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Boothill
Honkai: Star Rail · Character

Boothill

Physical Hunt attacker who builds Pocket Trickshot through Standoff and Break

Released May 29, 2024

Boothill challenges one enemy to a Standoff, gaining an Enhanced Basic Attack that targets only that enemy. Breaking or defeating the target grants Pocket Trickshot, which improves Toughness Reduction and adds Break DMG against Weakness Broken enemies. Consider him when you can focus a target and exploit Physical Weakness, including applying it with his Ultimate.

ElementPhysicalPathThe HuntRarity5
Boothill GUIDE

Understand Boothill

Useful when…

  • Focusing a priority enemy through a Taunting Standoff
  • Applying Physical Weakness to an enemy that lacks it
  • Building Pocket Trickshot by defeating or Weakness Breaking Standoff targets

What changes in a Standoff?

Sizzlin’ Tango forces Boothill and one enemy into Standoff for two turns at the listed level. The enemy is Taunted, Boothill’s Basic Attack is Enhanced, and he cannot use his Skill during the state. When either party in the Standoff is attacked by the other, the damage they receive increases. If the target is defeated or becomes Weakness Broken, Boothill gains one Pocket Trickshot and the Standoff ends. Using the Skill does not end his current turn, but it cannot regenerate Energy. The Enhanced Basic Attack only targets the Standoff enemy and cannot recover Skill Points.

How does he convert Break into damage?

Each Pocket Trickshot stack increases the Enhanced Basic Attack’s Toughness Reduction, up to three stacks. If the target is Weakness Broken when the enhanced attack hits, it deals additional Physical Break DMG based on the stack count. The Ultimate applies Physical Weakness to one target for two turns, damages it, and delays its action. His Technique makes the first Skill in the next battle apply the same Physical Weakness as the Ultimate. After winning a battle, he can retain Pocket Trickshot for the next battle, which helps carry setup between fights.

Where should trace investment go?

The Talent governs Pocket Trickshot’s enhanced Toughness Reduction and additional Break DMG, so prioritize it for the Break-focused role. The Skill establishes Standoff and its vulnerability effects; the Ultimate supplies Physical Weakness and action delay. The listed bonus traces include Break Effect and ATK. Basic Attack is less central after the Enhanced Basic Attack becomes the main Standoff action. Late trace examples require more materials, so focus on the Talent and the combat actions needed to build and use stacks.

What should you watch for?

Standoff commits his enhanced attack to the challenged enemy; it cannot be redirected to a different enemy while active. The Skill prevents ordinary Skill use during the state, cannot regenerate Energy, and the enhanced Basic Attack cannot recover Skill Points. Pocket Trickshot is earned only when the Standoff target is defeated or Weakness Broken, so it is not granted simply for starting the duel. The listed Break DMG also depends on the target being Weakness Broken when the enhanced attack is used.

Limitations and tradeoffs

  • Standoff restricts target choice and prevents Boothill from using his Skill while active.
  • Pocket Trickshot requires defeating or Weakness Breaking the Standoff target.
  • His enhanced Basic Attack cannot recover Skill Points.

Common mistakes to avoid

  • Expecting the Enhanced Basic Attack to target enemies other than the current Standoff target.
  • Assuming each Standoff automatically grants Pocket Trickshot; the target must be defeated or Weakness Broken.
  • Using the Enhanced Basic Attack expecting Skill Point recovery.

Effects and reference details

Skullcrush Spurs · Basic ATK

Deals Physical DMG equal to 50% of Boothill's ATK to one designated enemy target.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Deals Physical DMG equal to 50% of Boothill's ATK to one designated enemy target.
2Deals Physical DMG equal to 60% of Boothill's ATK to one designated enemy target.
3Deals Physical DMG equal to 70% of Boothill's ATK to one designated enemy target.
4Deals Physical DMG equal to 80% of Boothill's ATK to one designated enemy target.
5Deals Physical DMG equal to 90% of Boothill's ATK to one designated enemy target.
6Deals Physical DMG equal to 100% of Boothill's ATK to one designated enemy target.
7Deals Physical DMG equal to 110% of Boothill's ATK to one designated enemy target.
8Deals Physical DMG equal to 120% of Boothill's ATK to one designated enemy target.
9Deals Physical DMG equal to 130% of Boothill's ATK to one designated enemy target.
10Deals Physical DMG equal to 140% of Boothill's ATK to one designated enemy target.
Sizzlin' Tango · Skill

