Honkai: Star RailBladeBuild and Guide

Character
Introduction

Blade is a 5 character from the Wind element who follows the Path of Destruction.

A swordsman who abandoned his body to become a blade. Birth name unknown. He pledges loyalty to Destiny's Slave, and possesses a terrifying self-healing ability. Blade wields an ancient sword riddled with cracks, just like his body and his mind.

To learn more about Blade 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

Blade 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

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

To learn more about Blade 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

Shard Sword

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals #1[i]% of Blade's ATK as Wind DMG to a target enemy.
Basic ATK(Enhanced)

Forest of Swords

Blast

Lv. 1

Energy gain: 30

Break: 60 + 30 adjacent

Consumes HP equal to #1[i]% of Blade's Max HP and deals Wind DMG equal to the sum of #2[i]% of his ATK and #4[i]% of his Max HP to a single enemy. In addition, deals Wind DMG equal to the sum of #3[i]% of Blade's ATK and #5[i]% of his Max HP to adjacent targets. If Blade's current HP is insufficient, his HP will be reduced to 1 when using Forest of Swords. Forest of Swords cannot regenerate Skill Points.
Skill

Hellscape

Enhance

Lv. 1

Energy gain: 0

Break: -

Consumes HP equal to #1[i]% of Blade's Max HP to enter the Hellscape state. When Hellscape is active, his Skill cannot be used, his DMG dealt increases by #4[i]%, and his Basic ATK Shard Sword is enhanced to Forest of Swords for #2[i] turn(s). If Blade's current HP is insufficient, his HP will be reduced to 1 when he uses his Skill. This Skill does not regenerate Energy. Using this Skill does not end the current turn.
Ultimate

Death Sentence

Blast | 130 energy cost

Lv. 1

Energy gain: 5

Break: 60 + 60 adjacent

Sets Blade's current HP to 50% of his Max HP and deals Wind DMG to a single enemy equal to the sum of #1[i]% of his ATK, #2[i]% of his Max HP, and #5[i]% of the tally of Blade's HP loss in the current battle. At the same time, deals Wind DMG to adjacent targets equal to the sum of #3[i]% of his ATK, #4[i]% of his Max HP, and #6[i]% of the tally of his HP loss in the current battle. The tally of Blade's HP loss in the current battle is capped at #7[i]% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.
Talent

Shuhu's Gift

AoE

Lv. 1

Energy gain: 10

Break: 30

When Blade sustains DMG or consumes his HP, he gains 1 stack of Charge, stacking up to 5 times. A max of 1 Charge stack can be gained every time he is attacked. When Charge stack reaches maximum, immediately launches a follow-up attack on all enemies, dealing Wind DMG equal to #2[i]% of Blade's ATK plus #4[i]% of his Max HP. At the same time, restores Blade's HP by #3[i]% of his Max HP. After the follow-up attack, all Charges are consumed.
Technique

Karma Wind

Energy gain: 0

Break: 60

Immediately attacks the enemy. After entering combat, consumes #2[i]% of Blade's Max HP while dealing Wind DMG equal to #1[i]% of his Max HP to all enemies. If Blade's current HP is insufficient, his HP will be reduced to 1 when this Technique is used.
Major Traces
A2Major trace

Vita Infinita

When Blade's current HP is at 50% of Max HP or lower, Incoming Healing increases by 20%
A4Major trace

Neverending Deaths

If Blade hits a Weakness Broken enemy after using Forest of Swords, he will restore HP equal to 5% of his Max HP plus 100.
A6Major trace

Cyclone of Destruction

DMG dealt by Talent's follow-up attack increases by 20%.
Minor Traces (total)
CRIT Rate
CRIT Rate
+12%
HP
HP
+28%
Effect RES
Effect RES
+10%
Eidolons
E1

Blade Cuts the Deepest in Hell

Eidolon 1

Blade's Ultimate deals additionally increased DMG to a single enemy target, with the increased amount equal to 150% of Blade's total HP loss in the current battle. The total HP Blade has lost in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.

E2

Ten Thousand Sorrows From One Broken Dream

Eidolon 2

When Blade is in the Hellscape state, his CRIT Rate increases by 15%.

