Swing Dance Etiquette
[Single Target]Deals Imaginary DMG equal to 140% of the Trailblazer’s ATK to one designated enemy target.
“When you have the chance to choose, do not leave yourself with regrets…”
Trailblazer (Harmony) is a support built for Break teams. The Ultimate gives the whole team Backup Dancer, which raises Break Effect and makes every hit on a Weakness Broken enemy deal extra Super Break DMG. Every player gets this character for free, without spending a single pull, so if you run a Break team, build the Trailblazer.
Best for you if you already own characters who scale on Break Effect, like Firefly, Boothill or Rappa. If nobody on your roster scales on Break Effect yet, there is no rush to invest.
Most of the Trailblazer's damage comes from hitting enemies that are already Weakness Broken, so Break Effect is the main stat to stack. Reach your SPD breakpoint first and worry about defensive stats later.
Past Self in Mirror
Best
Dance! Dance! Dance!
Great
In Pursuit of the Wind
Great
Memories of the Past
Great
Meshing Cogs
Good
SPD boots are a must. On the body and Planar Sphere, go HP% first, with DEF% as the backup, to make the Trailblazer tankier. On the Link Rope, Break Effect comes first. Energy Regeneration Rate is the second option and gets the Ultimate up faster, especially with Dance! Dance! Dance!.
SPD and Break Effect are equally important. Get SPD to the breakpoint you need first, then stack as much Break Effect as you can. Extra HP%, DEF% or Effect RES is nice to have, but never give up SPD or Break Effect for them.
The Ultimate is the most important part of the kit, since it decides how much Break Effect the whole team gets. The Talent gives Energy whenever an enemy's Weakness is broken. The Skill only adds damage, so it can wait. You can mostly skip Basic ATK, because the Trailblazer doesn't use it to deal damage.
Dance With the One boosts the Super Break DMG from Backup Dancer, and the fewer enemies there are, the bigger the boost. Hat of the Theater delays the enemy's action by an extra 30% every time an ally breaks a Weakness. Shuffle Along increases the Skill's Toughness Reduction. All three are worth unlocking early.
You can unlock every Eidolon of the Trailblazer. E1 recovers 1 Skill Point after the first Skill use. E2 raises Energy Regeneration Rate by 25% for the first 3 turns of a battle. E4 is the strongest: teammates gain Break Effect equal to 15% of the Trailblazer's Break Effect, which gives you even more reason to stack Break Effect. E6 makes the Skill hit 2 more times, which helps a lot against a single target.
Firefly has very high Break Effect, so once the enemy is broken she deals a huge amount of Super Break DMG. Ruan Mei raises the team's Break Effect and Weakness Break Efficiency, and she also slows down the enemy's recovery from Break, giving the team more chances to deal Super Break DMG. Against Elite enemies Boothill is the better damage dealer, and against more than 3 enemies Rappa is the better pick.
This is the most used endgame team that includes the Trailblazer. The Dahlia lets the team deal Break DMG even before the enemy is Weakness Broken, while the Trailblazer keeps Backup Dancer up so Firefly can pile on Super Break DMG once the enemy is broken.
Here the Trailblazer both buffs the team and adds extra damage against broken enemies. March 7th (The Hunt) uses her Skill on Gallagher so her Enhanced Basic ATK deals more Toughness damage, which means more Super Break DMG. Gallagher's healing scales on Break Effect, and his Ultimate applies a debuff that makes the enemy take more Break DMG.
This team works in certain content where enemies are weak to Quantum but not to Imaginary. Silver Wolf is required because she implants an Imaginary Weakness on the enemy. If the enemy is already weak to Imaginary, swap Silver Wolf for another debuffer like Welt, who delays enemy turns and lowers their SPD. Dan Heng • Imbibitor Lunae is the better damage dealer against multiple enemies, and Luocha is a healer who is easy on Skill Points.
The best support partner. She is the only character who raises Weakness Break Efficiency for the whole team, and Super Break DMG scales on how much Toughness an attack reduces.
A top Break damage dealer who needs the Trailblazer on the team. Her high Break Effect means a lot of Super Break DMG, and she can implant a Fire Weakness on enemies.
