HSR 4.1 is shaping up to be the “Divergent Universe feels brand-new” patch. Instead of the usual run flow, the mode is leaning into a draft-style route system, new progression spikes, and more ways to steer your run toward the build you actually want—without praying the RNG map behaves. Next, let’s break down what changed, what it means for your runs, and how to play it smarter on day one.
What’s New in HSR 4.1 Divergent Universe
Route Planning: Domains become a deck
Old: You navigate a more “map-like” run flow—pick the next node/Domain from route branches, then keep rolling Blessings/Curios/Equations until your build clicks.
New (4.1): Runs start with a deck split into Draw Pile and Discard Pile. After each Domain, you’re shown several drawn Domains, pick your next stop, and the rest go to Discard. When Draw empties, Shuffle refills it from Discard—route becomes a semi-controlled draft, not a straight path.
Difficulty & pacing: Domain Levels
Old: Difficulty mainly comes from the overall run settings and what your build rolls into; individual nodes aren’t something you “level” as a system.
New (4.1): Most Domains have Domain Levels. Upgrade a Domain and its content gets strengthened. It’s a clean knob for pacing: instead of only “bigger enemies,” the mode can scale specific parts of your run based on which Domains you invest into.
Checkpoints: Fixed Nodes don’t use the deck
Old: Boss/Rest/Shop-style stops are still part of your route choices—same general navigation rules as other nodes.
New (4.1): Some key stops—Boss, Shop, Rest—don’t draw from your deck. The game auto-generates a fixed set of Domains for you to choose from. Translation: the “draft” pauses at checkpoints, so you’re less likely to brick a run because your deck offered cursed options.
Domain tweaks: Beacons
Old: Your power mostly comes from what you collect (Blessings/Curios/Equations). Nodes themselves are more like “places to get stuff,” not something you attach extra rules onto.
New (4.1): Most Domains can be enhanced with Beacons, up to 3 per Domain. Think sticker rules: more reward, more risk, more weird build hooks—depending on the Beacon. It’s a direct “tune the node” layer on top of your usual build RNG.
Build path: Masks + Miracles
Old: Your “identity” is basically whatever your build rolls into—your strongest Equation line + the Blessings/Curios that support it.
New (4.1): You pick a Mask at the start and can’t swap mid-run. Each Mask has its own power method and passives. Leveling your Mask grants Miracles, and every multiple of 4 offers a stronger Miracle tier—so your run has a locked-in backbone, not just “what I happened to find.”
Miracle: Per Mask level Final DMG +2% / DMG taken -1%; Lv.4 can also trigger Ultimate; Lv.8/12/16 grant 1 Extra Turn; Lv.20 adds extra True DMG from the character + Memosprite.
Combat spike window: Highlight Moment
Old: Burst windows come from characters + your rolled effects (Blessings/Curios/Equations). There isn’t a universal “mode meter” everyone plays around.
New (4.1): Highlight Moment charges via Action Value advances and Skill usage. At 100%, your character immediately takes action and enters an enhanced state.
Run control & jackpot nodes: Forging + Occurrences + season wrapper
Old: You have shops/events and spend Cosmic Fragments on choices, but “route surgery” is limited; rare events show up as part of normal routing.
New (4.1): Forging Domain is the big control hub: get Weighted Curios, upgrade/strengthen Domains, and Divination for powerful Curios. Forging levels unlock more functions/uses and more equip slots (only equipped Weighted Curios apply).
You can spend Cosmic Fragments to upgrade Domains, add/remove Beacons, even delete specific Domains. Occurrences are “rare power hits” that can roll in after Shuffle.
Beta also teases a “persona” season vibe + possible Day/Night flavor, plus a new rank title Intellitron Monarch.
What teams does the new DU favor
Play it like this: the new flow rewards action economy—teams that turn more actions + more Skill presses into real damage. If Highlight Moment really charges off Action Value advances + Skill usage and then gives immediate action/Extra Turns, you want lineups that scale with tempo instead of just waiting for one big hit.
Best-feeling examples to start with
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4.x Premium Team |
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Sparkle |
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DOT Team |
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Black Swan |
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Break Team |
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4.1 New Planar Ornament
Now that 4.1 reshapes Divergent Universe routing and power spikes, let’s talk about the part everyone cares about: the new Planar Ornament.
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Punklorde Stage Zero |
Punklorde's Data Deluge |
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Punklorde's Rainbow City |
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2-Pc: Increases the wearer's Elation by 10%. When Elation reaches 40%/80% for the first time in battle, increases the wearer's CRIT DMG by 20%/30%. |
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City of Myriad Forms |
Astropolis Employee Credentials |
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Astropolis Media Headquarters |
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2-Pc: When the wearer uses a Follow-Up ATK, their ATK increases by 24% for 2 turn(s). When an enemy target is defeated, increases CRIT DMG for all allies by 12% for the rest of the current battle. This effect cannot stack. |
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Conclusion
4.1 DU looks less like “walk the path you’re given” and more like “build your own momentum,” with stronger checkpoints and more control tools baked into the run loop.
If you’re planning to test new setups the moment the patch hits and you’re a few pulls short for the teams you want to try, topping up HSR via LDShop is a clean backup—often cheaper, quick to deliver, and wallet-friendly when you’re pushing week-one upgrades.

TOP UP HSR WITH DISCOUNT NOW
Henry Smith Experienced Game Editor
Greetings! I’m a veteran game editor and strategy guide creator with over a decade of experience exploring the worlds of action RPGs and gacha adventures. From the elemental battlegrounds of Genshin Impact, to the cosmic journeys of Honkai: Star Rail, and the fast-paced combat of Wuthering Waves, I dive deep into the mechanics, meta, and moments that define each game. What can you expect? In-depth guides, expert commentary, and practical insights to sharpen your gameplay and expand your understanding of the titles you love.





















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