Weakness Break, Toughness, types and paths
Honkai: Star Rail battle mechanics
Combat
66Leviathan's Might

1.While "Blood of the Fallen God: Yabuli" is on the field, "Frenzied Beast's Seed Germs" will prioritize attacking characters in the "Calibration" state and apply "Fallen God's Decay" to them.

2.Characters afflicted with "Fallen God's Decay" can avoid entering the "Phantom Illusion" state by taking Multiple Actions or defeating the "Frenzied Beast's Seed Germ" as quickly as possible.
Blood-Brain Barrier

1.When "Blood of the Fallen God: Yabuli's" HP drops below a certain threshold, this unit gains "Blood-Brain Barrier."

2."Blood-Brain Barrier" greatly reduces all DMG taken by "Blood of the Fallen God: Yabuli." Elation DMG's efficiency in dispelling the "Blood-Brain Barrier" greatly increases.
Inverted Severance

1.Characters afflicted with the "Happiness" state will gain stacks at the start of their turn. Once they reach a certain number of stacks at the end of their turn, they will be converted into a "Happiness Puppet."

2.Attacking and defeating enemy targets can reduce stacks to avoid being converted and overcome the "Happiness" effect.
Alloy Mechatron: King Pom-Pom

1.After "Alloy Mechatron: King Pom-Pom" uses "High-Temp Sterilization Mode," it gains several stacks of "Lasting Antibac," greatly reducing the DMG taken by it.

2.Gaining a certain amount of Punchline allows the ally "Alloy Pommy" to gain an extra turn and Enhanced Basic ATK. The Enhanced Basic ATK can remove 1 stack of "Lasting Antibac" from "Alloy Mechatron: King Pom-Pom."

3.When all "Lasting Antibac" effects are removed from "Alloy Mechatron: King Pom-Pom," it takes massive DMG.
Live Showdown

1.All ally targets will battle on the prime-field and sub-field respectively. Outside of Aha Instants, ally and enemy targets on different fields cannot attack targets on the other field.

2.During Aha Instants, Elation Skills can only attack enemy targets on the sub-field.

3.The Live Showdown will be dispelled when any of these conditions are met: countdown ends, the sub-field ally character is downed, all sub-field enemy targets are defeated, or when there are no sub-field ally characters left available to battle.
Path of Elation

1.At the start of battle, gains a certain number of Punchlines based on the number of Elation characters present.

2.After gaining Punchline, Aha is added to the action bar. Aha's SPD increases based on the number of Elation characters present. After Aha's turn, all Punchline stacks are consumed.

3.When Aha takes action, Aha Instant is triggered, dispelling Crowd Control debuffs from all Elation ally characters. Then, all units capable of using an Elation Skill will use them in sequence. The more Punchline stacks, the stronger the effects of these Elation Skills. When combat starts or Aha Instant ends, Elation characters enter the "Certified Banger" state, unlocking various buffs.

4.If no units are capable of casting an Elation Skill when Aha takes action, Aha will instead cast the Elation Skill: "Let There Be Laughter." The more Punchline stacks, the stronger the effect of this skill.

5.After Aha takes action, gains a certain amount of Punchline based on the number of Elation characters present.
Prime-field/Sub-field

In both the battlefields, the battlefield where the Boss Enemy is located is called the prime-field, while the other battlefield is called the sub-field.
Dual Battlefield

All ally targets are split between two battlefields. Ally and enemy targets cannot attack targets on a different battlefield.
Phantom Illusion

When an ally character enters the "Phantom Illusion" state, they will be "Departed". Units summoned during the "Phantom Illusion" state will fight in their place and inherit some of that character's stats.
HP Overload

Units in the "Overloadable" state will convert any damage exceeding their current HP into "HP Overload" and won't be knocked down as a result.
Back Row Target

"Back Row Target" is located in the back of the formation on the field and cannot be selected by "Single Target ATK" and "Blast"-type abilities. "AoE ATK," "Bounce," and "Follow-Up ATK" abilities can hit enemy Back Row Targets.
HP Count

Units with "HP Count" will not lose HP when attacked, but their "HP Count" will decrease instead. When the "HP Count" reaches zero, the unit will be knocked down. Healing and Shield effects cannot prevent "HP Count" reduction.
Amphorean Hatred

1.Attack abilities from "Anti-Creator," "Mythos," and "Logos" will increase "Amphorean Hatred." As "Hatred" increases, it will reduce allies' Maximum Restorable HP and Maximum Recoverable Skill Points. When "Hatred" reaches its maximum, combat ends in failure!

2.Ally targets can use Ultimate to charge "Heroes, Ever Ablaze" or "Epics, as We've Written," which greatly reduces "Amphorean Hatred"!
Black Tide Fever

1."Black Tide Fever" is a type of DoT debuff. The DoT originates from a part of the DMG that the target takes. When stacking, it resets the duration of "Black Tide Fever."