E3

Hardened Blade Bleeds Coldest Shade

Eidolon 3

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

E4

Rejected by Death, Infected With Life

Eidolon 4

When Blade's current HP drops to 50% or lower of his Max HP, increases his Max HP by 20%. Stacks up to 2 time(s).

E5

Death By Ten Lords' Gaze

Eidolon 5

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

E6

Reborn Into an Empty Husk

Eidolon 6

The maximum number of Charge stacks is reduced to 4. The DMG of the follow-up attack triggered by Blade's Talent additionally increases by 50% of his Max HP.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1358
ATK
ATK
543
DEF
DEF
485
Speed
Speed
97
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Immortal Scionette
    Immortal Scionette
    x 15
  • Immortal Aeroblossom
    Immortal Aeroblossom
    x 15
  • Ascendant Debris
    Ascendant Debris
    x 65
  • Immortal Lumintwig
    Immortal Lumintwig
    x 15
CV
ENG
Daman Mills
JPN
Miki Shinichiro (三木眞一郎)
CN
Liu Yijia (刘以嘉)
KR
Kwak Yoon-sang (곽윤상)
Gallery

Review

Pros & Cons
Pros

  • Excellent self-sustain,

  • HP scaling means massive HP values for an overall damage gain,

  • Excellent damage output in all scenarios,

  • Very low SP consumption,

  • Not very Ultimate Reliant,

  • Absolute powerhouse in the late game.

Cons

  • His best teammates are mostly limited characters,

  • While he can heal himself decently well, you need to pair a strong healer with him to keep him alive at all times,

  • Requires a lot of investment for safety,

  • Does not benefit from outside ATK increases due to HP scaling which limits the Harmony units that can support him.

Review (By Sushou)

‘Local man literally too angry to die’ is an apt description for this Stellaron Hunter. Blade is an astonishingly durable and hard-hitting damage dealer. As a berserker-style character, he consumes his own HP to deal massive damage against both lone foes as well as groups of enemies and is able to recover that HP on his own terms, creating a very self-sufficient loop to decimate all his adversaries.

Particularly important to note right off the bat, Blade scales with his HP in addition to his ATK, in fact, his HP scaling is notably better than his ATK scaling to the point where it’s better to focus on HP over ATK. This has the rather powerful and rare result of vastly improving his damage output as well as his survivability, gaining HP values far exceeding those of any other character. 

Blade’s gameplay revolves heavily around his Talent. Whenever Blade sustains damage or consumes his own HP, he gains 1 stack on his Talent, up to a max of 5, and he can only get 1 stack from every individual attack against him (so no multi-hit shenanigans). At 5 stacks, Blade immediately launches a follow-up attack on all enemies, consuming all stacks and dealing up to 40% of his ATK plus 110% of his Max HP at max Trace level. In addition to this he also heals 25% of his Max HP at all levels. It is important to mention that any of his own attacks that consume HP cannot reduce him below 1 HP, and if his HP is insufficient then it’ll just get set to 1 HP and the action will continue.

This Talent makes it so that Blade does not care too much about being attacked, in fact, he may actually enjoy it. Having a follow-up on a Destruction character is uncommon, but especially with the way it works, getting to attack out of turn is already phenomenal, but having that huge of a heal, in addition, is the cherry on top. Considering his Skill and Ultimate interface with Blade’s HP as well, it’s very easy to rack up stacks on his Talent without needing to rely on getting hit.

His Skill consumes 30% of his Max HP to enter the Hellscape state for 3 turns, and grants him an Extra Action upon use. Interestingly because of the Extra Action, the 3 turn Hellscape state technically lasts for 4 turns, so it’s really quite efficient. While under Hellscape, Blade cannot use his Skill again, but his Basic ATK is Enhanced to become a Blast AoE, dealing up to 40% of his ATK plus 100% of his Max HP against the primary target and dealing 16% of his ATK plus 40% of his Max HP against adjacent foes. Using this Enhanced Basic also consumes 10% of his Max HP. 

