Honkai: Star RailDr. RatioBest build, teams and other guides

Character
Introduction

Dr. Ratio is a 5 character from the Imaginary element who follows the Path of Hunt.

A candid and self-centered Intelligentsia Guild member, who often conceals his appearance with a strange plaster sculpture. He demonstrated unparalleled intelligence and talent since his youth, but now refers to himself as a "Mundanite." He firmly believes that intellect and creativity are not confined to geniuses. He seeks to distribute knowledge to the entire universe to cure the persistent disease named ignorance.

To learn more about Dr. Ratio 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

Dr. Ratio 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

Dr. Ratio build details and review have been last updated on March 11th, 2024.

To learn more about Dr. Ratio 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

Mind is Might

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals Imaginary DMG equal to #1[i]% of Dr. Ratio's ATK to a single target enemy.
Skill

Intellectual Midwifery

Single Target

Lv. 1

Energy gain: 30

Break: 60

Deals Imaginary DMG equal to #1[i]% of Dr. Ratio's ATK to a single target enemy.
Ultimate

Syllogistic Paradox

Single Target | 140 energy cost

Lv. 1

Energy gain: 5

Break: 90

Deals Imaginary DMG equal to #1[i]% of Dr. Ratio's ATK to a single target enemy and applies Wiseman's Folly. When Dr. Ratio's allies attack a target afflicted with Wiseman's Folly, Dr. Ratio launches his Talent's follow-up attack for 1 time against this target. Wiseman's Folly can be triggered for up to #2[i] times and only affects the most recent target of Dr. Ratio's Ultimate. This trigger count resets after Dr. Ratio's Ultimate is used.
Talent

Cogito, Ergo Sum

Single Target

Lv. 1

Energy gain: 5

Break: 30

When using his Skill, Dr. Ratio has a #2[i]% fixed chance of launching a follow-up attack against his target for 1 time, dealing Imaginary DMG equal to #1[i]% of Dr. Ratio's ATK. For each debuff the target enemy has, the fixed chance of launching follow-up attack increases by #3[i]%. If the target enemy is defeated before the follow-up attack triggers, the follow-up attack will be directed at a single random enemy instead.
Technique

Mold of Idolatry

Impair

Energy gain: 0

Break: -

After using Technique, creates a special dimension that Taunts nearby enemies, lasting for #1[i] second(s). After entering battle with enemies in this special dimension, there is a #2[i]% base chance to reduce each single enemy target's SPD by #3[i]% for #4[i] turn(s). Only 1 dimension created by allies can exist at the same time.
Major Traces
A2Major trace

Summation

When Dr. Ratio uses his Skill, for every debuff on the target, his CRIT Rate increases by 2.5% and CRIT DMG by 5%. This effect can stack up to 6 time(s).
A4Major trace

Inference

When Skill is used to attack an enemy target, there is a 100% base chance to reduce the attacked target's Effect RES by 10% for 2 turn(s).
A6Major trace

Deduction

When dealing DMG to a target that has 3 or more debuff(s), for each debuff the target has, the DMG dealt by Dr. Ratio to this target increases by 10%, up to a maximum increase of 50%.
Minor Traces (total)
ATK
ATK
+28%
CRIT Rate
CRIT Rate
+12%
DEF
DEF
+12.5%
Eidolons
E1

Pride Comes Before a Fall

Eidolon 1

The maximum stackable count for the Trace "Summation" increases by 4. When a battle begins, immediately obtains 4 stacks of Summation. Needs to unlock Summation first.

E2

The Divine Is in the Details

Eidolon 2

When his Talent's follow-up attack hits a target, for every debuff the target has, additionally deals Imaginary Additional DMG equal to 20% of Dr. Ratio's ATK. This effect can be triggered for a maximum of 4 time(s) during each follow-up attack.

E3

Know Thyself

Eidolon 3

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

E4

Ignorance Is Blight

Eidolon 4

When triggering the Talent, additionally regenerates 15 Energy for Dr. Ratio.

E5

Sic Itur Ad Astra

Eidolon 5

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

E6

Vincit Omnia Veritas

Eidolon 6

Increases the trigger count for Wiseman's Folly by 1. The DMG dealt by the Talent's follow-up attack increases by 50%.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1047
ATK
ATK
776
DEF
DEF
460
Speed
Speed
103
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Thief's Instinct
    Thief's Instinct
    x 15
  • Usurper's Scheme
    Usurper's Scheme
    x 15
  • Suppressing Edict
    Suppressing Edict
    x 65
  • Conqueror's Will
    Conqueror's Will
    x 15
CV
ENG
Jordan Paul Haro
JPN
武内駿輔 (Takeuchi Shunsuke)
CN
桑毓泽 (Sang Yuze)
KR
이동훈 (Lee Donghoon)
Gallery

Review

Pros & Cons
Pros

  • Absolute highest single-target damage ceiling in the game when ramped up,

  • Follow-ups give absurd amounts of Toughness damage and great Energy economy,

  • Stat monster that can reach ridiculous CRIT values,

  • Many powerful relic options to choose from,

  • Imaginary Breaks greatly assist in keeping the team alive,

  • Some limited potential to deal with multiple targets.

Cons

  • Needs ramp-up time to reach his potential,

  • Requires at least 3 debuffs on targets for consistent follow-ups,

  • Signature Light Cone notably outperforms all other current options,

  • Outside of his slight multi-target capabilities when killing enemies, he’s still ultimately a single-target unit.

