With the release of Honkai Star Rail Version update 3.8, an important wave of gameplay adjustments will be applied to one of the game’s favorite gamemode – Currency Wars. Therefore, in this guide, we will go over all the changes that will come to Currency Wars in Honkai Star Rail Version 3.8 Update, including all the buffs and nerfs.
If you want to clear Currency Wars stages easily and quickly with the help of the most powerful characters in the game, then don’t forget to take advantage of special discounted deals for Honkai Star Rail at Enjoygm – the best top up site today!
Honkai Star Rail Currency Wars 3.8 Update – Faction & School Bond Changes
One of the most important aspects for Currency Wars is the different faction and school bonds that become activated whenever a certain number of characters are active on the field. With the 3.8 update these Faction and School Bond will experience some important changes:
Stellaron Hunters

Bond Level 2: 16% → 20% DMG Amp, 8% → 10% HP Amp.
Bond Level 3: 32% → 40% DMG Amp, 16% → 20% HP Amp.
Bond Level 4: 48% → 70% DMG Amp, 24% → 30% HP Amp. Activate an additional “Star Hunter.”
Cosmic Scholar

Bond Level 2: 20% → 25% On/Off-Field Strength.
Bond Level 4: 50% → 60% On/Off-Field Strength. Gain 1.5 times “DNA.”
Bond Level 6: 120% → 150% On/Off-Field Strength. Gain 2 times “DNA.”
Galaxy Ranger

Bond Level 1: 6% → 8% DMG Amp, 4% → 8% SPD Amp.
Bond Level 2: 12% → 16% DMG Amp, 8% → 16% SPD Amp.
Bond Level 3: 24% → 30% DMG Amp, 16% → 30% SPD Amp.
Additional Effects
1/2/3/4-star Off-Field “Galaxy Ranger” provides 1/3/6/12 → 1/3/6/10 times DMG Amp and SPD Amp.
Follow-up ATK

Bond Level 3: 20% Follow-up ATK DMG Amp. Consecutive actions grant 4% → 5% FUA DMG Amp, up to 20%.
Bond Level 5: 40% Follow-up ATK DMG Amp. Consecutive actions grant 8% → 10% FUA DMG Amp, up to 40%. After 5 consecutive actions, unleash “Unified Attack,” dealing 30% → 35% True DMG.
Bond Level 7: 60% Follow-up ATK DMG Amp. Consecutive actions grant 12% → 15% FUA DMG Amp, up to 60%. “Unified Attack” deals 60% → 75% True DMG.
Bond Level 9: 100% Follow-up ATK DMG Amp. Consecutive actions grant 20% → 25% FUA DMG Amp, up to 100%. “Unified Attack” deals 100% → 140% True DMG.
Break

Bond Level 2: 20% On/Off-Field Strength. 60% → 120% Super Break DMG, 10% decreased initial Toughness and Toughness recovery.
Bond Level 4: 50% On/Off-Field Strength. 80% → 180% Super Break DMG, 20% decreased initial Toughness and Toughness recovery. Breaking enemies will charge “Shockwave.”
Bond Level 6: 100% On/Off-Field Strength. 100% → 240% Super Break DMG, 30% decreased initial Toughness and Toughness recovery. When “Shockwave” triggers, ally squad regenerates Energy equal to 20% of Max Energy.
Bond Level 8: 160% On/Off-Field Strength. 120% → 360% Super Break DMG, 40% decreased initial Toughness and Toughness recovery.
Bond Level 10: 250% On/Off-Field Strength. 150% → 500% Super Break DMG, 99% decreased initial Toughness and Toughness recovery.
Additional Effects
“Shockwave”: When Normal/Elite/Boss enemies are Broken, gains 1/3/6 Charge(s) respectively. After accumulating 12 Charge(s), consumes 12 Charge(s) to unleash “Shockwave,” Breaking all enemy targets and triggering random Weakness Break effects, delaying their actions by 30% → 0%, increasing DMG taken by 50%, and dealing True DMG equal to 200%/400%/600%/1000% → 400%/800%/1200%/2000% of base DMG to all enemies.
AoE ATK

Bond Level 7: 36% → 40% Lucky Strike Chance. Transfers 100% of DMG received to other enemy targets, and increases the DMG received by the Boss Enemy by 20% → 40%. After receiving a total of 6 attacks, shoots a laser beam dealing 8 instance(s) of Quantum DMG equal to 500% of base DMG, stacking up to 1 time per single attack.
Bond Level 9: 60% Lucky Strike Chance. Transfers 100% of DMG received to other enemy targets, and increases the DMG received by the Boss Enemy by 50% → 100%. After receiving a total of 6 attacks, shoots a laser beam dealing 16 instance(s) of Quantum DMG equal to 1500% of base DMG, stacking up to 1 time per single attack.
Bloodflame

