
Situational—Hook is an early Fire Destruction Burn carry. Ultimate “Boom! Here Comes the Fire!” Blast-hits the main target plus adjacent enemies. Best with Asta / Firefly. Burn synergy; outclassed by limited Fire DPS. Skip when Firefly/Himeko cover Fire damage.
Hook is a 4★ Fire Destruction Main DPS. Skill “Hey! Remember Hook?” is the primary in-combat spend. Ultimate “Boom! Here Comes the Fire!” 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
Firesmith of Lava-Forging (4pc) + Inert Salsotto (2pc)
Standard Destruction relic direction for Hook.
Body
CRIT Rate%
Main stat
Feet
ATK%
Main stat
Sphere / Rope
Fire DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK% > SPD
Boom! Here Comes the Fire! carries most of the kit’s damage or utility—level this first.
Hey! Remember Hook? supports the main rotation—raise after the top priority traces.
Ha! Oil to the Flames! supports the main rotation—raise after the top priority traces.
Hehe! Don't Get Burned! 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 Hook; 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 DoT detonation team for Hook. Asta, Firefly, Huohuo are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
Asta is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Firefly is the damage seat in this shell — build the supports around their rotation, not the reverse.
Huohuo covers healing (and often Energy / cleanse) so the carry can stay on-curve.
Deals Fire DMG equal to 140% of Hook's ATK to one designated enemy.
Deals Fire DMG equal to 300% of Hook's ATK to one designated enemy. In addition, there is a 100% base chance to inflict Burn for 2 turn(s). When afflicted with Burn, enemies will take Fire DoT equal to 81% of Hook's ATK at the beginning of each turn.
Deals Fire DMG equal to 480% of Hook's ATK to one designated enemy. After using Ultimate, the next Skill to be used is Enhanced, which deals DMG to one designated enemy and enemies adjacent to it.
When attacking a target afflicted with Burn, deals Fire Additional DMG equal to 125% of Hook's ATK and regenerates 5 extra Energy.
Immediately attacks the enemy. Upon entering battle, Hook deals Fire DMG equal to 50% of her ATK to a random enemy. In addition, there is a 100% base chance to inflict Burn on every enemy for 3 turn(s). When afflicted with Burn, enemies will take Fire DoT equal to 50% of Hook's ATK at the beginning of each turn.
Enhanced Skill deals 20% increased DMG.
Is it worth getting?
Small 4★ bump: Enhanced Skill deals 20% increased DMG. Take dupes when they appear on rate-up; never the reason you pull the banner.
Extends the duration of Burn caused by Skill by 1 turn(s).
Is it worth getting?
Kit add-on: Extends the duration of Burn caused by Skill by 1 turn(s). 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 Talent is triggered, there is a 100% base chance to Burn enemies adjacent to the designated enemy target, equivalent to that of Skill.
Is it worth getting?
Side-grade: When Talent is triggered. 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.
Hook deals 20% more DMG to enemies afflicted with Burn.
Is it worth getting?
Whale ceiling: Hook deals 20% more DMG to enemies afflicted with Burn. Only chase if Hook is your dedicated Destruction main and E0–E2 already feel finished.
Hook is fully usable at E0. Dedicated mains often stop at E6 before chasing higher. First stop: E6. Endgame target: E6.
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