This Enhanced Basic cannot generate Skill Points, but it also doesn’t consume any extra SP, meaning only the initial cost of the Skill is factored in. Despite this, this particular Enhanced Basic actually restores 30 Energy meaning it restores more Energy than you would otherwise expect. The additional Toughness damage is also very appreciated and allows Blade to have a much easier time breaking enemies in both single target and AoE. Every instance of HP consumption from this, meaning the initial Skill use and any subsequent Enhanced Basics, also adds to the stacks on his Talent. 

The HP consumption from his Skill is steep, but since all of it contributes stacks to his Talent, it’s not unreasonable to heal most of that HP back without any enemy interference. You may notice that it’s not actually enough HP recovery to offset the full cost of the Skill and its 3 Enhanced Basics, but that’s where his Ultimate comes in.

Blade’s Ultimate sets his current HP to be 50% of his Max HP and does a Blast AoE against the targeted foe, dealing up to 40% of his ATK plus 100% of his Max HP at max Trace level, with adjacent foes taking 16% ATK plus 40% Max HP. This then deals additional damage based on the amount of HP Blade has lost in the current battle, capping out at 90% of his Max HP. This value is stored and dealt to the enemy upon using his Ultimate, 100% of the stored value going to the main target and 40% to adjacent foes. This value then resets and starts counting again until his next Ultimate, repeating again.

Setting Blade’s HP value to be 50% of his Max HP means that if you’re below that amount then you’ll heal, but if you’re above it then you will consume HP. There is an opportunity cost present here where it can either be used as potentially a massive self-heal to get back to a reasonable HP value, or it can be used at higher HP values to add an extra stack to his Talent. Typically this is likely to be used primarily as a method of healing, since Blade already deals plenty of damage on his own, but with the huge Energy cost of 130, you’ll have plenty of time to gauge whether or not you want to try and optimise his damage a little further.

Blade is not particularly reliant on his Ultimate to deal damage, as the brunt of the work is done by his Talent and Hellscape, but with the improved Energy generation Blade has from his Enhanced Basics and his Talent’s follow-up attack, he’ll have it up quite often. If Blade is not paired with a suitably powerful healer like Luocha or Bailu, his Ult is probably best used for healing himself. While it is in no way necessary to pair Blade with either of the above, they do allow him to throw caution almost entirely to the wayside, with Luocha especially turning Blade truly immortal in addition to the rest of the team. 

Do know that Blade can absolutely still be killed. He is not invincible with zero effort unless backed by the aforementioned healers, and even then you should always pay attention. Blade absolutely does not need any outside help to be unkillable, but it certainly does lessen the burden of the player to play him well enough to reach that state, and without that safety net, Blade can actually be nightmarishly difficult to optimise for the average player. His playstyle is inherently risky and difficult, regardless of how much his kit tries to alleviate said risk.

Blade’s Major Traces help him to continue the carnage without losing too much momentum. A2 grants an Incoming Healing boost of 20% whenever he is below 50% Max HP, and A4 lets him restore 5% of his Max HP plus 100 whenever his Enhanced Basic hits a Weakness Broken enemy. At A6, Blade gets a significant damage increase by having a 20% DMG boost added to his Talent follow-up attack. His Minor Traces are also worth mentioning, since he gets a collective 12% CRIT Rate from them, making him have an easier time meeting CRIT requirements.

His Eidolons are all very useful albeit entirely unnecessary for him to excel. In particular, E2 granting him 15% increased CRIT Rate under Hellscape is very potent, and if one is so inclined to chase it, his E6 reduces the number of stacks needed to proc his Talent from 5 to 4 as well as adding an extra 50% Max HP multiplier to the follow-up attack, dramatically increasing his overall survivability and damage. It is complete overkill.

Because of Blade’s unique interactions and scalings, he actually does not really benefit at all from Harmony characters like Tingyun or Yukong; Tingyun really doesn’t do much of anything for him, and while Yukong’s insane CRIT buffs are fantastic, they’re far too infrequent on their own to be of much use to Blade.

He likes SPD, and he likes to act frequently, and as such his optimal pairing is with Bronya. She does everything Blade wants, and with Blade’s very low SP consumption, Bronya can afford to consistently use her Skill on Blade every single turn, boosting his damage output tremendously, albeit requiring some team SPD tuning beforehand. Asta is a much lesser but still viable alternative, providing a massive overall SPD buff through her Ultimate, even though her Talent’s ATK buff is almost entirely wasted. 

