Drive Disc Stats
- Partition 4: CRIT Rate | CRIT DMG
- HP % may work only in exceptional circumstances.
- Partition 5: Physical DMG Bonus
- Partition 6: HP %
Substats
- CRIT Rate
- CRIT DMG | HP %
- Flat HP | ATK %










Starlight - Billy joins as an S-Rank Physical Rupture Agent, living up in full to the class identity. He has:
While Billy isn't re-inventing the wheel or introducing any fancy new mechanics, there is a fair bit to him, with multiple skill variations that make him a responsive and adaptable character.
Billy has a Determination gauge underneath his portrait in combat. This has a cap of 120 and most of his attacks build it, with the exception of his enhanced
Basic Attack: Full-Throttle Starlight, which consumes it.
It uses up 100 Determination to cast and deals heavy damage, being integral to Billy's combos and even the occasional out-of-stun burst.
Although all other attacks build gauge, Billy also regenerates it passively and some skils get extra bonuses. One of which is Billy's
Cool Wheelie.
It has no resource cost and he gets this automatically after using
Drive Suppression.
This Special is a bike ride attack that consumes HP on use, but in turn Billy has some skills - like
Basics and
Dodge Counters - that can regen his HP.
Drive Suppression's main use is that it's the only way to access
Cool Wheelie. It also works as a counter, and parrying enemies with it shortcuts to
Cool Wheelie faster.
The crux of his gameplay loop revolves around these 2 skills. Spend HP on
Drive Suppression and land
Cool Wheelies to deal damage and build gauge.
Use some of his other attacks to regenerate his HP so as to sustain frequent use.
Then, when Stun arrives, unload his Adrenaline
EXs,
Chain Attacks,
Ultimates and the enhanced
Basic to dish out as much damage as possible.
As is standard for Rupture Agents, Billy scales off Sheer Force - converted off HP - ignores all enemy DEF, and uses Adrenaline instead of Energy.
His
Core Passive also provides:
Drive Suppression.The HP threshold in question is important, as
Drive Suppression can only be used while above it. It costs 16% HP, but if under 25%, he is locked out of the skill entirely.
To heal, Billy needs to land:
Basic Attack: Knight's Technique.
Dodge Counter: Duel King, when triggered off a Perfect Dodge.
EXs.Weaving in skills that recover HP so as to sustain constant
Drive Suppression &
Cool Wheelie usage is part of his gameplan.
As part of his
Additional Ability, activated on having Stun, Defence or Support teammates, whenever Billy lands:
Cool Wheelie
Basic
Chain Attack
UltimateHe gets 1 stack Starlight, capped at 2 and lasting 45s. Each stack buffs Billy's:
EX Specials
Enhanced Basic
Chain Attack
UltimateBy 20% per stack, so 40% total. Conveniently, these are all of his most damaging skills, so it applies to all of his burst.
Billy has 5 Specials in total, and managing them is key to getting the most out of him:
Drive Suppression.
Cool Wheelie that follows it.
High-Traction Wheels.
Rocking Foootwork.
Run Wild.Much of its behaviour has been covered in previous sections, but in short:
Core Passive's 90% CRIT buff and...
Cool Wheelie if taken to completion.With the skill having a counter property that can shorcut to
Cool Wheelie faster if Billy is hit during cast.
This is the bread and butter of Billy's kit. It has an exceptionally high Determination build - at over 10 per cast - deals a surprisingly high amount of damage for the time and resources that it consumes, and it's used to sustain his
Additional Ability and set buffs, like from
Yunkui Tales' 4-piece effect.
The result is that it sees frequent use as both the primary way for Billy to generate Determination, and even as a filler in combos if short in Adrenaline.
It's only ever cast as an automatic follow-up from a
Drive Suppression start, so although it has no cost of its own, it's use is tied to Billy's HP consumption.
Tapping Special will always lead to
Drive Suppression, but holding it when at over 60 Adrenaline leads to
High-Traction Wheels, a bike slam that deals a lot of damage.
If the button is pressed after
Cool Wheelie however, and there's enough Adrenaline in stock, it leads to the alternate variant,
Rocking Footwork, a series of shots that hits even harder.
It's a little slower, so it doesn't see as much use, but if
Cool Wheelie is being used in a burst, it's often worth going to it rather than waiting to raw-cast the regular variant.
