Trailblazer

Trailblazer
TrailblazerConceptsTrailblazer
RarityRaritystrRaritystrRaritystrRaritystrRaritystr
PathClass Harmony
Combat TypesClass Imaginary
Ascension Materials
Credit246K
Thief's Instinct12
Usurper's Scheme13
Enigmatic Ectostella28
Conqueror's Will12
Trace Materials
Credit2.4M
Firmament Note12
Thief's Instinct28
Celestial Section54
Usurper's Scheme42
Heavenly Melody105
Conqueror's Will42
Past Evils of the Borehole Planet Disaster12
Tracks of Destiny5
StoryA girl(boy) who boarded the Astral Express.
They chose to travel with the Astral Express to eliminate the dangers posed by the Stellaron.

Table of Contents
Stats
Skill
Traces
Eidolons
Light Cones
Inventory
Gallery
Voice
Story

Stats

LevelATKDEFHPSPDCRIT RateCRIT DMGTauntEnergyAscension Materials
160.7292.41481055%50%100140
20118.4180.182881055%50%100140
Credit3200
Thief's Instinct4
20+142.69217.143471055%50%100140
30173.05263.344211055%50%100140
Credit6400
Thief's Instinct8
30+197.34300.34801055%50%100140
40227.7346.55541055%50%100140
Credit12800
Usurper's Scheme5
Enigmatic Ectostella4
40+251.99383.466141055%50%100140
50282.35429.666871055%50%100140
Credit32000
Usurper's Scheme8
Enigmatic Ectostella6
50+306.64466.627471055%50%100140
60337512.828211055%50%100140
Credit64000
Conqueror's Will5
Enigmatic Ectostella8
60+361.28549.788801055%50%100140
70391.64595.989541055%50%100140
Credit128K
Conqueror's Will7
Enigmatic Ectostella10
70+415.93632.9410131055%50%100140
80446.29679.1410871055%50%100140
LevelAscension Materials
1
20
Credit3200
Thief's Instinct4
20+
40
Credit12800
Usurper's Scheme5
Enigmatic Ectostella4
40+
50
Credit32000
Usurper's Scheme8
Enigmatic Ectostella6
50+
60
Credit64000
Conqueror's Will5
Enigmatic Ectostella8
60+
70
Credit128K
Conqueror's Will7
Enigmatic Ectostella10
70+
80

Skill

Swing Dance EtiquetteSwing Dance Etiquette - Basic ATK | Single Target
Energy Regeneration : 20
Weakness Break : Single Target : 30
Deals Imaginary DMG equal to of the Trailblazer's ATK to a single enemy.

Deals minor Imaginary DMG to a single enemy.
Level 9
Halftime to Make It RainHalftime to Make It Rain - Skill | Bounce
Energy Regeneration : 6
Weakness Break : Single Target : 30 / Blast : 30
Deals Imaginary DMG equal to of Trailblazer's ATK to a single enemy and deals DMG for 4 extra times, dealing Imaginary DMG equal to of Trailblazer's ATK to a random enemy each time.

Deals minor Imaginary DMG to single enemy targets with 5 Bounces in total.
Level 15
All-Out Footlight ParadeAll-Out Footlight Parade - Ultimate | Support
Energy Regeneration : 5
Weakness Break : AoE : 30
Applies the Backup Dancer effect to all allies, lasting for turn(s). Decreases its duration by 1 turn at the start of Trailblazer's every turn. Allies with Backup Dancer increase their Break Effect by . When they attack enemy targets that are in the Weakness Broken state, they will convert the Toughness-Reducing DMG of this attack to Super Break DMG 1 time.

Applies the Backup Dancer effect to all allies. Allies with Backup Dancer have their Break Effect increased and additionally deals Super Break DMG 1 time when they attack enemy targets that are Weakness Broken.
Level 15
Full-on Aerial DanceFull-on Aerial Dance - Talent | Impair
Energy Regeneration : 0
Weakness Break : 0
The Trailblazer immediately regenerates Energy when an enemy target's Weakness is Broken.