Bond Level 4: 20% HP Amp, 20% DMG Amp. Can record 100000 Energy, DMG multiplier increases to 600% → 800%.
Bond Level 6: 30% HP Amp, 30% DMG Amp. Can record 240000 Energy, DMG multiplier increases to 900% → 1200%, and returns 30% of consumed Energy after action.
Bond Level 8: 40% HP Amp, 40% DMG Amp. Can record 600000 Energy, DMG multiplier increases to 1200% → 2000%, and returns 50% of consumed Energy after action.
Additional Effects
“Bloodflame Arena”: Records the HP lost by “Bloodflame” members. For every 10,000 HP lost, additionally grants “Bloodflame” members 1.5%. Takes action at 300 SPD. When acting, consume all recorded values to deal Physical DMG equal to 400%/600%/900%/1200% → 400%/800%/1200%/2000% plus 100%/200%/300%/400% base DMG to all enemies.
Debuff

Bond Level 2: 20% On/Off-Field Strength. Each stack deals 4% True DMG, “Afterburn” can be stacked up to 3 times.
Bond Level 4: 40% → 50% On/Off-Field Strength. Each stack deals 8% →12% True DMG.
Bond Level 6: 80% → 100% On/Off-Field Strength. Each stack deals 12% → 20% True DMG, max “Afterburn” stack increases to 5 stacks.
Bond Level 8: 180% → 250% On/Off-Field Strength. Each stack deals 24% → 40% True DMG.
DoT

Bond Level 2: 16% → 20% DOT Amp. “Super Excitation” triggers 2 time(s).
Bond Level 4: 36% → 50% DoT Amp. “Super Excitation” triggers 3 time(s). Increases base DMG multiplier to 400%. When a non-Boss enemy target is eliminated, additionally triggers “Super Excitation.”
Bond Level 6: 80% → 100% DoT Amp. “Super Excitation” triggers 4 time(s). Increases base DMG multiplier to 600%.
Skill Points

Bond Level 2: Gains 12% DMG Amp, 0% → 12% SPD Amp and increases max Skill Point by 2, with a chance to win Small Prizes.
Bond Level 4: Gains 24% DMG Amp, 0% → 24% SPD Amp and increases max Skill Point by 3, with a chance to win Medium Prizes and Big Prizes.
Bond Level 6: Gains 48% DMG Amp, 0% → 40% SPD Amp and increases max Skill Point by 4 with a chance to win 1 Special Prize when drawing, and better rewards are more likely to appear in the Rewards Pool.
Honkai Star Rail Currency Wars 3.8 Update – Equipment And Character Specific Changes
In addition to the different changes to Faction and School Bonds, equipment and characters in Currency Wars will also experience several changes to their numbers and mechanics:
Equipment Changes
– Firestorm Surge: After each attack by the wearer, their on-field/off-field strength increases by 5% → 8%. This effect is stackable.
– Lightning Boots: At the start of the wearer’s turn, SPD Amplification increases by 5% → 10%. (Unique)
– Bloodthirsty: After the wearer defeats 5 → 1 enemies, DMG Amplification increases by 25%.
– Decapitation Operation: Increases the wearer’s DMG dealt to Elite and Boss targets by 25% → 40% and boosts Weakness Break Efficiency by 25%.
5 Cost Characters Changes

– Archer:
At 3-Star, consecutive use of Skill 5 > 10
Magician Bond Effect
After Archer attacks, gains 1 Charge. Upon reaching 6 Charges, consumes 6 Charges to immediately materialize and grant 1 piece of matching temporary equipment to 2 → 3 random character(s) in the ally squad. This equipment disappears after combat.

– Topaz & Numby:
Numby deals Fire DMG equal to Topaz’s 720%/900%/3600% → 900%/1125%/4500% ATK to all enemies. When Numby deals DMG with this Skill, it is considered as a Follow-Up ATK. For each target hit, there is a 30% chance to obtain 1 Gold Coins. You can obtain up to 3 Gold Coins in this way per battle.

– Jing Yuan:
Summons “Lightning-Lord” at the start of battle. “Lightning-Lord” initially has 240/240/400 → 300/300/500 SPD and 5 Hits Per Action. When taking action, launches Follow-Up ATKs, with each hit dealing Lightning DMG equal to 150%/195%/750% → 200%/250%/1000% of Jing Yuan’s ATK to one random enemy, and deal Lightning DMG equal to 50% of the DMG dealt to the primary target to adjacent targets.
Increases “Lightning-Lord”’s SPD boosts by 30 → 50 for each Hits Per Action. “Lightning-Lord” immediately takes action after accumulating 15 Hits Per Action. After the action ends, its SPD and Hits Per Action return to their initial values.

– Firefly: Base DMG Amp 25% → 50%.
4 Cost Characters Changes

– Silver Wolf:
Deals Quantum DMG equal to 480%/600%/864% → 440%/550%/792% of Silver Wolf’s ATK to all enemies.

– Luocha:
Deploys a Zone at the start of combat that increases the ally squad’s DMG dealt by 20% → 30%.

