My name is Anaxagoras, one of the Seven Sages of the Grove of Epiphany, founder of the Nousporists. Now, don't make me repeat the following again. Rule number one: Do not call me Anaxa. Rule number two: Never interrupt me — silence is golden. Remember that.

Voice Actors ―
EN: Stephen Fu
CN: Qian Wenqing (钱文青)
JP: Uchida Yuma (内田 雄馬)
KR: Lee Sang-jun (이상준)

Introduction

Art by @anaxadoodles

Info ―
NAME: Anaxagoras
RARITY: ✦✦✦✦✦
PATH: Erudition
ELEMENT: Wind

Anaxa is a Limited 5-Star Wind Erudition character in Honkai: Star Rail, whose kit revolves around implanting weaknesses to enemies while dealing frequent and powerful Bounce Attacks. His versatility is nothing to scoff at—as he shines not only with The Herta in Dual-DPS comps, but can hold his own in Hypercarry teams as well. This guide offers a grand overview of both playstyles, detailing the most efficient Skills and Eidolons to prioritize, optimal Relics and Light Cones, along with his premier teams and other synergies.


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This guide was made by the Anaxa Mains Theorycrafting Team. If you have any questions or feedback, please join our Discord Server and reach out to the team!


Kit Overview

Base Stats ―
HP 970
ATK 757
DEF 558
SPD 97

Stat Bonuses ―
Wind DMG% 22.4%
CRIT Rate 12%
HP 10%

Skill Priority

Skill > Talent > Ultimate > Basic

Notes: They're all important, so you should level everything up.

Skills




Basic ATK | Pain, Brews Truth
[Single Target]
Deals Wind DMG equal to 100% of Anaxa's ATK to one designated enemy.
Energy Regeneration: 20
Weakness Break (ST): 10


Notes: While his Basic ATK is nothing special, you may want to level it if you're playing him in Skill Point hungry Dual-DPS teams.





Skill | Fractal, Exiles Fallacy
[Bounce]
Deals Wind DMG equal to 70% of Anaxa's ATK to one designated enemy and additionally deals 4 instance(s) of DMG. Each instance of DMG deals Wind DMG equal to 70% of Anaxa's ATK to one random enemy, prioritizing Bouncing to enemy targets that have not been hit by this instance of Skill.
When used, for each attackable enemy on the field, this Skill has its DMG dealt increased by 20%.
Energy Regeneration: 6
Weakness Break (ST): 10


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Ultimate | Sprouting Life Sculpts Earth
[AoE]
Inflicts the "Sublimation" state on all enemies, then deals Wind DMG equal to 160% of Anaxa's ATK to all enemies.
In the "Sublimation" state, the targets will be simultaneously inflicted with Physical, Fire, Ice, Lightning, Wind, Quantum, and Imaginary Weaknesses, lasting until the start of the targets' turn. If the targets do not have Control RES, they are unable to take action in the "Sublimation" state.
Energy Regeneration: 5
Weakness Break (AoE): 20


Notes: While his Ultimate is not his main damage source, it is essential to his Double-Skill mechanic, which we'll talk about below. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam gravida, sem nec mollis sollicitudin, tellus risus varius magna, id volutpat magna metus vitae ex. Nullam justo nulla, pretium vitae felis nec, euismod tincidunt ipsum. Praesent auctor pretium augue eu aliquam. In malesuada turpis orci, eu bibendum dui tincidunt vitae.





Talent | Tetrad Wisdom Reigns Thrice
[Impair]
Each time Anaxa lands 1 hit on enemy targets, inflicts 1 Weakness of a random Type to the targets, lasting for 3 turn(s), with priority to the Weakness Type that the target doesn't already possess.
While Anaxa is on the field, inflicts the "Qualitative Disclosure" state on enemy targets that have at least 5 different Types of Weaknesses. Anaxa deals 30% increased DMG to targets afflicted with the "Qualitative Disclosure" state. In addition, after using Basic ATK or Skill on them, unleashes 1 additional instance of Skill on the targets. This additional Skill does not consume any Skill Points and cannot trigger this effect again. If the target has been defeated before the additional Skill is used, it will be cast on one random enemy instead.


