Gallagher in HSR - a sloppy and lazy bartender from the Hound clan, specializing in effectively restoring the health of allies and providing them with fire by increasing the damage received by enemy targets penetration damage. In addition to the above healing effects, which are realized through activating the super ability and imposing a special status on all enemies, the detective is able to weaken one target by using an enhanced basic attack on it, which is considered a debuff.
Despite the dependence on the penetration indicator, the value of which partially determines the volume of restored HP, the man is one of the most versatile healers, suitable for any squad regardless of the Path and the element of the leading damage dealer in it. However, the creator of drinks will show the greatest efficiency in teams relying on penetration of vulnerability, providing them with a stable, with a high personal energy recovery indicator, action of the status "Dead drunk".
Rating | S+ position in dash list |
Rarity | ⭐⭐⭐⭐ |
[Type] element | Fiery 🔥 |
Path | Abundance |
when added to the game | March 27, 2024 (update 2.1) |
How to get a character | Banners Star Jump, Start Jump, Event Jump: Character, and Event Jump: Light Cone |
Gender | Male |
Home region | Penaconia |
Role in the squad | Healer, debuffer |
Role in the game | Head of the Hound Clan |
signature light cone | "What is reality?" |
Voice actors |
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Hero's story
Gallagher serves as the head of the Hound clan on Penakonia, while also working as a bartender at the Dream Hotel, expertly crafting drinks for dreamers and visitors to the planet. The man's past is shrouded in mystery: he is known to be extremely wary of strangers, but always shows due respect due to his position and profession. Each drink prepared by the scruffy bartender depends on the feelings of the guest: the man will season an elevated mood with sweet soda, and in moments of bitter grief he will offer something stronger.
How to get a character
You can knock out Gallagher in one of the following banners:
- with a certain chance in the “Starting Jump” (newbie banner);
- with a fixed probability of 4⭐ items and characters in Star Leap (permanent standard banner);
- with an increased chance in the “Event Jump: Character” (event banner), if presented among the heroes who received priority for drop;
- with some chance in the Event Jump: Light Cone weapon banner.
The opportunity to obtain Gallagher will be presented in the second half of version 2.7, simultaneously with the start of named banners Fugues (Nonexistence: Fire) The preliminary start date for the limited-time "Jump" is 25 декабря 2024 года.
If you don't want to miss Gallagher's rerun, as well as other epic and legendary characters' "Jumps", add to "Bookmarks" banner schedule.
Features
As the bartender upgrades, the base values of health, attack power and defense increase. The exact values of each parameter depending on the current level can be tracked through the table below:
Level of | Base attack power | Basic protection | Basic Health | base speed | Basic taunt |
1 | 72 | 60 | 178 | 98 | 100 |
20 | 140 | 117 | 346 | 98 | 100 |
30 | 205 | 171 | 506 | 98 | 100 |
40 | 270 | 225 | 666 | 98 | 100 |
50 | 335 | 279 | 826 | 98 | 100 |
60 | 400 | 333 | 986 | 98 | 100 |
70 | 464 | 387 | 1146 | 98 | 100 |
80 | 529 | 441 | 1305 | 98 | 100 |
Base taunt and speed are constant and do not change as you level up.
How Gallagher's Skills Work
The skills of the Path of Abundance representative are focused on fully ing the squad with healing. However, the bartender's skill set is not limited to stable regeneration, but offers several useful long-term weakenings: reducing the attack power of one enemy and increasing the damage received from penetration for all enemies with a special status.
The personal mark “Dead Drunk” ensures the work of the talent, where the key skills of the Hound clan officer are recorded, and active abilities act as an addition. The hero's skill restores a certain number of health units, while the superpower is a source of debuff, AoE damage and a basic attack amplifier. Next, we will analyze in detail how Gallagher’s skills work, and also prioritize leveling up abilities. Additionally, we'll look at the ive buffs for traces and eidolons to bring out all the positive aspects of the healer.
Active skills
Technique "Master's Elixir" || Weakening
Immediately attacks the enemy and after the start of the battle, imposes the “Dead Drunk” status on all opponents for 2 turns, and also deals fire damage equal to 50% from the strength of Gallagher's attack.
Basic Attack "Corkage fee" || Single attack
Inflicts Fire damage to the selected enemy equal to 50-130% from attack power.
Basic Attack "Nectar Blitz" || Single Attack (Superpower Converted Skill)
Inflicts Fire damage to the selected enemy equal to 125-325% on the attack power, and reduces the enemy's attack power by 10-18% for 2 moves.
Emboldening Salvo "Special Recipe" || Recovery
Restores to selected ally +200 2-020 units HP.
Superpower "Champagne etiquette" || Group attack
Inflicts "Dead Drunk" on all enemies for 2 turns. At the same time, it deals fire damage equal to 75-187% from attack power. The next basic attack, "Cork Collection", is upgraded to "Nectar Blitz".
ive skills
Talent "Drunken Brawl" || Recovery
The "Dead Drunk" status increases the penetration damage the target receives by 6-15%. Hitting a target with this status restores the attacker's 80-808 units HP.
The order of leveling abilities
Talent ≥ Emboldening Salvo > Basic Attack > Superpower
First of all, materials should be invested in Gallagher's abilities that affect healing and debuffs:
- В talent multipliers of the negative status “Dead Drunk” are fixed, through which the team is treated and enemies are weakened. Emboldening Salvo It directly restores health, but has lower priority, since it requires you to wait for the character’s turn to use it.
- Pump over basic attack follows because of the enhanced version of “Nectar Blitz”, which will significantly reduce the attack power of enemies as the level increases.
- Superpower rises last with "free" resources, since Gallagher is not initially focused on high DPS.
Tracks
Total stat boost:
Status Resistance | 28% |
HP | 18% |
Penetration effect | 13,3% |
Effect resistance +4% (level 1) | |||
"Unusual proportions": Increases outgoing healing by 50% of the penetration effect value to max. 75% outgoing healing bonus. | Penetration effect +5,3% (A2) | Status Resistance +4% (A3) | HP +4% (A3) |
"Natural fermentation": After using the ultimate, Gallagher's action advances by 100%. | Status Resistance +6% (A4) | Penetration effect +8% (A5) | Status Resistance +6% (A5) |
"To the dregs": When Gallagher performs the Nectar Blitz empowered attack against an enemy while Dead Drunk, all allies receive the HP recovery described in the talent. | HP +6% (A6) | Effect resistance +8% (level 75) | |
HP +8% (lvl 80) |
Eidolons
All consts:
1 | Salty dog | After entering the battle, restores 20 units. Gallagher energy and increases resistance to effects by 50%. |
2 | lion tail | Using the skill removes 1 weakening from the selected ally and increases their resistance to effects by 30% for 2 turns. |
3 | Corpse Reanimator | Skill level +2, maximum - 15. Basic attack level +1, maximum - 10. |
4 | The last word | Increases the duration of the “Dead Drunk” status imposed by the superpower by 1 turn. |
5 | Death in the Afternoon | Superpower level +2, talent level +2. The maximum level is 15. |
6 | Blood and Sand | Gallagher's penetration effect is increased by 20%, and the effectiveness of vulnerability penetration is also increased by 20%. |
Gallagher's best eidolons - E2, E4, E6:
- E2 complements the skill with the ability to remove weakening from allies, which is why Gallagher’s value in the team instantly increases. Most enemies can inflict various negative statuses and control effects, so “cleansing” for s is a highly sought-after ability that directly affects the outcome of the battle.
