A detailed guide to the Pathfinder of Memory in Honkai: StarRail contains recommendations for assembling the best build based on the unique mechanics and rotational features of the character. The Ice GG specializes in ing the main damage dealer with a new type of damage, which is not affected by personal characteristics and third-party bonuses, as a result, the unit is aimed at the place buffer in a build with one DPS character.
The summoned creature is able to increase the critical damage of allies and advance the action of one of the characters in the turn queue, which is why the GG of Memory is a good . The character's rotation, its assembly and squad are compiled taking into the dependence of the buff volume on the personal value of critical damage, as well as the mechanics of accumulating charges for Memo during the battle. Based on the position occupied by the sub-dd with functions, equipment with additional team enhancements in ives is selected.
The Pioneer of Memory is the protagonist's ice form, unlocked after becoming a mentor to the spirit Memo. Upon arriving at the next stop, the permanent member of the Star Train is brought to the attention of the Aeon of Memory Fuli and begins a new Path.
Rating | S+ position in dash list |
Rarity | ⭐⭐⭐⭐⭐ |
[Type] element | Ice Damage |
Path | Memory |
when added to the game | January 15, 2025 (patch 3.0) |
How to get a character | Complete the Amphoreus story quest |
Gender | Female Male |
Home region | No |
Role in the squad | hero, secondary DPS character |
Role in the game | Main character, crew member of the Star Express |
Signature light cone | No |
Voice actresses of the female version |
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Male version voice actors |
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Biography and history
The Pioneer (Memory: Ice) from Honkai: Star Rail is the protagonist who narrates the story and makes all the important choices. Having escaped the storm of events on Penakonia, the Star Rail was ready to head to its next stop, but ran out of fuel. The Nameless Ones' new acquaintance, Amphoreus, so that you never have to face a similar problem again.
Upon arrival, the heroes find themselves embroiled in a new and dangerous confrontation between the locals and the deities who have turned their backs on them. In an attempt to prevent an imminent catastrophe, the Pathfinder comes into with the time titan Oronis. The deity sees something familiar in the protagonist, so he takes him into non-existent memories to meet spirit of memory A memo where the character is given the blessing of a new Path by Fuli herself, the Aeon of Memory.
How to Get Memory Trailblazer in Honkai: Star Rail
You can get the Ice GG by completing the mission Mastering Amphoraeus "O curtain of night, hide the silent past" from the first chapter of the story campaign "Tales of the Flame-Chasing Heroes". In the non-existent memories of the Pathfinder, Memory can be tested for the first time in combat conditions, and after leaving the "dungeon", a new Path can be opened in the character menu.
Thanks to the early access feature, you can start the story campaign immediately after completing the quest "Silence of the Galaxy" on Yarilo-VI.
How to open all Ice GG Eidolons
Two Eidolons are awarded for completing Exploration missions. "Oh Kremnos, wash away the rust of blood 2" и "O hero, accept the core of flame" from the chain The Vortex of Creation, which opens as part of the quest "O guest from afar, hear the prayers of this world.".
The remaining Eidolons can be obtained through the activity "Thus Written by Me". After completing the second and sixth epics, one "Shadow of Memory" is given out.
Features
As you level up, your basic health, defense, and attack power stats increase, which are unique to each Path and element type. The table below shows the stat values for each stage of the Ice Pathfinder's ascension.
Level of | Base attack power | Basic protection | Basic Health | base speed | Basic taunt |
1 | 74 | 86 | 143 | 103 | 100 |
20 | 144 | 167 | 278 | 103 | 100 |
30 | 211 | 244 | 406 | 103 | 100 |
40 | 277 | 322 | 535 | 103 | 100 |
50 | 344 | 399 | 663 | 103 | 100 |
60 | 410 | 476 | 791 | 103 | 100 |
70 | 477 | 553 | 920 | 103 | 100 |
80 | 543 | 630 | 1047 | 103 | 100 |
Basic skills
Ice Pathfinder introduces Path of Memory, which is based on the new mechanic of summoned creatures. With a skill or ultimate, the fighter summons the spirit of memory Memo onto the field, which has not only personal speed and a set of skills, but also health and taunt indicators. During the turn, Memo can perform one of the active actions, depending on the accumulated charge indicator.
The main focus of the character and his companion is considered to be of the damager, including with a personal summoned creature. Thanks to ive skills, Memo increases the critical damage of the squad, and having accumulated 100% charge, advances the action of the selected ally. Additionally, the spirit of memory inflicts true damage, calculated as a fixed value from the number of damage inflicted by a fighter with the " Memo" status.
In the following points, we will take a closer look at how the abilities of the Memory Pathfinder and his summon work: how to replenish Memo's charge and how the "Memo " buff works.
Active skills
Echo of memories
Technique "Echo of Memories" || Weakening
Using the technique creates a space for 15 seconds in which all enemies freeze and their attacks are canceled. If a battle with an enemy begins in the created space, all enemies' actions are delayed by 50% and they are dealt minor ice damage equal to 100% of the Pathfinder's attack power.
Can exist at the same time only one space, created by the team ' technicians. For example, if the team consists of Himeko and Ice GG, their skills will conflict before the battle. Accordingly, you will have to make a choice in favor of one of the characters.
I can do this!
Basic Attack "I can do that!" || Single attack
Deals minor ice damage equal to 50-130% from the attack power of the GG Memory.
It will be you!
Emboldening Salvo "It will be you!" || Summoning
Summons the spirit of memory Memo. If Memo is already on the field, the skill restores her health by an amount equal to 30-75% from the maximum HP reserve and restores 10% of the charge.
Together, Memo!
Superpower "Together, Memo!" || Group Attack (Energy: 160)
Summons the spirit of memory Memo. Restores 40% of her charge, after which the creature carries out a group attack with ice damage in the amount of 120-300% from Memo's attack power.
ive skills
Almighty Companion
Talent "Almighty Companion" || Gain
Memory Spirit Memo has a base speed of 130 and a maximum HP of 50-95% from the health of the Pioneer Memory plus 400-760 units. For every 10 units of energy restored by squad , Memo gains 1% charge.
Active skills Memo
- HP: 50-95% of the Pathfinder's HP + 400-750 units (Almighty Companion talent)
- base speed: 130
- Maximum charge: 100%
- Taunt: 200
Villains! Problems!
Spirit of Memory Skill "Villains! Problems!" || Group attack
Performs 4 attacks, each of which deals Ice damage to a random enemy in the amount of 18-50,4% from Memo's attack power. Finally, he performs an ice attack that deals damage to all enemies equal to 45-126% from Memo's attack power.
Friends! Together!
Talent of the Spirit of Memory "Friends! Together!" ||
Critical damage of all allies is increased by 6-16,8% from critical damage Memo plus fixed 12-33,6%.
