Honkai: Star RailDan Heng • Imbibitor LunaeBest build, teams and other guides

Character
Introduction

Dan Heng • Imbibitor Lunae is a 5 character from the Imaginary element who follows the Path of Destruction.

Dan Heng's true form from his Vidyadhara lineage carries the residual power left behind by his past incarnation, the Imbibitor Lunae. Upon accepting the majestic horns atop his crown, he must accept all the merits and faults attributed to that sinner.

To learn more about Dan Heng • Imbibitor Lunae 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

Dan Heng • Imbibitor Lunae 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

Dan Heng • Imbibitor Lunae build details and review have been last updated on March 1st, 2024.

To learn more about Dan Heng • Imbibitor Lunae 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

Beneficent Lotus

Single Target

Lv. 1

Energy gain: 20

Break: 30

Uses a 2-hit attack and deals Imaginary DMG equal to #1[i]% of Dan Heng • Imbibitor Lunae's ATK to a single enemy target.
Basic ATK(Enhanced)

Transcendence

Single Target

Lv. 1

Energy gain: 30

Break: 60

Uses a 3-hit attack and deals Imaginary DMG equal to #1[i]% of Dan Heng • Imbibitor Lunae's ATK to a single enemy target.
Basic ATK(Enhanced)

Divine Spear

Blast

Lv. 1

Energy gain: 35

Break: 90 + 30 adjacent

Uses a 5-hit attack and deals Imaginary DMG equal to #1[i]% of Dan Heng • Imbibitor Lunae's ATK to a single enemy target. From the fourth hit onward, simultaneously deals Imaginary DMG equal to #2[i]% of Dan Heng • Imbibitor Lunae's ATK to adjacent targets.
Basic ATK(Enhanced)

Fulgurant Leap

Blast

Lv. 1

Energy gain: 40

Break: 120 + 60 adjacent

Uses a 7-hit attack and deals Imaginary DMG equal to #1[i]% of Dan Heng • Imbibitor Lunae's ATK to a single enemy target. From the fourth hit onward, simultaneously deal Imaginary DMG equal to #2[i]% of Dan Heng • Imbibitor Lunae's ATK to adjacent targets.
Skill

Dracore Libre

Enhance

Lv. 1

Energy gain: 0

Break: -

Enhances Basic ATK. Enhancements may be applied up to 3 times consecutively. Using this ability does not consume Skill Points and is not considered as using a Skill. Enhanced once, Beneficent Lotus becomes Transcendence. Enhanced twice, Beneficent Lotus becomes Divine Spear. Enhanced thrice, Beneficent Lotus becomes Fulgurant Leap. When using Divine Spear or Fulgurant Leap, starting from the fourth hit, 1 stack of Outroar is gained before every hit. Each stack of Outroar increases Dan Heng • Imbibitor Lunae's CRIT DMG by #1[i]%, for a max of #2[i] stacks. These stacks last until the end of his turn.
Ultimate

Azure's Aqua Ablutes All

Blast | 140 energy cost

Lv. 1

Energy gain: 5

Break: 60 + 60 adjacent

Uses a 3-hit attack and deals Imaginary DMG equal to #1[i]% of Dan Heng • Imbibitor Lunae's ATK to a single enemy target. At the same time, deals Imaginary DMG equal to #2[i]% of Dan Heng • Imbibitor Lunae's ATK to adjacent targets. Then, obtains #3[i] Squama Sacrosancta. It's possible to hold up to #4[i] Squama Sacrosancta, which can be used to offset Dan Heng • Imbibitor Lunae's consumption of skill points. Consuming Squama Sacrosancta is considered equivalent to consuming skill points.
Talent

Righteous Heart

Enhance

Lv. 1

Energy gain: 0

Break: -

After each hit dealt during an attack, Dan Heng • Imbibitor Lunae gains 1 stack of Righteous Heart, increasing his DMG by #1[i]%. This effect can stack up to #2[i] time(s), lasting until the end of his turn.
Technique