Review (By Sushou)

Dr. Ratio is a very powerful single-target damage dealer, given out for free to all players from 1.6 to until the start of 2.1. He specialises in dealing immense damage through follow-ups and accumulating permanent CRIT buffs in combat. He also benefits noticeably from attacking debuffed enemies, guaranteeing his follow-up at 3 debuffs and receiving a DMG bonus per stack, maxing out at 5 debuffs. The ways he can use his follow-up attack both provide more Energy over time than other characters and can somewhat alleviate the usual inherent weakness of Hunt characters.

The abrasive meme-lord with a heart of gold, Dr. Veritas Ratio finally graces us with his presence. Giving us the ability to play him early with a Trial version taught us much about his capabilities, and now that he’s here for real, it’s fairly apparent that he was actually holding out on us.

Before going into the usual breakdown, some important information first. Since debuffs are very important for Dr. Ratio’s kit, you should know what exactly constitutes a debuff in this game. The rule is this: if a Status Effect features a small red arrow pointing downwards, this is considered a debuff. If you are in doubt, you can inspect the Enemy Details window in combat and the Status Summary at the bottom will explicitly state how many debuffs they are currently afflicted with. If you don’t read this paragraph, you forfeit the right to complain later when you discover Hanya’s Burden isn’t a debuff.

Dr. Ratio’s Skill is a standard single-target Skill, dealing up to 150% of his ATK to a single enemy. This may initially seem rather low but this Skill works in tandem with his Talent as well as his Bonus Ability Traces, leading to far greater damage numbers for the meagre cost of 1 Skill Point.

His Talent is his main source of damage. When using his Skill, he has a 40% fixed chance to launch a follow-up attack against his target, dealing up to an impressive 270% ATK. Each debuff the target of his Skill is affected by will increase the fixed chance of this follow-up occurring by 20%. This means that if the targeted enemy has at least 3 debuffs on them, Dr. Ratio will always follow a Skill usage with a Talent follow-up, dealing a combined 420% ATK to a single enemy. Very dank, and very strong.

It should be noted that if his Skill defeats the target before the follow-up can be launched, Ratio will launch it anyway against a random other enemy. This prevents much of the value from being lost due to an early enemy death, but more importantly it helps to alleviate the natural downside of the Path of The Hunt, namely that they are exclusively single-target focused. In a similar sort of vein as Seele can use lesser enemies to bolster her offence, Ratio can pick off smaller foes and weakened stragglers and still deal damage against the remaining foes; with an upfront damage multiplier of 150% on his Skill, it is not unreasonable to expect this to deal with trash adds outright with proper setup. This automatically puts Ratio far ahead of pretty much all other Hunt units besides Seele.

Dr. Ratio’s Ultimate deals up to 240% ATK to a single enemy and applies a status effect called Wiseman’s Folly (it's not a debuff). Whenever allies attack a target with Wiseman’s Folly, Dr. Ratio will automatically launch a follow-up attack against them out of turn. This can happen 2 times before the status effect is automatically removed. This lasts indefinitely unless the afflicted enemy dies or until the trigger count is met.

This Ultimate allows Ratio to deal even more damage outside of his turn and use buffs even more efficiently. There is however an issue with this Ultimate, and that is that the debuff is removed when the enemy dies. It does not hop like Topaz’s Proof of Debt, meaning if an enemy dies before the trigger count is met for Ratio’s Ultimate, he completely loses the effects of the Ultimate. Given that this admittedly strong Ultimate has a steep cost of 140 Energy, losing its effects is miserable to have happen even if you’ve already gotten one follow-up off. Mostly if this happens, sorry, it’s a skill issue. This should only ever naturally occur at the very end of combat when it doesn’t matter anymore.

Another important thing to note is that because of the amount of follow-ups Ratio throws, his Energy economy is actually surprisingly good since each Talent follow-up gives 5 Energy; assuming you’re attacking an enemy with at least 3 debuffs, his Skill gives 35 Energy per cast, and his Ultimate provides 10 additional Energy once the Wiseman’s Folly follow-ups have been expended. The amount of follow-ups also contributes to a very impressive amount of overall Toughness damage, with each one dealing 30 Toughness damage, the same as a typical Basic ATK. Combining with his Skill again, each one of his turns he will be dealing 90 Toughness damage, the equivalent of all single-target Ultimates besides Xueyi’s.

Dr. Ratio’s Bonus Ability Traces provide some very powerful additional effects. A2 will provide permanent stacks of 2.5% CRIT Rate and 5% CRIT DMG whenever he uses his Skill against a debuffed enemy. The number of stacks he gets depends on the number of debuffs the enemy has on them, and he can have up to 6 stacks in total, granting 15% CRIT Rate and 30% CRIT DMG. This passive has sparked some confusion due to its wording, so to be as clear as possible, the bonuses do not need to be obtained concurrently; if an enemy has only 3 debuffs on them, you will gain the full 6 stacks after two Skill uses against them; if they only have 2, you will need three Skill uses to get the 6 stacks.

His A4 gives his Skill a 100% base chance to reduce the target’s Effect RES by 10% for 2 turns, giving Ratio an inherent debuff to apply to enemies. This debuff also becomes easier to maintain on enemies after its initial application due to the Effect RES reduction it provides. This also means teammates only need to provide 2 additional debuffs to meet the 100% follow-up chance on Skill use from his Talent. Do note that this debuff is only applied after the follow-up check occurs, meaning if you’re relying on this as your 3rd debuff, your first follow-up won’t have a 100% fixed chance to happen.