Notes: This is the foundation of Anaxa's kit. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam gravida, sem nec mollis sollicitudin, tellus risus varius magna, id volutpat magna metus vitae ex. Nullam justo nulla, pretium vitae felis nec, euismod tincidunt ipsum. Praesent auctor pretium augue eu aliquam. In malesuada turpis orci, eu bibendum dui tincidunt vitae.





Technique | Prism of the Pupil
[Impair]
After using Technique, inflicts the Terrified state on enemies in a set area. Terrified enemies will flee in a direction away from Anaxa for 10 second(s). When allies enter battle via actively attacking a Terrified enemy, it will always be considered as entering battle via attacking a Weakness. After entering battle, Anaxa applies 1 Weakness of the attacker's Type to every enemy target, lasting for 3 turn(s).


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Ascension Trace Priority

A4 = A6 = A2

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Ascension 2 | Roaming Signifier
When using Basic ATK, additionally regenerates 10 Energy. At the start of the turn, if there are no enemy targets in the "Qualitative Disclosure" state, immediately regenerates 30 Energy.



Ascension 6 | Qualitative Shift
For every 1 different Weakness Type an enemy target has, the DMG that Anaxa deals to that target ignores 4% of their DEF. Up to a max of 7 Weakness Types can be taken into account for this effect.


Ascension 4 | Imperative Hiatus
Based on the number of "Erudition" characters in the team, one of the following effects will be triggered in the current battle:
- 1 character: Increases Anaxa's CRIT DMG by 140%.
- At least 2 characters: Increases DMG dealt by all allies by 50%.



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Eidolon Priority

E2 > E4 > E6

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Should I get Anaxa's E1 or S1?

- If you intend to play him as a Hypercarry, get S1. His Signature Light Cone provides an increase in damage, offers flexibility, and most importantly, energy.
- If you wish to play him with The Herta, get E1. This duo is Skill Point hungry so the extra SP provides some comfort. He also has a really great F2P Light Cone option: The Great Cosmic Enterprise!

Eidolons


1. Magician, Isolated by Stars
After using Skill for the first time, recovers 1 Skill Point(s). When using Skill to hit enemy targets, decreases the targets' DEF by 16%, lasting for 2 turn(s).



Hypercarry 1T% Gain:
From E0: 11.17%
From Previous: 11.17%



Anaxa + The Herta % Gain:
From E0: 9.59%
From Previous: 9.59%


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2. Soul, True to History
When enemy targets enter the battlefield, triggers 1 instance of the Talent's Weakness Implant effect, and reduces their All-Type RES by 20%.




Hypercarry 1T% Gain:
From E0: 28.96%
From Previous: 15.55%




Anaxa + The Herta % Gain:
From E0: 27.39%
From Previous: 16.25%


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3. Pupil, Etched into Cosmos
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.

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4. Blaze, Plunged to Canyon
When using Skill, increases ATK by 30%, lasting for 2 turn(s). This effect can stack up to 2 time(s).



Hypercarry 1T% Gain:
From E0: 48.61%
From Previous (E2): 15.11%


Anaxa + The Herta % Gain:
From E0: 37.35%
From Previous (E2): 7.82%


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5. Embryo, Set Beyond Vortex
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.



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6. Everything Is in Everything
The DMG dealt by Anaxa is 130% of the original DMG. The 2 effects in the Trace "Imperative Hiatus" will be triggered directly and will no longer depend on the number of "Erudition" characters in the team.



Hypercarry 1T% Gain:
From E0: 138.41%
From Previous (E4): 55.91%


Anaxa + The Herta % Gain:
From E0: 63.42%
From Previous (E4): 18.98%


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Hypercarry Guide

Introduction

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Hypercarry Playstyles



hook subtitle

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Pros & Cons

PROS ―
-

CONS ―
-

Main & Sub Stats

Main Stats

Body - CRIT (CR > CDMG)
Boots - SPD > ATK
Orb - ATK > Wind DMG%
Rope - ATK >=ERR

Sub Stats ―
SPD (until desired breakpoint) > CR >= CDMG > ATK% > Flat ATK > Break Effect
Notes: CR > CD because The Herta gives 80% CDMG already, therefore CR value gets increased. SPD > ATK for The Herta since she wants as much energy as possible, and you’ll get that with more turns.Important SPD Breakpoints to take note of:
134 - 2 actions in the first cycle
140 - Pseudo 160 SPD with S5 DDD Tribbie
143 - 5 actions in the first two cycles


ATK% or Wind DMG% Orb?

