Pure Fiction
44 Teams

Currency Wars
Observed results
44 Teams
451 Teams
Boothill builds Pocket Trickshot through duels, then repeatedly deals Physical Break damage to broken targets.
Single-target Break damage dealer.
Win early Standoffs, establish Physical Weakness, and use enhanced Basics during the enemy's broken window.
Pocket Trickshot increases enhanced Basic Toughness Reduction and its extra Break damage. Ultimate supplies Physical Weakness and an action delay.
Locked Toughness bars block the Break plan. Enhanced Basics do not restore Skill Points, and Standoff makes its chosen enemy more dangerous to Boothill.
Choose an enemy that Boothill can break or defeat to start building Pocket Trickshot. Use Skill to enter Standoff, then the enhanced Basic on that target. Use Ultimate for Physical Weakness or to delay the enemy, and use subsequent turns to attack broken targets with built-up Trickshot.
Skill does not end his turn, but it also generates no Energy.
Standoff ends when its target is defeated or becomes Weakness Broken.
His native Talent deals Break damage to broken targets; Super Break comes from a separate team effect.
A CRIT conversion trace is not a reason to replace Break Effect with a conventional CRIT build.
Avoid a new Standoff when the team's Skill Points cannot support the next sequence.
Grants Break Effect and lets Break damage ignore DEF. Its SPD bonus requires at least 150% in-combat Break Effect.
Adds Break Effect and a two-turn SPD buff on entry or after dealing Break damage. Recheck turn order as that buff expires or refreshes.
Grants SPD until Boothill takes damage; the effect returns after his next turn ends. Standoff's taunt makes shield coverage relevant.
At 150% Break Effect, Break damage ignores 10% DEF. The extra effect at 250% applies only to Super Break, requiring a team enabler.
Four pieces supply 32% Break Effect in total and restore three Energy when Boothill inflicts Weakness Break.
Reach 145 SPD for the additional Break Effect. Count temporary SPD buffs only while they are active.
Adds SPD and 40% Break Effect for one turn after hitting a Fire-weak enemy. Boothill's Physical implant does not satisfy that Fire condition.
Defensive choice with strong SPD and Break Effect substats.
Alternative defensive piece with useful substats.
Optional direct-damage choice; preserve Break and SPD rolls.
For more setup and broken-target actions.
Durability while selecting useful Break and SPD substats.
Alternative defensive piece.
Optional direct-hit damage; does not amplify Break damage.
Scales his Break damage.
Meet the selected action plan and Talia's 145 SPD condition if equipped, then add Break Effect. Defensive rolls help survive Standoff; do not stop Break investment merely because Ghost Load's conversion caps.
E0 already contains Physical Weakness application and repeated native Break damage. Further investment can improve setup or Skill Point comfort, but the team must still handle Toughness and survival.
Sailing Towards a Second Life directly supports Break damage with Break Effect, conditional SPD and DEF ignore. Shadowed by Night keeps the Break and SPD focus with a different buff condition.
Starts battle with one Pocket Trickshot and ignores 16% of target DEF when dealing damage. This shortens the initial setup.
Gaining Pocket Trickshot during Standoff refunds one Skill Point and grants 30% Break Effect for two turns, at most once per turn. Over-cap gains can trigger it.
When Talent Break damage triggers, adds damage to the target and adjacent enemies. This changes his single-target damage coverage.
Fugue adds Cloudflame Luster and enables Super Break. The additional Toughness layer creates another break opportunity; enough Toughness damage is still required.
Bronya's Action Advance gives Boothill more setup and damage turns. Plan their relative SPD and combined Skill Point use; her CRIT buff is secondary to this pairing.
Ruan Mei supplies Weakness Break Efficiency, Break Effect and RES PEN. Her recovery delay extends the broken window; account for her team SPD buff in a Bronya tune.
The Dahlia's Zone increases Weakness Break Efficiency and enables Super Break before the enemy is broken. Arrange Boothill as Dance Partner to use her associated effects, and maintain the Zone.
Basic ATK
Deals Physical DMG equal to 100% of Boothill's ATK to one designated enemy target.
Basic ATK sequence
Deals Physical DMG equal to 220% of Boothill's ATK to one designated enemy target.
The Enhanced Basic Attack cannot recover Skill Points and can only target the enemy that is in the "Standoff" state.
Skill
Forces Boothill and one designated enemy target into the "Standoff" state. Boothill's Basic ATK gets Enhanced, and he cannot use his Skill, lasting for 2 turn(s). This duration decreases by 1 at the start of Boothill's every turn.
The enemy target in the "Standoff" becomes Taunted. When this enemy target/Boothill gets attacked by the other party in the Standoff, the DMG they receive increases by 30%/15%.
After this target is defeated or becomes Weakness Broken, Boothill gains 1 stack of "Pocket Trickshot," then dispels the "Standoff."
This Skill cannot regenerate Energy. After using this Skill, the current turn does not end.
Ultimate
Applies Physical Weakness to one designated enemy target, lasting for 2 turn(s).
Deals Physical DMG equal to 400% of Boothill's ATK to the target and delays their action by 40%.
Talent
Each stack of Pocket Trickshot increases the Enhanced Basic Attack's Toughness Reduction by 50%, stacking up to 3 time(s).
If the target is Weakness Broken while the Enhanced Basic ATK is being used, based on the number of Pocket Trickshot stacks, deals Break DMG to this target equal to 70%/120%/170% of Boothill's Physical Break DMG. The max Toughness taken into account for this DMG cannot exceed 16 times the base Toughness Reduction of the Basic Attack "Skullcrush Spurs."
After winning the battle, Boothill can retain Pocket Trickshot for the next battle.
Technique
After the Technique is used, when casting the Skill for the first time in the next battle, applies the same Physical Weakness to the target as the one induced by the Ultimate, lasting for 2 turn(s).
Increase this character's CRIT Rate/CRIT DMG, by an amount equal to 10%/50% of Break Effect, up to a max increase of 30%/150%.
While Boothill is in the Standoff, reduces the DMG he receives from targets that are not in the Standoff by 30%.
When in Standoff and gaining Pocket Trickshot, regenerates 10 Energy. Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit.
When the battle starts, obtains 1 stack of Pocket Trickshot. When Boothill deals DMG, ignores 16% of the enemy target's DEF.
When in Standoff and gaining Pocket Trickshot, recovers 1 Skill Point(s) and increases Break Effect by 30%, lasting for 2 turn(s). Can also trigger this effect when gaining Pocket Trickshot stacks that exceed the max limit. But cannot trigger repeatedly within one turn.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When the enemy target in the Standoff is attacked by Boothill, the DMG they receive additionally increases by 12%. When Boothill is attacked by the enemy target in the Standoff, the effect of him receiving increased DMG is offset by 12%.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
When triggering the Talent's Break DMG, additionally deals Break DMG to the target equal to 40% of the original DMG multiplier and additionally deals Break DMG to adjacent targets equal to 70% of the original DMG multiplier.
Level 80
Maximum ascension| Level | HP | ATK | DEF | SPD |
|---|---|---|---|---|
| 1 | 164 | 84 | 59 | 107 |
| 20 | 385 | 199 | 140 | 107 |
| 30 | 532 | 275 | 193 | 107 |
| 40 | 679 | 351 | 247 | 107 |
| 50 | 827 | 427 | 300 | 107 |
| 60 | 974 | 503 | 353 | 107 |
| 70 | 1121 | 579 | 407 | 107 |
| 80 | 1203 | 621 | 437 | 107 |