






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.
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 review update
Patch 3.4
Last major build/calcs update
Patch 3.4
Last profile update*
July 1st, 2025
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
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/AS Statistics
Calculations
Profile
Shard Sword
Single Target
Energy gain: 20
Break: 10
Forest of Swords
Blast
Energy gain: 30
Break: 20 + 10 adjacent
Hellscape
Enhance
Energy gain: 0
Break: -
Death Sentence
Blast | 130 energy cost
Energy gain: 5
Break: 20 + 20 adjacent
Shuhu's Gift
AoE
Energy gain: 10
Break: 10
Karma Wind
Energy gain: 0
Break: 20
Vita Infinita
Neverending Deaths
Cyclone of Destruction
Blade Cuts the Deepest in Hell
Eidolon 1
Blade's Enhanced Basic ATK and Ultimate deals additionally increased DMG to one designated enemy, with the increased amount equal to 150% of the tally of Blade's HP loss from his Ultimate.
Ten Thousand Sorrows From One Broken Dream
Eidolon 2
When Blade is in the Hellscape state, his CRIT Rate increases by 15%.
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.
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).
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.
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.
Review
Fantastic and consistent DPS for all types of content,
Excellent self-sustain,
Very reliable aggro drawing and tanking,
Fully HP scaling damage,
Extremely SP efficient,
Versatile as a both a main DPS and sub-DPS,
Very flexible teambuilding,
The other side is finally reachable.
Benefits a lot from hyper-investment,
Aggro draw isn't a full Taunt, so some Foxians may be injured as a result.
Blade's buffs are long anticipated and are thankfully very good. They go a long way to increasing his overall damage, quality of life, and consistency within battles. He now has vastly increased aggro draw while he is buffed by his Skill making the likelihood of him getting attacked extremely high. His Talent Follow-up restores significantly more Energy. Blade no longer has split scaling and is now a fully HP scaling DPS character.
Blade is a man of few words. This updated review will also not have many words, because Blade remains a simple and effective character. With his new buffs, 500k is indeed reachable, and much to Blade's chagrin, he's gained a new lease on life.
Blade's always had a few issues that admittedly didn't really matter back when he was first released. Being from the ancient time of 1.2, the game's moved on quite a bit from then, and his old design really showed it (don't ask Blade mains about his old A4). You'll be pleased to see that pretty much all of those issues have been addressed — and not just in a 'make number bigger' kind of way.
Blade's Skill is still a self-enhancement. He consumes 30% Max HP to enter Hellscape. During Hellscape, his Basic ATK becomes Enhanced and he gets a 40% DMG increase. This Skill still doesn't restore Energy, still does not end the turn, and the buff lasts for 3 turns.
The new functionality is that Hellscape will increase the amount of aggro that Blade draws while he's buffed, and it's dramatically increased, to an extent that is higher even than the extra aggro that Yunli's Signature Light Cone provides, all at no extra cost. Having this kind of aggro makes getting hit far more consistent which is very relevant for his Talent. Seriously, this level of aggro draw is rivalling Tingyun's.
His Enhanced Basic is still a Blast AoE, but has been changed to be fully HP scaling, a trend that is thankfully present throughout all of his attacks now. He consumes 10% Max HP to deal 130% Max HP as damage to a target enemy, and 52% Max HP to adjacent targets. This is a pretty high HP ability multiplier, higher than even Mydei's Kingslayer Be King attack, for the main target at least.
Blade's Talent is mostly unchanged. Whenever he sustains damage or has his HP consumed, he gets 1 stack of Charge (they didn't have fancy names for these things back then), stacking up to 5 times. At 5 stacks, he will consume all 5 to immediately launch a Follow-up attack against all enemies on the field, dealing up to 130% Max HP damage, the same damage as his Enhanced Basic does to its main target. At the same time, Blade will heal 25% of his Max HP.
The newly buffed ability multiplier means this can do some very impressive damage now, and with the new Foxian aggro he has from Hellscape, he can get to use this Talent Follow-up substantially more frequently. This has always been a very good attack, especially since it's very strong on its own and happens to also be fully AoE, a quality that continues to be lacking in Destruction characters. Foreshadowing is a literary device in which—
Blade's Ultimate has also had the same treatment, having the previous split scaling removed in favour of pure HP scaling. The HP loss tally is unchanged, remaining at 90% of his Max HP, and it keeps track of how much damage Blade has sustained in the encounter.