If the charge level has not reached 100%, Memo will automatically use the skill "Villains! Trouble!" at the moment of its action. When the charge reaches 100%, the spirit will immediately perform an action in which it can choose one of the party to use the skill "I! Will Help!" on the next turn.
Go ahead, Memo!
Talent of the Spirit of Memory "Forward, Memo!" || Gain
When summoned, Memo immediately receives 50% charge.
No regrets
Talent of the Spirit of Memory "No...regrets" || Gain
When the Spirit of Memory disappears from the battlefield, Pathfinder's duration is advanced by 25%.
I! Will help!
Spirit of Memory Skill "I! I'll help!" ||
Advances the target ally's Action by 100% and grants them the "Memo " status for 3 turns. Each time the ed ally's attack deals damage, additional damage is dealt. true damage, proportionate 18-36% from the original number. When using the skill on Memo, the action progress will not start.
Memo's true damage is calculated as a percentage of the damage dealt. single strike, not taking into third-party buffs on allies or debuffs on enemies.
For example, if a squad member's skill consists of three hits for 10 damage, then "Memo " will additionally deal a fixed 000 damage three times (the first level of skill upgrade). If the team gets a 1% damage bonus, then the damage dealer will deal 800 damage with one hit, and Memo will deal 50% of this figure - 15 - the 000% buff does not apply to true damage.
The order of leveling abilities
Memory Spirit Talent = Memory Spirit Skill > Talent > Skill > Super Ability >> Basic Attack
First of all, in the skill tree, you level up talent and skill of the spirit of memory, which are responsible for Memo's additional damage and the allies' critical damage buff. Next comes талант "Almighty Companion" and skill "It will be you!" to increase the creature's survivability.
By upgrading Memory Pathfinder skills such as superpower и basic attack, you can increase the damage inflicted by the companion and the main character. However, the character's specialization lies in the buff and inflicting additional true damage, so the skills in question are developed at will and/or with E6.
Tracks
Below you can study all the traces of the Ice GG:
Crit. Damage +5,3% (lvl 1) | Attack Power +4% (A2) | Crete. damage +5,3% (A3) | |
"Rhapsode's Scepter" (A2): At the start of battle, Pathfinder's action is advanced by 30%. When Memo first enters battle, she gains an additional 40% charge. | Attack Power +4% (A3) | Crete. damage +8% (A4) | |
"A Tiny Parable" (A4): When using the skill "Villains! Problems!", Memo immediately gains 5% charge. | HP +6% (A5) | Crete. damage +8% (A5) | |
"Magnets and Long Chains" (A6): When the ally receiving Memo 's Max Energy exceeds 100, for every 10 Energy above the designated threshold, True Damage is further increased by 2%. The maximum increase is 20%. | Attack Power +6% (A6) | HP +8% (lvl 75) | Crit. Damage +10,7% (lvl 80) |
Once all hidden skills represented by the traces are fully unlocked, the following total stat boosts will be obtained:
- Critical damage - 37,3%;
- attack power - 14%;
- HP - 14%.
Eidolons
All Ice Pathfinder cons:
E1 | "The Storyteller of the Present" | Increases the critical chance of an ally who receives Memo by 10%. The effect of Memo also applies to Memory Spirits, but does not stack. |
E2 | "Collector of the Past" | When allied Memory Spirits other than Memo take an action, Memory Pathfinder recovers 8 Energy. This effect can only be triggered once per turn, and is refreshed when Pathfinder takes an action. |
E3 | "Singer of the Future" | Skill and talent level +2, max level is 15. Memory Spirit talent level +1, max level is 10. |
E4 | "Dancer for the Muse" | Whenever an allied target with 0 Max Energy uses an ability, Memo gains 3% charge and her True Damage Multiplier from Memo's is increased by 6%. |
E5 | "The Seamstress of Oda" | Super Ability Level +2, Max Level 15. Memory Spirit Skill Level +1, Max Level 10. |
E6 | "Bearer of Revelation" | The critical chance of the super ability is fixed at 100%. |
Pathfinder's best Eidolons (Memory: Ice) increase synergy with Path of Memory damage dealers - first, second и fourth:
- E1 helps with stat balance and allows the "Memo " effect, which deals true damage, to extend to the abilities of the mentor character and his memory spirit - without an open const, only one of the selected allies receives the effect;
- E2 Speeds up the energy gain for the ultimate if allied memory spirits are making the move. Due to the fact that the super ability allows you to instantly restore 40% of the charge, the considered enhancement simplifies the refresh of the duration of the " Memo" buff on the damage dealer.
- E4 Unlocks an alternative way to replenish Memo's charge - Memory Spirits or other summons that don't have a superpower give her 3% charge. In addition, True Damage is increased.
How to play as GG Memory: rotation
The Memory GG fights with the of a summoned creature — the memory spirit Memo. The protagonist's skills are aimed at summoning, healing, and helping to restore the companion's charge. Memo provides to the team by ively increasing critical damage, performing ice attacks in an area, buffs for the main damage dealer, and additional true damage.
Immediately after summoning, the spirit of memory uses an attack-type ability every turn, simultaneously accumulating a charge up to 100% to use the skill "I! Will help!" and impose the " Memo" status on the damager. Thanks to the unique status, the summon actively s the battle as a sub-DD, which deals true damage after each hit of the ed ally or his spirit of memory.
As a result, the gameplay for the hero is built around the ability of his summoned creature "I! Will help!", for which you need 100% charge. It can be replenished in the following ways:
- immediately after the call of Memo - 50%;
- with an open trace of the second ascension at the first call to battle - an additional 40%;
- Memory Pioneer skill when Memo is already on the field - 10%;
- Memory Pathfinder Super Ability - 40%;
- Memo skill "Villains! Problems!" - 5%;
- for every 10 units of energy restored by squad - 1%;
- with open E4 per allied creature's turn - 3%.
Taking into all the methods, the rotation of the GG Memory is built on the following principles:
- As the Pathfinder's first action, use the skill to summon a creature with 50% charge. If the Second Ascension Trail is open, Memo will have 90%.
- When making moves for other heroes, keep in mind that each skill that generates energy will restore 3% of the charge, and the basic attack - 0,5%. Accordingly, within the cycle, Memo will be able to use "I! Will help!" without spending skill points again.
- After activating the ability, choose the team's hyper-carry or main damage dealer as the target on which Memo will use the ability on the next turn.
- After that, focus on gaining energy for the super ability to instantly replenish 40%, and get the remaining charge through the skill, Memo's moves and allies.
- Keep an eye on your skill point usage and use the Pathfinder skill in time to restore your companion's health.
