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Resonance Interplay is a feature in the Expansion Modules of the Simulated Universe in Honkai: Star Rail. Check out this guide for all Gold and Gears Resonance Interplays and also the ones in Swarm Disaster!
Path Resonance | Resonance Interplays |
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Preservation | Destruction and Erudition |
Remembrance | Preservation and Propagation |
Nihility | Remembrance and Elation |
Abundance | Erudition and Destruction |
The Hunt | Propagation and Preservation |
Destruction | The Hunt and Abundance |
Elation | Nihility and The Hunt |
Propagation | Abundance and Remembrance |
Erudition | Elation and Nihility |
Use the table above to jump to a Resonance Interplay available in Gold and Gears.
For the Path of Preservation's Resonance Interplay, it can be combined with Destruction and Erudition to buff Shields and increase the Path Resonance's DMG.
Reverse Quenching (Destruction) |
When using Path Resonance, extends Shield duration by 2 turn(s) on characters whose HP is below 50% of their Max HP. For every character on which this takes effect, this current Path Resonance deals 20% more DMG. |
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Displaced Ascent (Erudition) |
Using the Ultimate increases the next Path Resonance's Physical RES PEN by 8%, stacking up to 8 time(s). |
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For the Path of Remembrance's Resonance Interplay, it can be combined with Preservation and Propagation to provide shields and inflict Dissociation when using Basic ATKs against Frozen enemies with Path Resonance.
Roar and Rustle (Preservation) |
When the Freeze effect from the Path Resonance is dispelled or resisted, characters gain a Shield equal in strength to 40% of their Max HP for 2 turn(s). This effect can only be triggered once by each use of the Path Resonance. |
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Seemingly Mirrored (Propagation) |
Basic ATKs against enemies Frozen by the Path Resonance have a 100% base chance to inflict Dissociation on them for 1 turn(s). |
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For the Path of Nihility's Resonance Interplay, it can be combined with Remembrance and Elation for the Path Resonance to deal more DMG under certain conditions.
Reign of Keys (Remembrance) |
Path Resonance deals 30% more DMG to Frozen enemies. When enemy targets become Frozen, DoTs applied by the Path Resonance extend their duration by 1 turn(s). |
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Terror and Tremble (Elation) |
For each unique Type of non-DOT DMG the enemy target has taken, Path Resonance deals 6% more DMG to it, lasting until the end of the turn. |
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For the Path of Abundance's Resonance Interplay, it can be combined with Erudition to buff Ultimate DMG every time the healing that Path Resonance provides exceeds a character's Max HP.
It can also be combined with Destruction to trigger some automatic healing whenever a character's HP reaches a certain amount. This is again based on the excess healing that the Path Resonance provides.
Fleeting Samadhi (Erudition) |
For every 1% of healing from Path Resonance that exceeds a character's Max HP, the character's Ultimate deals 1% more DMG. This effect is stackable, up to a maximum of 100%, lasting for 2 turn(s). |
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Destined Death (Destruction) |
After a character has their HP restored via Path Resonance and if the healing amount exceeds the maximum HP, recover 1 Skill Point. This effect can only trigger 1 time per Path Resonance use. After triggering this effect, all DMG dealt by all allies is increased by 30% for 2 turns. This effect can stack up to 2 time(s). |
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For the Path of The Hunt's Resonance Interplay, it can be combined with Propagation to increase Path Resonance DMG based on Skill Points recovered. It can also be combined with Preservation to extend shield duration whenever you use Path Resonance.
Solemn Snare (Propagation) |
For every Skill Point recovered by allies, the next Path Resonance deals 20% more DMG, stacking up to 8 time(s). |
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Waiting with Drawn Bow (Preservation) |
When using Path Resonance, allies' Shield duration extends by 5 turn(s). |
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For the Path of Destruction's Resonance Interplay, it can be combined with The Hunt and Abundance to increase Path Resonance DMG and also trigger some Healing Over Time that lasts for a number of turns.
Nuclear Implosion (Hunt) |
When using Path Resonance to attack, additionally deals a set amount of DMG to all enemy targets whose HP is below 20% of their Max HP, reducing these targets' HP to 1. |
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Protostar (Abundance) |
After losing HP due to allies or Path Resonance effects, the characters gain Healing Over Time that lasts 2 turn(s). At the start of every turn, restore HP equal to 30% of the consumed HP. |
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For the Path of Elation's Resonance Interplay, it can be combined with Nihility and The Hunt to inflict DoTs on enemies and Advance Forward an ally's action.