The Trailblazer regenerates Energy whenever an enemy target's Weakness is Broken.
Level 15
AttackAttack
Energy Regeneration : 0
Weakness Break : Single Target : 30
Attacks an enemy, and when the battle starts, reduces their Toughness of the corresponding Type.
Level 1
Now! I'm the Band!Now! I'm the Band! - Technique | Support
Energy Regeneration : 0
Weakness Break : 0
After using the Technique, at the start of the next battle, all allies' Break Effect increases by , lasting for turn(s).

At the start of the next battle, increases all allies' Break Effect.
Level 1

Traces

Dance With the OneDance With the One
Requires Character Ascension 2
When there are 5 or more/4/3/2/1 enemy target(s) currently on the field, the Super Break DMG triggered by the Backup Dancer effect increases by 20%/30%/40%/50%/60%.
Credit4000
Firmament Note2
Past Evils of the Borehole Planet Disaster1
DMG Boost: ImaginaryDMG Boost: Imaginary (Imaginary DMG Boost)
Requires Character Ascension 2
Imaginary DMG increases by 3.2%
Credit4000
Firmament Note2
Thief's Instinct4
Break EnhanceBreak Enhance (Break Effect)
Requires Character Ascension 3
Break Effect increases by 5.3%
Credit8000
Celestial Section2
Usurper's Scheme2
Shuffle AlongShuffle Along
Requires Character Ascension 4
When using Skill, increase the first Toughness-Reducing DMG inflicted in a battle by 100%.
Credit16000
Celestial Section4
Tracks of Destiny1
Past Evils of the Borehole Planet Disaster1
Break EnhanceBreak Enhance (Break Effect)
Requires Character Ascension 4
Break Effect increases by 8%
Credit16000
Celestial Section4
Usurper's Scheme3
DMG Boost: ImaginaryDMG Boost: Imaginary (Imaginary DMG Boost)
Requires Character Ascension 5
Imaginary DMG increases by 4.8%
Credit36000
Heavenly Melody2
Conqueror's Will2
Hat of the TheaterHat of the Theater
Requires Character Ascension 6
Additionally delays the enemy target's action by 30% when teammates Break enemy Weaknesses.
Credit128K
Heavenly Melody6
Tracks of Destiny1
Past Evils of the Borehole Planet Disaster1
Effect RES BoostEffect RES Boost (Effect RES)
Requires Character Ascension 6
Effect RES increases by 6%
Credit128K
Heavenly Melody6
Conqueror's Will6
DMG Boost: ImaginaryDMG Boost: Imaginary (Imaginary DMG Boost)
Requires Character Lv. 75
Imaginary DMG increases by 6.4%
Credit128K
Heavenly Melody6
Conqueror's Will6
Break EnhanceBreak Enhance (Break Effect)
Requires Character Lv. 80
Break Effect increases by 10.7%
Credit128K
Heavenly Melody6
Conqueror's Will6
Break EnhanceBreak Enhance (Break Effect)
Break Effect increases by 5.3%
Credit2000
Thief's Instinct2
Effect RES BoostEffect RES Boost (Effect RES)
Requires Character Ascension 3
Effect RES increases by 4%
Credit8000
Celestial Section2
Usurper's Scheme2
Break EnhanceBreak Enhance (Break Effect)
Requires Character Ascension 5
Break Effect increases by 8%
Credit36000
Heavenly Melody2
Conqueror's Will2

Eidolons

Best Seat in the HouseBest Seat in the HouseBest Seat in the House
Recovers 1 Skill Point(s) after using the Skill for the first time in a battle.
Jailbreaking RainbowwalkJailbreaking RainbowwalkJailbreaking Rainbowwalk
At the start of the battle, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).
Sanatorium for Rest NotesSanatorium for Rest NotesSanatorium for Rest Notes
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Dove in TophatDove in TophatDove in Tophat
Increases the Break Effect of all allies except the Trailblazer. The increase is equal to 15% of the Trailblazer's Break Effect.
Poem Favors Rhythms of OldPoem Favors Rhythms of OldPoem Favors Rhythms of Old
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Tomorrow, Rest in SpotlightTomorrow, Rest in SpotlightTomorrow, Rest in Spotlight
Increases the Skill's additional DMG by 2 hit(s).