Both of these skills' primary purpose is to deal damage and to heal Billy quickly, as both have the highest HP recovery effect out of his skills.
Saving up the resources to unload 2 of these in every stun is ideal.
Whenever Billy fails to take a
Drive Suppression to completion or does it in full and casts
Cool Wheelie, he will always end with
Run Wild, a weak twirl and bike throw.
There isn't much explicit point to this skill, as it functions as a sort of extended recovery animation that is more of a hindrance than a boon.
It can shortcut to his regular
Dodge Counter after use, but as it is not being done so off a Perfect Dodge, yields no healing or extra Determination build; a sort of consolation prize.
While this skill has no animation lock for the latter part of its cast and can be interrupted by other skills, the alternate Adrenaline
EX is the only way to skip it entirely, which can matter for certain unconvetional combos where resources are in short supply.
Billy has 2 different Dodge Counters:
Duel King.
Afterfire Spin.The regular Dodge Counter,
Duel King is the only one that can heal Billy. While this won't happen if done after
Run Wild, Perfect Dodges make it not only restore a lot of HP when used, it also lets Billy shortcut into the last hit of his regular
Basic string.
The alternate Dodge Counter,
Afterfire Spin, has no healing associated with it, but has stronger multipliers. It can only be used during
Drive Suppression, as by pressing a side directional input during it, Billy will drift on his bike.
If he's hit while drifting, instead of going into a counter and shortcutting to
Cool Wheelie, he'll use
Afterfire Spin first, which itself always leads to
Cool Wheelie after cast.
This then offers a different way to get to
Cool Wheelie that yields more damage, daze and resources, but in turn takes a little longer to cast in full.
Billy's
Dash Attack is never really used, but holding the Dodge button has him ride his bike as an alternate enhanced Dash, being far faster than most other characters' regular movement.
He also has 2 sets of Basic Attacks:
Knight's Technique
Starlight Retribution.His regular
Basic is a 4-part string and all hits heal him a little, but its multipliers are unremarkable, with the entire
Basic string doing less damage than a single
Cool Wheelie, and barely generating any more Determination than it.
It is, however, the most accessible way for Billy to recover HP. It isn't possible to spam
Cool Wheelies owing to the
Drive Suppression HP cost, so if enemies aren't attacking (for
Dodge Counters) and Adrenaline is being reserved for stun, it's the only way for him to self-heal.
There is also one unique benefit to it: when using the
Drive Suppression Special after
Basic 4, its HP consumption is halved, making it the ideal place to use the skill.
As previously mentioned, it costs 100 Determination to use, and it deals a lot of damage, being second only to Billy's
Ultimate in terms of multipliers. In it, he'll ride around his bike while striking enemies, then go into a beam exhaust to finish things off.
With so many different ways to build gauge, it's even possible to squeeze in multiple uses of it in a combo... but in practice 1.5 uses of it is more realistic.
Although it may hit hard, it has a very long animation to match, which means the second part of the attack can land out of stun. It has roughly a 55:45 damage split though, in favour of the first part, so getting 2 of them in while the exhaust overspills is good enough.
Billy's Assists are rather unremarkable when it comes to multipliers, but his Defensive Assist stands out for also being able to generate Determination, making one of the primary ways to build it in combat.
This applies even to "chain" parries: so if you happen to block multiple attacks back-to-back, it generates Determination for every hit.
As for his
Quick Assist, it's middling, but it's rarely ever used; if Billy is over 25% HP, it's automatically replaced by
Drive Suppression, with a 5 second cooldown.
Both skills have very long animations, but make up for it with strong multipliers.
The
Chain Attack in particular is Billy's greatest single source of Determination, and in large part as to why it can be possible to get in multiple enhanced Basics in a single stun.
Ultimate has no unique characteristics, being used only for its damage, but it has respectable Determination build-up values and yields very flashy finishes.
The table below has a list of all Billy's skills that generate Determination, and how much is built by every hit.
Skill | Determination |
| 1.9 | 2.2 | 1.4 | 5.6 |
| 0.8 |
| 3.5 |
| 2.8 |
| 1.7 |
| 2.6 (Light) | 4.6 (Heavy, Chain) |
| 3.1 |
| 4 + 5 (Counter) |
| 2.1 |
| 2 + 8 |
| 8.4 |
| 9.2 |
| 4.5 + 15 |
| 6.3 |
Any Perfect Dodge | 3 |
Passive Regen Rate | 0.2 every 0.1s |
Note that this is the gain that comes from landing a skill in full. It is possible for some to be interrupted and not yield the full value.
