Complete List of Honkai Star Rail Resonance Formations for Simulated Universe
Resonance Formations in Honkai Star Rail are special buffs that are only available in the Simulated Universe game mode. These special buffs vary depending on the path a player chooses upon starting a run. A Resonance Formation in Honkai Star Rail can be acquired after acquiring a certain number of Blessings relating to the Path Resonance a player chooses. These upgrades will significantly enhance or add more special effects that can help players as they venture into the Simulated Universe. To make things easier for players, here is a guide on all possible Resonance Formation in Honkai Star Rail and how to unlock them.
How to unlock Path Resonance and Resonance Formations in a Simulated Universe?
Players can easily unlock a Path Resonance by acquiring three Blessings from the path chosen at the start of the stage. Resonance Formations can then be acquired when a total of 6/10/14 Blessings have been acquired respectively.
In the Simulated Universe: Swarm Disaster expansion in Honkai Star Rail, players can also acquire a Resonance Interplay which further adds more unique effects to a Path Resonance. However, this feature is only available within the expansion game mode and not the base version.
List of Path Resonance and Resonance Formations in Honkai Star Rail Simulated Universe
Spend 100 points of Energy to use this ability and resonate with the Path of Preservation, dealing Physical DMG to all enemies based on the total Shield between all allies.
Path of Preservation Effects:
Quake- Additional DMG dealt by specific Blessings of Preservation
Amber - When a character with a Shield receives DMG that exceeds the max DMG that can be absorbed by the Shield, the excess DMG becomes invalid. This effect is removed after 1 activation.
Spend 100 points of Energy to use this ability and resonate with the Path of Remembrance, dealing Ice DMG to all enemies with 120% base chance to Freeze all enemies for 1 turn.
Path of Remembrance Effects:
Dissociation - Debuff caused by specific Blessings of Remembrance. The enemy is considered Frozen and will be unable to act for a designated number of turns. After Freeze is removed, deals Additional Ice DMG equal to 30% of the enemy's Max HP.
Eonian River - When debuffed, the duration of this debuff doubles.
Spend 100 points of Energy to use this ability and resonate with the Path of Nihility, with 80% base chance to apply Burn, Shock, Bleed, and 2 stacks of Wind Shear on all enemies for 2 turns.
Path of Nihility Effects:
Suspicion - Debuff brought by certain Nihility Blessings. Increases DoT taken by 1%. Stacks up to 99 times, but loses 2 stacks at the end of the turn.
Confusion - When enemies are Weakness Broken, every stack of Confusion will cause all DoTs currently on the enemy to immediately deal DMG equal to 30% of their original DoT. Consumes 1 stack of Confusion. Confusion can stack up to 5 times.
Devoid - Each stack reduces Toughness regeneration by 10% stacking up to 5 times.
Spend 100 points of Energy to use this ability and resonate with the Path of Abundance, restore HP for all allies by 50% of their respective Max HP, and increases their respective Max HP by 15% for 2 turns.
Path of Abundance Effects:
Subduing Evils - Can consume 1 stack of this state to resist a debuff once, and then restore HP equal to 10% of the character's Max HP. This state can stack up to 5 times.
Dewdrop - An effect that can be charged up, formed by specific Blessings of Abundance. The Charge cannot exceed 500% of the character's Max HP. Dewdrop ruptures after the character attacks, dealing Additional DMG to the attacked enemy based on Charge value.
Spend 100 points of Energy to use this ability and resonate with the Path of The Hunt, dealing Wind DMG to all enemies based on current ATK of the character currently with the highest ATK.
Path of The Hunt Effects:
Light-Hunting Celestial Arrow - CRIT DMG increases by an amount equal to 50% of CRIT Rate. Gains one extra turn after defeating the enemy. This effect cannot trigger repeatedly.
Critical Boost - Buff brought by certain Hunt Blessings. For each stack, increases CRIT Rate by 6% and CRIT DMG by 12%. Stacks up to 8 times. This buff can be transferred to allies when the next turn starts. Stacks reset when any ally is attacked.
Spend 100 points of Energy to use this ability and resonate with the Path of Destruction, dealing Fire DMG to all enemies based on the current HP difference between Max HP and current HP for all allies combined.
Path of Destruction Effects:
Entropic Retribution - DEF decreases by 20%. At the beginning of each turn, the unit receives Additional Fire DMG equal to 125% of the HP difference between all allied characters' Max HP and their current HP.
Fighting Spirit - Buff brought by certain Destruction Blessings. For each stack, increases ATK by 3% and DEF by 3%. Stacks up to 35 times.
Spend 100 points of Energy to use this ability and resonate with the Path of Elation, dealing follow-up attacks of a random Type to all enemies 3-5 times.
Path of Elation Effects:
Sensory Pursuit - Each stack increases the received follow-up attack DMG by 8%.
Aftertaste - Follow-up attack of random DMG Types dealt by specific Blessings of Elation.
Consumes 100 Energy to resonate with the Path of Propagation and allows a target ally to immediately take action, recover 2 Skill Points, and become affected by Metamorphosis. Metamorphosis lasts for 1 turn and only takes effect on the latest target.
Path of Propagation Effects:
Metamorphosis - During an attack, for every skill point consumed or recovered, the attack can ignore 10% of the target enemy's all-Type RES. This effect can stack up to 2 times.
Spores - When the spore count is equal to or greater than 3, it will burst upon being attacked by a character, causing Additional Wind DMG (unaffected by bonuses) to the target with the Spores. After the explosion, it will spread to a random adjacent target and cannot spread again. Each enemy target can hold a maximum of 6 spores.