- E4 increases the duration of the negative status, the only source of which is the Ultimate. Thus, the character will be able to more stably maintain it on enemies with lower requirements for speed and energy recovery.
- E6 is an important built-in buff for the penetration effect, which will ively increase outgoing healing. As an additional bonus, the character will be able to more effectively reduce the fire resistance of enemies.
How to play as Gallagher in HSR
The bartender's gameplay is mainly tied to maintaining the personal negative status "Dead Drunk", which restores the attacking ally's health after dealing damage. The effect is applied by technique and ultimate, so Gallagher’s main task during the battle is to accumulate energy for his superpower and update statuses on opponents in time.
General guidelines for building a Gallagher rotation:
- When entering battle, pay attention to the energy charge of the ultimate. If the character is able to immediately use a superpower, use the attacking technique of the more popular character. Otherwise, use the Master Elixir of the Head of the Hound Clan to cause Dead Drunk on all opponents for 2 turns.
- The standard rotation for accumulating an ultimate in three actions involves alternating skills as follows: basic attack => skill => basic attack. Follow the described order of activating abilities so as not to experience a shortage of skill points.
- Based on the situation in the battle, use your ultimate wisely. The superpower not only refreshes Dead Drunk, but advances the bartender's action and buffs the base attack. The feature can be turned into an advantageous combination with high healing of one damaged ally with the skill, or heal the entire squad with a basic strike.
- The enhanced strike "Nectar Blitz" applies a debuff to one enemy to decrease attack and instantly restores health to the entire group. In builds where the number of debuffs on enemies is important, it is worth performing "Nectar Blitz" on the next target of the main DD.
- With the second eidolon open, always give Gallagher the opportunity to use the skill to remove the control effect from a character in the team. the feature described in the third point: the hero gets the action advancement after activating the ult and can immediately use the ability to remove the negative status.
All about character leveling
Let's look at what materials are needed to level Gallagher up to level 80, improve all skills and explore the hidden possibilities presented by the traces.
Elevation materials
Level of | Material 1 | Material 2 | Material 3 |
---|---|---|---|
30 | |||
40 | |||
50 | |||
60 | |||
70 | |||
80 |
To achieve maximum elevation, you need to spend the following consumables:
- loans ×826 200 — universal in-game currency, issued for completing quests, completing daily errands, time-limited events, as well as for participation in the “Sepal (Golden)” test in the “Big Mine”;
- dream collection component ×12, dream flow valve ×13, dream engine ×12 — resources that can be obtained for defeating monsters from the Nightmare Troupe on Penaconia;
- flaming heart ×50 — material for exalting fiery characters, farmed in the activity “Stagnate Shadow: Residence of the Morning Dew”, which will appear in the game with the release of update 2.1;
- traveler's guides ×289, adventure logs ×6, travel meetings ×3.
Skills Improvement Materials
Emboldening Salvo | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
Full list of resources for upgrading abilities:
- loans ×1 758 000;
- dream collection component ×22, dream flow valve ×35, dream engine ×20;
- seed of a strange tree ×8, nutritious honey ×42, fruit of diversity ×77 — materials for leveling up the abilities of Path of Abundance characters, which can be obtained in the “Sepal (Crimson)” dungeon in the Garden of Serenity location;
- past wormhole disasters ×12 — component from the activity “Echoes of War: Old wormhole crater";
- virtual universe.
The order of pumping traces
Skill / Stat | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
Total amount of materials for studying all Traces:
- loans ×642 000;
- dream collection component ×6, dream flow valve ×7, dream engine ×22;
- seed of a strange tree ×4, nutritious honey ×12, fruit of diversity ×28;
- imprints of fate ×2;
- past wormhole disasters ×3.
Advantages and disadvantages
Having analyzed all the skills and abilities of the head of the Hound clan, we can draw the following conclusions about his strengths and weaknesses:
Advantages | Disadvantages |
Stable hill out of his turn. The character’s healing works in such a way that damage that hits enemies with the “Dead Drunk” status restores the number of health units determined by the talent. | Treatment is not scaled by other parameters, but is a fixed value. The only way to increase the amount of healing you receive is to collect a high outgoing healing bonus through ive talents, light cone, and relics. |
Can provide instant treatment at critical moments. After using the ultimate, the hero not only updates the statuses on the opponents, but also advances his action by 100%, buffs the basic attack. Thus, the character can use the skill to restore health to one ally, or strike and heal the entire team. | Critical skills are hidden in eidolons. The minimum recommended constellation for a hero is the second one, since after acquiring it the character gets the opportunity to remove weakenings. |
The main advantage of the mark is that it is applied directly to enemies, therefore, Duration of statuses depends on enemy speed. Treatment can be received longer by delaying the actions of opponents and reducing their speed with the skills of some characters. | Without stable use of superpowers, it will not be able to maintain “Dead Drunk” statuses on enemies, therefore desperately needs a build around speed and energy recovery. The situation is greatly simplified with unlocking E4. |
Low skill requirement, since the hero provides the squad with ive healing through talent. “Special Recipe” is intended to treat critical damage, which, with sufficient leveling, does not occur often. | When leveling up, it focuses heavily on characteristics that do not affect personal survivability. For this reason, it is difficult to maintain a balance of health, high healing and personal damage. Requires large investments in a hybrid assembly. |
Great for Diverse Teams and creates synergy with heroes of various mechanics. Bartender treatment works with "Discoverer of Dead Waters". | |
Important for s ability to remove weakening. The buff is unlocked with the second eidolon and greatly increases the value of a healer in the squad. |
Gallagher's Best Builds in Honkai: Star Rail
Gallagher is a healer with a set of debuffer skills, so he fits into two roles in the group. Among the weakening, the hero offers the team an increase in penetration damage and a decrease in the attack power of opponents, while at the same time restoring health with the skill and the “Dead Drunk” tag. Considering that character abilities have fixed multipliers and regenerate a clearly defined number of HP points, when building you should focus on the following characteristics:
- outgoing healing bonus — the only way to increase the effectiveness of treatment, since the character’s healing skills are not scaled by other stats;
- penetration effect — with the “Unusual Proportions” track open, the parameter is converted into an additional healing bonus;
- speed — necessary for frequent actions that allow you to accumulate energy for the ultimate and help the team with healing or generating skill points;
- energy recovery rate — using a superpower, imposes the negative status “Dead Drunk,” which includes both healing and debuffs;
- Attack Power — frequent use of a basic strike can be implemented to greater advantage by selecting parts of relics with this characteristic for the character.
Next, we will analyze the best Gallagher build in XSR to reveal the hero's full potential in turn-based combat. We will consider the optimal values of the characteristics, suitable sets of artifacts and Light Cones.
Recommended Specs
Top stats in parts of relics and decorations:
Relic | Main characteristic |
Head | HP (constant) |
Arms | Attack Power (Constant) |
Body | Outgoing Healing Bonus |
Legs | Speed (a priority), attack power (situational) |
Connecting rope | Energy recovery rate (a priority), penetration effect (optional) |
planar sphere | HP, defense (a priority), attack power (optional) |
Lower parameters:
- speed;
- penetration effect;
- Attack Power;
- health, protection, resistance to effects.
