A tactful foxian girl, whose appearance, name, and identity have all been stolen. The fates have left her a thread of chance at survival, yet the brand of Destruction still writhes with anticipation. The one in a fugue who has experienced life and death and is given a new life... when would she be able to return home?
To learn more about Tingyun • Fugue check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Tingyun • Fugue has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 2.7
Last major build/calcs update
Patch 2.7
Last profile update*
December 27th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Tingyun • Fugue check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Radiant Streak
Single Target
Energy gain: 20
Break: 10
Fiery Caress
Blast
Energy gain: 20
Break: 10 + 5 adjacent
Virtue Beckons Bliss
Support
Energy gain: 30
Break: -
Solar Splendor Shines Upon All
AoE | 130 energy cost
Energy gain: 5
Break: 20
Fortune Follows Where Virtue Spreads
Impair
Energy gain: 0
Break: -
Percipient Shine
Impair
Energy gain: 0
Break: -
Verdantia Renaissance
Sylvan Enigma
Phecda Primordia
Earthbound I Was, Cloudward I Be
Eidolon 1
Ally target with "Foxian Prayer" increases their Weakness Break Efficiency by 50%.
Beatitude Dawns for the Worthy
Eidolon 2
When an enemy target's Weakness gets broken, Fugue regenerates 3 Energy. After using Ultimate, advances the action of all allies by 24%.
Verity Weaves Thoughts to Blade
Eidolon 3
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Bereft of Form, Which Name to Bear
Eidolon 4
Ally target with "Foxian Prayer" increases their Break DMG dealt by 20%.
Colored Cloud Rains Fortune
Eidolon 5
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Clairvoyance of Boom and Doom
Eidolon 6
Increases Fugue's Weakness Break Efficiency by 50%. While Fugue is in the "Torrid Scorch" state, "Foxian Prayer" takes effect on all allies.
Tingyun • Fugue images aren't available yet. They will be added when the character is released.
Review
Provides a source of Exo Toughness, allowing enemies to get Broken a second time,
Allows an ally to ignore Weakness Types when dealing Toughness damage,
Provides the ability to deal Super Break DMG by just existing,
Gives the team large Break Effect bonuses,
Provides additional free Delay against Broken enemies,
Provides a source of DEF reduction,
Frees the Trailblazer from the Harmony Path,
She learned how to protect her neck.
Weaker Super Break DMG than the Harmony Trailblazer,
Underwhelming and expensive Ultimate,
DEF reduction is rather low and requires investment into EHR for consistency,
Enhanced Basics are basically cosmetic,
Skill can only buff one ally at a time (Unless you go for E6).
Fugue is a potent Break and Super Break focused Nihility support. She allows the team to easily deal Super Break damage against Weakness Broken enemies and is the first unit ever to be able to forcibly apply Exo Toughness to enemies, letting them get Broken a second time before recovering. She also allows a single ally to reduce enemy Toughness regardless of Type while also reducing the attacked enemies' DEF. Fugue is expertly tailored to existing Break DPS and has the tools to remain relevant for future Break units as well.
Tingyun is back from the brink of death and with new trauma comes new powers, as is tradition. Fugue (pronounced like 'Fyoog' not like 'Foogway' you weirdos) is a Break support that applies the previously Memory of Chaos exclusive status of Exo Toughness, a second universal Toughness bar that appears after an enemy's initial Toughness has been depleted and allows them to get Broken a second time without needing to recover first. This opens the floodgates for some of our exemplar Break DPS to become completely absurd, and you'll soon see why.
Fugue's Talent is what allows for this Exo Toughness to be in effect. While she is on the field, enemies are afflicted with Cloudflame Luster which stores 40% of the enemy's Max Toughness and is reduced once the original Toughness is depleted, allowing for a second Break to occur. Additionally, while Fugue is on the field, allies attacking Weakness Broken enemies will convert the Toughness damage into 100% Super Break DMG at max Trace level.