Light Cones

ConceptsRarityPathATKDEFHPSkillAscension Materials
Chorus
Chorus3
RarstrRarstrRarstr
harmony-class317.52264.6846.72After entering battle, increases the ATK of all allies by 8%. Effects of the same type cannot stack.
Stellaris Symphony
Silvermane Medal
Meshing Cogs
Meshing Cogs3
RarstrRarstrRarstr
harmony-class317.52264.6846.72After the wearer uses attacks or gets hit, additionally regenerates 4 Energy. This effect cannot be repeatedly triggered in a single turn.
Stellaris Symphony
Silvermane Medal
Mediation
Mediation3
RarstrRarstrRarstr
harmony-class317.52264.6846.72Upon entering battle, increases SPD of all allies by 12 points for 1 turn(s).
Stellaris Symphony
Squirming Core
Memories of the Past
Memories of the Past4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56Increases the wearer's Break Effect by 28%. When the wearer attacks, additionally regenerates 4 Energy. This effect cannot be repeatedly triggered in a single turn.
Stellaris Symphony
Silvermane Medal
Planetary Rendezvous
Planetary Rendezvous4
RarstrRarstrRarstrRarstr
harmony-class423.36330.751058.4After entering battle, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12%.
Stellaris Symphony
Conqueror's Will
Dance! Dance! Dance!
Dance! Dance! Dance!4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56When the wearer uses their Ultimate, all allies' actions are Advanced Forward by 16%.
Stellaris Symphony
Artifex's Gyreheart
Carve the Moon, Weave the Clouds
Carve the Moon, Weave the Clouds4
RarstrRarstrRarstrRarstr
harmony-class476.28330.75952.56At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 10%, all allies' CRIT DMG increases by 12%, or all allies' Energy Regeneration Rate increases by 6%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.
Stellaris Symphony
Conqueror's Will
But the Battle Isn't Over
But the Battle Isn't Over5
RarstrRarstrRarstrRarstrRarstr
harmony-class529.2463.051164.24Increases the wearer's Energy Regeneration Rate by 10% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered once after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30% more DMG for 1 turn(s).
Stellaris Symphony
Silvermane Medal
Past and Future
Past and Future4
RarstrRarstrRarstrRarstr
harmony-class423.36396.9952.56When the wearer uses their Skill, the next ally taking action (except the wearer) deals 16% increased DMG for 1 turn(s).
Stellaris Symphony
Squirming Core
Past Self in Mirror
Past Self in Mirror5
RarstrRarstrRarstrRarstrRarstr
harmony-class529.2529.21058.4Increases the wearer's Break Effect by 60%. When the wearer uses their Ultimate, increases all allies' DMG by 24%, lasting for 3 turn(s). Should the wearer's Break Effect exceed or equal 150%, 1 Skill Point will be recovered.
At the start of each wave, all allies regenerate 10 Energy immediately. Effects of the same type cannot stack.
Stellaris Symphony
Immortal Lumintwig
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Story

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39 responses to “Trailblazer”

  1. does Harmony MC need attack or she absolutely don’t care and only want Speed and BreakEffect ?

      
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  2. Looks to me harmony mc needed new dps for its kit to matter. Does it have great synergy with xueyi?

      
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    • According to what other people have said, the formula for the backup dancer effect is uniquely different from the standard break effect formula. It doesn’t get halved from quantum/imaginary characters, and the damage is only based on the toughness-reducing damage of the effect and generously so.

      As such, HTB could be as strong with Xueyi as Sparkle or possibly even better. You’d be trading raw damage numbers from her abilities for higher entanglement damage and the backup dancer’s damage. You could go from ~25% of Xueyi’s damage being from break and entanglement to about 63% with Silver Wolf and HTB, which could likely pull them ahead of Sparkle’s performance depending on the situation.

      Subject to change, but the current formula for how the damage is calculated is VERY strong.