Recommended final values of key parameters for a comfortable game:
- speed: 134 units and higher;
- energy recovery: 105-120%, depending on the speed gained;
- penetration effect: up to 150%;
- health: from 4.
Light Cone Rating
Weapons for Gallagher must match Paths of Abundancefor the ive skill of the selected light cone to work. In the abilities of the “cards” you need to pay attention to penetration effect, healing bonus and energy restoration.
Name | Description | Recommendation |
---|---|---|
⭐⭐⭐⭐⭐ HP 52-1164 ATK 21-476 DEF 24-529 |
The healer's energy recovery rate increases by 12-20%. When an ally uses a super, the hero equipped with the cone of light recovers 10-14% HP of the ally with the lowest HP percentage. When the wearer heals an ally, that ally's attack power increases by 2,4-4%. This effect can stack up to 5 times and lasts 2 turns. | A weapon that restores energy, ively heals, and buffs attack power. Because the negative status that grants healing and a bonus to penetration damage only exists due to the activation of a super ability, energy restoration is a critical stat for the hero. Hitting enemies with this mark restores health to the attacking ally, which triggers the buff to the last part of the cone ive. |
⭐⭐⭐⭐⭐ HP 48-1058 ATK 24-529 DEF 24-529 |
Increases the penetration effect by 60-100%. After the character uses a super ability to attack enemies, they are inflicted with the Carefree status for 2 turns. Enemy targets in this state receive 10-18% more damage. If the owner's penetration effect is higher or equal to 150%, then the damage received by the enemy is increased by an additional amount. 8-16%. | A significant increase to the penetration effect is offered, which increases the outgoing healing from the trace "Unusual Proportions". Considering that the hero deals damage with a super ability, the second part of the ive is easily activated and imposes a status on enemies that increases the damage they receive. Thanks to the increase in indicators, the character collects up to 150% EP in total, which allows you to use all the bonuses of the "card". |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 |
Owner's resistance to effects increases by 16-32%. Owner's outgoing healing is increased by 33-45% from resistance to wearer's effects to max. 15-27%. | If you have E1, you should pay attention to this weapon, since at the beginning of the battle the character will receive a 50% increase in resistance to effects until the end of the battle. Thus, the cone converts the parameter into outgoing healing without additional investments - for the maximum bonus, 45-60% of the characteristic is required depending on the level of Overlay. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 |
The speed increases by 8-12%. After attacking an enemy with a broken vulnerability, restores 3-5 units owner's energy. This effect can trigger up to 2 times per turn. | An excellent weapon for comfortable rotation and maintaining the "Dead Drunk" status on enemies due to the increase in speed and energy recovery. The bartender mainly plays in penetration teams, and he himself deals damage not only with a basic attack, but also with a super ability, which allows you to fulfill the ive condition and attack enemies with depleted stamina. |
⭐⭐⭐⭐ HP 48-1058 ATK 19-423 DEF 15-330 |
The wearer's penetration effect is increased by 24-48%. Owner's basic attacks are restored 2-4% his HP plus 800 units. | Signature Light Cone takes into the hero's need for a penetration effect, which enhances healing skills. The second part of the weapon's ability provides the healer with healing when using basic attacks, which increases personal survivability in battles and eliminates the need to use a skill to regenerate your own HP. |
⭐⭐⭐⭐⭐ HP 52-1164 ATK 26-582 DEF 18-396 |
Attack power is increased by 24-40%. After making an attack for each enemy hit, energy is restored by 3-5 units The effect works up to 3 times. In addition, after using the superpower, the speed of all allies increases by 12-20 units for 1 turn. | A cone of light aimed at buffing team speed and personal damage dealt by basic hit and ultimate. In addition, the weapon restores energy when damaging opponents, which will help in using the superpower more often. The weapon "card" will not have an effect on outgoing healing, since it does not provide a direct bonus to this ability and does not buff the penetration effect. However, energy recovery helps with rotation execution speed and debuff maintenance. |
⭐⭐⭐⭐ HP 48-1058 ATK 16-370 DEF 18-396 |
Max. Owner's HP increases by 16-32%. Using a basic attack or skill restores all allies' health equal to 2-4% from their max. HP. | Gear for extra healing. Increasing health will have a positive effect on the healer's survivability, and the second part of the ive will allow you to rely more on the basic strike, leaving the skill for extreme cases. |
⭐⭐⭐ HP 43-952 ATK 14-317 DEF 9-198 |
After using a basic attack, the next action moves forward by 12-20%. | The best of the three-star weapons, allowing you to advance in the move queue after using basic attacks. The Light Cone does not give any bonuses to any parameters, but it does help you act more often. Suitable for a character with good leveling, when a sufficient number of units of all key parameters have been collected. |
⭐⭐⭐⭐⭐ HP 57-1270 ATK 21-476 DEF 21-463 |
Max. Owner's HP increases by 18-30%, and his outgoing healing is at 12-20%. When the owner heals an ally, the amount of that healing is recorded. When an ally uses an attack, one random enemy hit takes additional damage of the owner's attack type equal to 36-60% from the recorded healing value. This additional damage is not affected by other buffs and only counts once per turn. | A decent option with high base stats, increased health and healing. Although the amount of healing is not calculated from the character’s HP, the characteristic will have a positive effect on the healer’s survivability and will allow him to become a reliable for the team. As an additional bonus, squad will be able to deal fire damage on an ongoing basis. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 |
Max. Owner's HP increases by 8-12%. When the wielder uses a skill, their outgoing healing is increased by 16-28% for 2 moves. | Like the option above, it increases the health pool. In addition, it increases the effectiveness of the heal after using the skill, which implies a clearly defined rotation. When playing with the equipment in question, Gallagher needs to monitor the remaining duration of the status and use the skill in time. |
General Feelings ⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 |
Owner's outgoing healing is increased by 10-20%. Using the owner's skill restores all allies 2-4 units energy. | Provides a healing bonus on an ongoing basis, and when using a skill, it helps to charge group ’ ultimates. Considering the specifics of the hero’s work, the cone is implemented in conditions of a shortage of healing through talent, and frequent use of the skill is justified by a lack of healing. |
⭐⭐⭐⭐ HP 48-1058 ATK 19-423 DEF 15-330 |
The owner's energy recovery rate increases by 8-16%. Using the owner's superpower increases their outgoing healing by 12-24%. | An epic alternative for energy recovery speed. The problem with the cone is that the healing bonus only applies to the ultimate, which does not have healing properties. Can be used when there is a serious problem with the rate of energy storage or when alternatives are not available. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 |
At the start of his turn, the owner recovers 8-16 units energy to a random ally, except the owner, whose current energy is below 50%. | An affordable alternative that sacrifices healing in favor of restoring the energy of allies. Can be equipped in the absence of other options that increase the hero's usefulness, or in cases where Gallagher is provided with everything necessary for comfortable play. |
⭐⭐⭐ HP 43-952 ATK 12-264 DEF 12-264 |
When the owner uses a skill or superpower, their outgoing healing is increased by 12-24%. | "Card" for beginners. It will only increase the healing effectiveness of the skill, since the superpower is not endowed with healing properties. |
What relics and decorations are needed
Cave relics for Gallagher should contain a penetration effect and an outgoing healing bonus, and a combination with a speed set or an increase in overall survivability is also allowed. Among planar decorations, buffer sets with various positive effects on allies come first.