ATK% is your go to, as Anaxa has a lot of DMG% sources in most teams (Skill Passive, Minor Traces, Erudition Buff from Trace, LCs). The difference isn’t too big though, so go with substats most of the time.ATK%:
⟢ 8% increase to personal DPAV
⟢ 2% increase to team DPAV

Relic Sets

Genius of Brilliant Stars
2PC: +10% Quantum DMG%
4PC: When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.

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Eagle of Twilight Line
2PC: +10% Wind DMG%
4PC: After the wearer uses their Ultimate, their action is Advanced Forward by 25%.

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Scholar Lost in Erudition
2PC: +8% Crit Rate.
4PC: Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

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Pioneer Diver of Dead Waters
2PC: +12 DMG% against debuffed enemies.
4PC: Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn(s).

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Planar Ornaments

Rutilant Arena
2PC: Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, DMG dealt by Basic ATK and Skill increases by 20%.

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Firmament Frontline: Glamoth
2PC: Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

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Space Sealing Station
2PC: Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

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Light Cones



Life Should Be Cast to Flames
✦✦✦✦✦
When the wearer's turn starts, regenerates 10 Energy. If the enemy target has a Weakness implanted by the wearer, increases the wearer's DMG dealt to it by 60% / 70% / 80% / 90% / 100%.
When an enemy target gets attacked by the wearer, the wearer decreases the target's DEF by 12% / 15% / 18% / 21% / 24%, lasting for 2 turn(s). The same types of effects cannot stack.

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Into the Unreachable Veil
✦✦✦✦✦
Increases the wearer's CRIT Rate by 12% / 14% / 16% / 18% / 20%. When the wearer uses their Ultimate, increases DMG dealt by the wearer's Skill and Ultimate by 60% / 70% / 80% / 90% / 100%, lasting for 3 turn(s). After the wearer uses their Ultimate, if this Ultimate consumed 140 or more Energy, recovers 1 Skill Point.

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The Great Cosmic Enterprise
✦✦✦✦
Increases the wearer's ATK by 8% / 10% / 12% / 14% / 16%. For every 1 different Weakness Type an enemy target has, increases the DMG dealt to it by the wearer by 4% / 5% / 6% / 7% / 8%. Up to a max of 7 Weakness Types can be taken into account for this effect.

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Today Is Another Peaceful Day
✦✦✦✦
After entering battle, increases the wearer's DMG based on their Max Energy. Each point of Energy increases DMG by 0.2% / 0.25% / 0.3% / 0.35% / 0.4%. A max of 160 Energy will be taken into account for this.

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Passkey
✦✦✦
After the wearer uses their Skill, additionally regenerates 8 / 9 / 10 / 11 / 12 Energy. This effect cannot be repeatedly triggered in a single turn.

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Synergies

Premium Anaxa Hypercarry Team

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Supports

Sunday
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Tribbie
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Remembrance Trailblazer
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Robin
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Ruan Mei
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Tingyun
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Sustain

Lingsha
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Lingsha
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Lingsha
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Lingsha
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Anaxa + The Herta Guide

⟢ Why play Anaxa with The Herta?


Anaxa is the newest addition to the Erudition roster, and the first thing we need to check for is synergy with our beloved Erudition Emanator, The Herta! She gets stronger with a second Erudition partner, and currently we lack a “BiS” option for her—as Jade is only really strong in AoE (even Serval outperforms Jade in Single-Target with The Herta!)