Nihility characters and other debuffers can also help boost Blade’s damage significantly since they can simply increase the enemy’s vulnerability to damage. Characters like Silver Wolf and Pela in particular are great pairings as well—even Welt could work well, again because of the low SP consumption of Blade allowing Welt to also contribute meaningful damage even on a support build. Blade can even be used as a flex pick for certain teams, though his efficacy in those scenarios depends largely on the discretion of the individual player.

Blade is a remarkable unit that seems poised to stay relevant for an exceptionally long time. With how durable of a damage dealer he is, even if future units come out that outdamage him, Blade’s hallmark will remain his excellent survivability and ease of use in the end game.

He’s also in desperate need of a hug.

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.
A

MoC

A

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 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.

93.46%

(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 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.

92.68%

(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 Wind DMG by 10%.

(4)

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

92.60%

(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.

90.87%

(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%.

98.86%

(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%.

98.46%

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.

95.96%

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.

91.67%

(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%.

Best Stats
Body
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
Feet
Speed
Speed
HP
HP%
Planar Sphere
Wind DMG
Wind DMG
HP
HP%
Link Rope
HP
HP%
Substats:

SPD (breakpoint) > CRIT RATE = CRIT DMG > HP%

Recommended endgame stats
  • HP: 5000 - 7000+

  • DEF: 800 - 900+

  • CRIT RATE: 75% - 85%+ (Including 4P Longevous)

  • CRIT DMG: 150% - 170%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 / 135 (With Bronya)

Build comments

While Blade scales both off ATK and HP, investing into HP% is much better as it scales harder. Still, Crit Rate and CRIT DMG stats are what you want to focus on, but try to keep the 1:2 ratio. Also, 121/123 Speed for MoC is the goal for your Blade's Speed at an entry level. 134/136 Speed is best if you have access to exceptional gear and want a massive clear speed boost. The 2 points difference is caused by Bronya as you need to make Blade at least 2 points faster than her (and you still want to reach the 121/134 breakpoint for her).

Best Light Cones

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

125.45%

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)

Best in slot for Blade.

103.07%

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 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.

100%

When the HP lost by the wearer during a single attack exceeds 25% of their Max HP, or if the HP they consume is greater than 25% of their Max HP, then immediately heals them for 15% of their Max HP while also increasing the DMG they deal by 25/31/38/44/50% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

Source: Forgotten Hall Store

Calculated assuming 66% uptime.

95.17%

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.

89.66%

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.

Traces priority
Skills priority:

Basic > Talent = Skill >= Ultimate

Major Traces priority:

Cyclone of Destruction (A6) > Neverending Deaths (A4) > Vita Infinita (A2)

Synergy
CharacterNotes
Bronya
Bronya is Blade's best support (by a big margin) who easily can double his damage output. Make her 1-2 Speed slower than Blade and use her skill on him every action to give him twice as many moves. Bronya being Wind and Harmony can also boost Blade's damage a lot with her signature Cone or Planetary Rendezvous. She uses the skill points Blade doesn't use himself but be careful when you hit the 134/136 speed breakpoint as you will be spending a lot of SP so you may need to speed up the rest of your team alongside them.
Luocha
Luocha is the best healer you can pair with Blade as he requires constant healing in order to maximize his ultimate damage - Luocha accomplishes this easily with his automatic skill heal and talent healing field. Overall, Blade with Luocha when played correctly is an almost unkillable combo as Luocha keeps Blade maxed and the team alive most of the time without using any skill points meaning even more are available for your supports such as Bronya a 2nd Dps or Silver Wolf.
Silver Wolf
Silver Wolf is Blade's second best support. Blade has massive boosts to his personal stats already in his kit and while buffing him further can be effective, debuffing the enemy works even better with the way the damage formula works in Honkai: Star Rail. Silver Wolf's DEF and RES shred and the ability to make an enemy weak to Wind is a massive damage increase. On top of that Silver Wolf is also capable of providing decent damage herself (when invested) making her a good choice for consuming the extra skill points lying around on blade teams.
Pela
Similar to Silver Wolf, Pela provides a damage multiplier that Blade cannot access himself - DEF shred. Pela doesn't consume many skill points but instead generates them granting Blade teams an insane amount of skill points to work with. This allows for less powerful healers such as Bailu and Natasha to use their skill often to keep Blade and team alive if needed but also the possibility of running a second damage dealer easily. In double DPS comps Pelas debuff will benefit not only Blade but also the 2nd damage dealer you choose.
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 8