Heaven-Quelling Prismadrakon

Enhance

Energy gain: 0

Break: -

After using his Technique, Dan Heng • Imbibitor Lunae enters the Leaping Dragon state for #2[i] seconds. While in the Leaping Dragon state, using his attack enables him to move forward rapidly for a set distance, attacking all enemies he touches and blocking all incoming attacks. After entering combat via attacking enemies in the Leaping Dragon state, Dan Heng • Imbibitor Lunae deals Imaginary DMG equal to #3[i]% of his ATK to all enemies, and gains #1[i] Squama Sacrosancta.
Major Traces
A2Major trace

Star Veil

At the start of the battle, immediately regenerates 15 Energy.
A4Major trace

Aqua Reign

Increases the chance to resist Crowd Control debuffs by 35%.
A6Major trace

Jolt Anew

This character's CRIT DMG increases by 24% when dealing DMG to enemy targets with Imaginary Weakness.
Minor Traces (total)
Imaginary DMG
Imaginary DMG
+22.4%
CRIT Rate
CRIT Rate
+12%
HP
HP
+10%
Eidolons
E1

Tethered to Sky

Eidolon 1

Increases the stackable Righteous Heart count by 4, and gains 1 extra stack of Righteous Heart for each hit during an attack.

E2

Imperium On Cloud Nine

Eidolon 2

After using his Ultimate, Dan Heng • Imbibitor Lunae's action is Advanced Forward by 100% and gains 1 extra Squama Sacrosancta.

E3

Clothed in Clouds

Eidolon 3

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

E4

Zephyr's Bliss

Eidolon 4

The buff effect granted by Outroar lasts until the end of this character's next turn.

E5

Fall is the Pride

Eidolon 5

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

E6

Reign, Returned

Eidolon 6

After any other ally uses their Ultimate, the Imaginary RES PEN of Dan Heng • Imbibitor Lunae's next Fulgurant Leap attack increases by 20%, up to 3 stacks.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1241
ATK
ATK
698
DEF
DEF
363
Speed
Speed
102
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Immortal Scionette
    Immortal Scionette
    x 15
  • Immortal Aeroblossom
    Immortal Aeroblossom
    x 15
  • Suppressing Edict
    Suppressing Edict
    x 65
  • Immortal Lumintwig
    Immortal Lumintwig
    x 15
CV
ENG
Nicholas Leung
JPN
Kento Itō (伊東健人)
CN
Yú Dòng (魚凍)
KR
Kim Hye-sung (김혜성)
Gallery

Review

Pros & Cons
Pros

  • Incredibly high damage and burst potential,

  • Great single target and Blast AoE,

  • Excellent base stats,

  • Minor Traces make hitting breakpoints easier,

  • Flexible playstyles to account for SP usage,

  • Plenty of 4* and 5* support options.

Cons

  • Extremely high skill ceiling making him hard to maximise,

  • All-in playstyle is extremely selfish and Skill Point hungry thus limiting team options,

  • All his teams require a great deal of fine-tuning,

  • Requires looking ahead to make the most of the team’s limited resources,

  • With how the battle AI works, his teammates will steal his Skill Points when played on auto - so manual gameplay is suggested to achieve his full potential.

Review (By Sushou)

Imbibitor Lunae is a supremely powerful damage dealer in both single-target and Blast scenarios. His upfront damage multipliers are unrivalled and he also deals vastly increased Toughness damage. Imbibitor Lunae has intrinsic DMG% and CRIT buffs as well, making him very self-sufficient in terms of damage output. The cost of this is up to 3 SP on every one of his turns, as well as a lot of forethought, careful gameplay, and quite demanding team management.

Dan Heng’s secret form, revealed at last. The majestic visage of his true Vidyadhara state brings with it hitherto unmatched damage output and a gameplay style reminiscent of that of Qingque. While Imbibitor Lunae does not need to roll the dice like Qingque does, much like Qingque he too can consume extra SP on his turn to substantially boost his own performance. The cost of this is equally similar, requiring a healthy and persistent flow of SP to him, and this can bring quite the headache to players who are not prepared for the foresight and strategy required to utilize Imbibitor Lunae’s power to its fullest.

Imbibitor Lunae’s Skill is where the fun is. Each use of his Skill will Enhance his Basic ATK, up to 3 times in total. At x1, his Enhanced Basic hits 3 times and deals 260% of his ATK to a single target. At x2, his Enhanced Basic hits 5 times and deals 380% to a single target, with the final two hits also dealing 60% to adjacent foes. Finally, at x3 his Enhanced Basic hits 7 times, dealing 500% to a single target, with the last four hits also dealing 180% to adjacent foes.