Blade sets his current HP to 50% of his Max HP and attacks with a Blast AoE, dealing 150% of his Max HP plus 120% of the HP loss tally to the main target, and dealing 60% Max HP plus 60% of the HP loss tally to adjacent foes. After hitting with the Ultimate, the HP loss tally will be reset and will need to be accumulated anew.
This used to be quite a bit lower than it is now, and getting to use more of the HP loss tally for damage is extremely good since Blade is always taking damage. Important to note that the Ultimate still sets Blade's HP to 50% Max HP, meaning if you are below the threshold you will heal up to halfway, and if you are above the threshold you will consume HP to reach halfway. This can be very good for gaining extra stacks for his Talent Follow-up, as well as adding to the HP loss tally just before the attack (though it still gets cleared immediately after).
It's a very strong Ultimate but was quite hard to get to consistently, especially since the (at the time) above average Energy cost was likely designed with Energy-on-hit in mind. Once again, the increased aggro draw from Hellscape helps to build towards the Ultimate faster since you're already going to be getting hit way more than before.
Perhaps the most egregious part of Blade's kit before were the abysmal Bonus Traces. Relics of their time that they were, they've all been updated (and that god-awful A4 was binned in favour of a brand new one).
His new A2 is simple but extremely potent. When Blade uses his Ultimate, the total accumulate HP loss will be set to 50%. This means that the Ultimate will no longer fully clear the HP loss tally after it's been used, and will instead automatically set it to 50%. As you cannot lose out on the damage from the HP tally before the Ultimate has already been used, this functionally means that after the first Ultimate of the fight, Blade is already halfway to having a maxed out HP tally, greatly increasing the damage consistency of his Ultimate.
His new A4 is a permanent 20% incoming healing increase. In addition to this, whenever Blade receives healing, 25% of the healed amount is automatically stored in the HP loss tally for the Ultimate. This goes for all healing by the way, including Blade's own healing from his Talent or even the Ultimate itself if you're low enough. This coupled with his new A2 means that Blade's Ultimate is pretty much always at max power forever.
Lastly, the A6 still increases the damage dealt by his Talent's Follow-up attack by 20%, but a second part has been added. The Follow-up will now restore an additional 15 Energy. Yeah, that's kind of an insane Energy bump for something that's going to be getting used extremely frequently. This means every single Follow-up attack that Blade does will be restoring 25 Energy for him, almost as much as his Enhanced Basic restores. This leads to even more Ultimates, which, thanks to the new A2 and A4, will be more juiced than ever.
Everything fits seamlessly together now, the kit flows like water and it has resulted in Blade's power skyrocketing — but not just his power, but also his overall consistency and quality of life. I could honestly end the review here because this alone is already fantastic.
There is yet more to say, however. Blade has already been doing a lot lot better recently due to the many different favourable situations that have been appearing in the endgame as well as the new characters from Amphoreus that can make excellent use of him, like Castorice. Even just having access to newer and stronger Planars is making a very surprising difference, accidentally proving that Blade actually is a surprisingly long-lasting character like I said way back when.
And he's getting even better now. There are so many more powerful support characters than there used to be, and many of them are perfect fits for what Blade wants to be doing anyway. Blade's newfound smoothness means he can take advantage of almost every single top tier support with ease.
One day, I dreamt of a support like Bronya that could be SP efficient. One day, we were blessed with Sunday. Blade's love of SPD and Action Advancers has not changed in the slightest. Though he is vastly more consistent with getting charges for his Talent through Hellscape, him being fast himself is also extremely important as it allows him to get even more guaranteed stacks of Charge for his Talent.
Sunday and Bronya both allow him to take additional turns that he otherwise wouldn't get, and massively buff his overall damage output as well. Bronya technically has lost some of her usefulness due to Blade no longer having any use for ATK% buffs, but anyone who's trying to say she's suddenly bad for Blade is scamming you.