App. rate: 2.74%

Avg. cycles: 6.71

Blade
Wind
Bronya
Wind
Ruan Mei
Ice
Luocha
Imaginary

Rank 19

App. rate: 1.15%

Avg. cycles: 7.09

Blade
Wind
Bronya
Wind
Ruan Mei
Ice
Lynx
Quantum

Rank 21

App. rate: 1.04%

Avg. cycles: 6.48

Blade
Wind
Bronya
Wind
Sparkle
Quantum
Luocha
Imaginary

Rank 22

App. rate: 0.99%

Avg. cycles: 5.76

Blade
Wind
Bronya
Wind
Sparkle
Quantum
Fu Xuan
Quantum

Rank 26

App. rate: 0.89%

Avg. cycles: 7.57

Blade
Wind
Bronya
Wind
Pela
Ice
Luocha
Imaginary

Rank 30

App. rate: 0.81%

Avg. cycles: 6.84

Blade
Wind
Bronya
Wind
Ruan Mei
Ice
Huohuo
Wind

Rank 32

App. rate: 0.77%

Avg. cycles: 6.7

Blade
Wind
Bronya
Wind
Ruan Mei
Ice
Fu Xuan
Quantum

Rank 37

App. rate: 0.72%

Avg. cycles: 7.12

Jingliu
Ice
Blade
Wind
Bronya
Wind
Luocha
Imaginary

Rank 44

App. rate: 0.67%

Avg. cycles: 7.53

Blade
Wind
Bronya
Wind
Pela
Ice
Lynx
Quantum

Rank 46

App. rate: 0.61%

Avg. cycles: 7.28

Jingliu
Ice
Blade
Wind
Ruan Mei
Ice
Luocha
Imaginary
Video guides

MoC/PF Statistics

MoC 2.0.2 / PF 2.1.1

This section contains information about Blade 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 Blade in the current phase of Memory of Chaos.

Common partners (PF)

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

Eidolons

Eidolons data comes from players we have scanned who used Blade in the current MoC cycle (2622) or in the current PF cycle (1263) and had the character placed in their Profile.

83.25%

7.18 cyc.

Eidolon 0

8.46%

6.6 cyc.

Blade's Ultimate deals additionally increased DMG to a single enemy target, with the increased amount equal to 150% of Blade's total HP loss in the current battle. The total HP Blade has lost in the current battle is capped at 90% of his Max HP. This value will be reset and re-accumulated after his Ultimate has been used.

2.89%

5.58 cyc.

When Blade is in the Hellscape state, his CRIT Rate increases by 15%.

0.46%

5.58 cyc.

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

1.13%

6.42 cyc.

When Blade's current HP drops to 50% or lower of his Max HP, increases his Max HP by 20%. Stacks up to 2 time(s).

0.25%

6.78 cyc.

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

3.57%

4.45 cyc.

The maximum number of Charge stacks is reduced to 4. The DMG of the follow-up attack triggered by Blade's Talent additionally increases by 50% of his Max HP.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Blade in the current MoC cycle (2622) or in the current PF cycle (1263) and had the character placed in their Profile.

66.73%

6.96 cyc.

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)

28.36%

7.75 cyc.

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

2.22%

7.93 cyc.

When the HP lost by the wearer during a single attack exceeds 25% of their Max HP, or if the HP they consume is greater than 25% of their Max HP, then immediately heals them for 15% of their Max HP while also increasing the DMG they deal by 25/31/38/44/50% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

Source: Forgotten Hall Store

0.77%

8.08 cyc.

Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Source: Stellar Warp

0.65%

8.06 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

0.35%

6.92 cyc.

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

0.24%

8.39 cyc.