Core Passive |
EX Special |
Ultimate
Basic Attack
Dodge
AssistAs always
Core Passive is important: while the Base ATK isn't as relevant, owing to Billy being Rupture, the CRIT Rate on odd nodes and the 90% in CRIT DMG it provides is going to make a difference.
Unfortunately, since Billy's damage is spread out across his Specials, Basics and Ultimate, so too is it important to level all of them. A slight priority is given to
Specials and
Ultimate, as they're going to make up a greater proportion of his damage than
Basic.
Dodge would follow after, as the alternate
Dodge Counter can be helpful on the fights Billy tends to run in (e.g. Thrall), with
Assist last.
Billy is an unfortunate situation as most alternatives for Rupture Agents aren't particularly good. While he can make do with other S-Rank Signatures as filler, the lack of damage can hurt his routes as they may demand parts/minions to be killed quickly.
Starlight Rider Faceplate (P1) provides:
SpecialsIt's a rather straightforward Rupture Signature offering, being similar to
Kraken's Cradle or
Wrathful Vajra, but with a slight bump on its Sheer DMG. It needs no real management, as its stacks are built naturally, and even
Special: Run Wild casts count for it.
What it does, is it gives plenty of damage: enough to quickly kill Sobek on Thrall, break Defiler's Blade, or just outright burst enemies down, being significantly better than all other options.
Average DA score on release: 65,000
Qingming Birdcage and
Wrathful Vajra are both useful stat sticks, with S-Rank tier HP % mainstats and a 20% unconditional CRIT Rate bonus. Given how loaded Billy is on CRIT DMG, it's a perfect combo, and would lead to the highest scores outside of his Signature, being around 11-12% worse in performance.
Average DA score on release: 58,000
Cauldron of Clarity is the ideal A-Rank pick, as Billy isn't too saturated on DMG % bonuses, can maintain full stacks of it consistently, and both the HP % mainstat and the CRIT Rate it offers is especially helpful.
Grill O'Wisp could be used, but it demands careful management. It's possible to use
Drive Suppression before every Adrenaline
EX, and
Basic Attack: Full-Throttle Starlight can also interrupt it, but this not only hurts combos owing to taking longer with skills, it also makes maintaining HP much harder, so it isn't recommended for most.
Puzzle Sphere can be sustained without issue, but the ATK % mainstat scales badly for Ruptures - and for Billy specifically - its bonus effect is even worse, as it provides CRIT DMG, something that he's already massively saturated in. It is the one craftable pick though, so it's a serviceable holdover if others aren't available.
Average DA score on release: 53,000
D6 - HP %
D5 -
Physical DMG Bonus
HP % isn't flexed here as Billy is not sufficiently saturated in
Physical DMG for it to come close in performance, having only the 40% from his
Additional Ability as a self-buff.
D4 - CRIT Rate | CRIT DMG | HP % (only in exceptional circumstances)
CRIT Rate is always the priority until maxed, as Billy is highly saturated on CRIT DMG. When the difference between a CRIT succeeding or failing is more than 200%, making sure every attack CRITs is important.
This saturation can be a problem however, as the 90% in CRIT DMG that Billy gets from his
Core Passive, on top of bonuses from his teammates, like
Dialyn with
King of the Summit and
Yesterday Calls or
Lucia with Darkbreaker, lower the comparative value of the stat.
These alone aren't enough to justify an HP % D4, but Billy specifically tends to be run against Thrall and Defiler, 2 bosses which have CRIT DMG increasing mechanics.
In a neutral environment, CRIT DMG will always outperform HP %, however when certain enemies are combined with endgame buffs that further increase the stat, HP % may pull out ahead.
If maxed out on CRIT Rate, prioritise a CRIT DMG over HP %, but be aware that a well rolled HP % Drive Disc can be competitive in the right circumstances.
4-piece is
Yunkui Tales, being the de facto Rupture set.
Billy can maintain this easily with his
Cool Wheelie, and in most fights maintaining it is of no concern.