cave relics
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases outgoing healing by 10%. 2 parts: Increases speed by 6%. |
Builds with the “Herald” provide the optimal speed required for a detective of the Hound clan in any of the build variations. "Wanderer" is needed for a direct healing bonus, but can be replaced by sets with a pierce effect in the absence of suitable relic parts. The combination promotes quick rotation and maintenance of Dead Drunk, but inevitably loses to the options below in of health restoration. | |
2 parts: Increases outgoing healing by 10%. 2 parts: Increases penetration effect by 16%. |
The best combination of Cave Relics to increase the effectiveness of Gallagher's healing. Wandering Cloud Wanderer will directly provide a healing bonus, and Thief or Watchmaker will work through the first Trace of Unusual Proportions. | |
2 parts: Increases penetration effect by 16%. 2 parts: Increases penetration effect by 16%. |
Combining two sets of piercing transforms into a 16% bonus to outgoing healing, losing 2% to the previous option. However, with good stats, the build can act as a final option for equipment, and can easily be replaced with 2 parts of the "Wanderer" or 4 parts of the "Thief". | |
2 parts: Increases penetration effect by 16%. 4 parts: Increases the owner's penetration effect by 16%. When the owner breaks through the enemy's vulnerability, restores 3 units. energy. |
An available option that significantly increases the penetration effect. To play with the set, you need the sixth eidolon, with which the character will begin to better penetrate vulnerability and more often activate the ive for energy restoration. However, even before receiving the "constellation", the equipment can be worn as starting equipment, since parts of the set are issued for completing various content: chests, quests and weekly activity Echo of War. | |
2 parts: Increases attack power by 12%. 4 parts: Increases the wearer's speed by 6%, also increases their basic attack damage by 10%. |
This set will allow you to benefit from the frequent use of the basic attack in the rotation, increasing its damage and the hero's attack power. In addition, it will help solve the problem with speed, providing a percentage increase to the parameter. Keep in mind that in parts of the relics you will still have to focus on the penetration effect, so as not to lose the healing bonus that is important for the survival of the team. | |
2 parts: Increases speed by 6%. 4 parts: Using a skill or super ability on an ally increases the skill target's crit damage by 18% for 2 turns. This effect can stack up to 2 times. |
A possible option if the Path of Harmony s wear a different set, and the main DD needs to increase crit. damage. With this equipment, the healer will get a speed boost, and in addition, he will be able to not only heal with the skill, but also buff the main damage dealer. However, there may be situations when you need to heal other heroes, which will force you to spend the boost from the set "in vain". Not recommended in squads from penetration, for example, with Firefly. Since the key bonus of the relic (critical damage) is of little use to characters whose mechanics are focused on reducing enemy durability. |
|
2 parts: Increases penetration effect by 16%. 2 parts: Increases outgoing healing by 10%. 2 parts: Reduces damage taken by 8%. |
Additional sets of cave relics that can be combined with sets for a healing bonus or penetration. In a situation where the hero lacks his own survivability, you can reduce the damage taken through the "Snowstorm Guardian". |
planar decorations
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases max. Owner's HP by 12%. If the owner's speed is higher than or equal to 120 units, then the attack power of all allies increases by additional. 8%. | A universal set of jewelry for s. Increases the key characteristic for many damage dealers - attack power when the wearer of the set reaches 120 units of speed. As a permanent bonus, it increases the health reserve, positively affecting the overall survivability of the character. | |
2 parts: Increases wearer's resistance to effects by 10%. If the wearer's resistance to effects is greater than or equal to 30%, crit. The damage of all allies is increased by 10%. | An excellent buffer kit that can be implemented on a character without additional investment. Through Traces, the bartender receives a high increase in resistance to effects, which is enough to receive a bonus to crit. damage to the group. The first eidolon also contains an increase in the parameter, so even without fully leveling up hidden skills, the hero fully satisfies the requirements for activating the ive. | |
2 parts: Increases energy recovery rate by 5%. Increases damage dealt by allies of the same type as the owner by 10%. | A good set of groups with a fiery main DD. Slightly increases the speed of energy accumulation for the owner's ultimate, and also buffs the damage of allies of the same element. Will be beneficial in alliance with Topaz, Guinaifen, Himeko or Hook. | |
2 parts: Increases energy recovery speed by 5%. If the owner is not the first character in the party, the attack power of the first character increases by 12%. | A more versatile option for getting a bonus to energy recovery speed. At the same time, to activate the second part of the ive and increase the attack power of your main DD, you need to put him in the first position in the team, and place the wearer of the set in some other place, for example, third or fourth. | |
2 parts: Increases the wearer's energy recovery rate by 5%. If the owner's speed is greater than or equal to 120 units, then at the beginning of the battle his action moves forward by 40%. | Alternative jewelry to restore energy. When reaching optimal speed, the hero will be among the first to perform an action, for example, create a skill point with a basic attack. You can also consider a scenario in which the bartender starts the fight with a skill in order to quickly charge the ultimate skill. | |
2 parts: Increases speed by 6%. When the wearer attacks a target with a fire vulnerability, the penetration effect is increased by 40% for 1 turn. | The decorations will be the most powerful option if the hero is fighting against enemies with a weakness to the fire element or is in a group with Firefly, which is able to impose this vulnerability on the enemy. The set will allow him to walk faster and greatly increase the important characteristic of the penetration effect. | |
2 parts: Increases the owner's penetration effect by 16%. If the owner's speed is higher than or equal to 145 units, then his penetration effect increases by additional. 20%. | The set is recommended as a last resort - if it is impossible to collect 150% of the penetration effect through other sources. Upon reaching 145 units of speed, the kit will additionally increase the key characteristic; the effect can be achieved, among other things, with the help of Harmony s, whose acceleration applies to the entire team. |
Gallagher's Squad Guide in HSR
Gallagher plays two roles in the team: a debuffer and a healer. The Hound officer is able to maintain the "Dead Drunk" debuff on all enemies throughout the entire battle, and also applies an attack reduction to one opponent after using his ult. This feature is in demand for damage dealers playing with a powerful set of relics. "Discoverer of Dead Waters", including a 2-piece set.
Healing skills are not limited to the "Special Recipe" skill, but work from hits on marks that the healer imposes. The skill is fully revealed in cooperation with followers of Erudition and Harmony, inflicting damage on several opponents with a negative status. In addition, heroes who rely on the bonus attack mechanic will benefit greatly, since they will be able to receive several "portions" of healing in one battle cycle.
Which characters are suitable?
