Best Build for Luocha

Luocha Head
  • Stars: ★★★★★
  • Element: Imaginary Element Imaginary
  • Path: The Abundance The Abundance
  • Release: 1.1

Luocha is a 5-star character from the Path of Abundance, and he is indeed one of the best healers in Honkai Star Rail.

This is primarily because he excels in his role as a healer. On one hand, he provides fairly potent healing, and in addition to the usual active healing abilities, he also has a substantial array of passive healing abilities, so you won't even have to worry too much about it.

But besides this, he's also a great asset to his team since he can remove beneficial effects from enemies (buffs) and likewise can eliminate negative effects for your team (debuffs). All of these qualities combined make him an incredible healer option that you'll undoubtedly appreciate having on your team.

Luocha Bidy

Base Stats

HP: 1281
ATK: 757
DEF: 364
Speed: 101

Luocha Healer

Best Light Cones

Echoes of the Coffin

Echoes of the Coffin
HP: 1164
ATK: 582
DEF: 396

Increases the wearer's ATK by 24%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 3 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 12 SPD for 1 turn.

Increases the wearer's ATK by 28%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 3.5 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 14 SPD for 1 turn.

Increases the wearer's ATK by 32%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 4 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 16 SPD for 1 turn.

Increases the wearer's ATK by 36%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 4.5 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 18 SPD for 1 turn.

Increases the wearer's ATK by 40%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates 5 Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 20 SPD for 1 turn.

Night of Fright

Night of Fright
HP: 1164
ATK: 476
DEF: 529

Increases the wearer's Energy Regeneration Rate by 12%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 14%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 11% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.8%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 16%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 12% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.2%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 18%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 13% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.6%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 4.0%. This effect can stack up to 5 times and lasts for 2 turn(s).

Time Waits for No One

Time Waits for No One
HP: 1270
ATK: 476
DEF: 463

18% HP & +12% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

21% HP & +14% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

24% HP & +16% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

27% HP & +18% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

30% HP & +20% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

Shared Feeling

Shared Feeling
HP: 952
ATK: 423
DEF: 396

+10% Outgoing Healing.
Regenerates 2 energy for every party member after using Skill.

+12.5% Outgoing Healing.
Regenerates 2.5 energy for every party member after using Skill.

+15% Outgoing Healing.
Regenerates 3 energy for every party member after using Skill.

+17.5% Outgoing Healing.
Regenerates 3.5 energy for every party member after using Skill.

+20% Outgoing Healing.
Regenerates 4 energy for every party member after using Skill.

Quid Pro Quo

Quid Pro Quo
HP: 952
ATK: 423
DEF: 396

At the start of the wearer's turn, regenerates 8 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 10 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 12 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 14 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

Perfect Timing

Perfect Timing
HP: 952
ATK: 423
DEF: 396

+16% Effect RES.
Outgoing Healing is increased by 33% of Effect RES (max 15% Outgoing Healing).

+20% Effect RES.
Outgoing Healing is increased by 36% of Effect RES (max 18% Outgoing Healing).

+24% Effect RES.
Outgoing Healing is increased by 39% of Effect RES (max 21% Outgoing Healing).

+28% Effect RES.
Outgoing Healing is increased by 42% of Effect RES (max 24% Outgoing Healing).

+32% Effect RES.
Outgoing Healing is increased by 45% of Effect RES (max 27% Outgoing Healing).

Best Relics and Planar Ornaments

Primary Stats

BodyATK %
Relic Feet
FeetSpeed
Planar SphereATK %
Link RopeEnergy Regen Rate

Substats

ATK ATK % Speed Effect RES

Best Teams

Leave a Reply