Unending Night (Nihility) |
When Path Resonance deals Fire/Wind/Physical/Lightning DMG, there is a 50% base chance to apply a DoT of the same Type, lasting for 1 turns. |
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Pit and Pendulum (Hunt) |
When using the Path Resonance, for every 20 Energy consumed, the ally with the highest ATK and all units summoned by allies will have their action Advanced Forward by 10%. |
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For the Path of Propagation's Resonance Interplay, it can be combined with Abundance and Remembrance to provide some healing and increase an ally's DMG against Frozen enemies when they are in the Metamorphosis state.
Compounded Macrospore (Abundance) |
When using Path Resonance, heals the target ally for 50% of their Max HP. 200% of the healing that exceeds Max HP will be evenly distributed among other characters. |
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Condensation Cavity (Remembrance) |
Characters in the Metamorphosis status deal 20% more DMG to Frozen enemies. In addition, their attacks have a 10% base chance to Freeze hit targets for 1 turn. |
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For the Path of Erudition's Resonance Interplay, it can be combined with Elation and Nihility to provide some additional mechanics to the Synapse Resonance debuff that the Path Resonance inflicts on enemies.
Full Scan (Elation) |
When enemies with Synapse Resonance are attacked by follow-up attacks, the effect is additionally triggered 1 time and the available Synapse Resonance count is not reduced. |
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Data Reinforcement (Nihility) |
Attacks against Weakness Broken enemies do not reduce the available Synapse Resonance count. |
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Go Back to All Resonance Interplays ▲
Path Resonance | Resonance Interplays |
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Preservation | Nihility and Remembrance |
Remembrance | The Hunt and Destruction |
Nihility | The Hunt and Propagation |
Abundance | Nihility and Propagation |
The Hunt | Abundance and Elation |
Destruction | Preservation and Elation |
Elation | Remembrance and Abundance |
Propagation | Preservation and Destruction |
Use the table above to jump to a Resonance Interplay available in the Swarm Disaster.
For the Path of Preservation's Resonance Interplay, it can be combined with Nihility and Remembrance to inflict Bleed and Freeze target enemies.
Spiked Armor (Nihility) |
There is a 150% base chance for Path Resonance: Preservation to inflict Bleed on the attacked target for 2 turn(s). Bleeding enemies will take Physical DoT equal to 12% of their Max HP at the start of each turn. This DMG cannot exceed 250% of the total amount of Shield effect currently active on all sides. |
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Cold Snap (Remembrance) |
When attacking Frozen enemy targets with Path Resonance: Preservation, the DMG dealt increases by 80% and the Freeze status on the enemy targets is removed. Dissociation will not be removed by this effect. |
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For the Path of Remembrance's Resonance Interplay, it can be combined with The Hunt and Destruction to decrease an enemy's SPD and All-Type RES when the Freeze effect has been dispelled or resisted.
Landscape in the Mist (The Hunt) |
When the Freeze effect caused by Path Resonance is dispelled or resisted by enemy targets, there is a 150% base chance of decreasing the target's SPD by 15% for 2 turns. |
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Faces Places (Destruction) |
When the Freeze effect caused by Path Resonance is dispelled or resisted by enemy targets, there is a 150% base chance of lowering the target's All-Type RES by 15% for 2 turn(s). For every 1% HP that each ally has lost, the target's All-Type RES is additionally lowered by 0.06%. |
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Go Back to All Resonance Interplays ▲
For the Path of Nihility's Resonance Interplay, it can be combined with The Hunt to Advance Forward the team's actions when enemies are debuffed. It can also be combined with Propagation to immediately trigger all DoTs applied to an enemy using Path Resonance whenever a character uses their Basic ATK.
Off the Beaten Track (The Hunt) |
After using Path Resonance, for every type of debuff (out of Burn, Shock, Bleed, and Wind Shear) the enemy target is currently inflicted with, Advanced Forward all allies' actions by 4%. |
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White Nights (Propagation) |
A character's Basic ATK can cause all DoTs currently applied on the target via Path Resonance: Nihility to immediately deal DMG equivalent to 40% of these statuses' original DMG. |
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For the Path of Abundance's Resonance Interplay, it can be combined with Nihility to increase the team's Weakness Break Efficiency and Break Effect. It can also be combined with Propagation to provide additional buffs related to the Path Resonance, increasing the team's DMG and providing an additional Skill Point.