Increases the wearer's CRIT DMG by 20/23/26/29/32%. When an ally gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 14/16.5/19/21.5/24%. When 3 stack(s) are reached, additionally enables the attack to ignore 12/14/16/18/20% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

Source: Event Warp (limited)

0.24%

17.67 cyc.

Increases the wearer's ATK by 24/30/36/42/48%. Whenever the wearer defeats an enemy, they restore HP equal to 12/15/18/21/24% of their ATK.

Source: Nameless Glory

0.1%

99.99 cyc.

Increases the wearer's CRIT Rate by 18/21/24/27/30%. When the wearer uses their Basic ATK, they will gain 1 stack of Dragon's Call for 2 turns. Each stack of Dragon's Call increases the wearer's ATK by 18/21/24/27/30% and Energy Regeneration Rate by 6/7/8/9/10%. Dragon's Call can be stacked up to 2 times.

Source: Event Warp (limited)

0.06%

13 cyc.

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

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Blade in the current MoC cycle (2622) or in the current PF cycle (1263) 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

95.38%

(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.

1.32%

(2)

Increases Wind DMG by 10%.

(4)

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

(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.

1.15%

(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.

0.61%

(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.

Flex

0.43%

(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 follow-up attack DMG by 20%.

(4)

When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.

Planetary Sets

60.67%

(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%.

36.33%

(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%.

0.95%

(2)

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

0.44%

(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%.

0.18%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Blade in the current MoC cycle (2622) or in the current PF cycle (1263) and had the character placed in their Profile.

Main stats
Body
CRIT DMG
CRIT DMG
- 88.68%
CRIT Rate
CRIT Rate
- 9.73%
HP
HP
- 1.35%
Feet
HP
HP
- 56.66%
Speed
Speed
- 42.42%
ATK
ATK
- 0.91%
Planar Sphere
Wind DMG
Wind DMG
- 79.96%
HP
HP
- 19.69%
ATK
ATK
- 0.23%
Link Rope
HP
HP
- 99.18%
ATK
ATK
- 0.44%
Break Effect
Break Effect
- 0.2%
Average stats
Average stats
HP
HP
- 7136.56
ATK
ATK
- 1642.37
DEF
DEF
- 944.66
Speed
Speed
- 114.78
CRIT Rate
CRIT Rate
- 68.39%
CRIT DMG
CRIT DMG
- 175.07%
Wind DMG
Wind DMG
- 31.18%
Energy Regen
Energy Regen Rate
- 0.03%
Effect RES
Effect RES
- 18.21%
Effect HIT Rate
Effect HIT Rate
- 7.78%
Break Effect
Break Effect
- 13.81%
Average sub stats
Average sub stats
HP
HP
- 16.89%
ATK
ATK
- 13.25%
DEF
DEF
- 10.58%
Speed
Speed
- 7.11
CRIT Rate
CRIT Rate
- 27.43%
CRIT DMG
CRIT DMG
- 64.68%
Effect RES
Effect RES
- 8.21%
Effect HIT Rate
Effect HIT Rate
- 7.78%
Break Effect
Break Effect
- 12.96%
Other stats
Average stats
Character level - 79.99
Light Cone level - 79.82
Basic level - 6.03
Skill level - 9.8
Ultimate level - 9.79
Talent level - 9.81

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.
Blade in 1 Target scenario
Blade in 3 Targets scenario

Disclaimer for this particual calculations:

Blade can gain and lose SUBSTANTIAL amounts of damage based on how many times he is hit. These calculations assume he is hit ONCE per every full action he takes for the purpose of his talent charges.

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

Light Cone

When the HP lost by the wearer during a single attack exceeds 25% of their Max HP, or if the HP they consume is greater than 25% of their Max HP, then immediately heals them for 15% of their Max HP while also increasing the DMG they deal by 25/31/38/44/50% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

Source: Forgotten Hall Store

Relic Set

(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.

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 DMG
CRIT DMG
Feet
Speed
Speed
Planar Sphere
Wind DMG
Wind DMG
Link Rope
HP
HP%
Substats:

Crit Rate (35%), CRIT DMG (35%), SPD (13.8)