Advantages and disadvantages
Having considered the set of active and ive skills, the work of abilities and rotation, we can highlight the following “pros” and “cons” of the Path of Memory :
Advantages | Disadvantages |
Memo's true damage is a fixed value from the damage dealt, making it excellent sub-dd for hyper-carry. To increase DPS, it is enough to invest as much as possible in strengthening the main damage dealer of the pack. | The requirements of ive trace enhancements and charge accumulation methods force select your team more carefully, which would take into all the conditions for activating effects when playing as the Ice Pathfinder and his companion. |
True Damage works with any type of damage, be it critical hits, periodic damage, penetration or super penetration. As a result, the spirit of memory can be put in a bundle with a strong hero of any mechanic, ignoring the buff on critical damage. | Against the backdrop of a strong core skill set Eidolons are not very useful. Consts generally provide more comfort provided that the pack contains another representative of the Path of Memory. |
Due to the fact that the damage of the " Memo" effect is triggered with each single damage dealt, the character gets a good implementation in conjunction with AoE damage dealer. It also s perfectly solo-target fighter in a boss fight. | The "Memo " effect and the action progression are triggered automatically when the creature reaches 100% charge, even if the team is not ready for an active attack. |
In a role, offers damage to the damage dealer Action advancement, crit damage and crit chance boost. potential is further increased by the light cones of the Path of Memory, which offer buffs. | Aims at one of the two s of Harmony or Oblivion, but weakly competes with them in of buff volume and compensates for this with additional damage. As a result, it is added as a residual to teams without signature s. |
Flexible personal skill point consumption. Can adapt to the team and use the skill to accumulate charge only once per cycle and heal Memo as needed. | Automatically blocks signature for super penetration builds - Pioneer of the Path of HarmonyIn the modes divided into halves, you have to make a choice in favor of only one of the variations of the protagonist. |
Leveling
In this section we will present tables with materials for elevation and pumping and calculate the total number of resources for the Pathfinder of Memory.
Elevation materials
Level of | Material 1 | Material 2 | Material 3 |
---|---|---|---|
30 | |||
40 | |||
50 | |||
60 | |||
70 | |||
80 |
To upgrade GG Memory to level 80, you will need the following amount of consumables:
- loans (×826 200);
- thief instinct (×12), distorted ambitions ×(13), will of the conqueror (×12) is a component that drops after defeating enemies from the Antimatter Legion on the Hertha space station or in "Divergent Universe";
- bottomless ecoplasm (×28) - a unique Pioneer Ascension material awarded for new levels of Pom-Pom Development;
- traveler's guide (×289), adventure journal (×6), meeting on travel (×3).
Skill Leveling Materials
Emboldening Salvo | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
The skill tree of the Path of Memory representatives includes two additional slots, investing resources into which you can develop the spirit of memory of the character. Despite this, pumping the skills of the Ice GG will require not significantly more resources:
- loans (×1 777 200);
- thief instinct (×24), distorted ambitions (×33), will of the conqueror (×24);
- bija of consciousness (×6), Manas seedling (×39), Scarlet flower (×78) - material for upgrading traces and weapons of the Path of Memory (new resource 3.0);
- soul feathers (×9) - awarded for ing the test "Echoes of War: Skybreaker";
- imprints of fate (×3).
The sequence of pumping traces
Next | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
×2 000 |
||||
×4 000 |
||||
×3 200 |
||||
×7 200 |
||||
×7 200 |
||||
×15 200 |
||||
×16 000 |
||||
×36 000 |
||||
×36 000 |
||||
×128 000 |
||||
×112 000 |
||||
×128 000 |
||||
×128 000 |
To develop the hidden skills of the Pathfinder (Memory: Ice), the following quantities of materials are required:
- loans (×622 800);
- thief instinct (×4), distorted ambitions (×6), will of the conqueror (×21);
- bija of consciousness (×3), Manas seedling (×14), Scarlet flower (×27);
- soul feathers (×3);
- imprints of fate (×2).
Best Builds for Memory Pathfinder in Honkai: Star Rail
GG Memory in HSR plays the role of a sub-DD and buffer in the team. By summoning Memo to the field, the hero activates the creature's talent with a crit buff for the entire team, which depends on the value of the personal characteristic. The Spirit of Memory has speed, a reserve of health and is not simply placed in the turn queue, but appears on the field as a possible target for an enemy attack or an allied skill. Having accumulated a sufficient number of charges, the creature advances the action of the selected ally and begins to inflict damage after him. Additional damage, in turn, refers to a new type - true damage, - which is not affected by the combat characteristics of Memo or Pathfinder.
To sum it up, the GG Memory build is based on pumping up the parameters that affect the size of the buff and/or comfort in battle:
- critical damage is pumped up to the maximum, taking into that the character has no upper limit for the buff - the higher the characteristic, the better;
- health Memo scales directly from the character's HP;
- energy recovery rate - the super ability contains 40% of the instant charge for the creature's skill;
- speed — the character's skill set includes 100% ally action progress, so it is advantageous to use the high-speed hyper-carry tactic with him in the team, which provides the damager with out-of-turn moves due to his speed. If there is no desire to use the strategy, then the speed must be increased to comfortable values so that the character does not lag behind the team.
After receiving the sixth const, you can additionally invest in attack power и ice damage bonus, to make a personal contribution to the battle with superpowers.
Next, we will take a closer look at how to assemble the Pathfinder of Memory in XSR: we will present the optimal characteristics for ing battles, the rating of light cones and the assembly of cave relics and planar decorations.
Recommended characteristic values
Main stats in artifact parts:
Relic | Main characteristic |
Head | HP (permanent) |
Arms | Attack Power (Permanent) |
Body | Crete. damage |
Legs | Speed |
planar sphere | HP (a priority), attack power / ice damage bonus (alternate) |
Connecting rope | Energy recovery |
Additional indicators to look out for:
- Crete. damage;
- HP and attack power in percentage;
- speed;
- resistance to effects (optional).
Recommended final values for priority characteristics:
- Crete. damage: 180-220% and higher (excluding combat buffs from equipment);
- health: from 5 units;
- energy recovery: 120%;
- speed: 121-134 units, 143-160 and above - optional for hyper-carry used to advance the action;
- Crete. chance: 55% - optional, until E6;
- Attack Power: from 1 to 600 units.
