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Flames Afar
Honkai: Star Rail · Light Cone

Flames Afar

Destruction damage and self-healing Light Cone

Introduced in v2.0

Flames Afar grants a damage increase and heals its wearer after a sufficiently large amount of HP is lost or consumed in one attack. Consider it for a Destruction wearer whose own attack meets that HP threshold, while accounting for its three-turn trigger limit.

PathDestructionRarity4
Flames Afar GUIDE

Understand Flames Afar

Useful when…

  • A wearer whose attack causes at least 25% of their Max HP in cumulative HP loss during that attack.
  • A wearer who consumes more than 25% of their Max HP at one time and can use the resulting heal and damage increase.

What triggers the effect?

If cumulative HP loss during one attack exceeds 25% of the wearer’s Max HP, or the wearer consumes more than 25% of their Max HP at one time, the Light Cone immediately heals them for 15% of Max HP and increases their damage for two turns. It can trigger only once every three turns. The HP threshold remains 25% across superimpositions; the damage increase rises from 25% at S1 to 50% at S5.

Who benefits from it?

Use it when the wearer’s own attack or HP-consuming effect can meet the stated threshold. The heal can offset some of the HP loss that qualified for the trigger, but the effect is not a general response to any damage taken: the condition specifies HP loss during one attack or HP consumed by the wearer at one time. A Secret Vow instead gives a general damage bonus and a further bonus against enemies whose HP percentage is at least the wearer’s. A Thankless Coronation is keyed to using Ultimate and, for its additional effects, having at least 300 Max Energy. A Trail of Bygone Blood gives CRIT Rate and Skill/Ultimate damage bonuses.

What is worth upgrading?

Promotion improves the Light Cone’s level. Superimposition increases the damage bonus while leaving the stated heal, two-turn duration, threshold, and three-turn trigger interval unchanged. Each superimposition step consumes a duplicate copy, so weigh the stronger damage increase against keeping copies separate.

Limitations and tradeoffs

  • The wearer must meet a substantial HP-loss or HP-consumption threshold in a single attack or at one time.
  • The effect can trigger only once every three turns.
  • The damage increase lasts two turns; the heal is 15% of Max HP.

Common mistakes to avoid

  • Expecting ordinary incoming damage to trigger the effect.
  • Treating HP loss across separate attacks as one qualifying attack.
  • Ignoring the three-turn trigger limit.

Effects and reference details

Deflagration · Superimposition

The passive activates only on a wearer following Destruction. Each additional rank uses a duplicate or its designated special material.

S1 When the wearer's cumulative HP loss during one attack exceeds 25% of their Max HP, or if the amount of their own HP consumed at one time is greater than 25% of their Max HP, immediately heals the wearer for 15% of their Max HP, and at the same time, increases the DMG they deal by 25% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

S2 When the wearer's cumulative HP loss during one attack exceeds 25% of their Max HP, or if the amount of their own HP consumed at one time is greater than 25% of their Max HP, immediately heals the wearer for 15% of their Max HP, and at the same time, increases the DMG they deal by 31.25% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

S3 When the wearer's cumulative HP loss during one attack exceeds 25% of their Max HP, or if the amount of their own HP consumed at one time is greater than 25% of their Max HP, immediately heals the wearer for 15% of their Max HP, and at the same time, increases the DMG they deal by 37.5% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

S4 When the wearer's cumulative HP loss during one attack exceeds 25% of their Max HP, or if the amount of their own HP consumed at one time is greater than 25% of their Max HP, immediately heals the wearer for 15% of their Max HP, and at the same time, increases the DMG they deal by 43.75% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

S5 When the wearer's cumulative HP loss during one attack exceeds 25% of their Max HP, or if the amount of their own HP consumed at one time is greater than 25% of their Max HP, immediately heals the wearer for 15% of their Max HP, and at the same time, increases the DMG they deal by 50% for 2 turn(s). This effect can only be triggered once every 3 turn(s).

References and version

Game data version: 4.6.0

Flames Afar — Honkai: Star Rail Wiki ↗honkai-star-rail.fandom.com ↗
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