Yes, you are reading that correctly. A x3 boosted Enhanced Basic deals up to 500% ATK at max Trace level, with 180% to adjacent targets, meaning that this one attack is dealing the equivalent of 860% ATK, and if you’re able to hold onto enough SP between turns, Imbibitor Lunae can be casually dishing this out on every single one of his turns. Keeping this amount of SP available is difficult, but it’s highly worthwhile since the damage increase per SP spent is very large, meaning that for every enhancement used, each SP used is also retroactively worth more.

Important to note as well, each tier of Enhancement will also increase the amount of Energy and Toughness damage brought by each attack; x1 is 30 Energy and 60 Toughness, x2 is 35 Energy and 90 Toughness, and x3 is 40 Energy and a ridiculous 120 Toughness damage. That’s the highest single instance of Toughness damage we’ve yet seen. The extra Energy gains also mean that it’s easier for Imbibitor Lunae to regain his high 140 cost Ultimate quickly.

His Ultimate hits 3 times and deals up to 300% ATK to a single target and 140% to adjacent foes at max Trace level. His Ultimate then grants him 2 stacks of a buff called Squama Sacrosancta, and he can have up to 3 of these at any time. You can consume these in place of Skill Points when using Imbibitor Lunae’s Skill Enhancement, greatly reducing the strain on your team’s SP for his next turn. Because of the increased Energy gain on Enhanced Basics, the more of them you can use, the faster you can regain his Ultimate to continue the cycle. 

You may have noticed that I’ve been mentioning how many hits each attack of his deals, and that has to do with Imbibitor Lunae’s Talent. He will gain 1 stack of Righteous Heart after each hit unleashed during an attack, meaning that the more hits an attack deals, the more stacks you will gain. This effect stacks up to 6 times and each stack grants up to 10% increased DMG at max Trace level, lasting until the end of his turn. His Skill also has an extra passive only for a x2 or x3 Enhanced Basic, where starting from the fourth hit onward, before every hit he will gain a stack of Outroar up to 4 stacks, with each stack increasing Imbibitor Lunae’s CRIT DMG by up to 12% at max Skill Trace level. These also last until the end of his turn.

What this ends up amounting to is a lot of extra damage entirely for free, and there’s really no extra thought required for this. A minor optimization could be made if the situation arises where you can transfer these powerful buffs to Imbibitor Lunae’s Ultimate by using it after your Enhanced Basic but before the turn ends, much like how Qingque can transfer her Skill buffs to her Ultimate as well. However, because of the large Energy returns on Enhanced Basics, this should only be considered if using the Enhanced Basic will grant you enough Energy for the Ultimate on that turn.

Imbibitor Lunae’s Bonus Traces provide passive benefits that just improve his performance; A2 grants 15 Energy upon entering battle, while A4 grants a significant 35% chance to resist Crowd Control debuffs. A6 makes Imbibitor Lunae even more adept at dispatching Imaginary weak foes, granting him a persistent 24% increased CRIT DMG when dealing damage to them.

Because Imbibitor Lunae is already somewhat overkill for most things, his Eidolons are even more so unnecessary for him to be strong. E1 increases the maximum Talent stacks by 4, up to a new total of 10, and doubles the stacks gained per hit. E2 grants 1 extra Squama Sacrosancta for a new total of 3, and also advances his turn forward by 100%. This makes it so that he can instantly act again and get a full x3 Enhanced Basic for free, which is absolutely ridiculous. For spenders, this is the recommended stopping point, as neither E4 nor E6 have anywhere close to as much impact as E2 does.

With this much power under his belt already, finding teammates for Imbibitor Lunae is as simple as enabling him to deal this damage as often as possible… with the added challenge of not taking away any of his owed SP. How this is achieved depends on how you choose to play him. If you’re aiming to utilize his x3 Enhanced Basic on every single one of his turns (all-in), then you’re going to need the other three teammates to be completely SP-positive (or have 2 SP-Positive and 1 SP-Neutral). For example, Tingyun and Luocha are considered as SP-positive characters because the first only uses her Skill every 3 turns and Luocha never needs to use his. Also, someone like Pela is fully SP positive unless you need her dispel effect, meaning she is a great pairing with Imbibitor Lunae, since she also provides AoE DEF shred with her Ultimate, though do note Pela will need to be very fast.