Ultimate Light Cone [Weapon]
The Ice Pathfinder's weapons are selected based on his affiliation with the Path of Memory - "cards" of other Paths will provide an increase only to the basic characteristics. Among the light cones of the corresponding class, you can find excellent weapons for the GG of Memory, taking into his focus and the need to develop critical damage:
light cone | Effect | Recommendation |
---|---|---|
⭐⭐⭐⭐ HP 38-847 ATK 22-476 DEF 18-397 |
Crete. damage increases by 12-24%When the owner's memory spirit uses a skill on an allied target, the damage dealt by allies increases by 8-16% for 3 moves. | The best light cone for the Ice GG, which can be considered signature in of the synergy of effects with the character's skill set. Permanently increases critical damage, which is necessary to spread the team boost through the memory spirit talent "Friends! Together!" The ive effect of the weapon works from using the spirit's skill on an ally and lasts for three turns - the ability "I! Will help!" fully satisfies the conditions, in addition, the status on the damager similarly lasts for three turns. |
⭐⭐⭐ HP 38-847 ATK 14-318 Protectiona: 12-265 |
When the weapon owner summons the Spirit of Memory for the first time in a battle, 1 skill point is restored and 12-20 energy. | A three-star alternative with increased base health but unstable effects. At the start of a battle, it will allow you to restore skill point and energy for the ult immediately after summoning a companion. |
⭐⭐⭐⭐ HP 48-1058 ATK 24-529 DEF 9-198 |
Crete. chance increases by 12-20%When the owner's memory spirit is on the field, the owner's and his creature's damage is increased by 24-36%. | Light Cone is mostly aimed at increasing the personal damage of the companion and the character, does not contain any bonuses to key stats or buffs for the team, so it is suitable only as an alternative. Additionally, it can be equipped for a full-fledged sub-DD, which develops a critical chance and is aimed at ing the team with the skill "Villains! Problems!" as well as the super ability. It is important to note that the damage bonus in the second part of the weapon's ive effect does not apply to true damage. |
⭐⭐⭐⭐ HP 43-953 ATK 22-476 DEF 15-331 |
Attack power is increased by 16-32%After the owner uses their super ability, the owner's basic attack damage and their Memory Spirit's damage are increased by 20-40% for 3 moves. | Like the previous light cone, it is suitable for the role of a secondary damage dealer or as a starting replacement for the main equipment. The increase in attack power will also have a good effect on the damage that heroes will be able to inflict with the super ability after unlocking the sixth const. |
⭐⭐⭐ HP 29-635 ATK 19-423 DEF 12-265 |
When the Spirit of Remembrance turns, its owner and creature each gain one stack of Mark. Each stack increases its damage by 8-12%, stacks up to 4 times. The effect of "Mark" is removed from the owner and the spirit of memory the moment the creature disappears. | Rare quality equipment gradually increases the damage dealt by the summoned creature and its memory mentor. Due to the low base stat values and lack of additional bonuses, it is recommended to replace it with a higher rarity cone. |
Best Relics [artifacts]
The best items for the Ice GG contain increases to critical damage or buffs for allies. The character and his companion specialize not so much in personal ice damage, but in dealing true damage, so in his case, sets or sets that increase the speed of energy recovery are more suitable.
Cave relics [main artifacts]
Name | Effects | Recommendation |
---|---|---|
2 parts: increases speed by 6%. 2 parts: increases speed by 6%. |
A strong option for , allowing more effective use of the ability to advance the action on allies. With the development of the speed characteristic, the Ice GG will act much more often and earlier than all units in the battle, and with the help of the advancement of the action, create an early turn advantage for his damager. | |
2 parts: Increases wind damage by 10%. 4 parts: After using a superpower, the wearer's action moves forward by 25%. |
A good alternative to the speed build, aimed at advancing the action every few turns. In combination with a high value of the speed characteristic, collected through stats in relics, and with stable energy generation, it allows you to make the Ice Pathfinder a full-fledged speed hyper-carry. | |
2 parts: attack power +12% 4 parts: When the Spirit of Memory of the owner is on the field, the Speed of the bearer of the Cave Relics increases by 6%. After the Spirit of Memory attacks, the critical damage of the owner and the creature increases by 30% for 2 turns. |
An alternative version of cave relics that should be collected in full. Half of the set increases attack power, which has a good effect on personal damage, but is not a priority increase. A fully assembled set offers an increase in the character's speed after summoning a spirit, as well as an increase in critical damage immediately after the creature performs an attack ability. | |
2 parts: Increases frost damage by 10%. 4 parts: When the owner uses a super ability, their critical damage increases by 25% for 2 turns. |
An alternative set of artifacts will be suitable if the GG of Memory is to be used as a full-fledged secondary DPS character. As the ice damage increases, the super ability and all of Memo's offensive skills, except for true damage, are strengthened. The set also contains a bonus to critical damage, which should be refreshed every two turns of the Pathfinder. | |
2 parts: increases max. Owner's HP by 12%. 2 parts: Increases speed by 6%. |
An alternative build in the (2x2) format combines the companion's survivability with the hero's speed boost. Can be used until good relic parts from more suitable sets become available. |
Planar Ornaments [Additional Artifacts]
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases the wearer's energy recovery rate by 5%. If the owner's speed is greater than or equal to 120 units, then at the beginning of the battle his action moves forward by 40%. | A good set for generating additional energy, allowing you to start the battle by calling Memo to the arena. At the same time, it requires only 120 units of speed, which is easily achieved due to the main parameter in the "legs" cell in cave relics. | |
2 parts: Increases the owner's energy recovery speed by 5%. If the owner is not in first place in the party, the attack power of the character in first place in the party increases by 12%. | An excellent buffer kit that helps with both accumulating energy for the ult and ing the main damage dealer. In order for the main DD of the pack to receive an increase in attack power, it must be placed in the first slot. | |
2 parts: Increases wearer's resistance to effects by 10%. If the wearer's resistance to effects is greater than or equal to 30%, crit. The damage of all allies is increased by 10%. | An alternative set for s that helps with the buff of critical damage of all allies. To activate the boost, you need to increase the effect resistance parameter through additional characteristics in artifacts. The convenience is that +10% to the desired stat is already in the ive of the set. | |
2 parts: Increases energy recovery rate by 5%. Increases damage dealt by allies of the same type as the owner by 10%. | A set of planar decorations for packs led by an ice damage dealer. Helps with energy recovery and simultaneously spreads a damage bonus to characters of the same element. Suitable if the team consists of Greater Hertha. | |
2 parts: Increases the owner's Max HP by 12%. If the owner's Speed is greater than or equal to 120, the attack power of all allies increases by an additional 8%. | Starter set of artifacts for s. Helps with increasing survivability, and at the same time buffs the attack power of allies. To use the second part of the ive effect, you need to collect at least 120 speed for the Ice GG. | |
2 parts: Increases owner's Critical Damage by 16%. If owner's summoned creatures are on the battlefield, owner's Critical Damage is increased by an additional 32%. | A set of planar decorations with a volumetric increase to the priority characteristic and an easy-to-follow condition for activating the ive. Immediately after equipping, it increases the critical damage value of the Pathfinder of Memory, and within the framework of the battle, it increases the parameter by another order, reaching a total of +48%. | |
2 parts: Owner's Critical Chance increases by 4%. Defeating an enemy increases the owner's Critical Damage by 4%. This effect can stack up to 10 times. | A situational set of planar jewelry with a high increase to the key parameter. The main condition for the set to work is defeating 10 enemies with any ally in one battle - this is most easily accomplished in modes with a constant influx of monsters or in battles with boss summoners. Outside of these conditions, it loses much of its effectiveness. | |
2 parts: Increases crit. damage to the owner by 16%. If critical The owner's damage is higher than or equal to 120%, then at the beginning of the battle the crit. The owner's chance is increased by 60% until the end of his first attack. | Jewelry with a non-permanent effect of the second part of the ive. Can be equipped to get a bonus to critical damage of 16%, and then replaced after receiving a more suitable set. |
Detachments
In XSR, the Memory Pathfinder is a "memory mentor" for his summon, Memo. In combat, the character and companion work together to provide the party with with buffs and true damage. The specificity of the new type of damage is that it is calculated directly from the original damage number - it is not affected by buffs, debuffs or personal characteristics. As a result, when choosing a team, the first thing to consider is hyper carry builds with one damage dealer.