This is a very simple and effective Talent that does all of its effects for merely existing. Being able to apply Weakness Break a second time is great in general as it lets you delay the enemy a second time and inflict potentially powerful Break DoT effects twice, especially for something like Physical Break. The more impressive aspect of the Exo Toughness is that any effects that rely on enemies getting Weakness Broken are able to be activated consecutively; for example, Himeko can gain more than 1 Charge of her Talent per enemy now with this effect, letting her get significantly more follow-ups as a result.
On top of this, the Talent also casually lets the team deal Super Break DMG against Broken foes with no downtime or maintenance required, though do keep in mind that, while 100% Super Break DMG is impressive, it is a fair bit below what the Harmony Trailblazer provides at max value — 160% Super Break. Not needing to maintain any sort of buff does make it a lot more user friendly, and 100% Super Break is still more than enough to deal huge amounts of damage for our usual Break DPS line up.
Fugue's Skill will buff an ally for 3 of Fugue's turns. The buffed ally gains up to 30% additional Break Effect and can reduce enemy Toughness regardless of Weakness Type at 50% effectiveness (half of the original Toughness damage). This effect doesn't stack with other effects that allow ignoring of Weakness Type, and only one ally may be buffed at a time. In addition to this, Fugue's Basic ATK is Enhanced to be a Blast AoE, and she has a 100% base chance to reduce the DEF of the enemy that's attacked by the buffed ally, up to 18% DEF reduction for 2 turns.
Casually letting an ally ignore Weakness Type is incredible as it makes really pesky enemy line ups a lot more manageable, and allows Fugue's Talent to be useful in pretty much any situation. 50% reduced effectiveness is definitely noticeable, so don't expect to be Breaking enemies extremely quickly if you're not buffing a dedicated Breaker or someone with naturally high Toughness damage.
The DEF reduction is also very appreciated as it's one of the few things that impacts the amount of Break DMG that enemies sustain, but being tied to a 100% base chance makes it a little less consistent without a bit of Effect Hit Rate. Since the DEF reduction applies to the enemy themselves, everyone on the team can benefit from this, making it potentially quite powerful.
One interesting thing about this Skill is that most of our Break DPS already have no trouble dealing lots of Toughness damage, either being able to implant a Weakness Type onto enemies or just ignoring their Weakness Type altogether, so the Type ignore that the Skill provides isn't that useful on them. Luckily, there are plenty of other characters that could make excellent use of this buff instead, such as Gallagher, Lingsha, or Aventurine, letting them ignore Type and deal massive amounts of Toughness themselves, all while still providing the DEF reduction for everyone to enjoy.
Fugue's Ultimate is comparatively less interesting, as it's an attack dealing up to 200% ATK to all enemies on the field. This attack fully ignores Weakness Type dealing 100% Toughness reduction to all enemies hit. When Breaking enemies with this damage, it triggers the Fire Break.
This is mostly just an additional source of AoE damage in your Super Break comps and can be a clutch way to Break enemies or get them just within range of Breaking to one of your main Break DPS, but with a cost of 130 Energy, it's really not a focal point of Fugue's kit and your Energy economy is quite poor anyway since the Enhanced Basic does not restore extra Energy, so it's really just a 'nice to have' ability.
The Bonus Ability Traces also lean heavily into Break support capabilities. A2 will delay enemy actions by an additional 15% whenever they're Weakness is Broken (30% in total including the second Break from her Talent), and A4 is a free 30% Break Effect and a one time SP refund on using her Skill. A6 provides a stacking Break Effect buff for the team based on when enemies are Broken; 6% by default, but 18% if Fugue's Break Effect is 220% or higher in combat. This Break Effect bonus lasts for 2 turns and can stack up to 2 times, for a total of 12% or 36% Break Effect, depending on if the criteria is met.
Fugue does not have anything that complicated about her kit, since everything is quite unambiguous in how it works out. It's more how she works in tandem with our existing Break DPS that's interesting, but for the most part, this is also not particularly tricky to discuss.
