Ice · Elation support
Pearl
Pearl heals and buffs Elation off her DEF, so the team runs two Elation attackers to spend what she grants and an Elation debuffer whose hacks give them something to hit.
Honkai: Star Rail
34 teams — four slots, the role each one fills, and replacements for every slot.
Team compositions for Honkai: Star Rail, updated for version 4.4. Every card is built around one carry; the premise says what the four characters do together, and each slot lists who can stand in. For the Light Cones and Relics behind a slot, open the character’s build; for who to build first, the tier list.
24 teams
The line-ups built around the characters most accounts are playing right now.
Ice · Elation support
Pearl heals and buffs Elation off her DEF, so the team runs two Elation attackers to spend what she grants and an Elation debuffer whose hacks give them something to hit.
Ice · full Elation
Three Elation units and Pearl: Evanescia and Yao Guang carry, the Trailblazer feeds the Elation counter on every turn, and Pearl keeps them standing without spending a Skill Point on damage.
Quantum · Elation
Waveflair banks "Fervor" every time a teammate attacks and spends it on an all-enemy Elation Skill, so the team wants a second Elation unit feeding the counter, a Harmony buffer that adds actions, and a sustain that attacks on its own turn.
Quantum · Elation dual carry
The same "Fervor" engine fed by a Hunt carry and a Nihility unit whose off-turn hits count as attacks, with a Remembrance sustain whose memosprite keeps the counter moving between Waveflair's turns.
Lightning · Nihility
Acheron charges her Ultimate off debuffs other characters apply, so the team runs two more Nihility units and a sustain that never needs a Skill Point.
Fire · Break
A Break Effect carry with two Harmony units that raise Break damage and Weakness Break efficiency, and a sustain that keeps Break uptime rather than adding damage.
Wind · Follow-up
Feixiao converts ally attacks into her own follow-ups, so the other three slots are a follow-up partner, a Harmony unit that advances her, and a sustain.
Ice · Erudition
Two Erudition units feed each other stacks on wide waves, a Harmony unit multiplies the area damage, and a sustain covers the turns spent charging.
Quantum · Remembrance
Castorice pays HP for her memosprite, so the line-up pairs a healer who profits from that with two Harmony units that raise the memosprite’s own damage.
Lightning · Damage over time
Kafka detonates the stacks Black Swan and a third Nihility unit apply, so every slot but the sustain exists to keep a damage-over-time state on the enemy.
Lightning · Remembrance
A Remembrance carry whose memosprite takes the turns, with two Harmony units feeding it action advance and a healer covering the HP it costs.
Physical · Destruction
A Destruction carry who wants raw multipliers rather than a mechanic, so the two support slots are whichever Harmony units buff hardest and the last is a healer.
Imaginary · HP scaling
Mydei spends his own HP to attack, which turns a healer from a safety net into the thing that keeps the rotation running.
Physical · Break
A single-target Break carry: one Harmony unit raises Break damage, one implants the Weakness he needs, and the sustain is the one that also breaks.
Imaginary · Break
Break damage across a whole wave rather than one target, so both Harmony slots go to Break amplification and the sustain adds Break of its own.
Physical · Counter
Yunli’s counter only fires when something hits her, so the team buys her turns with action advance and takes the sustain that lets the hit land.
Fire · Erudition
Her Talent hands every ally an Assist Skill that calls her Starblazer, so the other three slots are chosen for how often they take a turn.
Lightning · Ultimate
Gilgamesh gains a stacking buff every time a teammate uses an Ultimate, and shares a joint follow-up with Saber — so the team is built around Ultimate frequency.
Quantum · Erudition
Rin turns Skill Point traffic into CRIT DMG for whoever spent it, and her joint follow-up needs Archer on the field, so the last two slots are picked for Skill Point economy.
Fire · Elation
Elation runs on Punchline the whole team feeds, so a second Elation character is worth more here than a stronger buff from another Path.
Imaginary · Elation
Her Zone pays out on every Skill Point an ally spends inside it, so the team wants Skill Point spenders rather than a second damage dealer.
Lightning · The Hunt
Ashveil marks one enemy as the Bait and follows up whenever an ally hits it, which makes a second follow-up character worth a slot on its own.
Ice · Remembrance
Evernight and her memosprite both scale on Max HP and both pay HP to hit harder, so the healer is load-bearing and the buffs go to memosprite CRIT DMG.
Fire · Nihility
He taunts, spends his own HP for a Zone that shreds DEF, and scales on Max HP — a carry that needs a healer more than it needs a second buffer.
10 teams
Older carries and narrower archetypes, with the supports that still make them work.
Quantum · The Hunt
Seele takes an extra turn on a kill, so the team spends everything on making the first hit land: a Quantum Weakness implant, an action advance, and a shield.
Lightning · Erudition
His Lightning-Lord attacks on its own turn and its damage scales with stacks, so the team is built to give him turns rather than multipliers.
Ice · Destruction
Jingliu drains her allies’ HP to enter her enhanced state, so the healer slot is not optional and the debuffer is there to cover her single-target ceiling.
Imaginary · Destruction
He spends three Skill Points on one enhanced Basic ATK, which means the other three slots have to generate Skill Points rather than consume them.
Wind · HP scaling
Blade needs to lose HP to hit hardest and needs to survive doing it, so the team carries both a healer and a shielder rather than a second buffer.
Physical · Counter
Clara counters whoever attacks her, so the Preservation slot is there to make her the target and the follow-up partner is there for the turns she is not hit.
Physical · Erudition
His 180-energy Ultimate is the whole kit, so every other slot is chosen for how much Energy it returns rather than how much damage it adds.
Imaginary · The Hunt
Dr. Ratio follows up when the target carries enough debuffs, so the team is a follow-up partner, a buffer for it, and a sustain that debuffs on the side.
Quantum · Erudition
A 4-star carry whose enhanced Basic ATK eats Skill Points and whose damage is a dice roll — the cheapest full team on this page, and the least consistent.
Fire · Break
Himeko follows up whenever an enemy is Broken, which turns the standard-warp Erudition unit into a Break team’s damage dealer at no pull cost.