Leave It to Me!
[Single Target]Deals Ice DMG equal to 140% of Trailblazer’s ATK to one designated enemy.
“When you have the chance to choose, do not leave yourself with regrets…”
Trailblazer (Remembrance) is a support who fights alongside a memosprite called Mem. Mem raises the whole team's CRIT DMG, and every time Mem's Charge fills up, Mem advances one ally's action by 100% and gives them Mem's Support, so each of their hits deals extra True DMG. Every player gets this Trailblazer for free and the kit is strong, so you can build it without second thoughts.
The best fit is a DPS with an expensive Ultimate, like The Herta or Argenti, and, once the Trailblazer has E2, other Remembrance characters like Evernight and Castorice. The Trailblazer is very flexible and slots into lots of team types, so build it if your roster is short on supports.
Build the Trailblazer as a summon support: CRIT DMG and SPD come first, then survival stats like HP% and Effect RES. The reason is that Mem uses the Trailblazer's stats, and the team buff Mem gives scales off Mem's CRIT DMG.
Long May Rainbows Adorn the Sky
Best
This Love, Forever
Best
Fly Into a Pink Tomorrow
Great
Memory's Curtain Never Falls
Great
Victory In a Blink
Good
CRIT DMG on the Body because Mem's team buff scales off Mem's CRIT DMG, and Mem takes the Trailblazer's stats. SPD on the Feet so the Trailblazer acts before enemies and summons Mem early. For the Planar Sphere, take HP% or DEF% to be tankier (Mem's HP is also based on the Trailblazer's HP), or Ice DMG Boost if you want more damage. Energy Regeneration Rate on the Link Rope because the Ultimate costs 160 Energy and each cast gives Mem 40% Charge.
SPD and CRIT DMG are the two most important lines. The minor Traces already give a good amount of CRIT DMG. If you use Broken Keel, get Effect RES up to 30% so the set raises the whole team's CRIT DMG.
Mem's Talent (Friends! Together!) sets how big the team's CRIT DMG buff is, and Mem's Skill sets the True DMG multiplier of Mem's Support, so level those two first. The Trailblazer's Talent raises Mem's HP and keeps Mem alive longer. The Skill mostly raises the healing on Mem, so you can skip it if you have a good healer. Level the Basic ATK mainly for its enhanced form. The Ultimate is only worth leveling earlier if you have E6.
Rhapsode's Scepter advances the Trailblazer's action by 30% at the start of battle and gives Mem 40% Charge on the first summon, so the Trailblazer usually ends up at the front of the turn order. Magnets and Long Chains makes the True DMG stronger when you give Mem's Support to an ally with more than 100 Max Energy. Petite Parable gives Mem 5% Charge every time Mem uses Baddies! Trouble!.
E1 gives the ally with Mem's Support 10% CRIT Rate, and Mem's Support also applies to that ally's memosprite or memomaster. E2 lets the Trailblazer regenerate 8 Energy when an ally memosprite other than Mem takes action, once per turn, which is great in teams with several Remembrance characters. E4 gives Mem extra Charge when an ally with 0 Max Energy, like Feixiao or Acheron, uses an ability (with Acheron it works best if Acheron has E2). E6 sets the Ultimate's CRIT Rate at 100%.
This team gets even better with E2, since the Trailblazer regenerates 8 Energy when a teammate's memosprite takes action (once per turn). Mem's True DMG buff also carries over to Evernight's memosprite once it is summoned. Evernight does not spend Skill Points and actually generates them, so the Trailblazer can use the Skill every turn and Mem advances turns more often. With more Remembrance characters on the team, Cyrene's Ultimate starts with more charge, and Mem also helps her build it. If you swap Evernight for Castorice, bring an Abundance character to keep the team alive while Castorice builds up Newbud.
The Herta's Ultimate costs a lot of Energy, so she gets the full bonus from Magnets and Long Chains. The Trailblazer's Ultimate and Mem's AoE attacks help her regenerate Energy and add stacks of her own Interpretation mechanic, and in return the Energy she regenerates fills Mem's Charge faster. Mem pays her back with a CRIT buff, action advance and True DMG. Jade can also play next to The Herta in this kind of team.
The Trailblazer gives Himeko • Nova a rare True DMG buff that lasts for several turns. Plan when Mem advances her action so the extra turn lands at the right moment, because letting her take 2 turns back to back at a bad time wastes a lot. Mem also acts independently and hits every enemy, which adds more AoE hits for the team.
Apart from the Trailblazer, everyone on this team is a 4-star. The Trailblazer's job is to give Herta extra True DMG and action advance. Herta attacks very often, so she gets a lot out of the extra damage from Mem's Support.
Mem's True DMG buff carries over to her memosprite, and her Max Energy is high enough to get the full bonus. Evernight also generates Skill Points, so the Trailblazer can use the Skill freely.
Mem is one more memosprite with an HP pool on the team, which helps Castorice gain Newbud faster when enemies use AoE attacks. Mem's buff also carries over to her memosprite once it is summoned.
A great support pair. Each extra Remembrance character makes Cyrene's Ultimate start with more charge, and Mem helps her build it too.
