With Currency Wars now in full swing, the debuffs you roll at the start can make or break your entire run. Some are instant reroll material, while others are manageable with the right setup. In this guide, we’ll show you which debuffs to avoid at all costs, which ones you can play around with smart planning, and which openings are strong enough to carry you from the very start.
Contents

Affix Tier List
Run Killer: Reroll on the Fly
If you start with these debuffs, we really recommend rerolling right away. Playing through them just feels awful.
Analysis
Heavy Footfall delays actions, making it hard to keep up, while Synchronized Action can mess with your rotations and timing. Permanent Trauma puts you at risk of being one-shotted, so relying on Castorice for extra survivability is crucial. Rapid Cooling targets skill-point-based teams and affects everyone, requiring solid control-clearing abilities. Cryogenic Hibernation can save a character but leaves them frozen, often leading to a second death from AOE attacks. Lastly, Energy Disappearance is a real problem for front-line energy teams, especially those relying on Aglaea to generate energy.
Heavy Footfall
After an enemy attacks an ally, delays the attacked ally’s action by 8%.
Permanent Trauma
When the ally’s total HP decreases, reduces their Max HP by 20% of the lost HP, up to 60% of Max HP.
Synchronized Action
When any ally gains an effect that advances action, automatically causes an Elite Boss enemy’s action to advance by 20%.
Energy Disappearance
After an enemy is attacked, reduces the attacker’s Energy by 4 points.
Energy will not be reduced if attack is an Ultimate.
Cryogenic Hibernation
When the ally attacked receives a killing blow and is knocked down, they will become Frozen for 2 turn(s).
Rapid Cooling
At the end of the on-field ally’s turn, for each skill point spent during that turn, there is a fixed 15% chance to inflict Freeze for 1 turn.
Tough Start
Getting these debuffs at the start is just annoying, and every fight feels more stressful because of it. You really have to pay attention and play smart to make it through.
Analysis
“Lead by Example” makes early-game damage feel weak, and it’s harder to secure a good opening when combined with other debuffs. For this start, it’s recommended to go with AoE-focused builds, running multiple DPS units.
“Get Out of Jail Free Card” strongly benefits DoT teams. On the other hand, “Purity of Flesh and Mind” is bad for DoT teams; in this case, it’s better to play a direct-damage setup or switch to a shield-counter Phainon-style build.
For shield-counter Phainon builds, avoid “Critical Conundrum.” With “Prey on the Weak,” it’s enough to raise the on-field unit to 2 stars and you’ll be fine. “Blazing Vengeance” can be dangerous if you run into burst-type elite enemies. "Extra Strike", prioritize funneling all gear into your frontline DPS first.
Critical Conundrum
When on-field ally is attacked, decreases their Healing and Shield Strength by 50%, lasting for 1 turn(s).
Blazing Vengeance
When a non-boss enemy is eliminated, increases DMG dealt by other enemy targets on the field by 8% for 1 turn(s). This effect is stackable.
Prey on the Weak
Damage dealt to 1-star ally members by enemies increases by 20%.
Lead by Example
The ally ranked first in damage output deals 75% of their original DMG, while other allies deal 110% of their original DMG.
Purity of Flesh and Mind
When enemy HP percentage first falls below 50%, dispels all debuffs and restores 10% of their Max HP. For each debuff dispelled, restores an additional 2%.
Extra Strike
For each empty equipment slot an ally member has, when hit by an enemy attack, take an additional instance of True DMG equal to 8% of this attack's DMG.
Get Out Of Jail Free Card
When an enemy is hit, if their HP would drop below 1%, it is instead set to 10% of their max HP, and it cannot fall below that level during the same attack. Each enemy can trigger this effect only once.

Low-Pressure
These debuffs make for a standard opening, and with some smart play, you can still make it work.
Analysis
“Magma Bombardment” is manageable if you’re running Hyacine, Mydei, or Castorice, but most healers, or teams without strong sustain, will struggle with this start. It’s recommended to play a drain-HP / Bloodburn style build to survive it.
The Countdown mechanic isn’t particularly hard—just upgrade star levels and gear and you’ll be fine. If that’s not enough, it’s okay to trade a bit of HP early. Even if you lose on the Second Plane, it’s acceptable to take the loss and save your HP so you can develop better on the Third Plane.
“Beyond Endurance” is basically tailor-made for DoT teams. In general, debuffs that make enemies act more often are great for DoT, but since their burst damage is low and ramp-up is slow, try not to further reduce your Countdown timer.
Carried by Inertia
After enemy’s first action, action advances by 100%.
Beyond Endurance
After being attacked 7 times, enemies’ action advances by 100%.
Fight or Flight Response
When enemy HP percentage drops below 50%, their action advances by 100%.
Showdown Impending
Boss Mode countdown decreases by 30, but Encounter Node countdown increases by 20.
Magma Bombardment
When entering combat, the first on-field allycharacter has a greatly increased chance of being targeted. After the enemy's attack, the target will be inflicted with Burn status, dealing Fire DoT equal to 12% of Max HP at the start of each turn for 3 turns), This Burn effect is stackable.
God-Tier Opening
In my view, these debuffs are mostly just early-game stat tweaks. If you roll two of them at the start, that’s already a pretty solid opening.
Analysis
If you can’t beat the Second Plane, it’s okay to take the loss and lose a bit of HP—just focus on developing well for the Third Plane. Plus, you can resist control-type debuffs by crafting different lucky gear for your front and backline, adjusting according to each character's needs.
Boss Enhancement
Boss Enemy gets enhanced, increasing their SPD by 60%, and Max HP by 30%.
Third Plane Enhancement
Enemies in the Third Plane get enhanced, increasing their SPD by 60%, and Max HP by 30%.
Follower Enhancement
Normal and Elite enemies get enhanced, increasing their SPD by 20% and Max HP by 20%.
Satisfying Brawl
Combat Node countdown decreases by 30, but Boss Node countdown increases by 20.
Second Plane Enhancement
Enemies in the Second Plane get enhanced, increasing their SPD by 40% and Max HP by 25%.
First Plane Enhancement
Enemies in the First Plane get enhanced, increasing their SPD by 20% and Max HP by 20%.
Frontend Shutdown
When entering combat, all DMG dealt by on-field allies is reduced to 1.
This effect is dispelled after 1 attack(s).

Conclusion
At the end of the day, Currency Wars is all about reading your debuffs and adjusting on the fly. Use these debuff tiers and strategies as a reference, stay flexible with your builds, and you’ll find that even rough starts can be turned into winning runs with the right decisions.
LDShop will keep rolling out the latest Honkai: Star Rail guides and updates, so make sure to stay tuned for more useful tips and strategies. Have fun out there, and enjoy your journey in the game!

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Savannah Reed Experienced Game Editor
Savannah Reed is a senior game editor at LDShop.gg, specializing in in-depth coverage of RPG and strategy games. With a strong focus on titles like Wuthering Waves, Honkai: Star Rail and Whiteout Survival, she combines industry insight with firsthand player experience to deliver clear, informative, and actionable content. Her work is dedicated to helping gamers make smarter decisions—whether it’s understanding new updates or optimizing their in-game strategy.



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