The Galaxy Ranger duo, Boothill and Rappa, are already rather agnostic when it comes to relying on Super Break DMG; they both deal direct Break DMG, Boothill especially, and Rappa has a large amount of Super Break native to her kit as well. Rappa always enjoys having greater Super Break DMG, so the Super Break Fugue provides is greatly appreciated, even for Boothill, but the Exo Toughness Fugue brings is even more desirable.
The Exo Toughness interaction absolutely skyrockets their ramp-up. Boothill can get to 3 stacks of Pocket Trickshot from just one enemy, 1 from Breaking them, 1 from Break number two, and 1 from killing them, meaning Boothill is at max power basically instantly. Rappa meanwhile gets to recover even more Energy and gain even more Talent Charge from Breaking Elites a second time, greatly helping with maintaining good Ultimate uptime for her and making it much easier to chain Ultimates back to back, unlocking Rappa's full (ridiculous) potential with ease.
Firefly is where the conversation gets a bit trickier, as she is the only Break DPS currently that is wholly reliant on Super Break to be able to deal damage, and doesn't have enough of it naturally in her own kit, thus becoming dependent on external sources like the Harmony Trailblazer.
Most Firefly enthusiasts already know this, and as such are curious if Fugue could replace the Harmony Trailblazer in this team, and the answer is 'mostly yes, but a little bit of no'; the Harmony Trailblazer's Super Break contribution is much higher than Fugue's and the difference becomes extremely noticeable with Firefly.
Firefly also doesn't really benefit from Exo Toughness at all, and certainly not in the way the Galaxy Rangers do, but it can end up making things a little easier in hard fights due to Fugue delaying the enemies' actions quite significantly and allowing for more time actually landing the Super Break DMG.
Fugue's Skill also doesn't assist Firefly all that much since Firefly has an easy Fire Weakness Implant already, and both Gallagher and Lingsha are also Fire Type, so there's no mismatch in Elements to speak of. Should there be a future Break support or hybrid like either of those two Abundance characters that isn't Fire Type, Fugue can easily use her Skill to buff them instead of Firefly. It can end up evening out, but for the most part the Harmony Trailblazer is still a better overall pairing for Firefly.
However, there is a future-facing issue to address, namely that the Trailblazer is soon to receive an entirely new Path (that is also an entirely new Path), and indeed shall continue to receive new Paths over the course of the game's life — there is no guarantee that you'll always have the Harmony version of the Trailblazer to fall back on, and especially if subsequent Paths for the Trailblazer continue the trend that the Harmony version started... Yeah you're probably gonna want to be using the newest version available to you. Picking up Fugue just to guarantee that your Firefly team is never just bricked without the Trailblazer's assistance is honestly a pretty good idea.
There is also the potential of having both Fugue and the Harmony Trailblazer together, and instead having Fugue replace Ruan Mei, but this is really only something that could happen if you opt for an E1 Fugue, as the loss of Ruan Mei's Weakness Break Efficiency is not something that Firefly can afford to miss out on.
Speaking of Eidolons, as usual, not necessary at all, but can be good if you choose to go for them. E1 increases the buffed ally's Weakness Break Efficiency by 50%, E2 regenerates 3 Energy for Fugue when a target is Broken and lets Fugue's Ultimate advance allies action by 24%, E4 increases the Break DMG of the buffed ally by 20%, and E6 increases Fugue's own Weakness Break Efficiency by 50% and lets the effects of the Skill's buff apply to all allies.
Fugue is undoubtedly a powerful Break support that makes the archetype even stronger (as if it needed the help) and is a worthy pickup, even if all you're doing is freeing your Trailblazer from the shackles of the Harmony Path. Exo Toughness as a mechanic has a lot of potential to continue to grow and allow for lots of interesting interactions down the line. Get her for your Galaxy Rangers or your Glamoth Cavalry girl, she won't let you down.
But we all know the real ones will get her to unlock lore-accurate Himeko. 'You won't get away! You won't get away! You won't get away—'
Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.
Character at 5★ are rated at their Eidolon 0 with their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
Build and teams
1
Increases the wearer's Break Effect by 60/70/80/90/100%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 18/21/24/27/30%, lasting for 2 turn(s). This effect can stack 2 time(s).