With the unlocking of the sixth ascension trail, "Magnets and Long Chains" becomes important "cost" of main-dd superpower. The higher the value, the more true damage Memo will do, and the max. number is taken into up to 200 units of energy. For example, Argenti This figure is 180, while Aglaya’s is 350.
Additionally, we note that Memo's charge is replenished quite well due to the talent "Almighty Companion": 10 units of energy generated by the team restore 1% of the charge to the creature. Due to the ive, it is highly recommended for the group "flooding" energy tingyun or other fighters whose equipment focuses on resource restoration through artifacts and light cones.
Best characters
In the table you can see the most suitable candidates for packs for Ice GG:
Character | Path and type of damage | Features |
---|---|---|
A representative of the Path of Memory, who acts as the main damage dealer. She fights together with a summoned creature that helps her with area damage and energy recovery. She adheres to a speed build, so she often makes moves on par with the spirit of memory and attacks mainly with an enhanced basic attack that does not consume, but also does not restore skill points. | ||
A powerful damage dealer who relies on her Memory Spirit in combat. In exchange for increasing her own damage and restoring energy, she consumes the health of her allies. Given that the Pathfinder has her own summoned creature, Kastoria can use it as an additional source of HP. | ||
The main damage dealer of the penetration mechanic, relying on both the penetration effect and critical damage. Due to this feature, it benefits from cooperation with buffers that distribute bonuses to crits or overall damage dealt to the squad. | ||
A primary damage dealer who gathers strong packs around him that rely on bonus hits and multiple turns per battle cycle. With an extra team member in Memo, he can take turns more often and also take advantage of the action progression. | ||
A single-target fire damage dealer with a personal summoned creature considered bonus attack. Deals multiple damage to monsters, reduces the fire resistance bar quite well and can be the backbone of a squad. | ||
The main DPS character in packs, dependent on the number of debuffs on enemies. Due to the crit bonuses, he will be able to deal impressive damage numbers, which will later be converted into additional true damage. | ||
The main quantum type DD mainly relies on high speed, which becomes an advantage of frequent turns when fighting monsters. Under " Memo" will be able to deal with enemy units faster, and also use the crit buff to advantage. | ||
The Ice Solo Target Damager from the standard banner gets powerful increases to crits from the built-in ive skill buffs. The overwhelming majority of damage is done by the ult, so he can rotate the duration of the positive effect " Memo". | ||
A swordswoman with a physical damage type needs constant use of the skill, so she is often used as the only or main DD. In traces and ives contains action progress and acceleration, due to which she quickly deals with enemies. | ||
A strong representative of the Path of Erudition with a variety of mechanics and impressive personal damage. If there is a hero of the same class in the squad, increases the critical damage of the entire pack by 80%, and also generates energy faster to use the ultimate skill. | ||
Main damage dealer with a minion that is only placed in the turn queue and is considered a bonus attack. Conducts area and single target attacks with solid damage and can create a strong connection with Ice GG and Memo. | ||
The Knight of Beauty features two levels of ultimate and a high need for energy generation. Specializes in destroying large crowds of monsters and creates strong links with heroes that advance the action. | ||
Epic representative of Erudition, with due investments, is not inferior to limited units in of damage numbers. At the same time, she specializes in battles of both large groups and single "dense" opponents. | ||
The legendary version of the Nameless consumes a large number of skill points to enhance the basic attack and therefore requires "economical" s. During the use of offensive skills, it deals multiple blows to enemies, which Memo is able to "duplicate" with true damage. | ||
As a primary DPS hero, Midei will greatly appreciate the close cooperation with Pathfinder of Memory, who will not only him with Frost/True damage, but also offer crit boosts along with the action progression. | ||
A strong and stable core of the team, capable of independently defeating enemies under (de)buffs from allies. Benefits from alliances with characters with high HP, as it gains an attack power increase based on the HP absorbed from party - the Spirit of Memory is similarly placed on the field and sacrifices personal HP. | ||
A counterattack-dependent character can team up with Memory's GG only in cases where there are multiple area attacks from the enemy. If the enemy is aiming for "pinpoint" strikes on one allied unit, Memo with 200 Taunt will greatly hinder the damage dealer's implementation. | ||
A primary and secondary DPS unit that drains its HP in exchange for enhanced basic moves. Like Yunli, it needs to receive enemy hits to a reasonable degree, so it can be combined with GG Memory if the enemy has group attacks. | ||
A damage tank with counter-attack mechanics from the standard banner. Performs bonus attacks in response to enemy hits, so can be used in combination with Ice Pathfinder if specific conditions are met, like the above-mentioned Yunli. | ||
The hall boy has good potential as both a primary and secondary damage dealer. As any allies spend skill points, he accumulates charges for a super ability, which he later uses on one or more enemies. | ||
A strong representative of the Path of Harmony, whose skillset includes action advancement, critical damage buff, energy and skill point recovery. A priority ally to the main DD with a spirit of memory or other summoned creature. | ||
The singer offers teams an ATK boost, a damage bonus, and additional damage that follows allied attacks. She is well suited not only for ing groups with a bonus attack mechanic, but also for high-speed main DDs or builds with multiple damage dealers. | ||
A follower of the Path of Harmony, offering all party a damage bonus and virtually unlimited skill points, while the ed damage dealer gains action progression and crit bonuses. The latter of these buffs is based on Sparkle's personal stat value, so the Pathfinder of Memory will be able to increase the buff many times over. | ||
A versatile character that offers not only universal buffs, but also additional area damage. Ideal for completing modes that require massive damage. This is due to the fact that Tribby hits all targets with attacks, and also gains more energy if allies hit enemies. | ||
An extremely versatile hero who increases the team's ability to break enemy durability. In addition, she delays the actions of enemies in a non-combat state and spreads bonuses to damage dealt. | ||
A standard hyper-carry build base, aimed at constantly pushing one main DD in the turn queue. Spends a decent amount of skill points in exchange for a damage bonus and debuff removal, and the ultimate gives bonuses to crit damage and attack power. | ||
An epic that increases the attack power of a selected ally with a skill. Generates energy for him with a super ability and increases the damage dealt. | ||
A starting hero who specializes in boosting all heroes in the party and spreading attack power buffs. She prefers to fight against monsters with fire weakness to easily maintain talent charges. | ||
A that restores team action points and offers all squad a damage bonus for hitting an enemy with the Burden status with an attack. With the help of a super ability, speeds up the selected allied fighter and increases their attack power. | ||