On Thrall and Defiler however, owing to their long Miasma Shield phases, the buff can drop off if not actively maintained, so be sure to work around the conditional nature of this Drive Disc's 4-piece effect when the encounter calls for it.
2-piece is
Woodpecker Electro until maxed out on CRIT Rate as priority. Otherwise:
White Water Ballad |
Fanged Metal
Branch & Blade SongAre both equally viable. Due to Billy's CRIT DMG being saturated, the
DMG % 2-piece effect is about even with 6 CRIT DMG rolls, and becomes better with more rolls.
As many buffs have generic DMG % bonuses given however, CRIT DMG can still pull out ahead. The result is that either set effect will do, with whatever has more substats likely to win out.
Billy is, unfortunately, rather restricted in his team options. He can follow a generic shell of:
Starlight - Billy | Stunner | Support or Defender
And do fine, however
Lucia and especially
Dialyn's presence can have a greater impact on his performance than any single W-Engine or Mindscape.
Dialyn synergises exceptionally well with Billy. She:
Physical Agent, which means weakness matching on the same bosses as Billy, being critical to pushing sub-minute Shiyu kills and 4-stun routes on Thrall and Defiler.
Ultimate being by far and away his strongest skill, this is a significant increase to combo damage.A Dialyn team may be scoring 65,000 on release, whereas a
Ju Fufu might struggle with the low 50,000s.
Lucia is also a strong pick, but mostly for generic issues. While her
Ultimate: Charge, Great Armor! can help with managing HP on Billy on certain fights - like during Thrall's Miasma Shield phase - it's a minor quality of life at best.
Her real value comes from the absurdly strong buffs she provides through Darkbreaker and Dreamer's Nursery Rhyme, as well as
Dreamlit Hearth if available.
Ju Fufu is a good alternative, as she buffs Ultimates and Chain Attacks, which are a big part of Billy's damage and the extra Decibels she supplies mean that in theory, Billy could get 4 Decibel Ultimates in every Deadly Assault run.
Her lacklustre Daze however, means they are unlikely to all land in stun, as managing 4-stuns on the bosses Billy tends to run in is not really feasible.
Trigger can work as well, but be aware that neither her
Additional Ability nor
Spectral Gaze work with Billy. Considering that he has non-negligible out-of-stun damage and Stun DMG Multiplier is a broadly unsaturated buff, she can do fine, but tends to be limited to 3-stuns in Deadly Assault.
She would ideally have
Ice-Jade Teapot equipped, as without it, her buff value isn't all that impressive.
Qingyi can outperform Trigger in fights where a quick stun is needed or if she can be the difference to making 4-stuns, like on Defiler. The steep Stun DMG Multiplier bonus she offers is very strong, but balancing out both her and Billy's on-field needs can be difficult.
Pulchra has great synergy with Billy:
Drive Suppression is both cast automatically upon a
Quick Assist and has all of its hits be Heavy Attacks, leading to immediate activation of Hunter's Gait after Pulchra's
Assist Follow-Ups or
EX Specials.Unfortunately, her Daze is still very lacking and her buff value falls far behind that of limited Stunners, even if the actual gameplay interaction between her and Billy is good.
Pan Yinhu is the go-to alternative if Lucia is not available, being behind only her in terms of buff value to Rupture Agents.
The
Bunny in Wonderland set is easily triggered and sustained on the fights that Billy tends to run in, and Pan's
Ultimate is marginally helpful to HP management, but all in all he's really there for the numbers.
Astra Yao can also work. Her constant
Quick Assists can be either good or bad depending on how they're used, as it gives Billy easy transitions into
Drive Suppression off other teammates but can drain his HP quickly.
Her Chain conversion mechanic isn't too useful for Billy, as Dialyn's Ultimate conversion takes up enough time as is, and with other Stunners, the lack of Stun duration extension makes it difficult to slot in.
As she buffs less than Pan, she's likely only worth using if he is not at M6 or if Astra has Mindscapes herself.
Heroic Entrance provides:
Physical RES Ignore to Billy after landing an
EX Special for 45sThis Mindscape is about on par - and can sometimes be even better - than traditional M1 supports, like those from
Astra Yao or
Lucia.
Although the RES Ignore only applies to Billy instead of the whole team, he's often doing at least 95% of total damage. That remaining 5% that goes unbuffed is more than made up by using up the additional 60 Adrenaline he gets from this Mindscape on an
EX.