Running an all-in Imbibitor Lunae is also quite difficult with other defensive units that aren’t Gepard or Luocha; neither Gepard nor Luocha need to use SP to provide all of their defensive utility, but other defensive units like March, Natasha, or Bailu, all will need to be using their Skills every so often to ensure that they’re actually providing their benefits, meaning it will also inevitably become unsustainable within an Imbibitor Lunae team.

Conversely, you can play Imbibitor Lunae by only using his x3 Enhanced Basic every other turn, and regular Basic ATKs in between (alternating). This substantially lowers his SP requirements, especially when factoring in the ‘free’ Skill Point usage his Ultimate gives him, and this allows him to have more flexible team comps. Obviously, this method of playing him deals less damage than the former method, but it’s far less SP and brain-intensive, and personal comfort is also a valid reason to switch things up. That said, this alternative playstyle still offers extremely competitive damage output when compared to other top damage dealers, so don’t feel forced into using the all-in playstyle to see success.

No damage dealer review is complete without mentioning Bronya, and it must be said that utilizing her with Imbibitor Lunae is inordinately challenging. Bronya naturally brings with her conversations about SPD tuning, and it all spirals from there. A super-fast Bronya will be able to provide a lot of value for Imbibitor Lunae because she will be able to generate a fair amount of SP as well, but she is far more usable on an alternating playstyle than on an all-in playstyle - in that playstyle, you make Bronya 1 Speed slower than Imbibitor Lunae, so she goes right after him and boost him with her Skill. You physically do not have the SP required to do a x3 Enhanced Basic into Bronya Skill into x3 Enhanced Basic, since that line would cost you 7 SP. This would only be possible with Imbibitor Lunae’s Ultimate and even then it would cost you all 5 of your team’s SP. Would it completely mince whatever’s in front of you? Absolutely, but it’s just not practical.

Yukong is also a remarkably powerful support option here, especially due to her A4 granting a permanent 12% Imaginary DMG boost to the team. Her CRIT buffs are undeniably powerful, but like Bronya, she is incapable of sustaining these benefits indefinitely onto an all-in Imbibitor Lunae. An alternating Imbibitor Lunae would allow Yukong more freedom to utilize her buffs without completely draining the SP tank in the process. However, the SPD issue is far more pronounced for Yukong than for Bronya, as Yukong does not have any natural Turn Advance in her kit, neither for herself nor allies. Using her with Imbibitor Lunae will demand very strict SPD tuning to ensure that Yukong is always acting at least 2 turns before Imbibitor Lunae does, else her presence is entirely wasted on that team. E6 for Yukong can significantly alleviate this issue, but even then it’s still extremely difficult to use her.

The final note is about Welt and the mono-Imaginary team. It’s a fun team, potentially even good in some specific circumstances, but is also unfortunately unsustainable, as both Welt and Yukong also want to have as much Ultimate uptime as possible, which necessitates using their Skills for more Energy. Welt is potentially decent to use with Imbibitor Lunae for the purposes of activating the very potent 4pc effect of the Wastelander of Banditry relic set, as Imbibitor Lunae has no way of activating this on his own. Similar issues can arise as mentioned previously, and SP management is the name of the game. Since Welt can also be used as a competent damage dealer of his own, it’s up to the player whether or not they’re comfortable relegating him to a more support-oriented role.

If you don’t want to deal with all that hassle, just use Tingyun and Pela instead.

Imbibitor Lunae might be an SP-consuming fiend, but his damage output and somewhat flexible playstyle make him extraordinarily powerful, and usable almost anywhere and against any foe. Where will the Trailblaze take him next, I wonder…?

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

B

PF

Build and teams

Best Relics

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority. 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

104.82%

100% Imprison

(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.

100%

(2)

ATK increases by 12%.

(4)

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

97.74%

(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.

96.88%

(2)

ATK increases by 12%.

(4)

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

(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.

96.06%

(2)

ATK increases by 12%.

(4)

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

(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.

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%.

99.39%

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.

96.86%

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.

96.03%

(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%.