A powerful primary damage dealer who needs to apply debuffs to enemies and have fighters in his squad following the Path of Oblivion. Can be teamed with Pathfinder of Memory for crit and true damage boosts, but only if E2 is open. | ||
A fiery debuffer that enhances any commands by increasing the damage taken by enemies. After using the super ability, it creates a zone in which monsters take more damage from ultimates. | ||
The heroine plays a role in squads built around the mechanics of penetration and super penetration. Thanks to her personal set of skills, she penetrates any type of vulnerability well, reduces monster defense and ensures the work of super penetration. | ||
A good debuffer for single target battles. Applies multiple debuffs to enemy units, including reduced defense, speed, and attack power. The skill causes the enemy to become weak to a new vulnerability that matches the element type of one of the characters in the squad. | ||
The senior crew member is a damage dealer-debuffer, dealing multiple hits to enemies along with slow and delay statuses. Shows good results in the critical build, so can be the backbone of the group. | ||
The epic representative of the Path of Nothingness specializes in reducing the defense of enemies in a large area. With her skill, she can remove buffs from monsters, which is not so common, so she is considered a fairly flexible . | ||
A shielder with a bonus attack mechanic accumulates charges for enemy attacks hitting allied units under the shield. The young man's skill covers all allies, so in conditions of a battle with enemies that deal damage to the entire group, he will be able to quickly accumulate charges for a bonus strike. And with proper pumping of the critical chance, Aventurine is able to act as a secondary DD. | ||
An unusual representative of Preservation ensures survivability by redirecting damage received by the team to herself. As additional bonuses, she increases the maximum health reserve and gives bonuses to the critical chance, and at the same time protects against control effects. | ||
The standard legendary defensive character spreads strong barriers to all allies with the help of the ultimate, and with the skill freezes the target with a small chance. | ||
A starting defensive character with counterattack mechanics. Conducts counterattacks if enemies hit an ally protected by a shield with their attack skills. Memo's taunt is 200 points, so the spirit of memory attracts monsters well and can serve as a good tank. | ||
A great with area-of-effect healing abilities, debuff removal, energy restoration for allies, and an attack power buff. Great for teaming up with Memory Pathfinder due to energy generation. But there is a caveat: the Spirit of Memory is located on the field between heroes, so it can narrow the scope of the healing skill. | ||
Creates a magic circle on the field, inside which all allied units restore energy when they strike. It is also valuable due to its ability to remove debuffs from squad and buffs from opponents. | ||
A multifunctional healer whose skill set includes damage, debuff removal, periodic and instant healing, and a debuff increasing the damage taken by targets from penetration. Plays through a creature summoned to the field with a limited number of turns, so it can be expensive in of skill points. | ||
A standard rarity healer with instant and periodic healing. Since her skill works by "bounce", she may encounter a problem when one of the charges is spent on healing a team member with full health. The situation is worsened by the presence of a fifth ally on the field in the person of Memo, whose healing is enough for the Ice GG skill. | ||
The super ability imposes negative statuses on enemies, which increase the damage received from penetration and regenerate health for allies after attacks. Additionally, it inflicts good personal damage, destroys fire resistance well and can heal with a skill. | ||
An excellent healer with instant and periodic healing and buffs. When using the skill on representatives of the Preservation and Destruction class, it increases their chance of being attacked, and also increases their health. | ||
A starting healer with a decent amount of healing, periodic healing, and the ability to remove debuffs or rid party of crowd control effects. |
Top Teams
When composing a team, it is important to take into that Memo has a taunt of 200 and takes up space on the field between squad . For this reason, the Ice GG slot is selected in such a way that characters with a small health reserve are not affected by enemy area attacks. On the contrary, he should be placed as close as possible to heroes with counterattack mechanics.
Thus, the following are the best units for the Memory Pathfinder:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
A group with representatives of the Path of Memory led by Aglaya or Kastoria is ed by the skills of Resurrection, Tribby or Robin: while the youth and Tribby have high synergy with summoner characters, Robin works well with fighters with high speed. The Pathfinder of Memory gives additional action advancement of 100%, buffs and additional true damage. As a healer, the energy-flooding Hoho or Locha with "ive" healing are recommended. | ||||
An alternative team with classic summons that count as a bonus attack. Jing Yuan is good for fighting any number of enemies, while Topaz specializes more in single "dense" monsters. For group , Sunday or Robin are recommended, which also provide the squad with buffs. The squad is closed by fighters with the bonus attack mechanic. | ||||
A classic hyper-carry build with powerful area-of-effect damage dealers. Argenti or Moon Eater often performs actions under the advancement of several s or only the Ice GG. Sparkle prevents skill points from going into deficit, but can be replaced by Tingyun for energy generation. | ||||
The team for Great Gerta necessarily includes several characters of the Path of Erudition, so that the trace of the fourth ascension is activated. In this case, an 80% increase in critical damage begins to work for the main damage dealer and the secondary DD in the person of Jasper, Epic Gerta or Serval. While the second damage dealer helps with the accumulation of stacks and energy generation, the GG of Memory advances the action of the main combat unit and brings additional true damage. | ||||
A variation of the classic bonus attack build with Ice Pathfinder. The team is led by Feixiao or Dr. Ratio, who deal the main damage under all buffs. Aventurine and Lingsha are responsible for team survivability and weakening enemies. Robin or Topaz enhance the main mechanics of the squad and cause personal damage. | ||||
An example of a build with heroes using the penetration mechanic. Through traces, Boothill converts the penetration effect into crits, which are additionally increased by the Ice GG. At the same time, the character acts as a damage dealer and "doubles" part of the damage he inflicts as true damage. Fugue or Ruan Mei help with the work of the main mechanic, and Gallagher or Lingsha increase the damage taken by monsters from penetration. | ||||
Being self-sufficient DPS heroes, Jingliu and Boothill are capable of becoming the backbone of the group. Key buffs are provided by the first buffer in the form of Ruan Mei, Pela or Broni, while the Pathfinder of Memory distributes additional bonuses and actively participates in the fight through the “ Memo” status. Locha or Fu Xuan provide survivability. | ||||
In the build with Acheron, without an open second eidolon, the key trace will not work fully, providing a high bonus to DPS from all skills. In this regard, the Pathfinder of Memory can the girl in the absence of alternative s, or after unlocking the const. In the second slot, it is recommended to place the signature Jiaoqiu or Silver Wolf with a stable application of weakening. Gallagher or Locha will do in place of the healer. | ||||