While it doesn't offer additional benefits (like Decibels from Lucia's M1), from a raw damage standpoint, it's very competitive.
Wasteland Automaton provides:
Basic Attack: Full-Throttle Starlight
EX Special Attack: Cool Wheelie
Ultimate: Starlight Knight Flying Kick
Cool Wheelie and buffs its CRIT DMG by 50%, being built by:
EX Special Attack: Rocking Footwork
EX Special Attack: High-Traction Wheels
Special Attack: Drive SuppressionThis Mindscape effectively gives Billy instant
Cool Wheelies for his stuns and increases the value of landing both it and multiple full enhanced
Basics in combos.
The faster cast and higher DMG means that it can be better to sacrifice 1 Adrenaline
EX in stun:
Basic Attack: Full-Throttle Starlight
Ultimate: Starlight Knight Flying Kick
EX Special: High-Traction Wheels
Chain Attack: Knight's Swagger
EX Special: Cool Wheelie
Ultimate: Starlight Knight Flying Kick
Basic Attack: Full-Throttle StarlightIs guaranteed to land both enhanced Basics in the stun period, all the while only needing to expend 60 Adrenaline for a combo, both improving Billy's damage output and making for much easier routing.
Flames of Justice provides:
Special Attack: Drive SuppressionThis is a stepping stone Mindscape, as although its CRIT DMG bonus is welcome, Billy's steep saturation on the stat means it can amount to a 3 - 5% increase in damage at most.
The healing effect is also laughably slow, and not all that practical to use as it demands Billy to be inactive.
Having any sort of damage in an M4 is a welcome surprise, so it's a nice to have on the way to M6.
Starlight Knight provides:
Ultimate: Starlight Knight Flying Kick
Basic Attack: Full-Throttle Starlight
Basic Attack: Knight's Technique
EX Special Attack: Cool Wheelie
Chain Attack: Knight's Swagger
Ultimate: Starlight Knight Flying Kick
Basic Attack: Full-Throttle StarlightIt's a verbose Mindscape, which amounts to a general Sheer DMG buff to Billy's 2 hardest hitting skills (which doubles down on M2's condensed combos to fit 2 enhanced Basics in stun) and grants some additional damage ticks.
The Sheer DMG bonus alone is likely to yield a near 7% increase in Billy's damage, while the Sheer Force stacks can help pad things further.
It's possible to get up to 8 ticks per stun with Dialyn, as Billy will recover some stacks during a combo, making for an 800% increase in damage multiplier for every stun.
Realistically it won't always be 8 ticks; not every combo has double
Ultimates or lands 2 full enhanced
Basics in, but even still it's a decent value add.
Billy's Combos follow a shell of:
Basic Attack: Full-Throttle Starlight
Chain Attack: Knight's Swagger
EX Special: High-Traction Wheels
Chain Attack: Knight's Swagger
Ultimate: Starlight Knight Flying Kick
EX Special: High-Traction Wheels
Basic Attack: Full-Throttle Starlight (x0.545)The second enhanced Basic will not land in full in a standard 12s stun duration enemy without the help of stun extensions, but as the first part of the attack deals more damage than the second, getting 1.5 uses of it in a combo is sufficient.
Some characters can provide stun extensions, like
Dialyn, but when doing combos with her, replacing either the 1st or 2nd
Chains with an Ultimate conversion is best. The time taken for Billy's
Ultimate however, mean that in practice the combo works the same way.
If lacking in the resources to get 2 uses of an Adrenaline
EX, make use of
Cool Wheelie after the 2nd
Chain Attack, then cancel its animation with an
Ultimate instead. This takes about the same time and still deals respectable damage while only demanding 60 Adrenaline for the whole combo.
As
Cool Wheelie also generates a lot of Determination, this variation can be used if low on points to fit in an enhanced
Basic.
When using a Defensive Assist, Billy can bypass the
Assist Follow-Up entirely and go straight into an enhanced
Basic.
Pressing and holding the
Basic button early on will not lead to an
Assist Follow-Up owing to the animation lock. As soon as its over however, the enhanced
Basic takes priority if the button remained held until the end of the Defensive Assist.
This is useful to not waste time on skills if stun has started while Billy was being hit, like when setting up for a fast turnaround on Thrall's Miasma Shield parry.