2.While in "Black Tide Fever," targets receive Wind Shear, Burn, Shock, and Bleed DoT at the start of every turn.

3.The enemies' "Black Tide Fever" is immediately dispelled when the "Revel in Destruction" state ends. Allies' "Black Tide Fever" is immediately dispelled when their HP is fully restored. Units will not take the DoT damage after this state is dispelled.
Antinomy

The "Antinomy" state will activate Ultimates. However, using an Ultimate during this effect will cost massive HP.
Algorithm Switch

1.When Zandar switches to "Evolution Mode," enemy targets appearing on the battlefield or ally memosprites being summoned can accelerate Zandar's mode-switching.

2.When Zandar switches to "Disputation Mode," defeating enemy targets or ally memosprites disappearing will accelerate Zandar's mode switching and reduce threat.
Weather

Due to the presence of Eye of Twilight, all targets on the field will be affected by the weather effects. While in Sunny Day, the battlefield has the "Temperature" effect. At the start of any target's turn, "Temperature" increases. Allies will take continuous Burn DMG based on "Temperature." DMG dealt by ally targets increases based on "Temperature."
Dream Bubble and Slumber

1.When ally targets' HP is reduced, accumulates "Desperate Bubble." Upon reaching the limit, causes "Pollux" to advance its action and enter the "Enhanced" state in its next turn.

2.In the "Enhanced" state, attacks against "Pollux" or "The Long Arms of Sorrow" can reduce "Desperate Bubble" and restore allies' HP. When "Desperate Bubble" depletes, dispels the "Enhanced" state.

3."Indulging Slumber" decreases DMG received by enemy targets when this target deals DMG to them. Restore an ally target's HP to a certain threshold to dispel this effect.
Corrosion

Certain enemies will inflict ally units with the "Corrosion" state. Attacking enemies will restore Corroded HP. The more targets hit, the more is restored.
Resist Strife's Domination

Reducing the HP of "Conquer or Be Conquered" restores the corresponding character's Maximum Restorable HP, and the character can deal increased DMG when attacking their corresponding "Conquer or Be Conquered."
Glory

Characters with "Glory" can obtain buffs via using Skill or Ultimate to increase "Glory" stacks, as well as dispel a number of "Titanic Corpus" stacks equal to the current "Glory" stacks when attacking.
Barrage

Enemy barrage-type abilities will always initiate from a fixed side of the team, sequentially attacking all units without being influenced by any effects that alter target selection. If all units have been attacked and there are remaining attack counts, the ability will then target random units.
Sweep

Enemy sweep-type abilities will always initiate from a fixed side of the team, sequentially attacking a set number of targets without being influenced by any effects that alter target selection.
Distribute

Enemy distribution-type abilities will attack multiple targets within the team, and the attacked targets will evenly distribute either the DMG coefficient of the ability or any additional effect coefficient attached to that ability.
War Armor

1.Attacking enemies a certain number of times can destroy their "War Armor."

2.When "War Armor" is destroyed, deals DMG to enemies, delays their action, and regenerates Energy for the attacker.

3.Attacking enemies with destroyed "War Armor" will also additionally deal DMG to them. "War Armor" will be completely repaired at the end of the enemy's turn.
Fate's Convergence

When normal enemies with this mark are defeated, deals DMG to the Boss enemy.
Terror Grip

1.When an ally is inflicted with Terror Grip, attacking the caster of Terror Grip once can dispel Terror Grip.

2.When Terror Grip ends, if the caster of Terror Grip is not attacked to dispel Terror Grip, then the affected ally will fall into the Terrified state and be unable to perform actions.
Moon Rage

1.Enemies with this mark can enter the Moon Rage state. After enemies use attacks, apply 1 stack of Bloodlust to enemy units that can trigger Moon Rage.

2.When "Bloodlust" reaches a certain number of stacks, the unit enters the "Moon Rage" state. At the same time, a "Moon Rage" countdown appears in the Action Order. When the countdown's turn begins, "Moon Rage" is dispelled across all enemy units.
Multi-Layer Toughness

Enemies with multiple layers of Toughness will suffer an instance of Break DMG each time a layer of Toughness is reduced. When the last layer is reduced to 0, the Weakness Break effect will trigger.
Collective Shield

Collective Shield can take DMG on behalf of all ally characters, and the Shield Effect represents the amount of DMG the Shield can currently endure.
Shared HP

Enemies tagged with this mark will share HP.
Enemy Rank

1.In combat, you'll encounter enemies of different levels. The higher the level, the tougher they are.

2.Enemies marked with the icon shown are normal enemies.

