
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.
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
Halftime to Make It Rain carries most of the kit’s damage or utility—level this first.
All-Out Footlight Parade supports the main rotation—raise after the top priority traces.
Full-on Aerial Dance supports the main rotation—raise after the top priority traces.
Swing Dance Etiquette 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
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.

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.

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★ · 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.



TB (Harmony) enabling Xueyi. Xueyi, Fugue, Lingsha complete the break shell.
Xueyi is the damage seat in this shell — build the supports around their rotation, not the reverse.

Enabler / amp piece this page is built around — keep their buffs or debuffs online every cycle.
Fugue enables Super Break / Toughness pressure rather than a generic CRIT Harmony slot.
Lingsha keeps Toughness routes alive with heals (and Break-friendly sustain when built that way).
Deals Imaginary DMG equal to 140% of the Trailblazer's ATK to one designated enemy target.
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.
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.
The Trailblazer immediately regenerates 12.5 Energy when an enemy target's Weakness is Broken.
After the Technique is used, at the start of the next battle, all allies' Break Effect increases by 30%, lasting for 2 turn(s).
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.
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.
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.
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.
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.
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.
Not sure Trailblazer (Harmony) is right for you? Compare against similar characters to find your best pull.

You need a Fire Harmony unit and Asta's kit matches your account gap.

You need a Wind Harmony unit and Bronya's kit matches your account gap.

You need a Wind Harmony unit and Cerydra's kit matches your account gap.

You need a Physical Harmony unit and Hanya's kit matches your account gap.

You need a Physical Harmony unit and Robin's kit matches your account gap.

You need a Ice Harmony unit and Ruan Mei's kit matches your account gap.

You need a Quantum Harmony unit and Sparkle's kit matches your account gap.

You need a Imaginary Harmony unit and Sunday's kit matches your account gap.

You need a Lightning Harmony unit and Tingyun's kit matches your account gap.

You need a Quantum Harmony unit and Tribbie's kit matches your account gap.

You need a Imaginary Harmony unit and Yukong's kit matches your account gap.