A variation of the Mono-Quantum team with Memory Pathfinder. Zele focuses on dealing the bulk of the damage. If the enemy has no quantum vulnerability, Silver Wolf is placed on the team to create one. Otherwise, Sparkle is a better choice, generating skill points and spreading buffs, including an attack power boost for the quantum ally. Fu Xuan or Lynx rounds out the team to increase the attack power bonus from Sparkle's trail. | ||||
In a team with heroes that play from counterattack, the Ice GG should be placed on the left - on the field, Memo takes the place to the right of the Pathfinder, between the first and second slots. Given the high taunt of the creature, any enemy abilities in the area will reach Yunli or Clara and trigger their abilities. Additional buffs will be provided by Tribby, Robin or Tingyin, and survivability will be provided by Fu Xuan or a healer. |
Introducing a detailed guide for the Pathfinder (Memory: Ice) in Honkai: Star Rail with equipment builds and squads, we will separately focus on the variations of F2P teams with epic fighters and standard legendary characters:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
A budget group with a damage dealer whose skills are of the "bounce" type. Since Memo's true damage is triggered after each single damage to the enemy, all charges of Misha and Velt's skills will be able to inflict additional damage. s the team Asta with an increase in speed and attack power or Pela with a high area defense cut. | ||||
A good unit against small groups of enemies with quantum or electrical weaknesses. Qiqué is guaranteed to cast an area-of-effect skill every few turns, while Serval has a cheap ultimate and an AoE skill. Hanya constantly spreads a damage bonus, as well as buffs the main DD's attack speed and attack power. | ||||
A budget squad with a Path of the Hunt character in the form of a standard rarity legend, Yanqing, or an epic Sushan will help deal with bosses. Speedy characters often walk and deal high damage to one target, and are further advanced by the skills of Memo and Pathfinder. The second buffer increases attack power, damage dealt, speed, or restores energy. The Cheetah tank is suitable for defense, and in its absence, the starting March 7 Path of Preservation will cope with this. |
Conclusion on the character
Pathfinder of Memory is a character that provides allies with large bonuses to critical damage and additional true-type damage. In battle, summons the spirit of memory Memo, who is located on the field near allies and in the turn queue, so he can attack enemies or become the target of an enemy skill.
The creature's specialization is to the main DD with additional damage, the mechanics do not matter: true damage is equally calculated from critical hits, and from periodic damage, and from super penetration. Thanks to this feature, the GG Memory is considered quite universal and can fit into any group with one main DPS character.
Even at an early stage, the Ice GG can have a harmonious epic light cone, a set of cave relics and a large assortment of sets of planar decorations. Despite the free constellations, the character is practically independent of them. However, in contrast, it makes rather high demands on the level of the squad's DPS, since it aims at the position of one of the buffers in the hyper-carry build, but in of the variety of enhancements it can hardly compete with representatives of Harmony.
We hope we helped you put together the best build for Memory Pathfinder in Honkai: Star Rail. comments ask any questions about the character so that the author or other players can help. Follow useful articles dedicated to the game in the relevant sections of our site: news.
why did i complete yarilo 6 and i dont have a quest to get it
You mixed up the requirements. On Yarilo, you get the Pathfinder of Preservation, and on Amphoreus, it's the Path of Memory.
Who is better for Kastoria GG memory Sunday or Tribi (you need to choose 2 out of 3). Thanks in advance!:3
Tribby. The rest are equal, the gshka is a little more convenient.
Help please! I play with Kastoria and HoHo. Who would be better as a for Kassi, Sunday Triby or GG of Memory. (Need to choose 2 out of 3, all on E0 except GG, he is on E4). Thanks in advance!:3
I increased his crit damage to 400+% when summoning a cutie, almost all parts of the set got crit damage from the first time and pumped up, + inserted a banana set of relock. For those who take it for Kastoria, or purely for a buff on crituron for the whole team through his cutie, the best sets will be - sung by the epic and banana paradise. Maximum profit, if additional characteristics (except for the body) also fall on critron, as happened with me, even the main DD did not fall as much as it fell here now, and what is more important, it proc 1-2 times in each item when strengthening precisely in crit damage 😁😁😁 With such a buff (field for the team in +150 crituron) he literally turns into S+ ))
But here it was pure luck))
and I only have e1, and I haven't fully upgraded the traces yet, I plan to overclock it to 200+ (purely a buff for the team)
The critical damage indicator matters not even before the summoning of the memo (and definitely not after), but before the start of the battle. And there you can get no more than 300 with a huge success in all arts. Everything that the main character gets after that is not counted in the team buff. Therefore, banana planars do not make much sense, because they do not work on the memo in the second part of their bonus. It is still more useful for the team to use a vonvac or a mermaid (penakonia).
Well, the question is about the speed of such a build. I would not sacrifice speed sets for the sake of +30% crit, but if in substats they attacked not only in crits but also a lot of speed - congratulations)
Is it possible to simply update the guide to the gg memory? Because new characters, cones, etc. have come out. I would like to know more about who the gg is suitable for and what to put on it.
Again, in the examples of characters Midey is present, but in the teams he is not.
and although this is a guide for gg, not for Kastoria, but again, where is Ruan Mei in the command examples?
in teams, divide Aglaya and Kastoria into different teams, putting Zaryanka next to Kastoria would be blasphemy
Add a light cone from the virtual universe
Build not of the ice MC, but of memory... And eidolons for memory, not of the ice one
They are the same character: path is Memory, and damage type is ice.
The recommended additional stats indicate attack power as a percentage, but the recommended total stat values do not indicate the minimum attack power. Please correct this if you can.
Hello, we have indicated it.
why not "The Curtain of Memory Will Not Fall"? It's the best for good rotation and buffing the damage of the whole team.
The article was created before the release of 3.1. The authors apparently forgot to update the article.
If you collect 200 units of speed for the Pathfinder, does it make sense? Or are there some specific values, restrictions, and other subtleties? How many times will he move according to this value, is it worth lowering it a little more or raising it for an even number of moves?
Of course it does, if it works out) Look online for tables of the number of moves per cycle depending on speed, there are many of them.
With 200,1 speed, there will be 3 turns in the zero cycle and 2 turns in subsequent cycles. Of the subtleties, well, perhaps do not forget to press the E-key once every 3 turns to refresh the buff from the cone, if you use "quick victory" or from the Gerta store.
The hero sung by the epic Will there be a buff from 4 pieces when distributing the talent ku?