Thankfully, Anaxa solves this issue due to his unconditionally good DMG, 40% DMG buff to all teammates, and his SP flexibility. His DMG also doesn’t drastically decrease from ST to AoE (due to his Skill Bounce mechanic): meaning The Herta’s weakness in ST situations gets circumvented by Anaxa.



Is he worth pulling over Jade for The Herta?

Anaxa's pull value can increase/decrease based on what units you already own. The main determinants being:- Do you own Jade?
- Do you own Tribbie, Robin, or Sunday?
- Do you own Aventurine, Lingsha, or HuoHuo?
The following list of scenarios will break down whether or not Anaxa is the most valuable pull for your account based off these factors:

= You do not own the character

= You do own the character

Scenario 1

Jade

Tribbie / Robin / Sunday

Aven / Lingsha / Huohuo

Anaxa's pull value here depends on whether Remembrance MC and Gallagher are available for your team.
- If RMC and Gallagher are available, Anaxa becomes your best pull.
- If they are unavailable, Tribbie becomes your best pull. It should be noted that if you are only using The Herta in AoE situations, Tribbie may be a better pull regardless of RMC's availability.
- If you have Luocha or Fu Xuan, use them and pull for Anaxa. If not, Aventurine, Lingsha, or Huohuo might have better value for your account over Anaxa.

Scenario 2

Jade

Tribbie / Robin / Sunday

Aven / Lingsha / Huohuo

If all you have is a premium sustain and...
- RMC is readily available, go get yourself an Anaxa.
- RMC is not available, please get Tribbie.

Scenario 3

or Jade

Tribbie / Robin / Sunday

Aven / Lingsha / Huohuo

- Get Anaxa! He’s the only upgrade left besides Eidolons.

Scenario 4

Jade

Tribbie / Robin / Sunday

or Aven / Lingsha / Huohuo

- Get Tribbie, even if you're stuck using Luocha or Fu Xuan. Tribbie is a flexible Harmony for other units, and the upgrade from RMC to Tribbie is a higher DPS increase than Jade to Anaxa. Tribbie also has amazing synergy with Jade, as sometimes you’d rather put Debt Collector on Tribbie for max stacks.

Scenario 5

or Jade

Tribbie / Robin / Sunday

Aven / Lingsha / Huohuo

- It depends on which sustains you have available aside from Gallagher. If your Gallagher is free, by all means get Anaxa. If you have Luocha or Fu Xuan, Anaxa is still recommended. If you are stuck using Bailu or Gepard… please pull for another sustain.

If you have further questions, please join our Discord Server & ask our team in the Theorycrafting Section!

Main Stats & Sub Stats

Main Stats

Body - CRIT (CR > CDMG)
Boots - SPD > ATK
Orb - ATK > Wind DMG%
Rope - ATK >=ERR

Sub Stats
SPD (until desired breakpoint) > CR >= CDMG > ATK% > Flat ATK > Break Effect
Notes: CR > CD because The Herta gives 80% CDMG already, therefore CR value gets increased. SPD > ATK for The Herta since she wants as much energy as possible, and you’ll get that with more turns.Important SPD Breakpoints to take note of:
134 - 2 actions in the first cycle
140 - Pseudo 160 SPD with S5 DDD Tribbie
143 - 5 actions in the first two cycles



ATK% or Wind DMG% Orb?

ATK% is your go to, as Anaxa has a lot of DMG% sources in most teams (Skill Passive, Minor Traces, Erudition Buff from Trace, LCs). The difference isn’t too big though, so go with substats most of the time.ATK%:
⟢ 8% increase to personal DPAV
⟢ 2% increase to team DPAV

ATK% or ERR% Rope?

⟢ In normal gameplay, you'll gain energy from getting hit by enemies. ERR’s value comes from the LACK of hit energy.Most of the time when playing Anaxa, your energy will be at 125/140, (2 E’s, 2 Talents, 1 Ult, across two turns).
During those two turns, you will gain enough energy to be at 140 for a 2 turn Ult, on average.
But what about scenarios with no hit energy? Well, with the same set up (2 E’s, 2 Talents, 1 Ult, across two turns), the previous 125/140 will turn into 149/140, meaning a clean 2-turn Ult without hit energy.His Signature Light Cone gives him a clean 2-turn Ult―even without any ERR additions (145/140).