The modern supports are also naturally very good for him, and are unsurprisingly also at the top of the list when it comes to building a team for him. If you're coming from the other updated reviews (because let's face it, most of you read the other three first) and aren't sick of hearing their mentions yet, this mostly refers to Cipher and Tribbie. If you're already sick of hearing about them and you haven't read the other updated reviews yet, I got bad news for you buddy.
However, speaking of the updated characters, the newly revamped Silver Wolf is actually an extraordinary support option for Blade (and everyone else now), especially since Blade can put in extreme work against DEF reduced enemies. Blade basically not consuming SP means Silver Wolf always has some ready to be used in case she needs to rapidly reapply her debuffs or if she needs to fish for additional energy. Both thematically and in terms of gameplay, It just works™.
There may be some desire for a comparison to a certain Chrysos Heir that also literally cannot die, but... There's really little reason in comparing. They're both immaculate characters that do a tremendous amount of damage and only fall in battle with immense difficulty and maybe skill issue.
Alas, I already made a slight comparison when talking about Blade's Enhanced Basic. Both Blade and Mydei occupy this berserker archetype, taking damage to deal damage, and being very durable while they do it. Mydei's damage potential is extremely high, and his ease of use is... I mean he quite literally plays himself outside of the Ultimate, so there's not really that much thinking required on the part of the player.
For Blade, he's maybe not able to focus fire as much as Mydei, but he gets to attack far more frequently, and most important of all is that Blade's got real AoE damage in his kit. Yeah that foreshadowing's paying off now, huh. Getting to deal actual AoE damage is extremely important, especially since AoE has become more and more integrated into the general design of the game, and Mydei ain't got that going for him.
Lastly for this comparison, Blade doesn't care about the actual numeric value of damage he receives, he cares about frequency of attack; Mydei's Vendetta state sets his DEF to 0 precisely because he needs to sustain a specific amount of damage to gain access to Godslayer Be God, but since Blade doesn't have such a requirement, he also doesn't suffer the same penalty. Blade gets to be tanky in both HP and DEF, making him also very comfy to play.
Final teammate options can be those that somehow siphon away HP from their allies in order to achieve something else. People have already been using Blade with Castorice to astonishingly high success, and this is only going to become a stronger pairing. The newly revamped old partner Jingliu is still very good as well, and a certain heinous Signature Light Cone (Long May Rainbows Adorn the Sky) that can also have a significant impact on the frequency of Blade's Follow-ups. Oh, and also Ruan Mei, but you already knew that, didn't you?
One last thing to mention is that Blade's E1 got an enormous buff. Previously, it would let Blade's Ultimate deal additionally increased damage to the target enemy, equalling 150% of the HP loss tally. It still does this, but now this increased damage effect extends to the primary target of his Enhanced Basic ATK as well. With a maxed out HP tally, his Enhanced Basic is doing literally double its damage against the main foe. Now that Blade's a potential target to lose your 50/50 to, this is a hell of a consolation prize to get, folks.
Yes, as a pure DPS character, he will inevitably start to lose out the damage war to newer and newer DPS, but the interesting thing to see with a kit like Blade's is that he's still been good and relevant for pretty much this entire time (except for the Break meta, that was cursed for every non-Break character except Acheron). It goes to show that he is genuinely quite resilient to changes in meta.
I'd say he's back, but the truth is... He never really left.
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 their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
MoC
PF
AS
Build and teams
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
121.15%
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)
118.29%
Increases the wearer's Max HP by 18/21/24/27/30% and Incoming Healing by 20/25/30/35/40%. When using Skill or Ultimate, consumes HP equal to 6/6.5/7/7.5/8% of the wearer's Max HP and increases the DMG dealt by this attack by 30/35/40/45/50%. If this effect's consumed HP is greater than 500, the DMG additionally increases by 30/35/40/45/50%.
If the current HP is not sufficient, this effect reduces the wearer's current HP down to 1.
Source: Event Warp (limited)
103.54%
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 whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
100.20%
Increases the wearer's CRIT Rate by 12/14/16/18/20%. The Skill DMG and Ultimate DMG dealt by the wearer increase by 24/28/32/36/40%.
Source: Nameless Glory
100%
Increases the wearer's Max HP by 12/15/18/21/24%. When losing or restoring this unit's HP, increases CRIT DMG by 18/22.5/27/31.5/36%, lasting for 2 turn(s). This effect can only trigger once per turn.
