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Honkai: Star Rail Wiki
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This page is about community-derived information, concepts, or terminology.
This page contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. This page may be subjective and contain information or terminology that is not used by HoYoVerse or in official Honkai: Star Rail communications, and may not be an officially recognized concept.

Aggro (unofficial name) is a character-only stat in Honkai: Star Rail. It determines a character's probability of being targeted by enemies.

Note that some enemies have Bounce attacks — such attacks are unaffected by Aggro and all characters have an equal chance to get hit.

Base Aggro[]

Characters' Base Aggro is determined by their path:

Path Base Aggro
Path The Hunt
The Hunt
3
Path Erudition
Erudition
3
Path Harmony
Harmony
4
Path Nihility
Nihility
4
Path Abundance
Abundance
4
Path Destruction
Destruction
5
Path Preservation
Preservation
6

Aggro Modifiers[]

Source Modifier Target
Clara Clara +500% Self
+500% Self
Dan Heng Dan Heng −50% Self
Gepard Gepard +300% Self
Lynx Lynx +500% Targeted Destruction/Preservation Ally
March 7th (Preservation) March 7th +500% Targeted Single Ally
Seele Seele −50% Self
Sushang Sushang −50% Self
Dance at Sunset Dance at Sunset +500% Self
Landau's Choice Landau's Choice +200% Self
Moment of Victory Moment of Victory +200% Self
Black Forest Cuckoo Clock Black Forest Cuckoo Clock +500% Random Single Ally
Duelist's Plume Duelist's Plume +500% Random Single Ally
Broken String's Roar Broken String's Roar +500% Ally w/ Highest ATK

Special Aggro Modification Effects[]

Source Effect Target
Yanqing Yanqing −60% Base Aggro Self

Lock On[]

Lock On is an enemy-exclusive mechanic. When an enemy Locks Onto a character, the enemy will always cast the next action on the Lock On Target, ignoring Aggro.

Enemies[]

30 Enemies can lock onto characters:

Enemy Tier Damage Weakness
"Past Confined and Caged" "Past Confined and Caged" Icon Elite Enemy Elite Physical FireLightningImaginary
"Past Confined and Caged" (Bug) "Past Confined and Caged" (Bug) Icon Elite Enemy Elite Physical FireLightningImaginary
"Past Confined and Caged" (Complete) "Past Confined and Caged" (Complete) Icon Elite Enemy Elite Physical FireLightningImaginary
"Present Inebriated in Revelry" "Present Inebriated in Revelry" Icon Elite Enemy Elite LightningWind PhysicalFireImaginary
"Present Inebriated in Revelry" (Bug) "Present Inebriated in Revelry" (Bug) Icon Elite Enemy Elite LightningWind PhysicalFireImaginary
"Present Inebriated in Revelry" (Complete) "Present Inebriated in Revelry" (Complete) Icon Elite Enemy Elite LightningWind PhysicalFireImaginary
Abundance Sprite: Malefic Ape Abundance Sprite: Malefic Ape Icon Elite Enemy Elite Quantum FireIceWind
Abundance Sprite: Malefic Ape (Bug) Abundance Sprite: Malefic Ape (Bug) Icon Elite Enemy Elite Quantum FireIceWind
Automaton Direwolf Automaton Direwolf Icon Elite Enemy Elite Physical IceLightningImaginary
Automaton Direwolf (Bug) Automaton Direwolf (Bug) Icon Elite Enemy Elite Physical IceLightningImaginary
Automaton Direwolf (Complete) Automaton Direwolf (Complete) Icon Elite Enemy Elite Physical IceLightningImaginary
Cloud Knight Lieutenant: Yanqing (Complete) Cloud Knight Lieutenant: Yanqing (Complete) Icon Boss Enemy Boss Ice LightningWindImaginary
Cocolia, Mother of Deception Cocolia, Mother of Deception Icon Echo of War Enemy Echo of War IceImaginary FireLightningQuantum
Cocolia, Mother of Deception (Illusion) Cocolia, Mother of Deception (Illusion) Icon Echo of War Enemy Echo of War IceImaginary FireLightningQuantum
Gepard (Boss) Gepard Icon Boss Enemy Boss Ice PhysicalLightningImaginary
Gepard (Complete) Gepard (Complete) Icon Boss Enemy Boss Ice PhysicalLightningImaginary
Gepard (Illusion) Gepard (Illusion) Icon Boss Enemy Boss Ice PhysicalLightningImaginary
Ice Edge (Illusion) (1) Ice Edge (Illusion) Normal Ice FireLightning
Ice Edge (Illusion) (2) Ice Edge (Illusion) Normal Ice FireQuantum
Lance of the Eternal Freeze (Illusion) (1) Lance of the Eternal Freeze (Illusion) Normal Ice FireLightning
Lance of the Eternal Freeze (Illusion) (2) Lance of the Eternal Freeze (Illusion) Normal Ice FireQuantum
Memory Zone Meme "Something Unto Death" Memory Zone Meme "Something Unto Death" Icon Boss Enemy Boss Physical FireWindImaginary
Memory Zone Meme "Something Unto Death" (Complete) Memory Zone Meme "Something Unto Death" (Complete) Icon Boss Enemy Boss Physical FireWindImaginary
Memory Zone Meme "Something Unto Death" (Projection) Memory Zone Meme "Something Unto Death" (Projection) Icon Boss Enemy Boss Physical FireWindImaginary
Stellaron Hunter: Sam (Complete) Stellaron Hunter: Sam (Complete) Icon Boss Enemy Boss Fire LightningQuantumImaginary
Stormbringer Stormbringer Icon Elite Enemy Elite Wind FireIceImaginary
Stormbringer (Bug) Stormbringer (Bug) Icon Elite Enemy Elite Wind FireIceImaginary
Voidranger: Distorter Voidranger: Distorter Normal Quantum WindImaginary
Voidranger: Trampler Voidranger: Trampler Icon Elite Enemy Elite Quantum PhysicalWindImaginary
Voidranger: Trampler (Bug) Voidranger: Trampler (Bug) Icon Elite Enemy Elite Quantum PhysicalWindImaginary