TL;DR - ERR is better without hit energy, ATK is better with. Most scenarios in the game do contain hit energy however, therefore ATK is the most consistent.ERR:
2.8% decrease in Team DPAV
23% decrease in Personal DPAV
Greatly fluctuates in scenarios with no hit energy.

Relic Sets

Scholar Lost in Erudition
2PC: +8% Crit Rate.
4PC: Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.

Notes: Serves as a super turn-your-brain-off option that provides pretty much unconditional stats to Anaxa. Talent does not get the 25% increase as it occurs after Anaxa’s turn.Baseline for all Relic calcs with The Herta.


Eagle of Twilight Line 🏆
2PC: +10% Wind DMG%
4PC: After the wearer uses their Ultimate, their action is Advanced Forward by 25%.

Notes: Best overall set with Herta across all enemy target counts. Performs better with units who can capitalize on the higher attack count (Tribbie, Herta, Robin, etc.), and in AoE.
Tends to perform worse in Hypercarry, something to take note of when farming for Anaxa.
AoE: ~12% increase from Scholar
ST: ~1% increase from Scholar


Pioneer Diver of Dead Waters
2PC: +12 DMG% against debuffed enemies.
4PC: Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn(s).

Notes: Anaxa thankfully has 100% uptime on everything this set has to offer, making it not only an incredibly potent option for him, but also an extremely consistent option. Has a great spot in Herta teams especially, due his CRIT DMG getting cut from his A4 Trace.AoE: ~1% increase from Scholar


Genius of Brilliant Stars
2PC: +10% Quantum DMG%
4PC: When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.

Notes: Due to his ability to implant his own Quantum Weakness on enemies, Anaxa can use this set to almost its full extent (minus the 2PC). Tends to be more on the inconsistent side however, as there are chances of getting unlucky with a Quantum Implant before Ult. Very high DMG ceiling, especially with more DEF Shred sources in the team (Pela, Sig LC, RM E1, etc.)AoE: ~0.5% increase from Scholar (increases with DEF shred sources)


2PC/2PC
ATK, SPD, Wind DMG%, CR

Notes: Anaxa’s relics are so close to one another, meaning it’s hard to not have options on him. With that, it’s pretty hard to excuse 2PC2PC sets unless your subs are REALLY good. 2PC2PC sets should still be mentioned however, as insane sub stats can generally make up for the missing 4PC bonuses.


Final notes regarding Relic Sets:

Besides Eagle, all of these sets are really close. Therefore, you should pick sub stats over sets. Even if Eagle is the best in Herta teams, it tends to perform worse outside of these teams, making these sets even closer than it seems. Anaxa has a lot of freedom with his sets!

Planar Ornaments

Izumo Gensei and Takama Divine Realm
2PC: Increases the wearer's ATK by 12%. When entering battle, if at least one teammate follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.

Notes: Only works in Double Erudition.AoE: ~1.5% increase from Rutilant


Lushaka, the Sunken Seas
2PC: Increases the wearer's Energy Regeneration Rate by 5%. If the wearer is not the first character in the team lineup, then increases the ATK of the first character in the team lineup by 12%.

Notes: The 5% ERR does actually matter for Anaxa a tiny bit, especially in scenarios that lack hit energy. ERR value does diminish the more hits (aka AoE content)AoE: ~1.33% increase from Rutilant


Rutilant Arena
2PC: Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, DMG dealt by Basic ATK and Skill increases by 20%.

Notes: 70% CRIT Rate is a little rough, especially since none of his Light Cones give CRIT Rate besides The Herta's (Into the Unreachable Veil). That being said, this is 100% his go-to and most consistent option. While performing worse than all the other planars, nothing quite beats its consistency, and the ability to be used in both Dual-DPS and Hypercarry teams.


Sprightly Vonwacq
2PC: Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.