Doesn't strictly need the Trailblazer, but still uses Super Break DMG to take down Elites and bosses faster.
A Break damage dealer who needs the Trailblazer, and the stronger pick over Firefly against more than 3 enemies.
Lets the team deal Break DMG even before the enemy is Weakness Broken. The Dahlia shows up in most Firefly teams that run the Trailblazer.
His healing scales on Break Effect, and his Ultimate makes the enemy take more Break DMG. His Ultimate plus Enhanced Basic ATK deal 150 Toughness damage in total, so his Super Break DMG adds up fast.
The Follow-up ATK from his Talent bounces many times, so he deals Super Break DMG quite consistently. He is also the sustain in the Mono-Imaginary team.
The 4-star damage dealer for the budget team. Use her Skill on Gallagher or Lingsha so her Enhanced Basic ATK deals more Toughness damage.
A 4-star damage dealer whose kit scales on Break Effect, so she can fill the damage slot in a Break team.
Implants an Imaginary Weakness on enemies, which makes her a must in the Mono-Imaginary team.
The Ultimate costs 140 Energy and gives Backup Dancer to the whole team, the Trailblazer included, for 3 turns. The duration only goes down at the start of each of the Trailblazer's turns. Allies with Backup Dancer get more Break Effect, and when they hit a Weakness Broken enemy, the Toughness Reduction of that attack is converted into 1 instance of Super Break DMG. This damage is based on the attacker's Break Effect and the Toughness Reduction of the hit. Without Super Break, once you broke an enemy, all that Break Effect mostly sat idle until the enemy recovered its Toughness. Now the moment an enemy is broken is when your team deals its biggest damage.
Break DMG works differently from other damage: CRIT Rate, CRIT DMG and the usual DMG boosts do nothing for it. Only Break Effect makes it stronger, along with effects like DEF reduction, RES reduction or making the enemy take more damage. Normal Break DMG is higher against enemies with a big Toughness bar, but Super Break DMG doesn't care about that and hits every enemy the same. Break DMG also depends heavily on Character Level, so keep the Trailblazer fully leveled.
The Skill hits one chosen enemy and then 4 more times on random enemies. With the Shuffle Along trace, the first hit gets 100% more Toughness Reduction, bringing the whole Skill up to 120 Toughness damage. The fewer enemies there are, the more hits land on the same one. The Skill also helps with Energy, so cast it every turn. The Talent restores Energy whenever an enemy's Weakness is broken too, even when a teammate does the breaking.
Dance With the One boosts the Super Break DMG from Backup Dancer based on the number of enemies on the field: 20% with 5 or more enemies, then 30%, 40%, 50%, up to 60% with only 1 enemy left. This boost is a separate multiplier, which makes it very powerful. Hat of the Theater delays the enemy's action by an extra 30% every time an ally breaks a Weakness, giving the team more time to deal Super Break DMG and helping the team survive longer.
Deals Imaginary DMG equal to 140% of the Trailblazer’s ATK to one designated enemy target.
Deals Imaginary DMG equal to 63% of the Trailblazer’s ATK to one designated enemy target and additionally deals DMG for 4 times, with each time dealing Imaginary DMG equal to 63% of the Trailblazer’s ATK to a random enemy.
Grants all allies the Backup Dancer effect, lasting for 3 turn(s). This duration decreases by 1 at the start of Trailblazer’s every turn. Allies with the Backup Dancer effect have their Break Effect increased by 38%. And when they attack enemy targets that are in the Weakness Broken state, the Toughness Reduction of the attack will be converted into 1 instance of Super Break DMG.
The Trailblazer immediately regenerates 12.5 Energy when an enemy target’s Weakness is Broken.
After the Technique is used, at the start of the next battle, all allies’ Break Effect increases by 30%, lasting for 2 turn(s).
After using Skill for the first time, immediately recovers 1 Skill Point(s).
When the battle starts, the Trailblazer’s Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
While the Trailblazer is on the field, increases the Break Effect of all teammates (excluding the Trailblazer), by an amount equal to 15% of the Trailblazer’s Break Effect.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
The number of additional DMG applications by the Skill increases by 2.