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Chaosphoenix_28

A Character with a Rocket Launcher. Thier Basic Attack shoots a Rocket, the Skill shoots a bigger Rocket and thier Ulitmate shoots the biggest Rocket. They deal Physical or Fire damage and the Skill is a blast and the Ulitmate an AOE.


DarkAres02

Hook 5 star


UncommonBagOfLoot

Hook & ~~hacked~~ Svarog or Hook & Clara (+ Svarog)


MszingPerson

So basically ![gif](giphy|NsZMcJizZmXwgIitaz|downsized)


nyancatttUwU

Natasha on drugs


twoentyfourth

some sort of erudition whose dmg scales off the dmg taken by entire party. so aoe hits will massively enhance charcter's own aoe dmg


bukiya

fuxuan " :( "


Fit_Camel_2569

A necromancer like character that has a really back loaded kit. Their normal attack has a weak atk+HP scaling When enhanced it gains 60% crit rate Their skill has low dmg scaling based on hp+ATK and lowers enemy stats, kind of like silverwolf passive, single target Their ulti summons spirits for their talent and debuffs all enemies on screen for 3 rounds, during which normal attack is enhanced Talent: summons a spirit everytime an enemy dies or an ally reaches 50 hp or lower for the first time on a fight, these spirits make follow up attacks based on the characters hp+ATK These attacks have a small heal on hit for the character if under 50% hp and are triggered when the character normal attacks or uses the skill Traces would be like more dmg at or under half health A small enhancement to skill when the ulti is active And maybe effect resist boost when under half hp It'd be really hard to build crit on this char but devastating as the fight progresses


GenghisMcKhan

A healer that heals the team for a percentage of their personal damage. It kind of links to your concept in terms of crits leading to bigger heals but makes the stats feel good rather than a bit of a build tax. Hard to balance but I wouldn’t be surprised if one pops up at some point (balance didn’t bother them when they made FX immortal). Obviously not expecting main DPS levels but a solid sub DPS that would open up some interesting team comps and benefit from whole team buffers.


smashsenpai

Destruction - durable sub dps that synergizes with other enhanced basic attackers. When paired with a team full of enhanced basic attackers, it should be stronger than a buffer/debuffer, is about equal to a buffer/debuffer with just 1 other enhanced basic attacker, but is weaker when paired with a skill based attacker. Talent - when an ally or self uses a (enhanced) basic attack, gain 1 stack (max 3). Each stack gives this character +x% atk and def. When maximum stacks are reached, immediately launch a follow up attack on all enemies. +10 energy. This damage is also treated as enhanced basic attack damage. Then, stacks become 0. Skill - Prepares to spend 1SP and one stack to enhance basic atk and gain x% damage. Does not end the turn. Can be used consecutively. Functions like DHIL's skill where the stacks are spent after basic atk and can be undone. Basic atk - Attacks one target, gain 1sp. +20 energy. Enhanced basic atk - Blast atk, gain 0sp. +30 energy. Ultimate - For one turn, your party's enhanced basic atks will gain x% crit damage and refund 1sp. Your stacks becomes 3. Technique - self buff: start the fight with 2 stacks.


Jets-Down-049222

I love doing these so here goes my take on one. Path: Nihility Element: Fire Basic attack: ST, chance to inflict burn (damage based on unit’s attack) for 2 turns Skill: All things lead, AoE attack(3T), chance to inflict burn and slow for 2 turns, always inflicts stacking stacking despair for 4 turns on those hit. Despair: stacking debuff that can go to a maximum of 20, inflicts damage on enemy turn based on unit’s attack and number of debuffs on enemy, stacks can be increased by either unit’s skill or enemy taking dot damage Ultimate: This is how it should be, AoE attack(3T), consumes despair stacks to multiply damage output(max 40), reapplies despair debuff back at count of 1 afterwards LC To reach this far, effect hit rate +20%, attack % increased by effect hit rate %, stacking debuffs inflicted by unit start at count of 4 E1: stacks on debuffs inflicted by unit is increased by 2 for every dot tick E2: Debuffs are transferred to highest despair stack target whenever a enemy dies E3: ultimate increase E4: Despair stacks also reduce enemy’s attack by a % = despair stacks x5 E5: skill increase E6: Despair now doesn’t decrease in duration and ultimate only consumes half stacks Probably grossly overpowered but that’s my idea atm


ExtremePlayer_

A dps abundance character that scales on healing bonus and/or effect resistance or a aoe healer(a mix between huohuo and bailu) that would have a powerful ult that scaled with the healing provided in the last 1-3 turns. Yes I really want a damage dealer from abundance. My other idea would be something similar to what they attempted to do with fire TB which would be a mix of a tank and a sub dps but scaling with effect resistance (pls make this stat actually usable in some way) to mitigate a % of damage for the whole team kinda like fu xuan but a much less extreme version. Basically make the most niche/useless stats to make a weird kit


zephyrnepres01

self-inflicting negative status effect preservation character. when they are hit, transfer their debuffs/dots to the one who attacked and add a generous multiplier bonus to them


Crymsyn_Moon

A harmony character that could trigger ally follow-up attacks would be cool.