Notes: Yet another Herta-dependent planar option, but thankfully can still be used outside of Herta too. Again, ERR can matter, and the same principles from Lushaka apply to Vonwacq.
SPD boots are almost always preferred with Anaxa, therefore the 120 SPD requirement is something you can scoff at.
AoE: ~6% decrease from Rutilant


Final notes regarding Planar Ornaments:

Just go with Rutilant Arena if you don’t want a headache. The inconvenience of the other sets simply don’t justify the small increase over Rutilant Arena, unless you want to min-max to hell and back.

Light Cones



Life Should Be Cast to Flames
✦✦✦✦✦
When the wearer's turn starts, regenerates 10 Energy. If the enemy target has a Weakness implanted by the wearer, increases the wearer's DMG dealt to it by 60% / 70% / 80% / 90% / 100%.
When an enemy target gets attacked by the wearer, the wearer decreases the target's DEF by 12% / 15% / 18% / 21% / 24%, lasting for 2 turn(s). The same types of effects cannot stack.

Notes: The energy passive allows for a clean 2-turn ult without any extra hit energy. Value increases with external DMG sources aside from The Herta and Anaxa, such as Tribbie and Aventurine, and pairs better with DEF Shred sources such as Pela, Genius, and E1 Ruan Mei.104.63%of The Great Cosmic Enterprise.



Into the Unreachable Veil
✦✦✦✦✦
Increases the wearer's CRIT Rate by 12% / 14% / 16% / 18% / 20%. When the wearer uses their Ultimate, increases DMG dealt by the wearer's Skill and Ultimate by 60% / 70% / 80% / 90% / 100%, lasting for 3 turn(s). After the wearer uses their Ultimate, if this Ultimate consumed 140 or more Energy, recovers 1 Skill Point.

Notes: …Why would you not just put it on The Herta. Unless you have an extra one on hand.100.62% of The Great Cosmic Enterprise.



Before Dawn
✦✦✦✦✦
Increases the wearer's CRIT DMG by 36% / 42% / 48% / 54% / 60%. Increases DMG dealt by the wearer's Skill and Ultimate by 18% / 21% / 24% / 27% / 30%. After the wearer uses Skill or Ultimate, gains Somnus Corpus. Upon triggering a Follow-up ATK, consumes Somnus Corpus, and increases DMG dealt by Follow-up ATK by 48% / 56% / 64% / 72% / 80%.

Notes: Anaxa’s does not benefit from the FuA buff. Despite that drawback, it’s still arguably the best stack stick in the entire game.100.25% of The Great Cosmic Enterprise.



Eternal Calculus
✦✦✦✦✦
Increases the wearer's ATK by 8% / 9% / 10% / 11% / 12%. After using an attack, for each enemy target hit, additionally increases ATK by 4% / 5% / 6% / 7% / 8% . This effect can stack up to 5 times and last until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8% / 10% / 12% / 14% / 16%, lasting for 1 turn(s).

Notes: Worse performance than S0 in lower target scenarios. SPD buff cannot be obtained in scenarios less than 3 targets.100.15% of The Great Cosmic Enterprise.



The Great Cosmic Enterprise
✦✦✦✦
Increases the wearer's ATK by 8% / 10% / 12% / 14% / 16%. For every 1 different Weakness Type an enemy target has, increases the DMG dealt to it by the wearer by 4% / 5% / 6% / 7% / 8%. Up to a max of 7 Weakness Types can be taken into account for this effect.

Notes: Completely F2P and S5-able option obtainable via the Star Rail WORLD event. Extremely solid option that is even better than some other 5 star Light Cones.Baseline for all comparisons.



Night on the Milky Way
✦✦✦✦✦
For every enemy on the field, increases the wearer's ATK by 9% / 10.5% / 12% / 13.5% / 15%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 30% / 35% / 40% / 45% / 50% for 1 turn.

Notes: Performs worse in lower target scenarios. Due to Anaxa’s weakness application, this lightcone’s DMG% uptime is thankfully increased.97% of The Great Cosmic Enterprise.


Today Is Another Peaceful Day
✦✦✦✦
After entering battle, increases the wearer's DMG based on their Max Energy. Each point of Energy increases DMG by 0.2% / 0.25% / 0.3% / 0.35% / 0.4%. A max of 160 Energy will be taken into account for this.

