Just pulled Lynx in Honkai Star Rail and aren’t sure which light cone to use? Well, first off, congratulations are in order. Second, you’re in the right place. In this Honkai Star Rail Lynx tier list, I rank all of the eligible light cones from S tier to D tier, so you can determine which ones to use and which ones to skip. What’s more, I’ll update this guide whenever a new light cone is introduced so it’s always up-to-date.
Honkai Star Rail is the latest gacha RPG by HoYoverse, the makers of Honkai Impact, Genshin Impact, and the upcoming Zenless Zone Zero. It trades the signature action-packed combat HoYoverse is known for for strategic turn-based battles, which reward strategy. You collect a bunch of characters and set off onboard the Astral Express to explore a variety of different worlds.
Honkai Star Rail Lynx Tier List
Now, let’s take a look at all of the eligible light cones ranked from S tier to D tier.
The absolute best light cones you can equip.
- Echoes of the Coffin
- Time Waits for No One
Solid alternatives if you don’t have any five stars.
- Post-Op Conversation
- Shared Feeling
Neither good nor bad.
- Quid Pro Quo
- Warmth Shortens Cold Nights
These light cones can have niche uses, but are otherwise worth avoiding.
Don’t use these light cones.
Why Echoes of the Coffin?
Echoes of the Coffin is a solid option, as it boosts Lynx’s attack by up to 24% and regenerates energy after each attack. This allows Lynx to use their ultimate much more often, which removes debuffs and heals all allies.
Not only that, but you also buff all allies’ speed by up to 12 for a single turn each time you use your ultimate. It’s a solid option.
Why Time Waits for No One?
If you really want to double-down on healing, go with Time Waits for No One. This option boosts Lynx’s max HP by up to 18%, therefore keeping them alive for longer so they can dish out the heals. Not only this, but it buffs all of their outgoing healing by up to 12%.
It’s also a really solid DPS option though. Each time you heal allies, the number of HP healed is added to a tally. Then, each time an ally attacks, you deal up to 36% of that tallied healing as damage to a random opponent. This an only happen once per turn.