Let's look at the characteristics of the characters with whom the hero combines best:
Character | Path | Damage type | Features |
---|---|---|---|
The main and secondary damage dealer, which is issued at the start of the game. It attacks primarily in an area, but also copes well with single opponents due to the enhanced version of the ultimate. Shows itself well in the fight against enemies who are vulnerable to physical elements. | |||
During the battle, the Ice Swordswoman is focused on constantly accumulating stacks of Sigizia, which allow her to enter an enhanced state of “Spectral Transmigration”. In this stance, the girl receives significant increases in crit. chance and attack power, and also does not consume skill points. However, the transition is accompanied by the absorption of the team’s health, so a healer with instant and periodic healing is recommended for the squad. | |||
A completely independent damage dealer with specific gameplay. The main feature of the hero is the "Hellscape" effect, which consumes health before performing powerful blows with a basic attack, as well as the inability to restore team skill points for three turns. The healer will insure the hero by healing after inflicting damage on opponents, and will also prevent the group from going into a deficit in skill points. | |||
One of the most "voracious" characters in the game. In one turn, spends up to three action points to increase power, crit. damage and base attack area. He is in dire need of inexpensive s that will provide him with the majority of the team resource without losing usefulness. | |||
Midey plays off the "Blood Feud" state, which he enters when he reaches a certain level of "Charges." These, in turn, accumulate when the hero spends his own health using active skills or takes damage. This mechanic ties the character to Abundance units that can maintain high group survivability. Gallagher is a great budget option for this task. | |||
A powerful damage dealer of the Path of Destruction, who imposes a fiery vulnerability on enemies. Also needs to pump up the penetration effect to deal high damage, penetrates vulnerabilities in an area well and needs undemanding s for skill points. | |||
Main and sub-DD, excellently playing the role of a tank. Plays against counterattacks, which it carries out in response to enemy attacks on itself and group . The ultimate increases the chance of becoming the target of an opponent’s attack, and also increases the area of Svarog’s bonus attack. Considering the mechanics of diverting attention to oneself, the tramp girl absolutely needs s that provide stable HP regeneration. | |||
In of its mechanics, it resembles Clara, since it is also focused on taking enemy attacks and then conducting a counterattack. Despite the fact that Yunli has built-in healing from the skill, he often plays at low speed and is not always able to heal in time. For this reason, she needs a healer for a comfortable game. | |||
The head of the security department in battle relies on skill damage, while spending not skill points, but his health. Thanks to his talent, he gains an advantage when playing with low HP, but can play not only with shield warriors, but with gradual healing as a “safety net”. | |||
A damage-dealing fire-type hero with high damage and single-target penetration. Can apply a periodic Burning status, while dealing additional damage to monsters with this status. Like many representatives of Destruction, it has good survivability, but when completing high-level content it needs healers or shield warriors. | |||
Damage of the damage dealer's skills scales from the penetration effect, and the bonus attack mechanics work from a gradual decrease in the vulnerability scale of opponents. In cooperation with the healer, she will receive not only stable healing, but also a debuff to increase penetration damage. With the sixth eidolon open, the bartender will begin to damage the fire resistance of monsters more effectively and will additionally help with the accumulation of levels of the "Karma" status. | |||
An excellent secondary damage dealer whose superpower works as a rebound. The number of hits of the ult depends on the expenditure of skill points by the team, and the skill itself deals good multiple damage with a high chance of causing Frozen status in opponents. Thus, the bellboy needs to actively generate and spend skill points, in return it provides powerful damage to the area and one enemy. | |||
Summons the Seamstress, a spirit of memory, to the battlefield, who deals damage and can be damaged by others. Accordingly, the hero's need for good sustain increases. The Healer, being an excellent budget option, is not inferior in effectiveness to many light. representatives of its class. | |||
Constant HP drain on allies due to the skill mechanics forces Kastoria to be combined with healers. Bartender is considered the best budget option for her, as he can inflict the status "Dead Drunk" allows heroes to heal from attacks on enemies. | |||
Excellent even for those characters that do not have the summon mechanic: increases the critical damage of allies, advances the action, and also deals additional damage of the true type. Despite the fact that the unit itself can heal, as part of the age of high-level content, it may need protection from the outside. | |||
Representative of the Hunt with a high frequency of actions and powerful attacking abilities. Through the talent, he gains an extra turn when defeating an enemy monster, and with the help of the skill, he increases his attack power. Frequent moves combined with low levels of base health and defense make practically “free” healing for the bartender very popular. | |||
The Arbiter General excels at dealing with dense enemies, relying on the bonus attack that comes with his talent, skill, and ultimate. He synergizes best with heroes that can deal additional damage, allowing him to charge up. "Winged Beast" for Ultimate. | |||
A senior employee of the strategic investment department fights together with the piggy bank ant, who, along with all of the squad, is placed in the turn queue. When completing any combat content, you need s to ensure survival. | |||
Relies on direct skill hits, talent bonus attacks, and superpowers. The chance of a Veritas bonus hit directly depends on the number of debuffs on the enemy, and the hero also gets a damage increase for each debuff with an open "Inference" trace. The Hound Detective's skill set contains 2 debuffs, so the character is useful as a debuffer-healer. | |||
A strong damage dealer who deals high damage to one enemy during a Duel. While in this state, he not only receives buffs, but also more incoming damage, which is why he needs the of Path of Abundance or Preservation. However, the additional bonus to penetration damage will also be useful. | |||
The core of the swordsman's gameplay is "Empathic Link", which activates for one turn after using a skill. The status gives noticeable increases in crit. chance and damage, which involves constantly spending skill points to maintain the effect. Despite the need for protection from damage, it plays well with healers, especially if their rotation involves frequent use of the basic strike. | |||
Free character for the prologue. With his ultimate, he severely damages the enemy's durability scale, and with his skill he can reduce their speed. The damage dealer will benefit from a debuff to increase the damage the target receives from penetration; in return, it will give the healer more time to gain energy for the superpower, indirectly increasing the duration of “Dead Drunk” by Slowing Enemies. | |||
A secondary damage dealer who, using a skill, applies the positive effect “Mentor” to the selected ally. It does good damage, and may well occupy the role of the main combat unit in a squad. In addition, it further strengthens itself, advancing the action and increasing outgoing damage. With the acquisition of eidolons, it gains mechanics related to performing bonus attacks. | |||
Focuses on stripping enemies of their elemental shields to gain a speed boost and deal additional Sword Stance damage. Due to playing on vulnerabilities, will benefit from a nerf to increase penetration damage. | |||
In the fight against any number of opponents, the general relies on group attacks of the Lightning Lord, who, along with allies and rivals, is placed in the action queue. The hero uses a skill each turn to accumulate bonus attack charges, and can also carry out powerful attacks in the area with his ult. | |||
The Scientist deals high area damage with her enhanced skill and super ability, but is also effective against single targets. In addition to Erudite characters, due to the mechanics, she will benefit from s and units that can attack frequently, as this allows her to get more energy and collect special stacks "Interpretations". | |||
The Ninja from the Galactic Rangers faction plays from penetration and specializes in depleting enemy durability, while consistently dealing massive damage to all enemies on the battlefield with the enhanced basic attack gained from the super ability. | |||