Notes: Strictly worse than The Great Cosmic Enterprise as they give the same DMG% at S5, without the ATK%.


Passkey
✦✦✦
After the wearer uses their Skill, additionally regenerates 8 / 9 / 10 / 11 / 12 Energy. This effect cannot be repeatedly triggered in a single turn.

Notes: Anaxa’s Talent does not trigger this passive. Much like his Sig, this extra energy does not really affect Anaxa’s performance for the same reason.96% of The Great Cosmic Enterprise.


Synergies

Premium Anaxa + The Herta Team

The Herta’s brand new premium team replaces Jade with Anaxa.This team contains units with high-attack frequency and AoE attacks, maximizing her energy gain. Anaxa’s Weakness Implant and High ST DMG solves a lot of weaknesses of the Jade version.


Supports:

Tribbie
Tribbie’s synergy with The Herta already popped off without Anaxa, but his Sub-DPS playstyle allows Tribbie’s teamwide buffs to shine brighter compared to more battery-type Erudition partners.

Remembrance Trailblazer
While RMC typically does not give Anaxa “Mem Support”, her CDMG buff still applies to him. Both Anaxa and RMC have very flexible SP usage, essentially supporting each other indirectly.

Robin
Robin’s teamwide DMG, Action Advance, and ATK buffs are all usable by Anaxa to 100% extent. Anaxa typically lacks ATK buffs and prefers SPD boots, making ATK buffers like Robin highly valuable.

Sunday
Sunday and Anaxa typically have no direct synergy in The Herta teams, as Sunday should buff The Herta over him. However, Sunday’s value for The Herta is still extremely high, creating a solid team even with a lack of buffs on Anaxa himself.

Ruan Mei
Ruan Mei’s combination of teamwide buffs brings very good Personal-DPR for Anaxa. That combined with the Weakness Implant + Break Efficiency creates great synergy amongst the two, even if Ruan Mei does not buff The Herta as much as other units. And SHE'S FREE!

Pela
Pela’s DEF Shred synergizes well with Anaxa’s innate DEF Shred, alongside other shred sources such as S1 and Genius if available.

Notes: Unlike Hypercarry, The Herta teams have DMG sources outside of Anaxa. Preferably, all units get buffed, therefore teamwide buffers like Tribbie and Robin are valued higher.


Sustain:

Lingsha
Lingsha’s Break-Based abilities, AoE DMG, and High Attack Frequency capitalizes on both The Herta’s energy/stacking mechanics, and Anaxa’s Weakness Implant. Her only weakness being a bit of SP Defficiency if wanting to play optimally.

Gallagher
The undisputed goat of sustain, everything that makes Gallagher great applies to Anaxa and The Herta. SP Efficiency, Break DMG, High Break Efficiency, and Self AA makes an AMAZING 4* unit.

Aventurine
Aventurine’s SP Efficiency, High Attack Frequency, CDMG and Effect RES buffs are all amazing all-rounder buffs, great for any DMG dealer. Playing with Tribbie (which you should be if possible) also gives Aventurine more stacks through Follow-Up Attacks.

Huohuo
Huohuo to this day still has the best buffs that any sustain can offer, giving Teamwide Energy, ATK, and Auto Cleanse. However, her SP Neutrality/Defficiency can cause a few problems when playing with The Herta and Anaxa, and her healing is not to the level of other sustains. She also lacks the Attack Frequency of other sustains.

Fu Xuan
FX’s Teamwide 10% CR Buff and Debuff Resist are all very valuable in Dual-DPS teams, however her uptime requires very careful SP usage.

Luocha
Still arguably the best Abundance unit in terms of pure-healing through his Field and Insta-Heal. Sadly, that is all he provides besides SP Efficiency, making him more of a slap-on sustain, rather than one with specific synergies.

Notes: Gallagher is really strong already, often beating most 5*s like Fu Xuan and Luocha. Units like Aventurine and Huohuo are mostly luxury options if Gallagher is being used, while Lingsha is almost a strict upgrade.