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 15%/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.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Forces 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 15%/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.
2Forces 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 16.5%/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.
3Forces 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 18%/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.
4Forces 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 19.5%/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.
5Forces 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 21%/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.
6Forces 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 22.5%/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.
7Forces 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 24.37%/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.
8Forces 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 26.25%/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.
9Forces 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 28.12%/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.
10Forces 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 30%/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.
11Forces 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 31.5%/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.
12Forces 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 33%/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.
13Forces 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 34.5%/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.
14Forces 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 36%/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.
15Forces 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 37.5%/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.
Dust Devil's Sunset Rodeo · Ultimate

Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s).
Deals Physical DMG equal to 240% of Boothill's ATK to the target and delays their action by 30%.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 240% of Boothill's ATK to the target and delays their action by 30%.
2Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 256% of Boothill's ATK to the target and delays their action by 31%.
3Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 272% of Boothill's ATK to the target and delays their action by 32%.
4Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 288% of Boothill's ATK to the target and delays their action by 33%.
5Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 304% of Boothill's ATK to the target and delays their action by 34%.
6Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 320% of Boothill's ATK to the target and delays their action by 35%.
7Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 340% of Boothill's ATK to the target and delays their action by 36.25%.
8Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 360% of Boothill's ATK to the target and delays their action by 37.5%.
9Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 380% of Boothill's ATK to the target and delays their action by 38.75%.
10Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 400% of Boothill's ATK to the target and delays their action by 40%.
11Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 416% of Boothill's ATK to the target and delays their action by 41%.
12Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 432% of Boothill's ATK to the target and delays their action by 42%.
13Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 448% of Boothill's ATK to the target and delays their action by 43%.
14Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 464% of Boothill's ATK to the target and delays their action by 44%.
15Applies 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%.
Five Peas in a Pod · Talent

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 35%/60%/85% 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.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Each 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 35%/60%/85% 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.
2Each 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 38.5%/66%/93.5% 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.
3Each 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 42%/72%/102% 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.
4Each 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 45.5%/78%/110.5% 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.
5Each 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 49%/84%/119% 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.
6Each 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 52.5%/90%/127.5% 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.
7Each 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 56.87%/97.5%/138.13% 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.
8Each 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 61.25%/105%/148.75% 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.
9Each 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 65.62%/112.5%/159.38% 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.
10Each 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 70%/120%/170% 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.
11Each 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 73.5%/126%/178.5% 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.
12Each 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 77%/132%/187% 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.
13Each 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 80.5%/138%/195.5% 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.
14Each 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 84%/144%/204% 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.
15Each 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 87.5%/150%/212.5% 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.
Attack

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

3-9× Smile · Technique

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).

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1After 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).
Fanning the Hammer · Basic ATK

Deals Physical DMG equal to 110% of Boothill's ATK to one designated enemy target.
The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.

Ability descriptions by source level. Purchased caps and bonus levels are separate.

Source levelEffect
1Deals Physical DMG equal to 110% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
2Deals Physical DMG equal to 132% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
3Deals Physical DMG equal to 154% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
4Deals Physical DMG equal to 176% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
5Deals Physical DMG equal to 198% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
6Deals Physical DMG equal to 220% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
7Deals Physical DMG equal to 242% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
8Deals Physical DMG equal to 264% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
9Deals Physical DMG equal to 286% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
10Deals Physical DMG equal to 308% of Boothill's ATK to one designated enemy target. The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.

References and version

Game data version: 4.6.0

Boothill — Honkai: Star Rail Wiki ↗hsr-build.com ↗honkai-star-rail.fandom.com ↗
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