A secondary DPS character who prefers to fight against groups of enemies: the number of enemies on the battlefield directly affects the rate at which charge levels accumulate, which allow bonus attacks to be performed. The skill assigns an allied character as a "Debt Collector", which additionally increases their speed by 30 units. When the "Debt Collector" strikes, it deals quantum damage to each enemy hit equal to Jasper's attack power. In doing so, the "Debt Collector" spends 2% of its max HP. | |||
A damage dealer who delivers powerful blows across the entire battlefield. Thanks to his talent, he is able to increase his crit. chance for every single hit on an enemy, so it gains an advantage in fighting a crowd of monsters. It has two ultimate modes, which depend on the current energy reserve. | |||
The Star Express Navigator acts as a main and sub-DPS with skills, but can become a “pocket” DD through a bonus attack. The talent is triggered by destroying the vulnerability scale of three enemies, then the girl instantly launches a fiery attack on all opponents. Among allies, he always welcomes characters who also play against damage to elemental shields or provide enhancements to this mechanic, for example, increasing damage from penetration will be useful for Nameless. | |||
An accessible irer of Erudite, whose eidolons are unlocked by completing worlds virtual universe. In normal battles, he gets to play the role of sub-deader with his ultimate, and in modes with the constant arrival of new opponents he can fully reveal his talent. The girl’s bonus attack is triggered under specific conditions, when the health of monsters is reduced to 50%, so it is not suitable for protracted struggles and battles with elite opponents. | |||
The mechanic from Belobog has good AoE damage and an inexpensive ultimate, so he perfectly plays the role of a secondary and main damage dealer. As “constellations” open, the sub-DPS potential increases, in addition, the girl is capable of inflicting periodic damage, which further strengthens her in this position. | |||
Not inferior in damage to the quantum damage dealer Zela. However, the gameplay of the soothsayer is tied to the successful toss of Jade bones, so the girl can be quite “voracious” with unsuccessful selections. Ultimate damages the area and pulls out 4 identical dice, guaranteeing an enhanced strike on the next turn. | |||
A standard legendary heroine that advances a team member's action by 100% and removes control effects. Extends critical crit boosts to the squad and increases damage dealt, while always using the skill. Groups with it need characters who play from a basic attack, as this compensates for the high consumption of skill points. | |||
A member of the Masked Klutzes faction gives the team a lot of powerful positive effects, including action promotion and a significant crit buff. damage, increasing damage, expanding the limit of skill points and their instant generation. The girl is able to independently satisfy the group's need for a buffer, acting as the only source of positive effects. | |||
A representative of Harmony of the highest tier, whose skills are aimed at increasing outgoing damage, crit. damage and attack power. When used, the superpower advances the action of all allies forward. The "Improvised Decoration" trail increases crit. bonus attack damage, which makes Zaryanka the best for characters who play with this mechanic. | |||
for the game from breaking through vulnerabilities. Increases the effectiveness of reducing the stamina scale, overall damage and speed, and also delays the action of enemies. The healer will provide the girl with an increase in damage from the destruction of the elemental shield and will act as a secondary damage dealer, since he adheres to pumping the characteristics of the same mechanics. | |||
Free buffer of the "penetration effect" parameter. In battle, it focuses on increasing damage to enemies with a pierced vulnerability, so it requires the elements in the team to match the weaknesses of monsters. Together with the healer, it forms a mutually beneficial combination with many buffs of the general mechanics. | |||
Universal character: combines well not only with heroes who summon independent combat creatures to the battle arena, but also with other representatives of damage-dealing Paths. Increases crit. chance and crit. damage, advances the action by 100%, is a that is undemanding to skill points, restores energy, and also comprehensively increases outgoing damage. | |||
Fits both regular teams and builds from penetration. Offers pleasant buffs that are aimed at increasing overall damage, and also deals damage in the area with a bonus attack and super ability. The most optimal synergy is achieved with heroes with mass skills. | |||
An epic heroine following the Path of Harmony. Places a “Burden” mark on enemies, increasing the damage dealt to them, while at the same time restoring action points for every two status hits. The ultimate is used on one allied character, increasing his attack power and speed for several turns. | |||
A representative of the Path of Harmony, whose enhancements apply to all group . Comfortable gameplay ensures the presence of a weakness to the fire type of damage, since in this case the selection of talent stacks is simplified. Spreads an increase in attack power, and with an ultimate, significantly speeds up the squad. Suitable for groups with low speed. | |||
The girl's main specialization is enhancing attack, adding energy for superpowers and increasing percentage damage. The fox is in demand as a hero for damage dealers with a high ultimate cost, and also often plays in hypercarry builds. | |||
Free buffer for completing oblivion hall. In the role of a secondary damage dealer, he does an excellent job of depleting the bar of imaginary weakness, but to fulfill the role of , he requires calibrating the speed in the team. The girl spreads beneficial effects through the Roaring Bowstring status, which lasts exactly two allied turns. | |||
Secondary damage dealer and debuffer. Reduces enemy speed with skill, puts opponents into a state of Imprisonment with the ultimate, without having to remove their elemental shields. Such weakenings are useful for a healer, as they ively extend Dead Drunk. In exchange, the bartender provides stable healing and several additional negative effects. | |||
It is a debuffer that s squads focused on depleting the durability of enemies. It increases the effect of penetration, allows you to ignore vulnerabilities and further reduces the defense of enemies thanks to the negative status "Fox's Prayer". In addition, it is capable of independently inflicting good damage with its ultimate and enhanced attack. | |||
A powerful representative of the Nothingness, whose skills are aimed at applying the “Hot Ash” weakening (considered the DoT status “Burning”, which causes periodic damage of the fire type). Enemies affected by Burning Ash take increased damage. The superpower, in turn, inflicts a high level of damage and also imposes a third-party debuff that increases the damage taken by opponents from ultimate DPS-type skills. | |||
The basis of DoT mechanics teams with the ability to prematurely activate applied damage over time. Independently inflicts a huge amount of Shock status, at the same time contributes good damage with the skill and performs a bonus attack. | |||
A unique damage dealer who does not need to accumulate energy for her ultimate ability. To activate the super ability, you need to impose a certain amount of personal negative status on enemies. The girl's talent contains an important requirement for allies - using an ultimate with weakening helps her impose effects for using her ultimate. The healer's super ability just satisfies this condition, while providing regeneration. | |||
Debuffer around which mono-elemental units gather. The girl’s uniqueness lies in her skill, which causes the opponent to develop a new type of weakness that matches the elements of allied characters. As a bonus, enemies receive a large number of negative effects to reduce attack power, speed, defense and resistance to elemental damage. | |||
Damage debuffer for periodic damage. In cooperation with allies, its mechanics more effectively accumulate Arcana status levels, increasing the damage that opponents will receive on their turn. At the same time, it reduces defense after using the skill, and also increases the damage received through the ult. | |||
Specializes in fighting elite enemies and bosses, as the Bleeding status it inflicts is scaled by the opponent's maximum HP. At the same time, it deals high damage with skills and can play in a critical build on any position of damage-dealing heroes. | |||
During the battle, the street performer performs area attacks and causes Burning in her opponents. It has a strong ability to “explode” all fire statuses with an ultimate, so it needs heroes with the ability to apply them. Also increases the damage received by the enemy with personal negative status. | |||