Source: Event Warp (limited)
Fugue's signature Cone - offers huge amounts of Break Effect% and a combat debuff that triggers every time an enemy is Weakness Broken, inflicting an 18% Break DMG taken debuff unto them (stackable up to 2 times). Excellent choice for support Nihility charcers wihin Break focused teams but also usable on Nihility Break damage dealers as well. Makes Fugue's Break Effect requirements much easier to achieve, and is incredibly easy to apply both stacks of the Break DMG vulnerability thanks to "Cloudflame Luster".
2
When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60/70/80/90/100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12/13/14/15/16% for 1 turn(s).
Source: Stellar Warp
Combining the DEF Reduction from her Skill and from 4-pc Iron Cavalry, this Light Cone becomes a solid alternative for Fugue - since her Enhanced Basic ATK can apply the debuff to multiple targets. Doesn't have Break Effect so using it can make hitting 220% a bit harder.
Alternative or more specialized Light Cones that also are viable options for the character.
Increases the wearer's Break Effect by 20/25/30/35/40%. When the wearer unleashes their Ultimate, increases DoT dealt by the wearer by 24/30/36/42/48% for 2 turn(s). Defeating the target suffering from the wearer's DoT allows the wearer to regenerate 4/4.5/5/5.5/6 Energy.
Source: Herta's Store
A good choice for Fugue's struggling to reach the required Break Effect breakpoint for her trace but also offers the potential to gain some extra energy under the right circumstances. Break Effect is universally helpful - the Cone's secondary effect is most likely to be useful in Pure Fiction.
Increases the wearer's Effect Hit Rate by 20/25/30/35/40%. When the wearer attacks enemies that have reduced DEF, regenerates 4/5/6/7/8 Energy.
Source: Mission Reward
Opens up new Energy Rotation possibilities for Fugue given she can reliably inflict the DEF Shred needed to trigger this Cone. Mainly useful for those looking for more Fugue ultimates.
Best Relic Sets show the best sets that support the main character playstyle and work out of the box while the Special Relic Sets either are situational, support an alternative playstyle or are targeted toward min-maxers. The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
1
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
Fugue's goal is to reach 220% Break Effect not the 250% required to fully activate this set - additionally her Break damage isn't a large contributor to overall team damage. With that said if you have all other boxes checked and don't desire any of the other options increasing her Break damage never hurts.
2
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Fugue's "Cloudflame Luster" counts as an additional Break for the 4P of this set making it more potent on Fugue. Fugue's Ultimate isn't a major part of her kit at E0 but is still useful in heavy AoE modes like Pure Fiction where you'll just so happen to plenty of enemies to double break.
3
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
Only suitable for min-maxing and those aiming to achieve a high frequency of ultimates via Eidolons, Light Cones of specific team compositions as baseline Fugue doesn't have fast enough Ultimate access to make effective use of this set.
1
Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).
Best set for Fugue assuming there is Fire weakness which depending on her teammate can be all the time or only some of the time - whether this set is best in slot will depend on that and the enemies you're facing.
2
Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
Alternative to Forge for Fugue's not always up against Fire Weak enemies or paired with characters that can implant it like Firefly.
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
Fugue already has a combat action advance in her kit which covers most scenarios. This option is only recommended for those looking for the Energy % this Planar provides or for those looking to min-max Fugue's action value for very specific breakpoints.
Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increase the ATK of the first character in the team lineup by 12%.
An alternative Energy option to Sprightly Vonwacq which can offer a small buff to the carry of Fugue's teams assuming they can make use of ATK% (Firefly and Rappa).
Effect Hit Rate (Until 67%) > Break Effect (Until 220% or 250% For Iron Cavalry) > SPD > HP% = DEF%
If you want to learn more about the various stats and breakpoints, expand the section below.