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  3. Wait a minute am i reading this right? HMC skill does 30 toughness dmg per hit and it has 5 hits, does that mean if theres only 1 enemy HMC skill will do 150 toughness dmg and 210 toughness dmg at e6?

      
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    • Asta’s skill does 30 toughness damage for the 1st hit and 15 for each of the following hits. It is assumable that HMC’s skill works the same, but I won’t be surprised if it turns out to be otherwise.

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      • Thats a lot of toughness dmg with ruan mei up to like 315 at e6. Something Unto Death has like 720 toughness.

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  4. Could someone explain something in trailblazer ult. “When allied targets with Backup Dancer attack an enemy in the Weakness Broken state, they will deal Break DMG 1 additional time”
    Does it proc per attack or per hit ?, I’m confused
    (Like The Swordplay light cone effect)

      
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    • It’s extra break damage per attack, based on how much toughness damage that attack would have done. Each attack will do damage equivalent to how much break damage that % of the bar corresponds to. It doesn’t care about how many hits the attack has, just how much toughness damage it does.

      Hitting an enemy with a toughness bar of 300 for 60 toughness damage like most skills would do 60/300 = 1/5 = 20% of the damage you would have done for a full break on that enemy.

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  5. Can someone confirm something about Trailblazer ult “When allied tragets with Backup Dancer attack an enemy in the Weakness broken State, they will deal Break DMG 1 additional time”.
    Does the effect proc per attack or per hit ?
    (Like Swordplay light cone)

      
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    • It’s almost certainly per attack and not per hit. Based on every clip I’ve seen from beta gameplay footage, the effect only triggers once when an ally attacks. It’s already very strong though

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  6. I wanted to get some damage estimates on this kit, so I drew up my own analysis that I probably over-complicated… so I’ll be the first to be wrong here.

    I threw together 3 “break” dps: Boothill, Xueyi, and Sushang, with stats based on Prydwen’s recommendations to try to avoid any bias from my stats. They had base break effects of 200, 150, and 120 respectively. I then paired them with combinations of the classic (hyperspeed) Bronya and Ruan Mei, and then Harmony Trailblazer (HTB) and hyper def shred break Silver Wolf (S5 Resolution, 120% break effect). This team was then paired with a 0 Break sustain and thrown at a single-target scenario (2 Hunt characters in analysis kinda needs this to be fair) with 360 toughness and 120 speed.

    HTB performs very poorly with Sushang, and for the most part struggles with Xueyi. But, with Boothill HTB performs better than Bronya. So I would guess that HTB will be a solid FTP pick for any of these break-focused dps in the future, but only really if they can force detonate their own breaks. For any dps that can only use their break stat when breaking an enemy or through HTB’s ult, another harmony is better.

    I did get shocked by the performance of Silver Wolf. With this 69% def shred and break build, she actually performs slightly better than HTB with Boothill specifically, even if less than 1% different. The best break team for BH was RM+SW, which was about 0.4% better than RM+HTB and 5% better than SW+HTB. These 3 teams had the break damage be over 50% of BH’s damage (including RM’s bonus damage hits on break and ult delay), between 53 and 67%. Xueyi’s only good team was SW+HTB, which was 3% behind RM+SW.

    For delaying the enemy, RM+HTB is the best combo, getting about 40 AV more delay than the RM+SW combo. The Bronya+RM team technically gets second, but does so by dragging the dps along at 170 speed, so your supports don’t get to trigger HTB as often.

    TL;DR: Harmony TB is not great with existing units unless they get additional value out of their Break Effect (Xueyi) due to the high share from E4 and 4pc Watchmaker. With Boothill, HTB is on par with S5 Resolution Silver Wolf for his best teammate behind Ruan Mei. Kit is overall niche but good in that niche.

      
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    • did you take into account the extra damage of ruan mei basic attacks on broken enemies? the extra damage of Harm(ony)TB 315 toughness-reducing skill? add something like gallagher with his own break and that adds extra break dmg for everyone and you got a full functional team of 4 dps. His power relies on giving everyone the buff just like ruan mei

      thanks for the calculations :p

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      • No problem, I just really like the kit’s effects of boosting break damage so I wanted to get some numbers as to how good it actually was!

