- Stars: ★★★★★
- Element: Physical
- Path: The Harmony
- Release: 2.2
Robin is undoubtedly one of the best characters in the Harmony path of Honkai Star Rail. She's capable of providing incredible bonuses to her team and can also deal quite decent damage passively, despite her main role not being that of a damage dealer.
We could say she's somewhat similar to Ruan Mei in the sense that by granting significant bonuses to the entire team, she's highly viable for typical double DPS teams (which are highly recommended in the game). Additionally, she consumes very few action points, which is always appreciated.
While she can fit into any team as a buffer (not just double DPS teams but also typical Hyper Carry setups), where she truly shines is alongside characters who perform Follow-Up Attacks often, as she enhances this type of character even more. However, this doesn't mean she doesn't provide incredible advantages to other types of DPS as well.
Her Ultimate Skill is simply fabulous due to all the enhancements it provides to the team and herself (she will deal very good passive damage for a few turns while active). However, it also comes with a very high energy cost.
Base Stats
Robin Buffer
Building Robin is quite straightforward. Her primary need is to improve her Energy Regeneration Rate as the first priority, and as the second priority, we should focus on maximizing her Attack and Speed.
Best Light Cones
Flowing Nightglow
The wearer gains 1 stack of Cantillation every time any ally attacks. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 3%, up to 5 stacks. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 48% and the team's DMG dealt by 24%, lasting for 1 turn(s).
The wearer gains 1 stack of Cantillation every time any ally attacks. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 3.5%, up to 5 stacks. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 60% and the team's DMG dealt by 28%, lasting for 1 turn(s).
The wearer gains 1 stack of Cantillation every time any ally attacks. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 4%, up to 5 stacks. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 72% and the team's DMG dealt by 32%, lasting for 1 turn(s).
The wearer gains 1 stack of Cantillation every time any ally attacks. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 4.5%, up to 5 stacks. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 84% and the team's DMG dealt by 36%, lasting for 1 turn(s).
The wearer gains 1 stack of Cantillation every time any ally attacks. Each stack of Cantillation increases the wearer's Energy Regeneration Rate by 5%, up to 5 stacks. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer's ATK by 96% and the team's DMG dealt by 40%, lasting for 1 turn(s).
But the Battle Isn’t Over
Increases 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 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).
Increases the wearer's Energy Regeneration Rate by 12% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 35% more DMG for 1 turn(s).
Increases the wearer's Energy Regeneration Rate by 14% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 40% more DMG for 1 turn(s).
Increases the wearer's Energy Regeneration Rate by 16% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 45% more DMG for 1 turn(s).
Increases the wearer's Energy Regeneration Rate by 18% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 50% more DMG for 1 turn(s).
For Tomorrow’s Journey
Increases the wearer's ATK by 16%. When the wearer uses their Ultimate, increases the DMG dealt by 18%, lasting for 1 turn(s).
Increases the wearer's ATK by 20%. When the wearer uses their Ultimate, increases the DMG dealt by 21%, lasting for 1 turn(s).
Increases the wearer's ATK by 24%. When the wearer uses their Ultimate, increases the DMG dealt by 24%, lasting for 1 turn(s).
Increases the wearer's ATK by 28%. When the wearer uses their Ultimate, increases the DMG dealt by 27%, lasting for 1 turn(s).
Increases the wearer's ATK by 32%. When the wearer uses their Ultimate, increases the DMG dealt by 30%, lasting for 1 turn(s).
Carve the Moon, Weave the Clouds
At 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.
At 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 12.5%, all allies' CRIT DMG increases by 15%, or all allies' Energy Regeneration Rate increases by 7.5%. 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.
At 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 15%, all allies' CRIT DMG increases by 18%, or all allies' Energy Regeneration Rate increases by 9%. 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.
At 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 17.5%, all allies' CRIT DMG increases by 21%, or all allies' Energy Regeneration Rate increases by 10.5%. 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.
At 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 20%, all allies' CRIT DMG increases by 24%, or all allies' Energy Regeneration Rate increases by 12%. 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.
Planetary Rendezvous
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 12%.
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 15%.
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 18%.
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 21%.
Upon battle entry, if an ally deals the same DMG Type as the wearer, DMG dealt increases by 24%.
Poised to Bloom
Increases the wearer's ATK by 16%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 16%. Abilities of the same type cannot stack.
Increases the wearer's ATK by 20%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 20%. Abilities of the same type cannot stack.
Increases the wearer's ATK by 24%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 24%. Abilities of the same type cannot stack.
Increases the wearer's ATK by 28%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 28%. Abilities of the same type cannot stack.
Increases the wearer's ATK by 32%. Upon entering battle, if two or more characters follow the same Path, then these characters' CRIT DMG increases by 32%. Abilities of the same type cannot stack.
Best Relics and Planar Ornaments
Relic Sets
Musketeer of Wild Wheat + Prisoner in Deep Confinement