Effect HIt Rating: A major supportive benefit Fugue brings to teams is her 18% DEF Shred. To ensure it lands consistently against enemies build at the very least 67% Effect Hit Rating,
Break Effect %: Fugue plays within the Superbreak archetype and because of that has the ability to deal a little bit of damage herself - boosting her Break Effect % will amplify that. More importantly, though is that achieving 220% Break Effect or higher will grant her allies (not herself) an up to 24% Break Effect Boost thanks to her Trace Phecda Primordia. Losing out on this boost isn't the end of the world but Fugue doesn't have many other stats to go for anyways so it's worth building towards.
Energy Regen%: Fugue's Ultimate can be handy for Breaking enemies, especially in AOE situations but isn't as critical as many other supports Ultimates are. Because of this, building Energy Regen% isn't mandatory - it's nice but achieving her other stat goals can benefit her teams more. If you can achieve both other goals alongside decent survivability and speed it's worth considering.
HP: 3000-4000+
DEF: 900-1400+
Break Effect%: 190%+ (on the stat screen) or 220%+when using Iron Cavalry,
Keep in mind that you get 30% BE from her A4 Trace that only activates during combat and it's not visible in the stat screen,
Same thing if you're using Forge - it gives you an additional 40% BE in combat,
And you also get 20% BE from Ruan Mei from her A2 in combat,
So just reduce the BE requirement you see above based on your teammates and Relics,
Effect Hit Rating: 67%
Energy Regen: 100% - 124.44%+ (Read energy notes)
SPD: 142-160+ (Breakpoint at 160)
Talent > Skill = Ultimate = Basic
Sylvan Enigma (A4) > Phecda Primordia (A6) > Verdantia Renaissance (A2)
We have created a separate guide that compares Fugue with Harmony Trailblazer who is her direct competitor in the Break support role. Check the calculations tab for more details.
Below you can find a list of some of the stronger synergies between this character and others.
Firefly Team
Firefly Team (No sustain)
Rappa Team
Himeko Team
Boothill Team
Acheron Team
The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.
There are no teams featuring Tingyun • Fugue who have cleared Memory of Chaos in the current cycle.
MoC/PF/AS Statistics
This section contains information about Tingyun • Fugue performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.7) and the latest Apocalyptic Shadow (2.7), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Tingyun • Fugue in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Tingyun • Fugue in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Tingyun • Fugue in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Tingyun • Fugue in the current MoC cycle (0), in the current PF cycle (2328) or in the current AS cycle (0) and had the character placed in their Profile. Use the switcher below to show Tingyun • Fugue Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
68.59%
0 cyc.Eidolon 0
21.29%
0 cyc.Ally target with "Foxian Prayer" increases their Weakness Break Efficiency by 50%.
7.51%
0 cyc.When an enemy target's Weakness gets broken, Fugue regenerates 3 Energy. After using Ultimate, advances the action of all allies by 24%.
1%
0 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
0.19%
0 cyc.Ally target with "Foxian Prayer" increases their Break DMG dealt by 20%.
0.1%
0 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
2.31%
0 cyc.Increases Fugue's Weakness Break Efficiency by 50%. While Fugue is in the "Torrid Scorch" state, "Foxian Prayer" takes effect on all allies.
Light Cones are ranked with usage rate among the players we have scanned who used Tingyun • Fugue in the current MoC cycle (0), in the current PF cycle (2328) or in the current AS cycle (0) and had the character placed in their Profile. Use the switcher below to show Tingyun • Fugue Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
44.32%
99.99 cyc.When the wearer hits an enemy and if the hit enemy is not already Ensnared, then there is a 60/70/80/90/100% base chance to Ensnare the hit enemy. Ensnared enemies' DEF decreases by 12/13/14/15/16% for 1 turn(s).
Source: Stellar Warp
31.98%
99.99 cyc.Increases the wearer's Break Effect by 60/70/80/90/100%. When an enemy target's Weakness gets broken, there is a 100% base chance to inflict the "Charring" state on it, which increases its Break DMG taken by 18/21/24/27/30%, lasting for 2 turn(s). This effect can stack 2 time(s).
Source: Event Warp (limited)
15.9%
99.99 cyc.Increases the wearer's Break Effect by 20/25/30/35/40%. When the wearer unleashes their Ultimate, increases DoT dealt by the wearer by 24/30/36/42/48% for 2 turn(s). Defeating the target suffering from the wearer's DoT allows the wearer to regenerate 4/4.5/5/5.5/6 Energy.