Source: Event Warp (limited)
96.01%
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
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.
100%
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.
94.06%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
100%
Increases the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.
97.56%
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%.
97.38%
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%.
SPD (Until Desired Breakpoint) > CRIT Rate = CRIT DMG > HP%
If you want to learn more about the various stats and breakpoints, expand the section below.
SPD: Most of Blade's best teams run with a booster that is SPD tuned to be 1 SPD slower than him allo,wing him to gain double actions, e.g.
Blade - 135 SPD
Bronya - 134 SPD
This is the SPD setup we recommend on Blade, but non-SPD setups can also work if you know what you're aiming for.
HP: 6000 - 7200+
DEF: 800 - 900+
CRIT RATE: 80% - 100%
CRIT DMG: 150 - 180%+
SPD: 135 (Or 1 SPD slower than your booster)
Basic > Talent = Skill >= Ultimate
Cyclone of Destruction (A6) > Neverending Deaths (A4) > Vita Infinita (A2)
Below you can find a list of some of the stronger synergies between this character and others.
If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.
Premium Blade
Dual DPS Blade
F2P Blade
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/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Blade performance in the latest Memory of Chaos cycle (3.3), latest Pure Fiction (3.3) and the latest Apocalyptic Shadow (3.3), and the commonly used Relics and Cones in both modes. The page has been last updated on 28.06.2025.
If you want to share your 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/AS 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.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow 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 Blade in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Blade in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Blade in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Blade in the current MoC cycle (238), in the current PF cycle (384) or in the current AS cycle (388) and had the character placed in their Profile. Use the switcher below to show Blade Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
62.15%
7.88 cyc.Eidolon 0
19.4%
6.3 cyc.Blade's Enhanced Basic ATK and Ultimate deals additionally increased DMG to one designated enemy, with the increased amount equal to 150% of the tally of Blade's HP loss from his Ultimate.
7.27%
6.69 cyc.When Blade is in the Hellscape state, his CRIT Rate increases by 15%.
1.04%
6.25 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
1.86%
5.17 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).
0.34%
9 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
8.06%
4.14 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 are ranked with usage rate among the players we have scanned who used Blade in the current MoC cycle (238), in the current PF cycle (384) or in the current AS cycle (388) and had the character placed in their Profile. Use the switcher below to show Blade Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
75.06%
7.33 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)
14.97%
9 cyc.Increases the wearer's Max HP by 12/15/18/21/24%. When losing or restoring this unit's HP, increases CRIT DMG by 18/22.5/27/31.5/36%, lasting for 2 turn(s). This effect can only trigger once per turn.
Source: Event Warp (limited)
6.05%
99.99 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 whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
2.26%
99.99 cyc.Greatly increases the odds that the wearer will be attacked and increases the wearer's CRIT DMG by 36/42/48/54/60%. After the wearer uses their Ultimate, they receive 1 stack of Firedance, lasting for 2 turns and up to 2 stacks. Each stack of Firedance increases the DMG dealt by the wearer's follow-up attack by 36/42/48/54/60%.
Source: Event Warp (limited)
0.83%
99.99 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
0.32%
99.99 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%
99.99 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
Relic Sets are ranked with usage rate among the players we have scanned who used Blade in the current MoC cycle (238), in the current PF cycle (384) or in the current AS cycle (388) 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.
89.42%
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.
2.5%
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 follow-up attack DMG by 20%.
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.
1.66%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
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.
1.39%
Increases Quantum DMG by 10%.
Decreases the wearer's SPD by 8%. Before entering battle, if the wearer's SPD is less than 110/95, increases the wearer's CRIT Rate by 20%/32%. This effect also applies to the wearer's memosprite.
1.14%
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 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.
50.46%
Increases the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.
24.25%
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%.
21.66%
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%.
2.3%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
0.55%
Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Blade in the current MoC cycle (238), in the current PF cycle (384) or in the current AS cycle (388) 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.
General:
Enemies:
Units:
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 the wearer's Max HP by 12%. When the wearer's Max HP is 5000 or higher, increases the wearer's and their memosprite's CRIT DMG by 28%.
CRIT Rate (36.8%), CRIT DMG (64.3%), Speed (13.8)
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