In the "Mermaid" planar set, the second part of the ive does not work fully. Only the Pathfinder receives the full buff of 48% CU. Memo receives only 16% from the "Mermaid". Also, the "Wolf Dynasty" planars do not work on Mem (although the guide does not mention them). The "Sigony" set also does not work on Memo. She does not receive the CU from it that the Pathfinder receives.
Interesting fact: Meme will NOT get a bonus to CU from Sparkle's buff if she buffs Pathfinder (however, she can buff Meme herself).
On the positive side: Memo benefits from Yukun, Armor, and Resurrection buffs that increase his CU. In combat, Memo receives CU buffs from s with signature cones of Sparkle and Tribbe. And if you decide to make the Pathfinder a full-fledged DD, you can safely give him Aglaya's signature (if you happen to have one, and Aglaya herself has not yet graced your with her presence) - Memo will benefit from full buffs from this cone, up to the set of his stacks. In this case, it is also worth paying attention to the KS, since 100% of the KS from the 6th consta works exclusively on the ultimate, which means that Memo will crit exclusively on holidays and nothing else. I don't know why the Pathfinder needs 5k HP (unless the guide is aimed at a for Kastoria), since neither Memo's damage nor anything else depends on it, and 3k is quite enough for normal survivability. 90% of my characters on the do not exceed 3-3.5k HP and they feel comfortable in any content
I wonder if the memory gp will be suitable for Kastoria
And can Aglaya's gg sign be suitable, or is it better to leave 4*?
Keep the epic for the damage buff.
Aglaya's first cast of Signa gives 54% critical damage with maximum stacks, and Memo's talent gives allies 12% of this figure (6th level of trace) - a total of 6,5%. Additionally, it increases the damage of the basic attack, which is not a priority.
I'm going to take gg in a pack with Gerta (without a sign), should I take the Sung Hero set or x2 plus to speed, what do you think?
How do eidolons work? It says the maximum level of traces is 15/10, but I can pump up to 12/7 at most. Where can I find 3 more levels?
Thanks to him, I finally finished my "XSR machine gun" 😀 Mooneater with a sign and a second eidolon + Sparkle + Sunday + GG memory, yes, sometimes you will probably have to change someone for a healer/shielder, but at least in the recently released illusion of the end with an under-leveled GG, to put it mildly (according to the tracks, there are not even half, and the cone is lvl 60), this team pulled it off perfectly on the first try and no one died in the process. Because the enemy in such a pack goes very rarely, compared to Mooneater, who is pushed by everyone in a row ... One thing is sad, sometimes Mooneater even with a "push" gets under someone in the rotation, apparently there are some restrictions on this in the game.)
Who is better suited to Feixiao (no robin yet), GG of Memory or Bronya? (Feixiao and Bronya without eidolons and signs) Squad: March 7 (hunting), Bronya, Gallagher.
Need to test, gg like armor gives crits, advances pet, gives stacks for ult, like armor (but if armor is e4). In some ways it is worse, in some ways it is better
I'm a bit dumb. Great Hertha gives everyone in the squad 80% critical damage from her ive. Will Memo take it into when giving out buffs or will it only take the basic one from the main character?
Will. Any increase in the spirit's crit damage in battle immediately increases the crit bonus distributed to it through talent (the bonus from your own talent is not taken into , apparently it would be too much).
The only problem there is with the GG herself - no matter how much crit and other stats you boost during the battle, she will not transfer them to the spirit. Only those that were before the battle are taken into .
4 eidolon works with Acheron and Feixiao, or by "allies with max 0 energy" do you mean only pets?
It works) Although it's not the best for them. Also, the bonus from Feixiao doesn't count as an "ability".
I understand that it is not the best option, but it is already encouraging that they started creating buffs for characters without energy
They should have made a pet Paimon. Such a fat hint at endless Genshin in different worlds. And all the adventures in Genshin would have turned out to be the delirium of a stoned Paimon. PROFIT
In the section with light cones, the icons "Quick victory" and "More sweat, less tears" are mixed up. Please fix it! Source.
Thank you for your attention! The error has been corrected.
PikachuMemo, I choose you!It will be interesting to play, although it is not yet clear whether it will withstand competition with existing s. But the design is beautiful, I like it)
And also, I hope that at least one memory cone will be given away for free for the patch) Because they won't attack from gacha anytime soon (especially if you skip characters 3,0), so that you can at least try out the new gacha)
So they will add 1 craft cone to the mirror shop
Exactly, thank you) By the way, you can mark in the table that the “More sweat, less tears” cone is store-bought.
I just looked at Goba's guide, there are a couple of interesting points to add to the article:
It is very important that the stats of the beast are taken from the main character BEFORE the start of the battle. This means that all sets and planars that give bonuses directly in the battle are useless (mostly this is the second part of the bonuses from 4 pieces, except for new ones, where it is separately indicated that it works on the spirit).
Goba himself recommends 2+2 pieces for speed and planars for energy. I think I'll build it the same way.
And the second interesting point: the true damage bonus works on Zaryanka's additional damage, which makes for a very cool synergy) The promotion from Memo guarantees a concert in the zero cycle, and Zaryanka herself also promotes Memo. Moreover, since the bonus lasts for 3 turns, you can also manage to buff the main DD while the buff is hanging on Zaryanka. In general, it's cool)
I'll have to take note of Robin, thanks for the valuable info.
Would a BP cone be best for her? Oh my god...
One "Quick Victory" card will be given out in the Exploration mission, and the BP one is not so good. There was a mix-up with the icons, we apologize.
Important clarification: one of the features of true damage is that there is no resistance against it. That is, any mob/elite/boss always has resistance set to 0%. Perhaps this will change over time and bosses will appear that resist the truth, but for now it is presented as a cool feature that will not be changed under any circumstances (yeah, we really believe it).
But there is also a downside: buffs/debuffs do not work on truth resistance. That is, no matter what you do, 0% will remain unchanged - as opposed to the ability to drive resistance into negative values in the usual case (at least in theory)
They won't change anything. Super penetration hasn't changed at all. Moreover, true damage is calculated based on the ally's damage, not on the opponent's stats.
Oh... I'll specifically translate it into something more accessible: there is a very non-zero probability that IN THE FUTURE there will be opponents whose resistance to true damage will be higher than 0%. Well, purely in order to devalue this very damage and foist a new super-duper cool thing on the player, as has happened more than once.
Super Penetration doesn't need to be changed, it's fine: instead we have Sam, who starts each new stage with an invulnerable vulnerability bar. And new bosses with the same mechanics are expected in Amphoreus.
True damage resistance is literally an oxymoron. It's true because it ignores everything and deals damage as is.
The maximum you can give is invulnerability/immunity to true damage, but there are also questions about those games that do this