Best Build for Lynx

Lynx Head
  • Stars: ★★★★
  • Element: Quantum Element Quantum
  • Path: The Abundance The Abundance
  • Release: 1.3

Lynx is a 4-star Healer from Honkai Star Rail, belonging to the Quantum element, and to be honest, she's well worth it for a 4-star character.

Like all Healers, her duty is to heal her team, and it must be said that in that regard, she performs perfectly. Furthermore, both her damage and healing benefit from the HP stat, which is quite beneficial (other characters have this aspect a bit more mixed).

Where Lynx stands out from other healing characters is her ability to remove many negative effects from her team (something that is always greatly appreciated). Additionally, she can increase the maximum health of her companions when applying her healing, which helps both defensively and offensively with certain characters, such as Blade.

Lynx Body

Base Stats

HP: 1058
ATK: 494
DEF: 551
Speed: 100

Lynx Healer

Best Light Cones

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.

Warmth Shortens Cold Nights

Warmth Shortens Cold Nights
HP: 1058
ATK: 370
DEF: 396

+16% Outgoing Healing.
Restores HP to all allies by an amount equal of 2.0% of their Max HP.

+20% Outgoing Healing.
Restores HP to all allies by an amount equal of 2.5% of their Max HP.

+24% Outgoing Healing.
Restores HP to all allies by an amount equal of 3.0% of their Max HP.

+28% Outgoing Healing.
Restores HP to all allies by an amount equal of 3.5% of their Max HP.

+32% Outgoing Healing.
Restores HP to all allies by an amount equal of 4% of their Max HP.

Hey, Over Here

Hey, Over Here
HP: 952
ATK: 423
DEF: 396

+8% HP.
+16% Outgoing Healing for 2 turns after using Skill.

+9% HP.
+19% Outgoing Healing for 2 turns after using Skill.

+10% HP.
+22% Outgoing Healing for 2 turns after using Skill.

+11% HP.
+25% Outgoing Healing for 2 turns after using Skill.

+12% HP.
+28% Outgoing Healing for 2 turns after using Skill.

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%.

Best Relics and Planar Ornaments

Primary Stats

BodyHP %
Outgoing Healing
Relic Feet
FeetSpeed
Planar SphereHP %
Link RopeEnergy Regen Rate

Substats

HP HP % Speed Effect RES

Best Teams

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