Theorylytics
ImaginaryHarmonySupport★★★★★ 5-Star

Trailblazer (Harmony)

Published Jul 20, 2026 · Updated v3.x
Content Ratings
Memory of ChaosA
Pure FictionA
Apocalyptic ShadowA
Should You Pull?FREE

Free—Harmony Trailblazer enables Super Break. Ultimate “All-Out Footlight Parade” is the named payoff ability for this rotation. Best with Firefly / Rappa / Boothill / Xueyi. Break Effect battery for Super Break teams. Unlock and build if you play Break—nothing to pull.

Trailblazer (Harmony) is a 5★ Imaginary Harmony Support. Skill “Halftime to Make It Rain” is the primary in-combat spend. Ultimate “All-Out Footlight Parade” 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.

ImaginaryHarmonySupport5★Swing Dance EtiquetteHalftime to Make It Rain

Overview

Quick Build

Light Cone

But the Battle Isn't Over

Best available Harmony cone on this account path.

Relic Set

Messenger Traversing Hackerspace (4pc) + Broken Keel (2pc)

Standard Harmony relic direction for Trailblazer (Harmony).

Body

HP%

Main stat

Feet

SPD

Main stat

Sphere / Rope

HP% · ERR%

Substats

SPD > ERR / HP% / effect as needed

Strengths

  • Ultimate “All-Out Footlight Parade” Grants all allies the Backup Dancer effect, lasting for 3 turn(s)—time it for the carry’s damage window instead of casting on cooldown out of habit.
  • Skill “Halftime to Make It Rain” dumps a large single-target multiplier into one elite—this is the spend that keeps the rotation honest.
  • Talent “Full-on Aerial Dance” refunds a meaningful chunk of Energy inside the Skill—good play literally shortens Ult cooldown.
  • Technique “Now! I'm the Band!” After the Technique is used—skipping it is free damage left on the table.

Weaknesses

  • Buff windows on “All-Out Footlight Parade” are short—casting them when the carry cannot attack wastes the CRIT DMG/ATK amp for a full cycle.
  • Trailblazer (Harmony)’s Skill is often the expensive part of the rotation; SP-negative teams force Basic ATKs and you lose the advance/amp that made the unit worth playing.
  • Trailblazer (Harmony)’s best Light Cone usually shares the character banner—E0S0 on a strong path cone still clears, but expect a noticeable gap until the signature (or a close path alternative) is online.
  • Spamming “Halftime to Make It Rain” every turn without watching Skill Points strands the rest of the team—Trailblazer (Harmony) is often the SP sink.

Trace Priority

1
SkillHighest

Halftime to Make It Rain carries most of the kit’s damage or utility—level this first.

2
UltimateHigh

All-Out Footlight Parade supports the main rotation—raise after the top priority traces.

3
TalentMedium

Full-on Aerial Dance supports the main rotation—raise after the top priority traces.

4
Basic ATKLow

Swing Dance Etiquette is last priority outside of filling trace materials.

Stat Priority

1
SPD160+ / team breakpoint
2
Energy RegenERR rope online
3
HP / DEFComfort survivability
4
Effect Hit / ATKKit-dependent
Rotation basics
General

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.

Supports online

Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

Light Cones

1
But the Battle Isn't Over

5★ · Path cone

Increases the wearer's Energy Regeneration Rate by 0.1% and regenerates 1 Skill Point when the wearer uses their Ultimate on an ally. This effect can be triggered once after every 2 uses of the wearer's Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 0.3% more DMG for 1 turn(s).

Why it works —Strong Harmony option for Trailblazer (Harmony); use while farming or if signature is unavailable.

2
Earthly Escapade

5★ · Path cone

Increases the wearer's CRIT DMG by 0.32%. At the start of the battle, the wearer gains Mask, lasting for 3 turn(s). While the wearer has Mask, the wearer's teammates have their CRIT Rate increased by 0.1% and their CRIT DMG increased by 0.28%. For every 1 Skill Point the wearer recovers (including Skill Points that exceed the limit), they gain 1 stack of Radiant Flame. And when the wearer has 4 stacks of Radiant Flame, all the stacks are removed, and they gain Mask, lasting for 4 turn(s).

Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

3
Carve the Moon, Weave the Clouds

4★ · Path cone

At the start of the battle and whenever the wearer's turn begins, one of the following effects is applied randomly: All allies' ATK increases by 0.1%, all allies' CRIT DMG increases by 0.12%, or all allies' Energy Regeneration Rate increases by 0.06%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the same type cannot be stacked.

Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4
Past and Future

4★ · Path cone

When the wearer uses their Skill, the next ally taking action (except the wearer) deals 0.16% increased DMG for 1 turn(s).

Why it works —Budget path cone—fine while building the account.

Relics

Messenger Traversing Hackerspace
SMessenger Traversing HackerspaceBest in SlotFarmable
HarmonySupport
2PCIncreases SPD by 6%.
4PCWhen the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.
Default cavern direction for Harmony Support builds on Trailblazer (Harmony). Swap only if a more specialized set clearly matches a unique kit trigger.
Broken Keel
SBroken Keel
Planar
2PCIncreases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.
Planar set aimed at Trailblazer (Harmony)’s usual combat pattern—farm alongside the cavern set.
Rutilant Arena
ARutilant ArenaFarmable
PlanarFlex
2PCIncreases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, DMG dealt by Basic ATK and Skill increases by 20%.
Alternate planar while farming the preferred ornament set—or when the team already supplies the primary planar’s buff.

Team Compositions

TB (Harmony) enabling Xueyi. Xueyi, Fugue, Lingsha complete the break shell.

Character Synergy
Xueyi
XueyiBreak DPS

Xueyi is the damage seat in this shell — build the supports around their rotation, not the reverse.

TB (Harmony)
TB (Harmony)Support

Enabler / amp piece this page is built around — keep their buffs or debuffs online every cycle.

Fugue
FugueSupport

Fugue enables Super Break / Toughness pressure rather than a generic CRIT Harmony slot.

Lingsha
LingshaHealer

Lingsha keeps Toughness routes alive with heals (and Break-friendly sustain when built that way).

Traces & Eidolons

Traces

Basic ATKSwing Dance Etiquette

Deals Imaginary DMG equal to 140% of the Trailblazer's ATK to one designated enemy target.

Single TargetImaginary
SkillHalftime to Make It Rain

Deals Imaginary DMG equal to 63% of the Trailblazer's ATK to one designated enemy target and additionally deals DMG for 4 times, with each time dealing Imaginary DMG equal to 63% of the Trailblazer's ATK to a random enemy.

BounceImaginary
UltimateAll-Out Footlight Parade

Grants all allies the Backup Dancer effect, lasting for 3 turn(s). This duration decreases by 1 at the start of Trailblazer's every turn. Allies with the Backup Dancer effect have their Break Effect increased by 38%. And when they attack enemy targets that are in the Weakness Broken state, the Toughness Reduction of the attack will be converted into 1 instance of Super Break DMG.

SupportImaginary
TalentFull-on Aerial Dance

The Trailblazer immediately regenerates 12.5 Energy when an enemy target's Weakness is Broken.

SupportImaginary
TechniqueNow! I'm the Band!

After the Technique is used, at the start of the next battle, all allies' Break Effect increases by 30%, lasting for 2 turn(s).

SupportImaginary

Eidolons

1
E1
2
E2
3
E3
4
E4
5
E5
6
E6
E1Best Seat in the House

After using Skill for the first time, immediately recovers 1 Skill Point(s).

Is it worth getting?

Modest E1: After using Skill for the first time, immediately recovers 1 Skill Point(s). Helpful padding, not a build-defining unlock.

E2Jailbreaking Rainbowwalk

When the battle starts, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s).

Is it worth getting?

Kit add-on: When the battle starts, the Trailblazer's Energy Regeneration Rate increases by 25%, lasting for 3 turn(s). Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.

E3Sanatorium for Rest Notes

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

Is it worth getting?

Skill + Talent levels only (+2). Free if you roll into it; never spend currency aiming for E3.

E4Dove in Tophat

While the Trailblazer is on the field, increases the Break Effect of all teammates (excluding the Trailblazer), by an amount equal to 15% of the Trailblazer's Break Effect.

Is it worth getting?

Side-grade: While the Trailblazer is on the field. Happy if it drops; not a planned stopping point.

E5Poem Favors Rhythms of OldSkip

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

Is it worth getting?

Ultimate + Basic ATK levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.

E6Tomorrow, Rest in Spotlight

The number of additional DMG applications by the Skill increases by 2.

Is it worth getting?

Whale ceiling: The number of additional DMG applications by the Skill increases by 2. Only chase if Trailblazer (Harmony) is your dedicated Harmony main and E0–E2 already feel finished.

Trailblazer (Harmony) is fully usable at E0. Dedicated mains often stop at E6 before chasing higher. First stop: E6. Endgame target: E6.

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