The girl’s key advantage is the high level of protection she provides after using her ult. With this skill he can remove enhancements from monsters, and as eidolons are unlocked, the arsenal of skills is supplemented by reducing ice resists. | |||
Acts as both a and a damage dealer in periodic damage squads. Applies a ton of Weathering with all skills for a long time. The ultimate causes an additional debuff on opponents, due to which the damage from all periodic damage increases. | |||
A tank with the “Taunt” skill. Places medium shields on the group and relies more on its own damage absorption, so it often needs healers. In addition, he is a secondary damage dealer with ultimate and basic attack. |
Examples of the best teams
Examples of squads with the heroes considered:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
A great squad for draining the enemy's Elemental Tenacity bar with Boothill, Firefly, or Rappa as the primary DPS. In such a team, the healer needs E6, which increases his personal penetration efficiency. The secondary DPS would be Xuei, with his high penetration and the need for his allies to drain as much tenacity as possible during the fight. | ||||
A hyper-carry group with a powerful damage dealer of the Path of Destruction. Blade, Midei or Jingliu make the most of the positive bonuses of Armor or Sparkle, and also often move under the influence of the action advance. Pela provides powerful cuts of defense, and with E4 becomes the best for ice DDs, since she begins to reduce the resistance of opponents to elemental damage. The leader of the Hound clan s the group with additional weakenings and a portioned heal after carrying out attacks. | ||||
Variation of the unit in the area with two representatives of Harmony. The role of main DPS is played by the powerful selfish damage dealer Moon Eater, electric damage dealer with bonus attacks across the entire battle area Jing Yuan or Argenti with two ultimate modes. A group is formed for the characters, taking into individual needs, for example, Tingyun is needed to fill Argenti’s ult, and for the Moon Eater with a high consumption of skill points, Sparkle or Hanya is needed. | ||||
A squad with Dr. Ratio, ed by Silver Wolf. The hero's "Conclusion" trace increases damage depending on the number of debuffs applied, and takes into up to 8 negative effects. Stellaron Hunter is responsible for mass debuffing, and Welt acts as additional with Slow and Conclusion. Yukun does not apply debuffs, but can replace Welt for a bonus to imaginary damage, attack power, and crits. The healer provides the squad with status and healing. | ||||
A group with representatives of the Path of the Hunt. The squad is ed by Asta or Hanya, aimed at increasing attack power and speed. The Pioneer of Preservation provides the squad with good survivability, distracting the attention of enemies to himself, and also deals damage proportionally to his defense. The healer insures the defender, healing him from the damage received. | ||||
Feixiao/Yunli/Clara and Topaz create a great synergy with high DPS per battle cycle. They are assisted in damage by various (de-)buffers, such as Robin with increased damage for bonus attacks, Tribby with increased damage taken by enemies, or Pela with reduced resistances. Gallagher is a perfect fit for a team focused on bonus attack damage, providing health regeneration from enemy damage. | ||||
An example of a DoT group built around the classic Kafka or its epic alternative Guinaifen. In the first case, various periodic damage is suitable, in the second it is necessary to apply Burning, which Himeko and Asta can handle. The bartender's task is to actively generate skill points in parallel with the provided hill. | ||||
An expensive DoT squad build that plays off of periodic damage and Acheron's damage. Kafka and Black Swan continuously apply negative effects of Shock, Weathering, and Arcana, freeing the galactic wanderer from the need for frequent use of the skill. In parallel, the healer and Acheron use the basic strike to the maximum, accumulating action points for damage dealers of the periodic mechanic. | ||||
A variation of the squad with Acheron, where the characters of the Path of Nothingness necessary for it are collected. Placing Armor in one of the cells is more recommended with E2, however, even with E0, the girl's positive enhancements will be useful to the damager. Advancing the action will speed up the accumulation of stacks of the galactic ranger, compensating for the lack of the third debuffer of Nothingness. The healer's mechanics also combine with the requirements of the main-dd talents, since the ult imposes weakening. | ||||
A team with Great Gerta, who needs an Erudite character, as this strengthens not only her, but also the rest of the squad. The optimal addition to the build will be a buffer/debuffer, giving useful effects or weakening enemies. In addition, it is worth noting that the heroine values allies who can accumulate stacks of "Interpretation" with their attacks. | ||||
One of the strongest variations of the team with Kastoria, where every character brings her a lot of benefits. Tribby, GG Memory/Sunday — the most recommended s. An epic healer is able to single-handedly maintain the health of the entire group despite constant HP depletion. |
Budget builds of epic characters:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
A squad of free epic characters that can handle any story content. The team contains heroes for the area and for single opponents. The squad is ed by March 7 with Freeze, shields and counterattack, but can be replaced by Hertha for ice AoE damage. Gallagher takes the usual position of a healer. | ||||
Team against elite monsters, bosses and ordinary “tough” opponents. Damage dealers with high penetration from ults are ed by s Harmony, who increase attack power, and Pela, who cuts off resists. The head of the Hound clan independently decides the issue of team survival, maintaining the “Dead Drunk” status on enemies. | ||||
The team is composed of heroes with auxiliary mechanics of periodic damage. Depending on the size of the group of rivals, the choice is made in favor of Luka and Huk or Serval and Guinaifen. Sampo acts as an amplifier of periodic damage, and at the same time contributes damage. |
Conclusion on the character
Gallagher follows the Path of Abundance and is endowed with a variety of auxiliary mechanics. The gameplay of the leader of the Hound clan is based on the personal effect "Dead Drunk", through which healing is carried out after attacks by allied heroes. In addition, the status is considered a debuff, which together makes the hero in demand in various squads and builds built on weakening, bonus attacks, damage in the area, and play from penetration.
As a healer, the hero is not deprived of instant healing, and can also provide treatment at critical moments and remove negative statuses. However, the described skills require studying traces and unlocking eidolons, so without proper pumping and investment of resources, Gallagher does not reveal himself to the fullest. The character build, in turn, is based on maximizing several parameters, and cave relics and light cones have a lot of available alternatives, which is why a member of the Hound clan can be considered friendly to F2P players.
We hope this Honkai: Star Rail guide helped you create the best build for Gallagher. comments Ask any questions about the character so that the author or other players can help.
Please help me with advice. Squad (Kafka, Black Swan, Ruan Mei) I want a fourth healer, who is better to put Natasha or Gallagher?
Put Natasha in the event that Gallagher is in packs that are more suitable for him (Acheron, Kastoria, "Breakies").
Personally, I think it's worth swapping the weapons "Cold Nights Are Shorter When You're Near" and "What is Reality?", since Gallagher is used primarily as a healer, Constant Heal looks better in a party than the wearer's own, and he doesn't really need penetration.
Since they will put him in a party with a firefly or a party where a heal is needed and he will eat a skill point to heal 1 character, then a situation may arise where you need to heal 2 at once, but he can’t.
I'll say as a player who uses it in a party: Firefly, GG (imaginary), Fugue, Gallagher, and even the last one changes if Linsha is needed in another party, if not, then I put Linsha instead.
He needs at least 150 penetration to implement a trace that will give a 75 percent healing outcome.
To this day it helps to close activities for all stars. The man is a dream, however, without E4 it can sag. The guide should be updated and relics added to the top-1 "Tree of Deep Thoughts", yes, the set does not buff the team, but it gives an important increase to outgoing healing and speed.
Please consider adding Gallagher's build to dd. With March 7 hunting and Mninm gg/Fugue he can give good numbers, in any case quite acceptable.
Assembly:
Squad:
My personal damage is from:
≈160-170 with the ult, with the enhanced E-class about the same (-20k approximately).