93.60%

(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%.

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

Wastelander of Banditry Desert

As long as enemy is debuffed and you are not Crit capped (but still maintain 70% Crit Rate) this set was ahead by a tiny margin. If you can Imprison the enemy it's lead extends, but if you plan to build 134 speed Lunae it can be challenging to achieve the required Speed without insane sub-stats which hinders this sets viability for Speed builds.

Musketeer of Wild Wheat

Easier to use as the set doesn't require additional conditions to show its full potential. Also, it's a better choice for Speed-focused builds.

Those two sets are the best for Imbibitor Lunae, but if you can't complete them, you can use various 2+2 combinations like: Wastelander of Banditry Desert + Musketeer of Wild Wheat, Wastelander of Banditry Desert + Messenger Traversing Hackerspace or Musketeer of Wild Wheat + Messenger Traversing Hackerspace.

Best Stats
Body
CRIT DMG
CRIT DMG
CRIT Rate
CRIT Rate
Feet
Speed
Speed
ATK
ATK%
Planar Sphere
Imaginary DMG
Imaginary DMG
ATK
ATK%
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%

    • Crit Rate is recommended for lower gear levels in order to achieve required 70% Crit Rate for Rutilant but at higher gear levels Crit DMG is better. Crit damage should be around 80% higher than crit rate, the ratio is a little lower thanks to his Roar stacks on his Skill and his bonus ability against IMG enemies.

  • Feet - ATK% = Speed

    • For players looking to play more experimental DHIL team compositions using less SP positive supports ATK% boots is likely a good choice to assist with sustaining SP on DHIL. For low cycle performance and high damage output Speed (134) is our personal favorite and what gave us the best results - but at the same time it's the most restrictive in terms of teambuilding (also at E2 you may encounter some SP issues when running 134 Speed),

  • Planar Sphere - Imaginary DMG > ATK%

  • Link Rope - ATK%

Additional notes for Speed breakpoints

Here's a list of Speed breakpoints that will help you with building Imbibitor Lunae and his teammates:

  • 121 Speed - gain a bonus action on the 2nd cycle of every new wave,

  • 134 Speed - gain a bonus action on the 1st and 4th cycle of every new wave (MOST RECOMMENDED),

  • 142 Speed - gain a bonus action on the 1st and 3rd cycle of every new wave,

  • 161 Speed - gain a bonus action on the 1st, 2nd and 4th cycle of every new wave

Recommended endgame stats
  • HP: 3200+

  • DEF: 800+

  • ATK: 2200 - 2600+

  • CRIT RATE: 75% - 85%+

  • CRIT DMG: 145% - 165%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 121 / 134

Build comments

Build enough Speed to reach the desired breakpoint (121 or 134 - anything higher may lead to SP consumption issues). After that focus on the trifecta of stats: Crit Rate, Crit DMG, and ATK%.

Best Light Cones

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

107.11%

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)

Assumes both stacks of Dragon's Call are maintained at all times without altering rotation.

100.00%

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.

94.88%

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.

92.85%

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

Assumes to have 100% uptime of its on-kill buff at all times. In fights where this is not the case for the majority of the duration, its damage will be lower

79.81%

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 higher 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.

79.33%

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

Assumes to have 0% uptime of its on-kill buff.

Traces priority
Skills priority:

Basic > Skill = Talent = Ultimate

Major Traces priority:

Jolt Anew (A6) > Star Veil (A2) > Aqua Reign (A4)