A6 will grant Ratio a DMG% buff for attacking debuffed enemies. This effect starts functioning at 3 debuffs and maxes out at 5, providing 10% DMG dealt for each debuff. This means that having 5 debuffs will give him a bonus 50% DMG dealt against the target with a 100% fixed chance to throw follow-ups on Skill uses, resulting in colossal damage output, but so long as you can meet the 3 debuff threshold for his Talent, 30% DMG dealt is perfectly acceptable as well. 100% chance for his follow-up is the most important milestone to reach, so don’t bend over backwards going for 5 debuffs if the team can’t attain it or if it’d result in a worse team composition.

Dr. Ratio also gets 12% CRIT Rate from his Minor Traces as well as 28% ATK. ‘Why are you mentioning ATK Traces?’ Because, as of the time of writing this, Dr. Ratio has the absolute highest Base ATK value in the game of 776, meaning ATK% bonuses will have a more noticeable impact on his overall ATK rating.

Dr. Ratio’s Eidolons are downright silly. Absolutely none of them are necessary in any way. Ratio is immaculate by default, at E0. However, for those… ‘Driven’ few who will pursue his Eidolons, you may see actual oneshots. E1 allows A6 CRIT buffs to stack to 10, E2 causes his follow-up to deal 20% additional ATK damage per debuff against debuffed enemies, up to an 80% ATK bonus per follow-up, E4 basically refills Ratio’s Energy bar in mere moments by giving 15 Energy back per follow-up, and E6 increases the number of Ultimate triggers to 3 while also increasing the DMG dealt by the follow-up by a massive 50%. I’m fully ready to see True Sting die to a singular piece of chalk.

As you can no doubt tell from what’s been said already, a very significant portion of Ratio’s total damage comes from his follow-up attack, but even more than that, it’s a majority of his damage. If you are unable to meet the minimum requirements of 3 debuffs to activate his follow-up attack, you will haemorrhage damage. There are only benefits to reap by meeting this baseline as it unlocks all the aforementioned great parts of his kit: his overall damage throughput, his remarkable Energy economy and Toughness damage, and even a minor ability to break out of his otherwise pure single-target damage profile.

As such, Ratio pairs very well with characters that can enable or amplify his capabilities. For the strongest single-target specialist team in the game, pairing him with Topaz is very powerful. Topaz has been waiting for a follow-up damage dealer who is able to both benefit from her debuff and increase the frequency of her own follow-up attacks, and Dr. Ratio fits that description perfectly. Ratio already deals so much single-target damage that it’s a viable strategy to focus down and kill summoner enemies outright, ignoring their summons entirely, and with Topaz’s powerful Vulnerability debuff, Ratio can do this even easier. Do note that without Topaz’s E1 or S1, you will need to find a source of at least 1 more debuff.

To that end, the usual suite of Nihility debuffers are fantastic to round out the rest of the team. It’s important to know that all Nihility characters can equip the Light Cone Resolution Shines As Pearls of Sweat, providing an extra debuff and decreasing enemies’ DEF. Pela can keep her Ultimate’s DEF Shred up pretty much indefinitely on all enemies, making it easier to switch to new targets when Ratio’s chalk deals the finishing blow, but it is only 1 consistent debuff without Resolution. Silver Wolf is understandably fantastic for racking up huge amounts of debuffs on single targets even at E0, and with the right setup, a single Skill usage from Silver Wolf can very nearly enable Dr. Ratio’s entire kit while also being able to ensure the enemy has an Imaginary Weakness thanks to her Skill’s Weakness Implant.

Guinaifen in particular is a very impressive character to pair with Ratio, as both her Burn and Firekiss Vulnerability count towards Ratio’s debuff count, simultaneously increasing his damage output and dealing good damage of her own. Especially in AoE scenarios, this can greatly offset Ratio’s weaker AoE capabilities by either dealing with smaller enemies outright, or by softening them up enough that Ratio can kill them with his Skill and then throw his follow-up on a completely different target.

If gaining enough debuffs is not a concern then Ratio of course also has access to the usual suite of Harmony characters as well. Bronya, Ruan Mei, and Tingyun are all very good at significantly increasing the damage Dr. Ratio can deal; Bronya can double Ratio’s action count with the right SPD tuning, Tingyun’s Benediction blessing getting a lot of value due to follow-ups not consuming it, and Ruan Mei for even faster and stronger Breaking. Ruan Mei in particular also provides a debuff of her own thanks to her Ultimate but, due to its cost, this should not be relied on to meet the minimum debuff threshold for Dr. Ratio.

A final note is that Dr. Ratio’s signature Light Cone is exceptionally powerful on him in particular. Ratio is absolutely fine and strong with the likes of Cruising in the Stellar Sea, but his performance goes up by that much more with his signature Light Cone, and it provides better quality of life than trying to maintain the passives of other Light Cone options. Again, Ratio is being evaluated here with the easily and freely accessible options and he’s already guaranteed to swat everything away with little effort, but he gets that much stronger with his sig. It’s very much a case of ‘gold versus platinum’ so it’s up to the individual to decide if they think it’s worth chasing that extra dazzle.

Dr. Ratio is not a complicated character once you’ve understood how he works, and he works with a vast array of other characters, fitting in nicely among the rest of the roster. Being given out for free as well means that everyone can benefit from his impeccable damage output, made even more valuable by being an Imaginary damage dealer, something that’s still lacking to this day. He has a few peculiarities that he needs met to really get going, but once he does he really gets going.