3.Enemies marked with the icon shown are elite enemies.

4.Enemies marked with both the icons shown are Boss enemies.
Cast

{LAYOUT_CONTROLLER_PS#Use the controller to switch between or to use abilities.}
Select Target

{LAYOUT_CONTROLLER_PS#Use the controller to switch the currently selected target.}
Skill Point

Skill Points are shared among the team. Using a Skill will consume Skill Points, while using Basic ATK can recover Skill Points. To emerge victorious, you need to allocate your resources wisely!
Action Order

1.Action Order shows the order of action of both allies and enemies. The character at the top of the order will take action first.

2.Click Action Order to display the action value in the bottom right corner of every target. Action value represents the interval until the next action. The lower the value, the sooner the action will be on the Action Order.

3.Some characters' abilities can cause actions to be Advanced Forward or delayed. Triggering Weakness Break on enemies will also cause their action to be delayed.
Action Order Details

Click the target in the Action Order to review their details.
Speed

SPD will affect the interval between a target's actions. The faster their speed, the shorter the interval. At the same time, SPD also affects the Action Order when entering battle.
Ultimate

Ultimates can be used when a character's Energy is fully charged. Ultimates can be unleashed at any time. Use it at the right moment to give you more actions.
Energy

Energy is regenerated in battle when using abilities, defeating enemies, or receiving attacks. Energy Regeneration Rate can boost the amount of energy a character gains.
Toughness

Enemy targets have Toughness. Depending on the strength of the enemy, their Toughness will also be different.
Exo-Toughness

Enemies with Exo-Toughness will trigger Weakness Break when their initial Toughness is reduced to 0. Then, their temporary Toughness can continue to be reduced. When temporary Toughness is reduced to 0, the enemy will receive Weakness Break DMG again. The effect will be removed after this occurs.
Toughness Reduction

The Base Value of how much enemy Toughness is reduced by this attack.
Weakness

1.You will encounter all kinds of enemies during your adventure. Each of them has Weaknesses that can be exploited to reduce their Toughness by using attacks of the same Type.

2.Before using abilities, the expected Toughness reduction will be displayed above the target's HP bar.
Weakness Break

When you attack an enemy using the same attack Type as their Weakness and deplete their Toughness to zero, it will trigger the corresponding attack Type's Weakness Break effect and delay their action. Simultaneously, this will also cause them to enter a state of Weakness Break.
Break DMG: Break Effect

When Breaking enemies' Weakness, immediately deals Break DMG once. Break DMG increases with Break Effect and cannot CRIT.
Break DMG: Types and Toughness

1.When Weaknesses are Broken by Physical or Fire attacks, the Break DMG will be higher.

2.When enemies with high max Toughness are Weakness Broken, the Break DMG they receive will be higher.
Super Break DMG

Super Break DMG increases with higher Break Effect, higher Toughness Reduction of the attack, and higher character levels. Super Break DMG cannot CRIT Hit and is not affected by DMG Boost effects. Super Break DMG is also considered Break DMG.
Weakness Break: Physical

Using Physical attacks to trigger Weakness Break will immediately deal Physical Break DMG and apply the Bleed effect. Bleed will cause enemies to take Physical DoT at the start of the target's turn based on a proportion of the target's Max HP.
Weakness Break: Fire

Using Fire attacks to trigger Weakness Break will immediately deal Fire Break DMG and apply the Burn effect. Burn will cause enemies to take Fire DoT at the start of their turn.
Weakness Break: Ice

Using Ice attacks to trigger Weakness Break will immediately deal Ice Break DMG and apply the Freeze effect. Freeze will cause enemies to be unable to take action and take Ice Additional DMG at the start of their turn. After Freeze is dispelled, Weakness Break will continue until the start of their next action.
Weakness Break: Lightning

Using Lightning attacks to trigger Weakness Break will immediately deal Lightning Break DMG and apply the Shock effect. Shock will cause enemies to take Lightning DoT at the start of their turn.
Weakness Break: Wind

Using Wind attacks to trigger Weakness Break will immediately deal Wind Break DMG and apply the Wind Shear effect. Wind Shear can stack and will cause enemies to take Wind DoT at the start of their turn.
Weakness Break: Quantum

Using Quantum attacks to trigger Weakness Break will immediately deal Quantum Break DMG and apply the Entanglement effect. Entanglement will cause enemies to have their action delayed and take Additional Quantum DMG at the start of their turn. If enemies are attacked while Entangled, the Additional DMG will be increased.
Weakness Break: Imaginary

Using Imaginary attacks to trigger Weakness Break will immediately deal Imaginary Break DMG and apply the Imprisonment effect. Imprisonment will cause enemies to have SPD Reduction and have their action delayed.
Weakness Break State

When an enemy target's Toughness is depleted to zero, they will enter a Weakness Break State, during which the DMG they receive is increased. At the beginning of the enemy target's turn, their Toughness will be restored, and the Weakness Break State will be removed.
Weakness Combat Trigger

During your adventures, you will encounter enemies with multiple Weaknesses. Entering combat using attacks that match these Weaknesses can reduce the Toughness of enemies who have these Weaknesses.
Technique and Technique Points

1.Technique is a special type of ability used in Exploration, which costs Technique Points. Different characters have different Technique Buffs.

