**Stars:**★★★★**Element:**Fire**Path:**The Abundance**Release:**2.1

Gallagher is a unique 4-star Healer, exhibiting an intriguing blend of healing capabilities and the potential for respectable damage output. While his damage may not match that of dedicated DPS characters, he can deliver surprisingly high numbers for a Healer, a departure from the usual trend of minimal damage output among Healers.

What sets Gallagher apart is not only his dual role but also the distinctive feature in his kit – **his restorative abilities do not scale with Attack or HP**, a departure from the norm seen in the majority of Honkai Star Rail Healers. It is this characteristic that allows us to focus more on enhancing his damage-dealing potential.

Notably, the statistic that influences this character's healing skills is the Break Effect, an offensive-oriented stat. Therefore, it becomes crucial to prioritize acquiring a substantial amount of Break Effect. This approach serves as a two-fold benefit, amplifying both our damage output and the effectiveness of our healing abilities—a true win-win scenario.

## Base Stats

## Gallagher Healer & “DPS”

Given that Gallagher's healing skills are not dependent on his Attack or HP, we will craft a build that leans heavily towards DPS, despite his role as a Healer. Nevertheless, it is crucial to **prioritize a significant Break Effect**. This not only amplifies the damage output of our Weakness Break but also enhances our healing prowess (the Break Effect cap is 150%).

### Best Light Cones

What is Real?

Increases the wearer's Break Effect by 24%. Wearer's Basic ATKs restore an amount equal to 2% of Max HP plus 800 for themselves.

Increases the wearer's Break Effect by 30%. Wearer's Basic ATKs restore an amount equal to 2.5% of Max HP plus 800 for themselves.

Increases the wearer's Break Effect by 36%. Wearer's Basic ATKs restore an amount equal to 3% of Max HP plus 800 for themselves.

Increases the wearer's Break Effect by 42%. Wearer's Basic ATKs restore an amount equal to 3.5% of Max HP plus 800 for themselves.

Increases the wearer's Break Effect by 48%. Wearer's Basic ATKs restore an amount equal to 4% of Max HP plus 800 for themselves.

Echoes of the Coffin

Increases the wearer's ATK by 24%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 3 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 12 SPD for 1 turn.

Increases the wearer's ATK by 28%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 3.5 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 14 SPD for 1 turn.

Increases the wearer's ATK by 32%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 4 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 16 SPD for 1 turn.

Increases the wearer's ATK by 36%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 4.5 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 18 SPD for 1 turn.

Increases the wearer's ATK by 40%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 5 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 20 SPD for 1 turn.

Night of Fright

Increases the wearer's Energy Regeneration Rate by 12%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 14%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 11% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.8%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 16%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 12% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.2%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 18%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 13% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.6%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 4.0%. This effect can stack up to 5 times and lasts for 2 turn(s).

Time Waits for No One

18% HP & +12% Outgoing Healing.<br /> Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

21% HP & +14% Outgoing Healing.<br /> Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

24% HP & +16% Outgoing Healing.<br /> Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

27% HP & +18% Outgoing Healing.<br /> Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

30% HP & +20% Outgoing Healing.<br /> Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

Quid Pro Quo

Regenerates 8 Energy to a random ally every turn if he has 50% Energy or low.

Regenerates 10 Energy to a random ally every turn if he has 50% Energy or low.

Regenerates 12 Energy to a random ally every turn if he has 50% Energy or low.

Regenerates 14 Energy to a random ally every turn if he has 50% Energy or low.

Regenerates 16 Energy to a random ally every turn if he has 50% Energy or low.

Warmth Shortens Cold Nights

+16% Outgoing Healing.<br /> Restores HP to all allies by an amount equal of 2.0% of their Max HP.

+20% Outgoing Healing.<br /> Restores HP to all allies by an amount equal of 2.5% of their Max HP.

+24% Outgoing Healing.<br /> Restores HP to all allies by an amount equal of 3.0% of their Max HP.

+28% Outgoing Healing.<br /> Restores HP to all allies by an amount equal of 3.5% of their Max HP.

+32% Outgoing Healing.<br /> Restores HP to all allies by an amount equal of 4% of their Max HP.

### Best Relics and Planar Ornaments

#### Relic Sets

#### Primary Stats

CRIT DMG

Energy Regen Rate