If you’re reading this from the future after 2.1 when Ratio leaves our collective inboxes, and you’ve missed out on getting him for free, you had ample time to pick the man up because that’s months away from the time I’m writing this. Take this L, sans the Ratio, obviously.

For the rest of us, the doctor… Is in.

Gameplay notes
  • Most of ratio's damage (around 70% at E0) comes from his follow-up attacks.
  • Ratio is a single target specialist and much of his kit revolves around that.
  • Has some limited potential to deal with multiple targets thanks to his follow-up attacks 'retargetting' if his target dies before launching it.
  • Ultimate is entirely single target based and relies on that target not dying before it's effect is complete.
  • Has 40% chance to launch a follow-up with his skill baseline and an additional 20% chance per debuff active on the enemy at the time of target selection. Ratio only achieves his maximum potential when attacking enemies with 3 debuffs and loses substantial damage without.
  • Deals up to 50% increased damage against enemies with 3 or more debuffs (10% per debuff 30% minimum - 50% maximum). 5 debuffs is ideal for maximum talent activations and damage.
  • Ratio can apply 1 debuff himself with his skill. As most of his damage comes from his follow-up attack and the skill always occurs before that you only need 4 additional debuffs from the team to achieve maximum efficiency.
  • Has a incredibly powerful self stacking buff that stacks when striking debuffed enemies, the more debuffs that enemy has the faster it stacks. This buff will be easily fully stacked in most teams after the first cycle so it can be included in his base stats for gearing purposes.
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.
S

MoC

C

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

107.79%

100% uptime

(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.

101.48%

(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.

(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.

101.33%

(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.

100%

(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.

(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.

99.65%

(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.

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

99.58%

(2)

Increases Imaginary DMG by 10%.

(4)

When attacking debuffed enemies, the wearer's CRIT Rate increases by 10%, and their CRIT DMG increases by 20% against Imprisoned enemies.

98.20%

(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.

(2)

Increases Imaginary DMG by 10%.

(4)

When attacking debuffed enemies, the wearer's CRIT Rate increases by 10%, and their CRIT DMG increases by 20% against Imprisoned enemies.

97.85%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

95.72%

(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.

Best Planetary Sets

102.83%

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.

100%

(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%.

99.83%

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.

98.31%

(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%.

96.50%

(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%.

If you want to learn more about the Relics Sets, expand the section below.

Pioneer Diver of Dead Waters

Assuming Ratio is always attacking a debuffed enemy, the new Pioneer 4P is his best set. Because he can apply his own debuffs, he can easily activate the 'double' part of the set too.

Wastelander of Banditry Desert

The Wastelander set sees very limited use outside of Imaginary DPS characters and is not generic - consider this carefully before committing to farming it.

2P The Ashblazing Grand Duke + 2P Wastelander of Banditry Desert / 2P Messenger Traversing Hackerspace / 2P Musketeer of Wild Wheat / Pioneer Diver of Dead Waters

2P Granduke increases Follow Up Attacks (FUA) by a massive 20% (and the majority of his damage is FUA) making it his best 2P set bonus. When mixing and matching you can make use of any of the following 2P sets.

Musketeer of Wild Wheat

Allows Ratio to reach higher Speed breakpoints with less sub-stat investment and offers some ATK%. Easy to farm and generic but not as good as previous alternatives.

The Ashblazing Grand Duke

Falls behind other 4P and 2P set combinations as Ratio can only apply 1 stack of the 4P bonus per attack.


Firmament Frontline: Glamoth

One of the top choices for Ratio assuming you can reach 135 speed at all times but very close in performance to alternatives. If your team compositions or gear sets can reach 160+ Speed without sacrificing other stats it becomes his best option in many cases.

Inert Salsotto

Offers Crit Rate assisting Ratio with reaching his desired ratio of 100% Crit and 200% Crit DMG while also boosting his main source of damage Follow-Up attacks. Close to identical numerical performance as Frontline Glamoth in most cases.

Space Sealing Station

An excellent generic set that is easy to acquire and is only slightly behind Inert Salsotto and FFG in performance.

Rutilant Arena

An alternative to Ratio's best 3 planar sets but does fall behind when looking to maximise damage and potential of the character. Still a viable option if you have a great set with good sub-stats.

Best Stats
Body
CRIT Rate
CRIT Rate
CRIT DMG
CRIT DMG
Feet
Speed
Speed
ATK
ATK%
Planar Sphere
ATK
ATK%
Imaginary DMG
Imaginary DMG
Link Rope
ATK
ATK%
Substats:

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

If you want to learn more about the various stats and breakpoints, expand the section below.

Relic Main stats
  • Body - CRIT DMG = CRIT Rate

    • Use whichever Body which grants you a better Crit Ratio that gets you the closest to achieving 100% CRIT and 200% CRIT DMG (With Ratio's buffs up).

  • Feet - Speed

    • Best in Slot for Dr. Ratio

  • Planar Sphere - ATK% = Imaginary DMG

    • Either can be used - their performance is similar and which is better depends on your gear, team choice, and Light Cone,

    • If you have many ATK% buffs from your team and Light Cone, IMG% Planar is best,

    • If you have many DMG% buffs but few ATK% buffs, ATK% Planar is better.