Nullifying Ardor (Nihility) |
After using Path Resonance, all allies' Weakness Break Efficiency increases by 15% and Break Effect increases by 50%. This effect lasts for 2 turn(s) and stacks up to 2 time(s). |
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First Illuminate the Mountains (Propagation) |
After a character has their HP restored via Path Resonance and if the healing amount exceeds the maximum HP, recover 1 Skill Point. This effect can only trigger 1 time per Path Resonance use. After triggering this effect, all DMG dealt by all allies is increased by 30% for 2 turns. This effect can stack up to 2 time(s). |
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Go Back to All Resonance Interplays ▲
For the Path of The Hunt's Resonance Interplay, it can be combined with Abundance to heal allies whenever the Path Resonance defeats an enemy. It can also be combined with Elation to increase the team's SPD whenever the Path Resonance is used.
Shooting Starfire (Abundance) |
After enemy target(s) are defeated by a Path Resonance, restores all allies' HP equal to 50% of their respective Max HP. |
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Startling Breeze (Elation) |
After using Path Resonance, all allies' SPD increases by 25 for 2 turn(s). This effect also applies to units summoned by allies. |
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For the Path of Destruction's Resonance Interplay, it can be combined with Preservation to provide shields to an ally when their health is below 50% after using Path Resonance. It can also be combined with Elation to charge Path Resonance after a follow-up attack.
Substellar Belt (Preservation) |
Using Path Resonance will cause any character with a current HP percentage lower than 50% to gain a Shield equal to 40% of their Max HP, lasting for 2 turns. |
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Zero Age Main Sequence (Elation) |
When a character launches a follow-up attack, regenerates 5% Energy for Path Resonance. If the character's current HP percentage is lower than 50%, additionally regenerates 5% Energy for Path Resonance. |
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For the Path of Elation's Resonance Interplay, it can be combined with Remembrance and Abundance to buff the Path Resonance. Specifically, freezing enemy targets and dispelling debuffs when the Path Resonance is used.
Guinea Pig in Ice Coffin (Remembrance) |
When Path Resonance: Elation deals Ice DMG, there is a 150% base chance to Freeze the enemy target for 1 turn. |
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The Taste of Angler Fish (Abundance) |
When Path Resonance: Elation deals DMG, randomly dispels 1 debuff on 1 ally. |
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For the Path of Propagation's Resonance Interplay, it can be combined with Preservation and Destruction to provide a shield and nullify DMG to a target ally whenever the Path Resonance is used.
Adherent Microbial Mat (Preservation) |
When using Path Resonance, a single target ally gains a Shield equal to 60% of Max HP, lasting for 3 turn(s). |
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Superposition Eye (Destruction) |
After using Path Resonance, nullifies all DMG received by a single target ally except DoT. This status is dispelled after being attacked. If the target ally's current HP percentage is lower than 50% when Path Resonance is used, it will additionally recover 1 Skill Point(s). |
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Resonance Interplays can be generated after collecting 3 Blessings of your chosen Path and then three Blessings of specific paths.
An example would be after unlocking the Destruction Path Resonance in Swarm Disaster, you can collect three Blessings of Preservation or 3 Blessings of Elation to activate their respective Resonance Interplays.
For Gold and Gears, the same process mentioned above also applies!
Resonance Interplay is a feature exclusive to the Expansion Modules of the Simulated Universe. Resonance Interplay allows you to combine different Path Formations to obtain additional effects that will help you during your run.
Do note that the Resonance Interplay available in Gold and Gears is different to the combinations that can be formed in Swarm Disaster.
Simulated Universe Swarm Disaster Guide
Simulated Universe Guides | |||
---|---|---|---|
World 1 | World 2 | World 3 | |
World 4 | World 5 | World 6 | |
World 7 | World 8 | World 9 |
All Simulated Universe Paths | ||
---|---|---|
Propagation | Preservation | Abundance |
Nihility | The Hunt | Remembrance |
Destruction | Elation | Erudition |
Simulated Universe: The Swarm Disaster Guides | |
---|---|
The Swarm Disaster Guide | How to Unlock All Chapters |
Communing Trail and Pathstrider Guide | Exploration Guide |
How to Clear Difficulty 5 |
Simulated Universe: Gold and Gears Guides | |
---|---|
Gold and Gears Guide | How to Unlock All Trailblaze and Aeon Secrets |
Neural Network Guide | Dice Customization and All Dice Faces |
How to Beat Difficulty 5 |
Simulated Universe: Unknowable Domain | |
---|---|
Unknowable Domain Guide | How to Beat Someone's Mausoleum |
Simulated Universe Guides | |
---|---|
List of All Paths | Simulated Universe Events |
List of All Curios | Resonance Interplay Guide |
Resonance Interplay Guide
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This isn't a complete list of interplays. For example, Preservation also has a Remembrance interplay, Cold Snap.