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Night of Fright
Honkai: Star Rail · Light Cone

Night of Fright

Abundance healing and team ATK support Light Cone

Introduced in v1.5

Night of Fright provides Energy Regeneration Rate, heals the ally with the lowest HP percentage when any ally uses an Ultimate, and gives ATK to allies the wearer heals. Consider it when the team uses Ultimates and the wearer can heal allies often enough to build the ATK effect.

PathAbundanceRarity5
Night of Fright GUIDE

Understand Night of Fright

Useful when…

  • Adding automatic healing tied to ally Ultimate use.
  • Giving ATK to allies the wearer heals.

Healing and ATK effects

At S1, the wearer gains 12% Energy Regeneration Rate. Whenever any ally uses an Ultimate, the wearer restores HP to the ally currently at the lowest HP percentage equal to 10% of that ally's Max HP. When the wearer heals an ally, that healed ally gains 2.4% ATK, stacking up to 5 times for 2 turns. At S5, these values become 20% Energy Regeneration Rate, 14% of the lowest-HP ally's Max HP, and 4% ATK per stack. The healing trigger does not require the wearer to use an Ultimate; the ATK effect specifically follows healing provided by the wearer.

Practical use and alternatives

Its healing responds to any ally's Ultimate, and the ATK benefit is attached to the ally the wearer heals. Cornucopia instead boosts Outgoing Healing when the wearer uses Skill or Ultimate. Dream's Montage gives SPD and can restore Energy when the wearer attacks Weakness Broken enemies, up to twice per turn. Echoes of the Coffin provides ATK, attack-based Energy restoration against different enemies, and team SPD after the wearer's Ultimate. These alternatives support different needs; Night of Fright is the choice to consider when its ally-Ultimate heal and wearer-provided healing are useful.

Investment

Promotion raises the Light Cone's level. Superimposition increases Energy Regeneration Rate, the percentage of Max HP restored, and ATK per stack; the ATK stack cap and 2-turn duration stay fixed. Promotion improves the base equipment progression. Consider additional copies when the higher healing and ATK values justify consuming one.

Limitations and tradeoffs

  • Its automatic heal requires an ally to use an Ultimate.
  • The ATK boost applies to allies the wearer heals and lasts 2 turns.
  • The ATK effect caps at 5 stacks.

Common mistakes to avoid

  • Assuming the wearer must use an Ultimate to trigger the automatic heal.
  • Assuming any ally heal grants ATK; the wearer must provide the healing.
  • Treating the 5-stack ATK effect as unlimited or permanent.

Effects and reference details

Deep, Deep Breaths · Superimposition

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

S1 Increases the wearer's Energy Regeneration Rate by 12%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4%. This effect can stack up to 5 times and lasts for 2 turn(s).

S2 Increases the wearer's Energy Regeneration Rate by 14%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 11% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.8%. This effect can stack up to 5 times and lasts for 2 turn(s).

S3 Increases the wearer's Energy Regeneration Rate by 16%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 12% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.2%. This effect can stack up to 5 times and lasts for 2 turn(s).

S4 Increases the wearer's Energy Regeneration Rate by 18%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 13% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.6%. This effect can stack up to 5 times and lasts for 2 turn(s).

S5 Increases the wearer's Energy Regeneration Rate by 20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 4%. This effect can stack up to 5 times and lasts for 2 turn(s).

References and version

Game data version: 4.6.0

Night of Fright — Honkai: Star Rail Wiki ↗honkai-star-rail.fandom.com ↗
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