Skullcrush Spurs
[Single Target]Deals Physical DMG equal to 140% of Boothill’s ATK to one designated enemy target.
“So, here’s the thing: someone went and tinkered with my Synesthesia Beacon, so now every time you muddle-fudgers hear me chinwaggin’ with those shirtbags, it’s all a bunch of “fudge this” and “fork that…” See what I’m sayin’?”
Boothill is a Break DPS who hits one target extremely hard. His Skill pulls a single enemy into a Standoff, he shreds their Toughness over and over, and once they are Broken he keeps dealing Break DMG every turn. He can also apply Physical Weakness on his own and his Traces make him easy to build, so he is well worth pulling if you want a dedicated boss killer.
A great fit if you are short on DPS characters, since Boothill barely cares which elements a fight asks for. If you mainly need someone to clear lots of enemies at once, think twice, because he focuses on a single target.
Most of Boothill's damage is Break DMG, so the stats that matter most are Break Effect and SPD, not ATK or CRIT. His signature Light Cone is far ahead of everything else, so if you don't have it, pick from the options below.
Shadowed by Night
Great
Adversarial
Good
River Flows in Spring
Good
Swordplay
Good
Cruising in the Stellar Sea
Good
SPD on Feet and Break Effect on the Link Rope are the two fixed slots. Body and Planar Sphere matter much less: go CRIT Rate or CRIT DMG on Body and Physical DMG Boost on the Sphere, but if you don't have those yet, any main stat will do for now.
SPD and Break Effect are by far the most important substats: reach the SPD you are aiming for, then stack as much Break Effect as you can. You only need a moderate amount of CRIT because Ghost Load adds CRIT based on his Break Effect. For example, with 200% Break Effect, just 55% CRIT Rate from gear and zero CRIT DMG substats already gives him 75% CRIT Rate and 150% CRIT DMG.
His Talent raises his Break DMG, so max it first. Leveling the Skill increases the DMG the enemy takes during Standoff, and leveling the Ultimate makes its action delay longer. Leave Basic ATK for last, since it scales off ATK and does almost nothing for his Break DMG.
Ghost Load gives CRIT Rate and CRIT DMG based on his Break Effect (up to 30% and 150%), which makes him much easier to build. Point Blank regenerates 10 Energy each time he gains Pocket Trickshot while in Standoff, so his Ultimate comes back faster. Above Snakes reduces the DMG he takes from enemies outside the Standoff by 30% while he is in a Standoff, which helps him stay alive. All three are very good, so unlock them as early as you can.
E1 gives him 1 stack of Pocket Trickshot at the start of battle and lets him ignore 16% of the enemy's DEF whenever he deals DMG. E2 recovers 1 Skill Point and increases his Break Effect by 30% for 2 turns when he gains Pocket Trickshot while in Standoff. E4 makes the enemy in the Standoff take 12% more DMG from him and offsets the extra DMG he takes from that enemy by 12%. E6 makes his Talent deal extra Break DMG to the main target and to adjacent enemies, which makes Boothill usable when there are several enemies.
Break teammates feed Boothill extra Break Effect, and more Break Effect means more damage. Sunday gives him extra actions and Energy so he can fire Enhanced Basic ATKs back to back and build Pocket Trickshot faster; keep Sunday 1 or 2 SPD slower than Boothill. Ruan Mei gives a ton of Break Effect plus RES PEN, and Lingsha's healing scales with Break Effect. The Dahlia, Pela, Silver Wolf or Asta can also take one of the support slots. Sparkle's Action Advance is not 100%, so she can mess up Boothill's turn order.
Fugue and The Dahlia give Boothill Super Break DMG on top of the Break DMG he already deals, and they add more Break Effect too. Fugue also lets him handle enemies that are not weak to Physical without relying on his Ultimate. Lingsha is the best healer here because she also scales with Break Effect.
Trailblazer (Harmony) gives him more Break Effect and extra Super Break DMG, exactly what Boothill wants. Asta's ATK buff doesn't do much for him, but her SPD buff gets him more turns. Natasha handles healing and cleansing, and any other easy-to-get healer works in her place.
This team drops the healer for one more support. The action delay on his Ultimate helps Boothill survive, so you can sometimes get away without a healer, and since he relies less on ATK and CRIT, you can build him a little more defensively.
With Fugue, Boothill can gain all 3 Pocket Trickshot stacks in a single attack: 1 from the normal Break, 1 from breaking the extra 40% Toughness bar, and 1 from the kill. Each target gets Broken twice instead of once, so his Weakness Break DMG doubles.