Source: Herta's Store
6.94%
99.99 cyc.Increases the wearer's Effect Hit Rate by 20/25/30/35/40%. When the wearer attacks enemies that have reduced DEF, regenerates 4/5/6/7/8 Energy.
Source: Mission Reward
0.48%
99.99 cyc.Increases the wearer's Break Effect by 16/20/24/28/32%, and increases their DMG to enemies afflicted with Shock or Wind Shear by 16/20/24/28/32%. This also applies to DoT.
Source: Echo of War | Forgotten Hall Store
0.1%
99.99 cyc.Increases the wearer's DMG to debuffed enemies by 24/28/32/36/40%. When the wearer uses their Skill, the Effect Hit Rate for this attack increases by 18/21/24/27/30%, and ATK increases by 24/28/32/36/40%.
Source: Stellar Warp
0.1%
99.99 cyc.Increases the wearer's Effect Hit Rate by 60/70/80/90/100%. After the wearer uses Basic ATK, Skill, or Ultimate to attack an enemy target, there is a 60% base chance to inflict "Unarmored" on the target. While in the Unarmored state, the enemy target receives 10/12/14/16/18% increased DMG, lasting for 2 turn(s). If the target is under a DoT state inflicted by the wearer, there is a 60% base chance to upgrade the "Unarmored" state inflicted by the wearer to the "Cornered" state, which additionally increases the DMG the target enemy receives by 14/16/18/20/22%, lasting for 2 turn(s). During this period, the wearer cannot inflict "Unarmored" on the target.
Source: Event Warp (limited)
0.1%
99.99 cyc.Increases the wearer's Effect Hit Rate by 24/28/32/36/40%. When the wearer deals DMG to an enemy with 3 or more debuffs, increases CRIT Rate by 12/14/16/18/20%. After the wearer uses their Basic ATK, Skill, or Ultimate, there is a 100% base chance to implant Aether Code on a random target that does not have it yet. Targets with Aether Code receive 12/14/16/18/20% increased DMG for 1 turn.
Source: Event Warp (limited)
0.1%
99.99 cyc.When the wearer inflicts a debuff on an enemy, they gain a stack of Trick. Every stack of Trick increases the wearer's DMG dealt by 6/7/8/9/10% for a max of 3 stack(s). This effect lasts for 1 turn(s). When the wearer's Effect Hit Rate is greater than or equal to 80%, increases ATK by 20/24/28/32/36%.
Source: Forgotten Hall Store
Relic Sets are ranked with usage rate among the players we have scanned who used Tingyun • Fugue in the current MoC cycle (0), in the current PF cycle (2328) or in the current AS cycle (0) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
63.78%
Increases Break Effect by 16%.
If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.
12.52%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
Increases Break Effect by 16%.
When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.
9.34%
Increases SPD by 6%.
When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Increases Break Effect by 16%.
When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.
6.17%
Increases Break Effect by 16%
Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.
2.6%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
76.69%
Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).
18.11%
Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.
2.99%
Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.
1.45%
Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increase the ATK of the first character in the team lineup by 12%.
0.39%
Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
Relic Stats are shown based on the Relics used by the players we have scanned who used Tingyun • Fugue in the current MoC cycle (0), in the current PF cycle (2328) or in the current AS cycle (0) and had the character placed in their Profile.
Calculations
In this guide we’ll briefly offer a comparison between Fugue and Harmony Trailblazer to highlight each of their benefits when played alongside certain characters. Our assumptions:
When it comes to granting the team Super Break, Harmony Trailblazer wins, granting up to a 20-60% stronger Super Break buff with the higher end of that being when it’s most relevant (on single target).