Synergy
CharacterNotes
Sparkle
Sparkle makes Imbibitor much more enjoyable to play, as you no longer will have any skill point issues - on top of her providing all the buffs he wants.
Hanya
Hanya can provide Imibitor, and the whole team, with more Skill Points which helps a lot with the biggest issue Imibitor has - being Skill Point hungry.
Bronya
Bronya is a decent choice for DHIL when implemented in teams correctly and offers two playstyles. Sadly, with Sparkle release, she fell out of grace. In the first, you need to tune her to be 1 Speed slower than DHIL and use this rotation: 0BA > Bronya Skill > 3BA to generate additional energy for DHIL and grant him additional actions. As an alternative option, Bronya can also be played at max Speed (while DHIL doesn't get any Speed stats) so she can boost him a lot more often, but this comes at the cost of extraordinary Skill Points consumption.
Silver Wolf
Silver Wolf can implant Imaginary weakness in the enemy enabling DHIL's bonus ability granting him 24% Crit DMG and enabling Imaginary Break. If DHIL has the Wastelander relic set equipped Silver Wolf enables debuffs and Imaginary weakness breaks and Imprisons for the set bonus. Overall she provides great Utility and damage multipliers for DHIL and an excellent support.
Yukong
Yukong can provide DHIL with massive damage bonuses and huge burst windows. Her Skill needs to be used carefully so that DHIL still has the SP required to use his enhanced basics - the most conservative recommendation is only to use her Skill right as her Ultimate is about to become available to empower DHIL with her large burst window. Can also be played entirely SP positive for players that have her E6.
Tingyun
Tingyun is an incredible support for DHIL thanks to the large amount of buffs she grants and the fact that she is naturally SP positive. The energy from Tingyun's Ultimate also grants DHIL much faster access to gaining his Squama stacks further contributing to an easy SP management team.
Pela
Pela is one of the top picks for the entirely SP-positive pure basic attacking role. She is easily able to build energy towards her Ultimate quickly which grants DHIL a nice damage boost and provides a debuff to enable the Wastelander set for players opting to run it. Great option for crowd control with Ice breaks and the potential to rip buffs off enemies if the situation calls for it.
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 9

App. rate: 2.45%

Avg. cycles: 6.16

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

Rank 13

App. rate: 1.79%

Avg. cycles: 5.67

Dan Heng • Imbibitor Lunae
Imaginary
Sparkle
Quantum
Tingyun
Lightning
Fu Xuan
Quantum

Rank 16

App. rate: 1.74%

Avg. cycles: 6.26

Dan Heng • Imbibitor Lunae
Imaginary
Ruan Mei
Ice
Sparkle
Quantum
Luocha
Imaginary

Rank 19

App. rate: 1.42%

Avg. cycles: 6.09

Dan Heng • Imbibitor Lunae
Imaginary
Sparkle
Quantum
Tingyun
Lightning
Huohuo
Wind

Rank 31

App. rate: 1.01%

Avg. cycles: 6.11

Dan Heng • Imbibitor Lunae
Imaginary
Ruan Mei
Ice
Sparkle
Quantum
Huohuo
Wind

Rank 34

App. rate: 0.86%

Avg. cycles: 6.44

Dan Heng • Imbibitor Lunae
Imaginary
Ruan Mei
Ice
Tingyun
Lightning
Luocha
Imaginary

Rank 44

App. rate: 0.67%

Avg. cycles: 6.7

Dan Heng • Imbibitor Lunae
Imaginary
Ruan Mei
Ice
Sparkle
Quantum
Fu Xuan
Quantum

Rank 49

App. rate: 0.61%

Avg. cycles: 6.97

Dan Heng • Imbibitor Lunae
Imaginary
Sparkle
Quantum
Tingyun
Lightning
Gepard
Ice

Rank 72

App. rate: 0.41%

Avg. cycles: 5.64

Dan Heng • Imbibitor Lunae
Imaginary
Ruan Mei
Ice
Tingyun
Lightning
Huohuo
Wind

Rank 109

App. rate: 0.27%

Avg. cycles: 6.62

Dan Heng • Imbibitor Lunae
Imaginary
Bronya
Wind
Tingyun
Lightning
Luocha
Imaginary
Video guides

MoC/PF Statistics

MoC 2.1.1 / PF 2.1.1

This section contains information about Dan Heng • Imbibitor Lunae 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 Dan Heng • Imbibitor Lunae in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Dan Heng • Imbibitor Lunae in the current phase of Pure Fiction.

Eidolons

Eidolons data comes from players we have scanned who used Dan Heng • Imbibitor Lunae in the current MoC cycle (3320) or in the current PF cycle (398) and had the character placed in their Profile.

51.33%

6.34 cyc.

Eidolon 0

4.82%

6.71 cyc.

Increases the stackable Righteous Heart count by 4, and gains 1 extra stack of Righteous Heart for each hit during an attack.

32.97%

4.95 cyc.

After using his Ultimate, Dan Heng • Imbibitor Lunae's action is Advanced Forward by 100% and gains 1 extra Squama Sacrosancta.