Gives Weakness Break Efficiency, around 100% Break Effect, 18% DEF shred and extra Super Break DMG. When Boothill applies Physical Weakness, he gets 30% SPD for 2 turns, although this buff won't always be active.
Gives everything Boothill likes: Weakness Break Efficiency, Break Effect, RES PEN, and DEF shred if she is at E1.
Gives extra actions and Energy so Boothill builds Pocket Trickshot faster. If you have Sunday, use him over Bronya.
Her Skill gives DMG buffs and an extra action, which cuts down Boothill's ramp-up time. Keep her 1 SPD slower than him.
Adds Break Effect and extra Super Break DMG, and makes Iron Cavalry Against the Scourge even stronger.
A healer who scales with Break Effect, and the best healing choice for the Fugue and The Dahlia team.
He heals based on his Break Effect, and his Ultimate puts the Besotted debuff on enemies, which makes them take more Break DMG.
Her DEF reduction hits several enemies at once, and Boothill's Break DMG benefits from it.
Her Ultimate brings a big DEF reduction, and she piles on plenty of other debuffs too.
His Skill Sizzlin' Tango forces Boothill and one enemy into a Standoff for 2 of his turns. That enemy is Taunted and takes more DMG, and Boothill's Basic ATK becomes Enhanced. The Skill gives no Energy, but it doesn't end his turn either, so you can attack right after using it. The Enhanced Basic ATK costs no Skill Points, which makes Boothill easier on Skill Points than most DPS characters.
When the enemy in the Standoff is defeated or Weakness Broken, Boothill gains 1 stack of Pocket Trickshot and the Standoff ends. If he Breaks and defeats the enemy in the same action, he gains 2 stacks. Each stack increases the Toughness Reduction of his Enhanced Basic ATK by 50%, up to 3 stacks. He keeps Pocket Trickshot for the next battle after winning, so once he has ramped up, he stays ramped up.
His Talent Five Peas in a Pod is the heart of his kit: if the target is Weakness Broken when he uses his Enhanced Basic ATK, he deals extra Break DMG, and more Pocket Trickshot stacks mean a bigger hit. The enemy only has to be Broken during that action, even on the very last hit. It also doesn't require the enemy to be weak to Physical, so he can still blow up enemies that his teammates Broke.
His Ultimate Dust Devil's Sunset Rodeo applies Physical Weakness to one enemy for 2 turns, deals heavy damage and delays its action. The Weakness is guaranteed and needs no Effect Hit Rate. The Ultimate costs only 115 Energy and Boothill gains a lot of Energy, so if he is fast enough, he can keep Physical Weakness on the main target almost the whole fight. His Technique 3-9× Smile does the same to the first enemy he uses his Skill on in the next battle, lasting 2 turns. The only enemies he really struggles with are those that can lock their Toughness bar.
Deals Physical DMG equal to 140% of Boothill’s ATK to one designated enemy target.
Forces Boothill and one designated enemy target into the “Standoff” state. Boothill’s Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases 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 38%/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.
Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s).
Deals Physical DMG equal to 480% of Boothill’s ATK to the target and delays their action by 45%.
Each stack of Pocket Trickshot increases the Enhanced Basic Attack’s Toughness Reduction by 50%, stacking up to 3 time(s).
If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 88%/150%/213% of Boothill’s Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack “Skullcrush Spurs.”
After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
After the Technique is used, when casting the Skill for the first time in the next battle, applies the same Physical Weakness to the target as the one induced by the Ultimate, lasting for 2 turn(s).
When the battle starts, obtains 1 stack of Pocket Trickshot. When Boothill deals DMG, ignores 16% of the enemy target’s DEF.
When in Standoff and gaining Pocket Trickshot, recovers 1 Skill Point(s) and increases Break Effect by 30%, lasting for 2 turn(s). Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit. But cannot trigger repeatedly within one turn.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When the enemy target in the Standoff is attacked by Boothill, the DMG they receive additionally increases by 12%. When Boothill is attacked by the enemy target in the Standoff, the effect of him receiving increased DMG is offset by 12%.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
When triggering the Talent’s Break DMG, additionally deals Break DMG to the target equal to 40% of the original DMG multiplier and additionally deals Break DMG to adjacent targets equal to 70% of the original DMG multiplier.
Boothill is a damage dealer who specializes in dueling enemies. While a Standoff is running, Boothill gains powerful abilities, and winning the Standoff grants him a buff that carries over. Boothill’s Ultimate and Technique can also add a Physical Weakness to enemies.