  • Link Rope - ATK%

    • Best in Slot for Dr. Ratio

Additional notes for sub-stats

Reaching an acceptable Speed breakpoint for MoC and Pure Fiction while also hitting a high Crit Ratio is your top priority when searching for sub-stats. After achieving these goals ATK% can be searched for as a bonus.

  • SPEED: Speed (as with most standard direct damage carries) is incredibly important on Dr. Ratio. Hitting a strong breakpoint is also advised when aiming to achieve the fastest and most comfortable endgame clears in Memory of Chaos and Pure Fiction. Remember you can gain speed via team mates buff such as Asta, Ruan Mei, and Hanya.

  • CRIT RATE & CRIT DMG: Ratio has abundant access to CRIT RATE and CRIT DMG but they are still his top stats. Aim for a traditional 1:2 ratio of CRIT and CRIT DMG - it's quite easy to cap out Ratio's CRIT at 100% and reach over 200% Crit DMG. CRIT DMG still remains a top priority for increasing damage further in endgame though.

  • ATK% & DMG%: Both are competitive stats on Ratio but ATK% is more valuable than usual compared to other damage dealers thanks to Ratio's bonus ability granting him up to 50% increased damage against enemies that have 5 debuffs. If you can consistently gain the maximum effect of this bonus you can consider ATK% to be close in value to DMG% especially if you're pairing him with a DMG% Light Cone and support.

Additional notes for Speed breakpoints
  • 121 Speed (Low Investment)

  • 134 Speed (Recommended)

  • 142 Speed (High Investment)

  • 161 Speed (Min Maxers)

Recommended endgame stats
  • HP: 2800 - 3000+

  • DEF: 900 - 1000+

  • ATK: 2700 - 3100+

  • CRIT RATE: 90% - 100% (including Dr. Ratio self-buffs)

  • CRIT DMG: 180% - 200%+ (including Dr. Ratio self-buffs)

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143 / 161

Build comments

Reaching an acceptable Speed breakpoint for MoC and Pure Fiction while also hitting a high Crit Ratio is your top priority when searching for sub-stats. After achieving these goals ATK% can be searched for as a bonus.

Best Light Cones

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

The calculations for Dr. Ratio Cones are made based solo performance. When you pair him with Silver Wolf or Pela, the DEF Shred will scale much better, making the Signature Light Cone of his the best in slot by far. You can check the Calculations tab for team based calculations that also contain Light Cone comparison.

112.92%

Increases the wearer's CRIT DMG by 20/23/26/29/32%. For every debuff on the enemy target, the wearer's CRIT DMG dealt against this target increases by 8/9/10/11/12%, stacking up to 3 times. When using Ultimate to attack the enemy target, the wearer receives the Disputation effect, which increases DMG dealt by 36/42/48/54/60% and enables their follow-up attacks to ignore 24/28/32/36/40% of the target's DEF. This effect lasts for 2 turns.

Source: Event Warp (limited)

Clear best Light Cone for Ratio assuming you can maintain 3 debuffs on the enemy. Becomes even more powerful when including teammates that can shred DEF like Pela or Silver Wolf.

108.53%

Increase the wearer's CRIT Rate by 18/21/24/27/30% and their follow-up attacks' DMG by 30/35/40/45/50%. After the wearer uses a follow-up attack, apply the Tame state to the target, stacking up to 2 stacks. When allies hit enemy targets under the Tame state, every Tame stack increases the CRIT DMG dealt by 12/14/16/18/20%.

Source: Event Warp (limited)

Less powerful than Ratio's signature but still a reasonable choice, boasting the advantage of applying a debuff of its own with its in-built effect. This debuff boosts other damage dealers' attack as well as Ratios while also counting as a debuff for Ratio to take advantage of.

101.89%

Increases ATK of its wearer by 16/20/24/28/32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12/15/18/21/24%.

Source: Stellar Warp

An alternative to Cruising as a somewhat accessible option but only at S5 and in battles you can quickly narrow down to 2 enemies or less. More situational and difficult to make use of than the other Cones.

100%

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Assumes the on-kill ATK% boost can be maintained 66% of the time in the fight and only considers the base CRIT RATE % in these calculations not the additional CRIT on low life. In fights where the ATK% buff cannot be maintained the performance of this Cone will reduce.

93.95%

Increases the wearer's CRIT Rate by 18/21/24/27/30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6/7/8/9/10% and the CRIT DMG of their Ultimate is increased by 12/14/16/18/20%. This effect can stack up to 6 time(s).

Source: Event Warp (limited)

Calcs contain some reallocation of ATK%, CRIT RATE and CRIT DMG% to SPD in order to achieve 4-6 stacks of the bonus. Each character is configured to reach the Speed breakpoint that grants them the most damage with this Cone. under the simulation conditions. With better relics and teams that grant more Speed this lightcones performance will improve comparatively.

90.99%

Increases the wearer's CRIT Rate by 12/15/18/21/24%. After a CRIT Hit, there is a 16/20/24/28/32% fixed chance to dispel 1 buff on the target enemy. This effect can only trigger once per attack.

Source: Nameless Glory

Less efficient than the alternatives - adding the Cone here just for damage output comparison

88.4%

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Assumes the on-kill ATK% boost uptime is 0% and only considers the base CRIT RATE % in these calculations not the additional CRIT on low life.

79.32%

Increases the DMG of the wearer's Basic ATK and Skill by 24/30/36/42/48%. This effect increases by an extra 24/30/36/42/48% when the wearer's current Energy reaches its max level.