        I did take into account both supports hitting the broken enemies with their basics while under HTB’s ult, as well as the bonus damage from Ruan Mei’s extra delay. I didn’t include the HTB’s ascension 4 passive doubling the toughness damage because, frankly, the wording on it is confusing. It sounds like only the first skill use per fight, so I wanted to avoid using it if that was the case. I counted it as 30 x1 and 15×4 for total of 90 toughness damage, which despite being the worst-case scenario (pre-E6 at worst toughness damage scenario) *still* gives crazy damage. I did count 1 skill and 1 basic during the broken phase though.

        I did have to re-do my calculations based on the new break formula that came out that HTB apparently uses, which does change the results actually quite a bit. The new formula is VERY strong compared to the base formula. I also found out that Boothill’s pocket trickshot extra damage has its own toughness damage, which you can see in showcases where his toughness damage is insane (I think it’s 60 base + 30x pocket trickshot stacks, for max of 150).

        The new numbers give RM + HTB and SW + HTB being MILES ahead of the other combos for Boothill, about a 50% damage increase even compared to RM + SW. RM + HTB maxes the HTB damage, but overall is only slightly better due to SW boosting the damage of the physical break being better than RM’s extra break damage. Similarly, SW + RM is only a little behind RM + HTB, but the damage profile changes to be more standard damage than break (44% break damage).
        The situation is similar for Xueyi, but instead SW + HTB pulls ahead of everyone else due to SW providing Xueyi with almost complete defense shred (quantum set on Xueyi) and HTB trading a little bit of raw damage for backup dancer’s insane damage when paired with Xueyi’s ult specifically (about 33% better than RM + HTB).
        Sushang is better than before, but not nearly as well as Boothill or Xueyi.

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        • Also to note, I didn’t include Gallagher since this was mainly as a check of HTB’s damage compared to some other supports, especially in the case of a DPS that likes breaking or attacking a broken enemy. I left the sustain generic to allow me to focus on the general case and how much damage HTB does compared to the damage boosting of other supports.

          With some of these teams reaching 70-80% of their total damage from breaks and HTB ult, Gallagher could provide about 8-9% damage boost overall to the team, not including his personal damage. If you got him especially at high eidolon, his break boost should be very strong if you can keep it for when the enemy is broken.

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  7. Mc new kit will remain confusing and underwhelming until someone breaks it down. One thing for sure. Its a niche kit because of break effect

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  8. This is by far the most unique harmony kit we’ve gotten, with basically none of harmony’s bread and butter attack/crit damage/dmg% buffs, opting for “Oops! All Break Effect” instead.

    I’m assuming the ult works by taking the break multiplier (0.5 + toughness damage/120) and applying it to every attack, essentially taking the % of the bar that would have broken and doing that much of the break damage. Combine that with the enemy-dependent multiplier, and you’ve got some decent break damage coming out of your team, especially with a break-oriented dps such as Boothill, Xueyi, or maybe Sushang… Any fire or physical break effect-based unit will love the force procs with those elements’ 2x multiplier on break damage.

    Add the major trace to delay by an extra 30%, you’re getting a base delay of 55%, if it’s a 200%+ BE Trailblazer break, then that enemy is GONE, delayed at least by 150% and slowed by imprisonment at the same time.

    Could be very strong in PF specifically, with multiple breaks for fast energy generation and many triggers of damage on those then broken enemies. Either way, this kit is very hard to analyze due to the differences in damage based on multiple characters’ break effect stats, how many enemies there are, and what element your damage dealer and supports are.

      
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    • I’m curious if the additional hit also applies on break for 2.2x break or only on unique hits when already broken. I’m really curious how well it would work with Ruan Mei, will breaks just slap 4x times? Is it just break dmg (always 1x) or break effect too (which would include the 2x multipliers etc you mentioned)? Could either be really good in pure fiction-esque scenarios or just a nice bonus to a few break oriented teams (xueyi + gallager + tb + ruanmei etc)

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