2.Destroy destructible objects and use special Consumables to recover Technique Points. Increasing your Equilibrium Level will increase the number of Technique Points available to you, up to a maximum of 5.
Auto-Battle

Use auto-battle to cast abilities and fight automatically. However, auto-battle cannot be used in some special combat situations.
2× speed

Use 2× speed to experience quicker battles. However, 2× speed will be temporarily turned off in some special combat situations.
Shield

1.Shield can take DMG in place of HP, Shield Effect refers to the maximum DMG value that can be absorbed by the current Shield.

2.The displayed Shield length corresponds to the percentage of the character's Max HP that the remaining Shield Effect represents.
Follow-Up ATK

During combat, some characters will automatically trigger an additional attack, known as Follow-Up ATK, when certain conditions are met. Counters are also considered a type of Follow-Up ATK.
Extra Turn

During combat, some characters will receive an extra turn when certain conditions are met. This extra turn does not consume any turn counts, and Ultimates cannot be used during this extra turn.
Ability Effect Efficiency

During combat, certain ability effects are subject to chance when activated. There are two types of chances: base chance and fixed chance. Base chance can be affected by Effect Hit Rate and Effect RES, while fixed chance is not affected by any factors.
DoT

DMG dealt by Bleed, Burn, Shock, and Wind Shear is considered DoT. This DMG cannot deal CRIT Hit.
Effect Dispel

1.Abilities from certain characters can dispel debuffs applied to allies. These can play a vital role at crucial moments.

2.Abilities from certain characters can dispel buffs applied to enemies. These can change the battlefield when fighting special enemies.
Damage types
7
PhysicalDescription: Using Physical attacks to trigger Weakness Break will deal Physical DMG and apply the Bleed effect, dealing Physical DoT.
FireDescription: Using Fire attacks to trigger Weakness Break will deal Fire DMG and apply the Burn effect, dealing Fire DoT.
IceDescription: Using Ice attacks to trigger Weakness Break will deal Ice DMG and Freeze the target, immobilizing the enemy and dealing Ice additional DMG.
LightningDescription: Using Lightning attacks to trigger Weakness Break will deal Lightning DMG and apply the Shock effect, dealing Lightning DoT.
WindDescription: Using Wind attacks to trigger Weakness Break will deal Wind DMG and apply the Wind Shear effect, dealing Wind DoT.
QuantumDescription: Using Quantum attacks to trigger Weakness Break will deal Quantum DMG and apply the Entanglement effect, delaying the enemy's action and dealing Quantum Additional DMG to the affected enemy at the start of the next turn. When the enemy is hit, this extra DMG will increase.
ImaginaryDescription: Using Imaginary attacks to trigger Weakness Break will deal Imaginary DMG and apply the Imprisonment effect, delaying the enemy's action and reducing its SPD.
Paths
9
DestructionDescription: Deals outstanding amounts of damage and possesses great survivability. Suitable for various combat scenarios
The HuntDescription: Deals extraordinary amounts of single-target damage. The main damage dealer against Elite Enemies
EruditionDescription: Deals remarkable amounts of multi-target damage. The main damage dealer against groups of enemies
HarmonyDescription: Applies buffs to allies to improve the team's combat capacities
NihilityDescription: Applies debuffs to enemies to reduce their combat capacities
PreservationDescription: Possesses powerful defensive abilities to protect allies in various ways
AbundanceDescription: Heals allies and restores HP to the team
RemembranceDescription: Possesses the ability to summon a memosprite with special abilities to fight alongside the team in battle
ElationDescription: Devise different kinds of punchlines to entice Aha to join in the revelry
Break DMG by level
The base a Weakness Break's damage scales from, at the attacker's level. Each damage type multiplies it by its own factor, and Break Effect raises it further.
- 1Break DMG base: 54.00
- 10Break DMG base: 85.87
- 20Break DMG base: 139.77
- 30Break DMG base: 231.20
- 40Break DMG base: 363.67
- 50Break DMG base: 774.90
- 60Break DMG base: 1,640.31
- 70Break DMG base: 2,659.64
- 80Break DMG base: 3,767.55
- 90Break DMG base: 6,020.88
- 95Break DMG base: 7,494.37