Source: Stellar Warp

Less efficient than the alternatives - adding the Cone here just for damage output comparison

Traces priority
Skills priority:

Talent > Skill > Ultimate > Basic

Major Traces priority:

Summation (A2) > Deduction (A6) > Inference (A4)

Synergy
CharacterNotes
Topaz & Numby
Topaz does strong damage herself and gains a large amount of additional personal damage when allies strike her main target with Follow-Up attacks which Ratio does a lot! Topaz also applies a debuff to an enemy helping Ratio hit his goals - this debuff also increases all Follow-Up damage taken by 50% which is a truly absurd multiplier. Topaz's signature Cone doubles down on support and applies an additional debuff to enemies increasing the CRIT DMG they take and of course, assisting Ratio with his kit. Finally, if you have E1 you can get yet another debuff that boosts Ratio even more for even more synergy and damage!
Guinaifen
Guinaifen applies 2 debuff to enemies at E0 - her Burn as well as her Firekiss debuff both of which are AoE in nature, allowing Ratio to quickly target swap if needed. Firekiss also provides Ratio with a multiplier he doesn't have access to (the increased damage taken multiplier which is also a welcome benefit). At E1 Guiinaifen gains another AoE debuff in the form of an Effect Res reduction boosting her to 3 AoE debuffs from just 1 skill use which gets Ratio most of the way to maximising his damage.
Pela
Pela provides DEF shred which is a very potent support buff for Ratio as his personal stats are already high. Even more so if he has his signature Light Cone equipped which also has DEF shred (the more DEF shred you have the stronger it is). At E0 Pela can only consistently apply 1 debuff by herself however she applies a 2nd one when the battle starts temporarily with her technique and can gain a 3rd one by making use of a debuffing Light Cone all of which are AoE debuffs. At E4 Pela gains an additional debuff when using her skill that doesn't boost Ratio's damage itself but will count toward his goals, this unfortunately is a single target debuff though.
Silver Wolf
The queen of debuffs in single target who can single-handedly enable Ratio's entire kit while also boosting his damage substantially with massive DEF shred and RES shred also while making them vulnerable to Imaginary. At E0 with 1 skill Silver Wolf applies 3 debuffs (1 is the vulnerability implant, 1 is the RES shredding effect and 1 is the bug she applies). Silver Wolf can apply up to 6 debuffs herself though when fully ramped including 2 more bugs and her ultimate which is an additional debuff. At E2 Silver Wolf applies an additional AoE debuff as well, lowering enemies Effect RES - all this on top of the ability to apply even more with a Light Cone of her choosing. With the correct gear and investment Silver Wolf can consistently apply 4 debuffs with 1 skill at E0 completely enabling Ratios maximum power.
Bronya
Offers Ratio twice the actions when Speed tuned correctly by making Bronya 1 Speed slower than Ratio and spamming her skill making up for Ratio's pure single target weakness. Bronya normally has trouble affecting characters that make use of Follow-Up attacks with her main damage boost her skill, but because Ratio's follow-up attack happens straight after his skill it is affected by the boost making this combo much stronger.
Tingyun
Grants Ratio additional energy and damage bonuses - the former of which is particularly powerful when using his signature Light Cone. Ratio also has a more rare synergy with Tingyun by being able to activate her Benediction Lightning damage blessing many more times than usual - the extra damage will activate not just on his skills, basics and ultimates but also on every follow-up granting him over double the activations that characters normally get from this buff.
Ruan Mei
While there's no particular synergy between the two (Thanatoplum Rebloom is a debuff, but its uptime is limited), Ruan Mei is so strong, she drastically improves any DPS performance with her kit. Especially if you play Dr. Ratio with Topaz as both will benefit from her.
Debuff Counter

This section will list all possible debuffs in the game (and also effects that aren't debuffs, but may look like it), to make it easier for you to build your teams.

  • Overall, if a status effect has a red arrow pointing down, it's a debuff,
  • All the debuffs listed below have been restricted to E2 for 5-star characters and E6 for 4-star characters,
  • Break debuff isn't included in the numbers below and only debuffs applied via skills, traces or Eidolon are,
  • Please keep in mind that Debuffs applied via Technique will only take effect at the start of the battle, so you can't fully rely on them to reach Dr. Ratio debuff limit.

Debuffs - kit
  1. Weakness Implant (Skill)
  2. Weakness DMG RES Shred (Skill)
  3. DEF Shred (Ultimate)
  4. Bug - ATK (Any skill)
  5. Bug - DEF (Any skill)
  6. Bug - SPD (Any skill)
  7. Effect RES Shred (E2)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Burn (Basic via A2 + Skill)
  2. Firekiss (Talent + Technique)
  3. Effect RES Shred (E1)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Exposed - DEF Shred (Ultimate)
  2. DEF Shred (Technique)
  3. ICE RES Shred (Skill via E4)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Slow (Skill)
  2. Imprison (Ultimate + Technique)
  3. Vulnerability (Ultimate via A2)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Proof of Debt (Skill)
  2. Debtor (E1)
Debuffs - Light Cones
  • Worrisome, Blissful (+1)
Other effects
  • None.

Debuffs - kit
  1. Bleed (Skill + Technique)
  2. DMG received (Ultimate)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Freeze (Skill)
  2. SPD Reduction (Skill via E2)
Debuffs - Light Cones
  • Trend of the Universal Market (+1)
Other effects
  • None.