3.23%

4.66 cyc.

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

1.25%

5.21 cyc.

The buff effect granted by Outroar lasts until the end of this character's next turn.

0.25%

5.11 cyc.

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

6.14%

3.3 cyc.

After any other ally uses their Ultimate, the Imaginary RES PEN of Dan Heng • Imbibitor Lunae's next Fulgurant Leap attack increases by 20%, up to 3 stacks.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Dan Heng • Imbibitor Lunae in the current MoC cycle (3320) or in the current PF cycle (398) and had the character placed in their Profile.

70.2%

6.25 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)

21.73%

6.54 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

3.65%

7.63 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

1.04%

6.79 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

0.82%

6.37 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

0.59%

7.81 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

0.24%

5.08 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)

0.18%

5.2 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

0.17%

4.25 cyc.

Increases the wearer's ATK by 10/12.5/15/17.5/20%, and increases their DMG to enemies afflicted with Burn or Bleed by 16/20/24/28/32%. This also applies to DoT.

Source: Echo of War  | Forgotten Hall Store  | Mission Reward

0.1%

5.5 cyc.

Increases the wearer's Break Effect by 28/35/42/49/56%. When the wearer uses their Ultimate, increases CRIT Rate by 15/18.75/22.5/26.25/30%, lasting for 2 turns.

Source: Stellar Warp

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Dan Heng • Imbibitor Lunae in the current MoC cycle (3320) or in the current PF cycle (398) 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

35.83%

(2)

ATK increases by 12%.

(4)

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

28.75%

(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.

20.22%

(2)

ATK increases by 12%.

(4)

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

(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.

3.58%

(2)

ATK increases by 12%.

(4)

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

Flex

2.25%

(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.

Flex
Planetary Sets

95.43%

(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%.

0.81%

(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%.

0.49%

(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%.

0.37%

(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.

0.14%

(2)

Increases the wearer's CRIT DMG by 16%. When the wearer's current CRIT DMG reaches 120% or higher, after entering battle, the wearer's CRIT Rate increases by 60% until the end of their first attack.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Dan Heng • Imbibitor Lunae in the current MoC cycle (3320) or in the current PF cycle (398) and had the character placed in their Profile.

Main stats
Body
CRIT DMG
CRIT DMG
- 76.82%
CRIT Rate
CRIT Rate
- 22.4%
Feet
ATK
ATK
- 81.74%
Speed
Speed
- 17.35%
Planar Sphere
Imaginary DMG
Imaginary DMG
- 88.94%
ATK
ATK
- 10.46%
Link Rope
ATK
ATK
- 92.82%
Energy Regen
Energy Regen Rate
- 6.05%
Break Effect
Break Effect
- 0.06%
Average stats
Average stats
HP
HP
- 3558.26
ATK
ATK
- 3054.68
DEF
DEF
- 899.08
Speed
Speed
- 109.42
CRIT Rate
CRIT Rate
- 77.44%
CRIT DMG
CRIT DMG
- 172.97%
Imaginary DMG
Imaginary DMG
- 62.08%
Energy Regen
Energy Regen Rate
- 1.17%
Effect RES
Effect RES
- 9.75%
Effect HIT Rate
Effect HIT Rate
- 7.78%
Break Effect
Break Effect
- 13.41%
Average sub stats
Average sub stats
HP
HP
- 11.12%
ATK
ATK
- 14.72%
DEF
DEF
- 10.26%
Speed
Speed
- 4.35
CRIT Rate
CRIT Rate
- 31.51%
CRIT DMG
CRIT DMG
- 68.19%
Effect RES
Effect RES
- 9.75%
Effect HIT Rate
Effect HIT Rate
- 7.78%
Break Effect
Break Effect
- 12.91%
Other stats
Average stats
Character level - 79.99
Light Cone level - 79.65
Basic level - 6.12
Skill level - 10.09
Ultimate level - 9.91
Talent level - 9.98

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.
Imbibitor Lunae in 1 Target scenario
Imbibitor Lunae in 3 Targets scenario

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

Light Cone

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 Set

(2)

ATK increases by 12%.

(4)

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

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

Crit Rate (10%), CRIT DMG (75.8%), SPD (2.3)