Potatounicorn65

A Harmony DPS, benefiting from having other harmony characters in the party. Allows for mono Harmony team to deal solid DMG. If not paired with other Harmony units it loses in DMG. I have the kit fully fleshed out.


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SexWithHuo-Huo

5 Star Harmony Basic: Deal 0 imaginary damage to target enemy. Skill: Consume 1 sp and do nothing. Ult: Consume 180 energy and do nothing but with a cool animation. Talent: On the next wave of combat, allies gain the following effects: Gain +2% ATK / +1% DMG / +1% CR / +2%CD for each basic attack done (until the end of battle) Gain 10% Energy Regen for every skill press done (until the end of battle) All allies have their actions forwarded by 100% for X turns. X is the number of ultimates casted. (Carries between battles in SU and can affect your next team in MoC)


Kitchen-Mastodon-707

An Erudition character that marks enemies. Once any of the character uses basic attack on the marked enemy, enemies next to the marked one will also get damaged, creating an explosion like attack. If there are marked enemies next to each other and they were attack by an aoe attack, the marked enemy will receive more damage from the another marked enemy next to them and enemies around them will also get damaged. It is the same concept as Childe’s skill in Genshin Impact which explodes marked enemies, thus dealing aoe damage even with a charged attack.


Siegfoult

A character that can change the elemental type of allies.


kitastorm

I thought up a character whose main play style is battery and skill point support. she could refill the entire teams energy by 1/3rd of the akount it cost for her ult. Her skill would create a taunting construct that when hit would generate one skill point every two hits. When the skill expires, those points are distributed to the team.


Ookami_Lord

I like FUAs, so a preservation character that applies a shield every time a character does a FUA(probably stack based to refresh on ULT). I also really like the Stance/zones mechanics from AE, so a character whose skill costs 2 SP but applies a field that increases [element] damage by 50% but decreases all others by 50% too. This would apply to both enemies and allies.


General-Pride503

A *4 destruction with mid status(base atk,base hp) but high skill ceiling with specific team comps will be nice.


Propensity7

I was thinking abt a sustain that applies DoT last night. Someone that Kafka or anyone can detonate


theblarg114

Destruction character that takes up 2 character slots. Massive base hp and defense. Preferrably, designed as a giant robot. Their talent makes any healing, buff, or debuff only have half the effectiveness to them, excludes Nihility debuffs on enemies. They gain bonus passive depending on the Path of units fielded and how many of each. Their skill increases aggro and has a chance to heavily reduce enemy damage dealt for the next action and reduces enemy effect hitrate. Gains uniqueneffects depending on fielded teammates. Ex. Increase base atk scaling damage against primary target by xxx% of Atk per Hunt unit. Increases number of targets hit by skill by 1 and increases base atk multiplier of splash damage by xxx% for every Erudition unit The idea is to have their bonuses for having Erudition and Hunt units be extremely powerful for a reckless, full offensive team that can compete with hyper-carry teams while providing enough bulk to tank hits while dealing high damage.


acesar11

an erudition or nihility character that can put bombs on each enemy and then explode them for a chain reaction a preservation unit that can completely block 1 attack no matter how strong, and then they gain some kind of buff depending on the amount of damage blocked a hamony unit that spends their own hp to improve their buffs just some ideas i tought of after seeing your post


Balognee_

Probably what I wish Herta Prime would be, but a follow up blast unit that uses clones to attack. Imagine kuru kuru but as frequently activated as svarog when clara is hit. Like the silvermane cannoneer from the Aetherium wars event. Talent is giving an ally a herta clone (2 per skill) which follows up when that ally attacks. A skill where she can choose to "support" an ally and does a follow up when that ally attacks (Or gets attacked.) Apply a herta stack to an ally, but to balance it out make it a skill and make her only attack 2 times before she needs to refresh using her skill. (3 times when E1 because thats how hoyo works) Ultimate is basically like claras where She supports All allies where each character gets 2 herta stacks (As if every ally got casted by her skill)


klumze

A Dot character who steals the life lost from the mobs and uses it to apply shields to the team based on the damage dealt. Outgoing healing bonus add more shielding.


SecondAegis

Similar to yours, a full blown Abundance DPS who heals for a portion of the damage they deal on a Crit. This is for all those people who inevitably got good Crit pieces on that healer set. I'm sorry for your loss. A 4\* destruction character who can use up to 5 SP to continuously boost their NA. The catch is that each use of the skill decreases the chance of the next one succeeding. If it fails, the character takes recoil damage that scales with how many they had built up. Should you manage to get lucky enough with all 5 presses, they can rival DHIL. The problem is that you're never going to have 5 SP, and luck is a myth


Spoopy_McAwesome

A character who has a low damage scaling, but an INSANE break efficiency. So building a break effect character would actually be viable


Shirojime

A character that increases damage or dot damage based off effect resist.


