Best Build for Gallagher

Gallagher Head
  • Stars: ★★★★
  • Element: Fire Element Fire
  • Path: The Abundance 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.

Gallagher Body

Base Stats

HP: 1305
ATK: 529
DEF: 441
Speed: 98

Gallagher Healer & Break 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

Scent Alone Stays True

Scent Alone Stays True
HP: 1058
ATK: 529
DEF: 529

Increases the wearer's Break Effect by 60%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 10% increased DMG. The effect of increasing DMG taken is additionally boosted by 8% if the wearer's current Break Effect is 150% or higher.

Increases the wearer's Break Effect by 70%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 12% increased DMG. The effect of increasing DMG taken is additionally boosted by 10% if the wearer's current Break Effect is 150% or higher.

Increases the wearer's Break Effect by 80%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 14% increased DMG. The effect of increasing DMG taken is additionally boosted by 12% if the wearer's current Break Effect is 150% or higher.

Increases the wearer's Break Effect by 90%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 16% increased DMG. The effect of increasing DMG taken is additionally boosted by 14% if the wearer's current Break Effect is 150% or higher.

Increases the wearer's Break Effect by 100%. After the wearer uses Ultimate to attack enemy targets, inflicts the targets with the "Woefree" state, lasting for 2 turn(s). While in "Woefree," enemy targets take 18% increased DMG. The effect of increasing DMG taken is additionally boosted by 16% if the wearer's current Break Effect is 150% or higher.

What is Real?

What is Real?
HP: 1058
ATK: 423
DEF: 331

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

Echoes of the Coffin
HP: 1164
ATK: 582
DEF: 396

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

Night of Fright
HP: 1164
ATK: 476
DEF: 529

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

Time Waits for No One
HP: 1270
ATK: 476
DEF: 463

18% HP & +12% Outgoing Healing.
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.
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.
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.
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.
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

Quid Pro Quo
HP: 952
ATK: 423
DEF: 396

At the start of the wearer's turn, regenerates 8 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 10 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 12 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 14 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

Best Relics and Planar Ornaments

Primary Stats

BodyATK %
Relic Feet
FeetSpeed
Planar SphereFire DMG
Link RopeBreak Effect
Energy Regen Rate

Substats

ATK ATK % Speed Effect RES Break Effect

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