Her Ultimate costs a lot of Energy, so the True DMG from Mem's Support reaches its highest value, and the Energy she regenerates fills Mem's Charge very quickly.
She gets a True DMG buff that lasts several turns, but you need to time Mem's action advance carefully.
His Ultimate costs a lot of Energy, so the True DMG from Mem's Support is much stronger on him.
Her Follow-up ATKs get the extra True DMG and help fill Mem's Charge. For the best fit, the Trailblazer should have E4.
His Energy restoration helps Mem reach full Charge sooner, and he can buff both the DPS and their memosprite.
Keeps the team alive and restores Energy, which helps Mem reach full Charge sooner.
The first thing to do in a fight is use the Skill I Choose You! to summon Mem. Mem starts with 50% Charge when summoned, and the first summon adds another 40% thanks to the Rhapsode's Scepter Trace. If Mem is already on the field, the Skill heals Mem and gives Mem 10% Charge instead. Mem is a separate unit with a separate place in the turn order. Enemies can hit Mem, Mem can be affected by status effects and can be knocked out, in which case you have to summon Mem again. When Mem disappears, the Trailblazer's action is advanced by 25%.
For every 10 Energy your team regenerates in total, Mem gains 1% Charge. On top of that, the Trailblazer's Skill and Enhanced Basic ATK each give 10%, and the Ultimate gives 40%. While Charge is below 100%, Mem automatically uses Baddies! Trouble!: 4 hits on random enemies followed by one hit on all enemies. This restores 10 Energy to the Trailblazer and, with the Petite Parable Trace, gives Mem another 5% Charge. That is why teammates who restore a lot of Energy, like Sunday, Huohuo or Tingyun, fill Mem's Charge much faster.
When Charge reaches 100%, Mem takes action right away and, on that next action, picks one ally for Lemme! Help You!: that ally's action is advanced by 100% and they get Mem's Support for 3 turns. Every time an ally with Mem's Support deals DMG, they also deal one extra instance of True DMG equal to up to 28% of the original DMG. True DMG is not affected by buffs or debuffs, but since it is based on the original hit with all its buffs already counted, it works like a final damage multiplier. The ideal pattern: your DPS attacks on their turn, Mem advances the DPS right after, then the DPS attacks again. To pull this off, keep Mem's Charge close to 100% before or during your DPS's turn.
The Technique Memories Back as Echoes creates a Special Dimension for 10 seconds, and enemies inside it are put in a Time Stop state and stop moving. When you enter battle with those enemies, all enemies have their action delayed by 50% and then take Ice DMG equal to 100% of the Trailblazer's ATK. This does not count as Crowd Control, so it works even on enemies that are immune to it. Most of the time your whole team acts before any enemy moves, unless your team is very slow or the enemy is very fast.
Deals Ice DMG equal to 140% of Trailblazer’s ATK to one designated enemy.
Summons the memosprite Mem. If Mem is already on the field, restores Mem’s HP by an amount equal to 75% of Mem’s Max HP, and grants Mem 10% Charge.
Summons memosprite Mem. Grants Mem 40% Charge, then makes Mem deal Ice DMG equal to 300% of Mem’s ATK to all enemies.
Memosprite Mem has an initial SPD of 130 and a Max HP equal to 95% of Trailblazer’s Max HP plus 760. For every 10 Energy regenerated by all allies in total, Mem gains 1% Charge.
After using Technique, creates a Special Dimension that lasts for 10 second(s). Enemies within the Special Dimension are placed in a Time Stop state, halting all their actions.
After entering battle against enemies afflicted with the Time Stop state, delays the action of all enemies by 50%, and then deals Ice DMG to all enemies equal to 100% of Trailblazer’s ATK.
Only 1 Dimension Effect created by allies can exist at the same time.

Deals 4 instance(s) of DMG, with each instance dealing Ice DMG equal to 50.4% of Mem’s ATK to one random enemy. At the end, deals Ice DMG equal to 126% of Mem’s ATK to all enemies.

Increases all allies’ CRIT DMG by an amount equal to 16.8% of Mem’s CRIT DMG plus 33.6%.
If the Charge has yet to reach 100%, Mem automatically uses “Baddies! Trouble!” when taking action. When the Charge reaches 100%, Mem immediately takes action. In the next action, can select one ally and use “Lemme! Help You!”.
Increases the CRIT Rate of ally targets with “Mem’s Support” by 10%. When an ally target has “Mem’s Support,” the effect of “Mem’s Support” also applies to the target’s memosprite/memomaster. This effect cannot stack.
When ally memosprites (aside from Mem) take action, Trailblazer regenerates 8 Energy. This effect can trigger a max of 1 time(s) per turn. The trigger count resets at the start of Trailblazer’s turn.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
Memosprite Talent Lv. +1, up to a maximum of Lv. 10.
When an ally target with 0 Max Energy actively uses an ability, Mem can also gain 3% Charge, and the multiplier of the True DMG dealt by this target via “Mem’s Support” additionally increases by 6%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
Memosprite Skill Lv. +1, up to a maximum of Lv. 10.
Ultimate’s CRIT Rate is set at 100%.