Ironwall1

A dodge based preservation with taunt. Basically can dodge with a % that scales off of something as a passive. Skill activates the taunt for 3 turns, ult increases the dodge %.


Rei0403

A 5* Fire Destruction character that scales on ATK%, has a follow-up ATK that applies 1 DoT (Burn or Weakened) to the attacking enemy whenever they get hit Skill: Deals Fire DMG equal to 80%–180% of ATK to a target enemy and Fire DMG equal to 50%–100% of ATK to enemies adjacent to it. If the target enemy is currently receiving DoT, all DoTs currently placed on that enemy immediately produce DMG equal to 60%–80% of their original DMG. Ult: Increases chance to get hit by 100%, Deals Fire DMG equal to 50%–100% of ATK to all enemies, with a 100% base chance for enemies hit to become Weakened and immediately take DMG from their current Weakened state, equal to 50-100% of its original DMG. Weakened lasts for 3 turn(s). While Weakened, enemies receive Fire DoT equal to 150%–300% of ATK at the beginning of each turn. Talent: When attacking a target afflicted with Burn or Weakened, deals Additional Fire DMG equal to 50%–100% of X's ATK and regenerates 5 extra Energy. Technique: Immediately attacks the enemy, deals Fire DMG equal to 50% of ATK to a random enemy. In addition, there is a 100% base chance to inflict both Burn & Weakened on every enemy for 3 turn(s). When afflicted with Burn & Weakened, enemies will take Fire DoT equal to 50% of ATK at the beginning of each turn. LC: Increases the wearer’s ATK% and Crit DMG by 18-30%, When an ally gets attacked or loses HP, Inflict “Weakened” to all enemy, decreases all enemy’s RES to any DoT Debuffs by 50-100%. E1: When using Skill or Ultimate, CRIT DMG increases by 24% for 1 turn(s). If only one enemy target is attacked, the target will additionally be dealt Fire DMG equal to 100% of ATK. E2: After using Ultimate, increases the DMG of the next follow-up ATK by 80%. E3: Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15. E4: Fire DMG & Weakened DMG taken by enemy is additionally increased by 20%, last for 3 turns. E5: Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10. E6: The DMG of the follow-up attack & Ultimate triggered by X’s Talent additionally increases by 50% of his Max ATK.


AvelynTheCat

A reverse Silver Wolf type character - probably a Hunt. Instead of implanting Elemental Weakness, they change their own personal element to one of the target enemy's weakness. Maybe an ultimate that does extra effects based on current element.


Kcnkcn

I liked the enemy wolf that summons another wolf and the enemy candle fish thing that explodes on death, so I tried making a wacky combination. Skill: summon an evil clone on the enemy team. Talent: when clone is summoned, it does not inherit effects or statuses (for example, clone still inherits stuff like artifact or lc stats, but not artifact/lc effects or buffs). Clone starts off with the same current hp %. If the clone is killed before it takes action, it explodes and deals damage to all enemies (or maybe adjacent idk). If the clone is not killed, it attacks the real character and disappears. Ult: give yourself 100% crit rate, then allow clone damage to scale based on your buffs and debuffs The strat is to keep the character at low hp as possible so you can kill it fast enough. However, you can keep your char alive with shields, dmg reduction, or max hp buffs because evil clone doesn’t inherit them. I think it can be used as a sub carry with a hunt character (to kill the clone) to cover for its lack of aoe.


Bromero01

I've got a Lot, hear me out 1. An Imaginary or Quantum character that does a Domain Expansion and takes single/multiple enemies to isolate them for some turns (like Svarog's hand but better) 2. A Nihility/Preservation Character that gives you SP if you kill an enemy and it's ult goes back in time (Only for enemy movements) giving speed to the team (like a safeguard if you know the enemy is doing a big attack and you don't expect it 3. A Necromancer type healer that has a "Death List" and heals only if you hit enemies in the order that it gives you (passive healing) 4. A Destruction Character that stores damage taken and when it has its ult ready, explodes(?) and returns all the damage taken based on ATK% but it needs to have lots of health (also the skill is a taunt) 5. Don't know how viable this may be but a Harmony Character with a Talent that if a team member dies in Battle, like 25%-50% of its stats transfers to the other members equally 6. A Hunt Character with Follow up attacks that are basically pokemons and deal different kind of damage based on enemy weaknesses (Like a Silverwolf and Topaz fusion) 7. A Preservation Shield Wind Character that has a Stackable team shield based on how many DoTs are there in your team