In general, his dd variant is very pleasant. But I should clarify that it is desirable to have both Fugu and Ruan Mei, however, you can easily play without one of them, but without both the game will not be so pleasant.
Is it worth ing Gallagher e2?
even e0 if you don't have Linshi
In short, he is useless as a healer at high activities, and as a buffer/debuffer there are analogues that are many times superior to him, he is only suitable for f2p players, and even then, if f2p, only the first eidolon will be free, and on it he is no higher than rank b
I don't know where you get such hatred for Gallagher, the character is extremely good, he is perfect for the penetration pack (the only one of its kind at the moment, by the way), no one will die due to the fact that teammates themselves heal from their attacks, there is a debuff removal, on cons he generally becomes an excellent healer, and even with damage. I could argue about the fact that he is better than Lochi (although the randomness of his heal is of course crap), but he is undoubtedly better than Bayla, I am the same person who pumped Bayla, I have her signature and 2 constas, she does not carry absolutely any high-level content. And plus the resurrection, which you mentioned below ... a good healer would not have resurrection))
I consistently close the E6 endgame with Gallagher in penetration packs. For his comfort, I only rolled the Linshi signal.
Rave?
Bailu is rank B (considering that she is the best saver), and Gallagher is rank S+, saves very sluggishly, is not suitable for playing with Bosses or Elite opponents at higher activities, since she will not save from critical destructive damage of a Boss/Elite opponent, unlike the same Bailu (resurrection or instant restoration of life when you are attacked, which does not allow you to sag in HP) I remind you that Bailu is rank B... whoever compiled this rating clearly does not understand the game very well.
Baylu is a lowlife with a random healer who can't even remove effects. Gallagher is the only healer who can be in a pack with a penetration. And normal healers don't need resurrection, unlike the standard trash on Baylu
Oh, this magnificent Baylu, who even on constants can’t remove debuffs (4* Natasha and Lynx say hello), heals extremely randomly and doesn’t work well with fast characters.
Again rave?
Will the Linshi signature cone fit the Gallagher?
It will do, of course, but it seems like it will be excessive. I almost always have Gallagher in a pack with False Pathfinder and Ruan Mei, his penetration speeds up to 240, and there are already a lot of buffs hanging around the party. That is, of course, you can knock it out, but whether such investments are justified is another question.
Will the Dreamland Penakonia planars be suitable when playing with Firefly? Or will the buff from them not affect super penetration at all?
please tell me. My Gallagher has a lot of effect resistance thanks to artifacts and only +-110 penetration effect (what is this reality? 2nd layer). I play with Harmony gg and Ruan Mei, which increase the penetration effect. With all the buffs, he has about 247%, the question is - is it possible to use another cone (ideal time of the 5th layer), since in battle he has exactly more than 150%, which he needs? Does this number add up to his ive or not?
Hello. If you are lacking healing, then yes, replacing the cone with Perfect Timing will increase the healing bonus and the healing number. However, your Gallagher is playing in a penetration pack, where he can do damage under the buffs of the False GG, so when replacing the weapon, the damage will be lower. When choosing a cone, proceed from the goal, and not from the optimal number that he needs.
The best healer for me, it’s more comfortable with him than with Locha, and in super penetration units the value is much higher (example: Sam, GG Harmony, Gallagher, Wolf)! I have it E6, healed to full XP without CD, the team survives perfectly where Locha is not dragging.
I gave him “time waits for no one,” but I’m worried. Signa will be better than this cone for him?
He has an increase in healing from penetration, kind of like cones for HP, and outgoing healing doesn’t help much. Although you can pervert, provided that you have the first eidalon and bring its resistance to effects to 50%, take the “Perfect Time” cone and have 100% resistance to effects and also boost healing from resistance to effects.
Does the talent increase super penetration damage?
Hello, can I collect a pack of Kafka, Swan, Spark and Gallagher?
Spark is not needed here, none of the damage dealers need crits, and taking it just for skill points is pointless, there are much better options for this squad 3 characters
According to the statistics, some kind of bullshit priorities. Gallagher's damage depends on the strength of the attack, and healing is strictly in units. The healing bonus is okay, but why does he need a sphere for HP?
For survival
Please tell me. I can't decide on a cone for Gallagher. My 3rd application time is perfect. What is the reality of the 5th. I understand that the second option looks better at the moment, but maybe then I can finish the first one up to the 5th overlay and then it will be 2-3% better. Somehow I don’t want to waste resources. The rope is on the VE, if anything, and the speed is 148
Is it normal that the penetration from the 6th eidolon is not added to the stats?
What does hill depend on?
He has Fixed healing, that is, he is not scaled by stats, you can increase the size of the heal only with the help of a healing bonus.
So, doesn’t healing scale due to the penetration effect?
no, you're most likely confused, the perk gives half the penetration effect to the healing bonus = +75% healing bonus
In my opinion, it is worthy more than Tier B...Very useful abilities, healing from damage, applying debuffs, removing debuffs, and what kind of damage it does, I pumped it up to full today, for me it’s more convenient than the lynx, although before that she was a top for me ...It turned out to be a very cool character, I have a blast playing as a stubbled guy who is also useful.
I think I would have been in A if it weren’t for the cruel need for eidolons. (The same removal of debuffs only applies to the second one)
Finally, we can throw out the pedophile trap with the teddy bear, and even the debuffer. top man
would it be better to have the ideal time of level 5 overlay on him, or his level 1 signal?
does the sign mean the cone “what is reality”? If yes, then let's look at two options:
Thank you! Already bought n5 what is reality?
If you're asking whether you should buy the cone right away, then it's up to you to decide. Personally, I would just collect resources for now: there are no guarantees that the god of randomness will be on your side and allow you to twist Gallagher. Yes, it will be possible to get it for free for the event during 2.1, but I it honestly, before e2 I myself would not waste resources on Gallagher: I need it at 10-12 MoC, and there are quite a lot of debuffs and I will be completely defenseless in front of them well, I have enough of Bayla in this regard, but she can at least justify herself with one of the strongest heals in the game - unlike Gallagher. But ideally e4, of course, which will be very difficult to obtain directly.
Or maybe take it out randomly. Gallagher fell to me and two eidolons fell on him at once. But, again, everything is decided by chance. So I don't argue.
Is this guy with stubble better than Pelageya Sergeevna and the Wolf?
Can Gallagher, like Pela, cut defenses and remove buffs from enemies? Create vulnerability like the Wolf? Or maybe Pela and the Wolf can heal like Gallagher? These are DIFFERENT characters for different purposes, they cannot be compared. Here are Pelu and Volka - yes, it’s possible, since these are two debuffers and that is, there are nuances. But it is impossible to compare a healer and a debuffer, at least spherically, without clarifying a number of rather specific data.
He's too immature. My Clara will no longer die, and all those who hit several targets will restore all their HP. I wanted to wait for the Lochi rerun, but this one is more pleasant.
And finally a man with stubble
finally a man with stubble, you are right...
I’m not sure that everything will be exactly as you want: whatever one may say, Gallagher is an epic Locha and is inferior to him in everything, the advantage is only in the ability to apply debuffs. Why Gallagher is worse:
I'll add. Locha allows you to farm on autobattle, even with a blade or with a cotton gerta, while you watch it. This is really invaluable when vacuuming up content.
Let's shave our friend urgently.