When comparing Toughness Damage output, Harmony Trailblazer wins again in most cases. Trailblazer usually uses their Skill as frequently as possible and it deals a whopping 50 Toughness each time at E6. Compared to this Fugue’s enhanced Basic Attack - which she’ll have to weave in between Skill uses - only deals 10/20 depending on targeting. It’s not all bad news for Fugue though her Ultimate deals 20 Toughness to all enemies and completely ignores elements meaning she can deal up to 100 Toughness unconditionally. In game modes with multiple enemies like Pure Fiction this equalizes the comparison somewhat, but Fugue’s Ultimate isn’t one that is always easily accessible.
Primary Attack:
Ultimate:
When it comes to Break Effect buffs, it’s a question of teams and investment. It’s important to note that Fugue’s Break buffs are tied to first breaking enemies and her skill Foxian Prayer - while Trailblazer’s is tied half to their Ultimate and half to a passive bonus. Comparing the two, Harmony Trailblazer has a slight edge as their buffs can apply to the whole team effective immediately at the start of combat while Fugue must select only a single target for Foxian Prayer and has to wait for enemies to be broken first. The downside of waiting for enemies to be broken isn’t a big deal in most fights and most Break teams generally only have 1 carry so while it’s a difference it isn’t a major one.
At modest investment Fugue and Harmony Trailblazer’s Break buffs offer similar increases but it’s important to note that Harmony Trailblazer’s buff has the potential to scale much higher as it grants Break Effect% based on their own while Fugue’s is a static amount.
For Action delay bonuses both characters are nearly the same. Harmony Trailblazer grants an extra 30% action delay on Break whilst Fugue grants 15% but allows enemies to be broken twice thanks to her Exo Toughness. Technically Fugue has the edge here as 2 breaks will not only give her 2x 15% delay but also the base delay associated with breaking enemies in the first place.
When it comes to extra bonuses this is where Fugue shines as she has many more over Harmony Trailblazer - with each of them being potential game changers for your team.
Fugue’s Exo Toughness “Cloudflame Luster” is an absurdly strong mechanic, allowing enemies to be Broken twice triggering break damage, any character based on Break Effect and break delays at double the value. For some characters this is quite literally a full transformation in how they feel to play allowing Fugue a huge edge over Trailblazer in these cases.
Fugue also possesses a DEF Shred Debuff in her kit - something all Break damage dealers appreciate and something which gets stronger the more you have. Many Break damage dealers have DEF Shred on their Eidolons, Light Cones and Relics Sets making this bonus more powerful than it might seem.
Fugue can grant a teammate of her choice the ability to deal 50% of their Toughness Damage as though they ignore enemy weakness types, allowing them to effectively break any element at any time opening up serious flexibility. This is an ability many of the premiere Break damage dealers have baked into their kit but is invaluable for those who don’t.
Finally Fugue is more Skill Point friendly than Harmony Trailblazer, allowing for a little easier time in some team compositions which previously were incredibly tight on resources.
When it comes to equipment there is a little more of a discussion as things don’t all go Fugue’s way. Harmony Trailblazer is able to equip and maintain the 4P Watchmaker set, granting a further 30% Break Effect and allowing them to pull further ahead of Fugue in the buffing department. Trailblazer can also equip Dance! Dance! Dance! - an absurdly powerful supportive Cone which absolutely can make the difference especially for min-maxers. As a Nihility Fugue has some specialized equipment choice of her own - she can catch up in the buffing/debuffing department with a further 16% DEF Shred from S5 Pearls of Sweat or 36% Break damage taken debuff from her signature.
To conclude, Harmony Trailblazer has the edge when it comes to raw numbers on Super Break, increases to Break Effect and Toughness Damage output with some great equipment options which Fugue doesn’t have access to. But Fugue has an incredible array of potent specialized effects which in certain teams make it an auto-in for her due to pure mechanical advantage. For characters that can take advantage of one or multiple of Fugues special advantages, she’s the clear winner no question. But for characters that don’t particularly lean into any of them, Harmony Trailblazer regains ground and can even serve as equal or a bit stronger option.
Here's how it looks for some characters:
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Get Break Effect to 220% (in combat - 190% outside), Effect Hit Rate to 67%. Then get as much SPD as possible. HP% and DEF% Substats can also be useful to improve survivability