Debuffs - kit
  1. Wind Shear (Any skill)
  2. DoT damage taken (Ultimate)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Shock (Ultimate + Talent + Technique)
  2. DoT damage taken (E1)
Debuffs - Light Cones
  • Resolution Shines As Pearls of Sweat (+1)
  • Patience Is All You Need (+1)
  • Incessant Rain (+1)
Other effects
  • None.

Debuffs - kit
  1. Effect RES Shred (Skill via A4)
  2. SPD Debuff (Technique)
Debuffs - Light Cones
  • Worrisome, Blissful (+1)
Other effects
  1. Wiseman's Folly (Ultimate)

Debuffs - kit
  1. Burn (Any skill via A2)
  2. Fire DMG Taken (Technique)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Taunt (Skill)
Debuffs - Light Cones
  • Trend of the Universal Market (+1)
Other effects
  • None.

Debuffs - kit
  1. Freeze (Ultimate + Technique)
Debuffs - Light Cones
  • Trend of the Universal Market (+1)
Other effects
  • None.

Debuffs - kit
  1. Freeze (Talent)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Slow (Skill)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Shock (Skill + Ultimate via E4 + Technique)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Freeze (Technique)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Thanatoplum Rebloom (Ultimate)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Burn (Basic via A2)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Weaken (Technique)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Burn (Skill + Technique)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  1. Horror (Technique)
Debuffs - Light Cones
  • None.
Other effects
  • None.

Debuffs - kit
  • None.
Debuffs - Light Cones
  • None.
Other effects
  1. Mark of Counter - not a debuff.

Debuffs - kit
  • None.
Debuffs - Light Cones
  • None.
Other effects
  1. Burden - not a debuff.
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 20

App. rate: 1.37%

Avg. cycles: 5.45

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Ruan Mei
Ice
Aventurine
Imaginary

Rank 40

App. rate: 0.69%

Avg. cycles: 6.04

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Ruan Mei
Ice
Fu Xuan
Quantum

Rank 43

App. rate: 0.68%

Avg. cycles: 6.55

Dr. Ratio
Imaginary
Silver Wolf
Quantum
Sparkle
Quantum
Fu Xuan
Quantum

Rank 46

App. rate: 0.66%

Avg. cycles: 6.08

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Ruan Mei
Ice
Luocha
Imaginary

Rank 68

App. rate: 0.44%

Avg. cycles: 6.09

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Ruan Mei
Ice
Huohuo
Wind

Rank 79

App. rate: 0.38%

Avg. cycles: 5.96

Dr. Ratio
Imaginary
Silver Wolf
Quantum
Tingyun
Lightning
Fu Xuan
Quantum

Rank 89

App. rate: 0.34%

Avg. cycles: 6.31

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Silver Wolf
Quantum
Aventurine
Imaginary

Rank 102

App. rate: 0.3%

Avg. cycles: 6.9

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Silver Wolf
Quantum
Fu Xuan
Quantum

Rank 142

App. rate: 0.19%

Avg. cycles: 6.01

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Sparkle
Quantum
Aventurine
Imaginary

Rank 154

App. rate: 0.17%

Avg. cycles: 6.35

Dr. Ratio
Imaginary
Topaz & Numby
Fire
Pela
Ice
Aventurine
Imaginary
Video guides

MoC/PF Statistics

MoC 2.1.1 / PF 2.1.1

This section contains information about Dr. Ratio performance in the latest Memory of Chaos cycle (2.1.1) 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 20.04.2024 and the data below is based on 17648 accounts (10888 random we have scanned and 6760 self-reported). We have scanned 1.3 million accounts in EU, NA and Asia regions and out of those, 10888 cleared MoC 1, 8039 cleared MoC 10, and 5139 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 Dr. Ratio in the current phase of Memory of Chaos.

Common partners (PF)

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

Eidolons

Eidolons data comes from players we have scanned who used Dr. Ratio in the current MoC cycle (3163) or in the current PF cycle (38) and had the character placed in their Profile.

95.27%

6.41 cyc.

Eidolon 0

2.87%

5.41 cyc.

The maximum stackable count for the Trace "Summation" increases by 4. When a battle begins, immediately obtains 4 stacks of Summation. Needs to unlock Summation first.

0.7%

5.29 cyc.

When his Talent's follow-up attack hits a target, for every debuff the target has, additionally deals Imaginary Additional DMG equal to 20% of Dr. Ratio's ATK. This effect can be triggered for a maximum of 4 time(s) during each follow-up attack.

0.14%

6.67 cyc.

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

0.35%

3.53 cyc.

When triggering the Talent, additionally regenerates 15 Energy for Dr. Ratio.

0%

99.99 cyc.

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

0.66%

3.34 cyc.

Increases the trigger count for Wiseman's Folly by 1. The DMG dealt by the Talent's follow-up attack increases by 50%.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Dr. Ratio in the current MoC cycle (3163) or in the current PF cycle (38) and had the character placed in their Profile.

42.33%

6.53 cyc.

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

38.89%

6.16 cyc.

Increases the wearer's CRIT DMG by 20/23/26/29/32%. For every debuff on the enemy target, the wearer's CRIT DMG dealt against this target increases by 8/9/10/11/12%, stacking up to 3 times. When using Ultimate to attack the enemy target, the wearer receives the Disputation effect, which increases DMG dealt by 36/42/48/54/60% and enables their follow-up attacks to ignore 24/28/32/36/40% of the target's DEF. This effect lasts for 2 turns.

Source: Event Warp (limited)

7.79%

6.47 cyc.

