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Night on the Milky Way
Honkai: Star Rail · Light Cone

Night on the Milky Way

The Erudition multi-enemy damage Light Cone

Introduced in v1.0

Night on the Milky Way gives ATK for each enemy on the field, up to five stacks, and briefly increases the wearer's damage when an enemy is Weakness Broken. Consider it in fights with several enemies and opportunities to break their weaknesses.

PathEruditionRarity5
Night on the Milky Way GUIDE

Understand Night on the Milky Way

Useful when…

  • Multi-enemy combat where several foes remain on the field.
  • Encounters where the wearer can contribute to Weakness Break and use the one-turn damage bonus.

How do its effects work?

At S1, each enemy on the field adds 9% ATK, with a cap of five stacks; the passive therefore counts up to five enemies. When an enemy is inflicted with Weakness Break, the wearer's damage increases by 30% for 1 turn. Higher superimpositions raise these values, reaching 15% ATK per enemy and 50% damage at S5. The damage increase is tied to a Weakness Break event, not merely an enemy already being broken.

When should you consider it?

The enemy-count ATK bonus makes this more attractive in multi-target encounters and less consistent against a lone foe. Its second effect rewards a wearer who can help cause Weakness Break, but the bonus lasts only 1 turn. A Dream Scented in Wheat instead supplies CRIT Rate and boosts Ultimate and Follow-Up ATK damage. After the Charmony Fall focuses on Break Effect and grants SPD after Ultimate.

How should you invest?

Promotion advances the Light Cone through six stages and raises its base stats. Superimposition improves the enemy-based ATK and Break-triggered damage, but the shown steps consume another copy of Night on the Milky Way. Promotion is the direct investment when you need levels; weigh superimposition against keeping duplicate copies available for other uses.

Limitations and tradeoffs

  • Its ATK bonus scales with enemies present and is capped at five stacks.
  • The damage bonus requires a Weakness Break event and lasts 1 turn.
  • Superimposition consumes duplicate copies.

Common mistakes to avoid

  • Do not treat the five ATK stacks as five turns; they count enemies on the field.
  • Do not expect the Weakness Break damage bonus to persist beyond its stated 1 turn.

Effects and reference details

Meteor Swarm · Superimposition

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

S1 For every enemy on the field, increases the wearer's ATK by 9%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 30% for 1 turn.

S2 For every enemy on the field, increases the wearer's ATK by 10.5%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 35% for 1 turn.

S3 For every enemy on the field, increases the wearer's ATK by 12%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 40% for 1 turn.

S4 For every enemy on the field, increases the wearer's ATK by 13.5%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 45% for 1 turn.

S5 For every enemy on the field, increases the wearer's ATK by 15%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 50% for 1 turn.

References and version

Game data version: 4.6.0

Night on the Milky Way — Honkai: Star Rail Wiki ↗honkai-star-rail.fandom.com ↗
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