatic Benediction
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.
Sylphic Slumber
Eidolon 2
After using her Ultimate, Bailu's Outgoing Healing increases by an additional 15% for 2 turn(s).
Omniscient Opulence
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
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).
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.
Drooling Drop of Draconic Divinity
Eidolon 6
Bailu can heal allies who received a killing blow 1 more time(s) in a single battle.
Review
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.
Consistent reactive healing and damage reduction,
Has a revive mechanic for if a character gets unexpectedly killed,
Good emergency healing,
Largely SP positive.
Lacking a cleanse is devastating,
Provides no additional utility,
Cannot circumvent true oneshots,
Will get benched the moment you get a better sustain.
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:
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.
1
Increases SPD by 6%.
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.
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
2
Increases SPD by 6%.
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.
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.
3
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
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.
4
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
5
Increases SPD by 6%.
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.
1
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
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
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
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
SPD (breakpoint) > HP% > EFF RES% = DEF%
HP: 5600 - 6400+
DEF: 800 - 1100+
SPD: 134 (Recommended) / 143 / 160
ENERGY REGEN: 19.44%+
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.
Talent > Ultimate > Skill > Basic
Vidyadhara Ichor Lines (A4) > Aquatic Benediction (A6) > Qihuang Analects (A2)
Bailu 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.
MoC/PF Statistics
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.
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 Bailu in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Bailu in the current phase of Pure Fiction.
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 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 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.
33.65%
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
16.15%
Increases SPD by 6%.
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%
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.
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
12.54%
Increases SPD by 6%.
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.
Increases Outgoing Healing by 10%.
At the beginning of the battle, immediately recovers 1 Skill Point.
9.5%
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.
Increases SPD by 6%.
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.
59.39%
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%
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%
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%
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%
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 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.
Calculations
Bailu calculations aren't available yet.
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Focusing on Speed and HP% will make Bailu heal often and give her some bulk. For Speed, try to reach the 134 Speed breakpoint.