Increases the wearer's CRIT DMG by 30/35/40/45/50%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 36/42/48/54/60% for 1 turn(s). This effect can only trigger once every 3 turn(s).

Source: Stellar Warp

5.24%

6.79 cyc.

Increases ATK of its wearer by 16/20/24/28/32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12/15/18/21/24%.

Source: Stellar Warp

1.7%

6.42 cyc.

For each time the wearer hits the same target, DMG dealt increases by 8/10/12/14/16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.

Source: Stellar Warp

0.97%

6.86 cyc.

Increases the wearer's CRIT Rate by 12/15/18/21/24%. After a CRIT Hit, there is a 16/20/24/28/32% fixed chance to dispel 1 buff on the target enemy. This effect can only trigger once per attack.

Source: Nameless Glory

0.84%

6.02 cyc.

Increases the wearer's CRIT Rate by 18/21/24/27/30%. While the wearer is in battle, for every 10 SPD that exceeds 100, the DMG of the wearer's Basic ATK and Skill is increased by 6/7/8/9/10% and the CRIT DMG of their Ultimate is increased by 12/14/16/18/20%. This effect can stack up to 6 time(s).

Source: Event Warp (limited)

0.58%

5.42 cyc.

Increase the wearer's CRIT Rate by 18/21/24/27/30% and their follow-up attacks' DMG by 30/35/40/45/50%. After the wearer uses a follow-up attack, apply the Tame state to the target, stacking up to 2 stacks. When allies hit enemy targets under the Tame state, every Tame stack increases the CRIT DMG dealt by 12/14/16/18/20%.

Source: Event Warp (limited)

0.5%

6.47 cyc.

After entering battle, increases the wearer's SPD by 8/9/10/11/12% and DMG by 12/15/18/21/24%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.

Source: Echo of War  | Forgotten Hall Store

0.37%

6.79 cyc.

Increases the wearer's ATK by 12/14/16/18/20%. When the wearer lands a CRIT hit on enemies, they will gain a stack of Good Fortune. This effect can be stacked 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 8/9/10/11/12%. Good Fortune will be removed at the end of the wearer's turn.

Source: Forgotten Hall Store

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Dr. Ratio in the current MoC cycle (3163) or in the current PF cycle (38) 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

29.42%

(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.

15.77%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

(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.

12.81%

(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.

(2)

Increases Imaginary DMG by 10%.

(4)

When attacking debuffed enemies, the wearer's CRIT Rate increases by 10%, and their CRIT DMG increases by 20% against Imprisoned enemies.

10.58%

(2)

Increases Imaginary DMG by 10%.

(4)

When attacking debuffed enemies, the wearer's CRIT Rate increases by 10%, and their CRIT DMG increases by 20% against Imprisoned enemies.

5.44%

(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.

(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

69.45%

(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%.

16.3%

(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.

3.62%

(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%.

3.34%

(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%.

1.95%

(2)

Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Dr. Ratio in the current MoC cycle (3163) or in the current PF cycle (38) and had the character placed in their Profile.

Main stats
Body
CRIT DMG
CRIT DMG
- 66.39%
CRIT Rate
CRIT Rate
- 31.85%
ATK
ATK
- 1.24%
Feet
Speed
Speed
- 70.99%
ATK
ATK
- 28.32%
Planar Sphere
Imaginary DMG
Imaginary DMG
- 82.89%
ATK
ATK
- 16.43%
Link Rope
ATK
ATK
- 96.8%
Energy Regen
Energy Regen Rate
- 2.03%
Average stats
Average stats
HP
HP
- 3030.95
ATK
ATK
- 3218.46
DEF
DEF
- 1230.74
Speed
Speed
- 128.16
CRIT Rate
CRIT Rate
- 68.26%
CRIT DMG
CRIT DMG
- 166.3%
Imaginary DMG
Imaginary DMG
- 34.78%
Energy Regen
Energy Regen Rate
- 0.42%
Effect RES
Effect RES
- 8.26%
Effect HIT Rate
Effect HIT Rate
- 8.63%
Break Effect
Break Effect
- 13.14%
Average sub stats
Average sub stats
HP
HP
- 11.87%
ATK
ATK
- 16.79%
DEF
DEF
- 12.86%
Speed
Speed
- 6.86
CRIT Rate
CRIT Rate
- 28.09%
CRIT DMG
CRIT DMG
- 60.88%
Effect RES
Effect RES
- 8.26%
Effect HIT Rate
Effect HIT Rate
- 8.63%
Break Effect
Break Effect
- 13.14%
Other stats
Average stats
Character level - 79.91
Light Cone level - 79.63
Basic level - 3.55
Skill level - 9.2
Ultimate level - 9.16
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.
Dr. Ratio in 1 Target scenario

Disclaimer for this particual calculations:

The calculations assume you are hitting a debuffed target (no value on the debuff we just calculated that it is there) to activate the Crit Rate/Crit DMG trace, so you need to pair Dr. Ratio with someone who can provide the debuffs as he can not do it by himself.

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

Light Cone

Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).

Source: Herta's Store

Relic Set

(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.

+

(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

(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%.

Relic Stats
Body
CRIT DMG
CRIT DMG
Feet
Speed
Speed
Planar Sphere
Imaginary DMG
Imaginary DMG
Link Rope
ATK
ATK
Substats:

Crit Rate (32.1%), CRIT DMG (75.8%)

Team-based calculations
Dr. Ratio teams

If you want to check the team-based calculations instead of solo ones, you can find them here. Credits to Bonk.