
Situational—Arlan is an HP-cost Lightning Destruction starter. Ultimate “Frenzied Punishment” Blast-hits the main target plus adjacent enemies. Best with Natasha / Bailu. Self-HP Skill cost; needs healing. Skip when any limited Lightning DPS exists.
Arlan is a 4★ Lightning Destruction Main DPS. Skill “Shackle Breaker” is the primary in-combat spend. Ultimate “Frenzied Punishment” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
On the Fall of an Aeon
Best available Destruction cone on this account path.
Relic Set
Band of Sizzling Thunder (4pc) + Inert Salsotto (2pc)
Standard Destruction relic direction for Arlan.
Body
CRIT Rate%
Main stat
Feet
ATK%
Main stat
Sphere / Rope
Lightning DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK% > SPD
Frenzied Punishment carries most of the kit’s damage or utility—level this first.
Shackle Breaker supports the main rotation—raise after the top priority traces.
Pain and Anger supports the main rotation—raise after the top priority traces.
Lightning Rush is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
When the wearer attacks, increases their ATK by 0.08% in this battle. This effect can stack up to 4 time(s). After the wearer breaks an enemy's Weakness, increases DMG dealt by 0.12%, lasting for 2 turn(s).
Why it works —Strong Destruction option for Arlan; use while farming or if signature is unavailable.

5★ · Path cone
Increases the wearer's ATK by 0.24%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 0.08% of the wearer's ATK. At the same time, the wearer's DMG is increased by 0.24% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

4★ · Path cone
Increases DMG dealt by the wearer by 0.2%. The wearer also deals an extra 0.2% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's ATK by 0.16%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 0.12% for 3 turn(s).
Why it works —Budget path cone—fine while building the account.



Primary hypercarry team for Arlan. Sunday, Robin, Natasha are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Robin is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Natasha covers healing (and often Energy / cleanse) so the carry can stay on-curve.
Deals Lightning DMG equal to 140% of Arlan's ATK to one designated enemy.
Consumes Arlan's HP equal to 15% of his Max HP to deal Lightning DMG equal to 300% of Arlan's ATK to one designated enemy. If Arlan does not have sufficient HP, his HP will be reduced to 1 after using his Skill.
Deals Lightning DMG equal to 384% of Arlan's ATK to one designated enemy and Lightning DMG equal to 192% of Arlan's ATK to enemies adjacent to it.
Based on Arlan's current missing HP percentage, gains DMG bonus, up to a maximum increase of 90% DMG dealt by Arlan.
Immediately attacks the enemy. After entering battle, deals Lightning DMG equal to 80% of Arlan's ATK to all enemies.
When HP percentage is lower than or equal to 50% of Max HP, increases DMG dealt by Skill by 10%.
Is it worth getting?
Small 4★ bump: When HP percentage is lower than or equal to 50% of Max HP, increases DMG dealt by Skill by 10%. Take dupes when they appear on rate-up; never the reason you pull the banner.
Using Skill or Ultimate removes 1 debuff from this unit.
Is it worth getting?
Kit add-on: Using Skill or Ultimate removes 1 debuff from this unit. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Skill + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
When struck by a killing blow after entering battle, instead of becoming knocked down, Arlan immediately restores his HP to 25% of his Max HP. This effect is automatically removed after it is triggered once or after 2 turn(s) have elapsed.
Is it worth getting?
Side-grade: When struck by a killing blow after entering battle. Happy if it drops; not a planned stopping point.
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Ultimate + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
When the current HP percentage drops to 50% or below, Ultimate deals 20% more DMG, and the DMG multiplier for adjacent targets is raised to the same level as that for the primary target.
Is it worth getting?
Whale ceiling: When the current HP percentage drops to 50% or below. Only chase if Arlan is your dedicated Destruction main and E0–E2 already feel finished.
Arlan clears endgame content at E0 with proper supports and relics. Chase eidolons only after Light Cone and team foundations are online. First stop: E0. Endgame target: E0.
Not sure Arlan is right for you? Compare against similar characters to find your best pull.

You need a Wind Destruction unit and Blade's kit matches your account gap.

You need a Physical Destruction unit and Clara's kit matches your account gap.

You need a Imaginary Destruction unit and Dan Heng · Imbibitor Lunae's kit matches your account gap.

You need a Fire Destruction unit and Firefly's kit matches your account gap.

You need a Fire Destruction unit and Hook's kit matches your account gap.

You need a Ice Destruction unit and Jingliu's kit matches your account gap.

You need a Ice Destruction unit and Misha's kit matches your account gap.

You need a Imaginary Destruction unit and Mydei's kit matches your account gap.

You need a Physical Destruction unit and Phainon's kit matches your account gap.

You need a Wind Destruction unit and Saber's kit matches your account gap.

You need a Physical Destruction unit and Trailblazer (Destruction)'s kit matches your account gap.

You need a Quantum Destruction unit and Xueyi's kit matches your account gap.

You need a Physical Destruction unit and Yunli's kit matches your account gap.