Taunt[]

Taunt is a debuff that can be cast by characters and enemies. When a Taunted character/enemy takes action, they will always target the assigned unit, ignoring Aggro and Lock On.

Debuff
NameDescription
TauntCan only select as the target to attack.

Abilities[]

Toggle Descriptions
3 abilities can Taunt enemies:

Character Name Description Type Tag
Yunli Yunli Consumes 120 Energy. Yunli gains Parry and Taunts all enemies, lasting until the end of the next ally's or enemy's turn. Increases the CRIT DMG dealt by Yunli's next Counter by 60%—108%. When triggering the Counter effect from Talent, launches the Counter "Intuit: Cull" instead and removes the Parry effect. If no Counter is triggered while Parry is active, Yunli will immediately launch the Counter "Intuit: Slash" on a random enemy target.

"Intuit: Slash": Deals Physical DMG equal to 132%—237.6% of Yunli's ATK to the target, and deals Physical DMG equal to 66%—118.8% of Yunli's ATK to adjacent targets.
"Intuit: Cull": Deals Physical DMG equal to 132%—237.6% of Yunli's ATK to the target, and deals Physical DMG equal to 66%—118.8% of Yunli's ATK to adjacent targets. Then, additionally deals 6 instances of DMG, each dealing Physical DMG equal to 43.2%—77.76% of Yunli's ATK to a random single enemy.

When Yunli deals DMG via this ability, it's considered as dealing Ultimate DMG.
Ultimate Enhance
Trailblazer (Preservation) Trailblazer (Preservation) Increases the Trailblazer's DMG Reduction by 40%–52% and gains 1 stack of Magma Will, with a 100% base chance to Taunt all enemies for 1 turn(s). Skill Defense
Boothill Boothill Forces Boothill and a single target enemy into the Standoff state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration reduces by 1 at the start of Boothill's every turn.
The enemy target in the Standoff becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 15%—33%/15%.
After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of Pocket Trickshot, then dispels the Standoff.
This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Skill Impair

Enemies[]

3 Enemies can Taunt characters:

Enemy Tier Damage Weakness
Automaton Grizzly Automaton Grizzly Icon Elite Enemy Elite Physical FireIceLightning
Automaton Grizzly (Bug) Automaton Grizzly (Bug) Icon Elite Enemy Elite Physical FireIceLightning
Automaton Grizzly (Complete) Automaton Grizzly (Complete) Icon Elite Enemy Elite Physical FireIceLightning

Departed[]

Ally units in the Departed state cannot be designated as ability targets and will not appear in the Action Order.

In addition, Departed units disappear from the battlefield and thus not vulnerable to multi-target attacks.

Abilities[]

Toggle Descriptions
1 ability can allow characters to enter the Departed state:

Character Name Description Type Tag
Moze Moze When "Prey" exists on the field, Moze will enter the Departed state.
After allies attack "Prey," Moze will additionally deal 1 instance of Lightning Additional DMG equal to 15%—33% of his ATK and consumes 1 point of Charge. For every 3 point(s) of Charge consumed, Moze launches 1 follow-up attack to "Prey," dealing Lightning DMG equal to 80%—176% of his ATK. When Charge reaches 0, dispels the target's "Prey" state and resets the tally of Charge points required to launch follow-up attack. Talent's follow-up attack does not consume Charge.
Talent Single Target

Change History[]

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