– Lingsha:
Summons 1 “Fuyuans” when using Skill. Summons 2 “Fuyuans” when using Ultimate, up to a maximum of 3. “Fuyuan” has an initial SPD of 120/180/240 and an initial action count of 3 → 5.
When “Fuyuan” takes action, launches a Follow-Up ATK, dealing Fire DMG equal to 100%/125%/180% of Lingsha’s ATK to all enemies. Additionally deals Fire DMG equal to 100%/125%/180% of Lingsha’s ATK to one random enemy, with this DMG prioritizing targets that have both Toughness greater than 0 and Fire Weakness. Dispels 2 debuff(s) from all allies and restores HP equal to 18%/27%/36 → 24%/36%/48% of Lingsha’s ATK plus 360/540/720.

– Boothill:
Start combat with 1 stack(s) of “Pocket Trickshot.” When using Ultimate, additionally reduces the target’s Toughness by 20/30/40 → 20/40/60.
Inflicts Physical Weakness on one designated enemy target, lasting for 2 turn(s). Deals Physical DMG equal to 220% → 110% of Boothill’s ATK to one enemy and deals 2 additional instance(s) of DMG. Each additional instance deals Physical DMG equal to 50%/60%/70% → 60%/75%/100% of the original DMG multiplier and reduces Toughness equal to 50%/60%/70% → 60%/75%/100% of the original Toughness Reduction to one random enemy, prioritizing bouncing to enemy targets that haven’t been hit by this attack.
Enhanced Basic ATK cannot recover Skill Points and can only target the enemy target in “Standoff” as the primary target.
3 Cost Characters Changes

– Natasha:
Immediately restores HP equal to 10%/11%/12% → 12%/14%/18% of Natasha’s Max HP plus 200/220/240 → 240/280/360 to all on- field allies. Provides 1-3 “Gift(s)” to all targets: each stack increases DMG dealt by 10%/15%/20% → 20%/30%/40% for 2 turn(s), stacking up to 5 time(s), and restores HP equal to 5%/6%/8% → 6%/7%/9% of Natasha’s Max HP plus 100/120/160 → 120/140/180 when taking action.

– Dr.Ratio:
When using his Skill on an enemy target, Dr. Ratio has a 60%/120%/180% fixed chance of launching a Follow-Up ATK against his target 1 time, dealing Imaginary DMG equal to 480%/600%/864% → 400%/500%720% of Dr. Ratio’s ATK. For each debuff the target enemy has, the fixed chance of launching his Follow-Up ATK increases by 40%. The fixed chance can increase up to a limit of 180%/240%/300%. For every excess 100% chance to trigger, he can additionally unleash one more Follow-Up ATK. If the target enemy is defeated before the Follow-Up ATK triggers, the Follow-Up ATK will be directed at one random enemy instead.

– Anaxa:
Deals Wind DMG equal to 120%/150%/216% → 140%/175%/252% of Anaxa’s ATK and additionally deals 4 instance(s) of DMG. Each instance of DMG deals Wind DMG equal to 120%/150% / 216% → 140%/175%/252% of Anaxa’s ATK to one random enemy target, prioritizing Bouncing to enemy targets that have not been hit by this Skill.
When used, for each attackable enemy on the field, increases DMG dealt by this Skill by 20%.
2 Cost Characters Changes

– Dan Heng Heng Imbibitor Lunae:
When other ally targets consume Skill Points, Dan Heng Imbibitor Lunae has a 10%/14%/18% / 24% > 12%/18% / 24%/30% chance to gain “Squama Sacrosancta.” Dan Heng Imbibitor Lunae can use additional Skill Points to enhance his Basic ATK, and when using more than 3 points, the Enhanced Basic ATK will deal DMG to all enemies. Each additional Skill Point consumed increases this attack’s DMG multiplier to the primary target by 80%/120%/160%/200% → 90%/135%/180%/225%, and this attack’s DMG multiplier to other targets by 40%/60%/80%/100% → 45%/68%/90%/113%.

– Feixiao: Base DMG Amp 25% → 50%,
After this unit uses the Talent’s Follow-Up ATK, there is a 20% /25%/30%/35% → 25%/30%/35%/40% chance to perform 1 additional Follow-Up ATK on the enemy with the highest current HP. This effect cannot trigger again. Each time after performing the Talent’s Follow-Up ATK, permanently gains 1 stack of “Triumphant”, increasing Follow-Up ATK DMG by 3% → 6% per stack. A maximum of 8/40/40 → 40/40/40 stacks of “Triumphant” can be gained in each battle.

– Hyacine:
Deals Wind DMG to all enemies by an amount equal to 20%/24%/28%/32% → 10%/12%/14%/16% of the total tally of healing done by Hyacine and Little Ica plus 8%/9%/11%/12% → 4%/5%/6%/6% of healing from other ally squad targets in the current battle, and clears 50% of the tally of healing.
1 Cost Characters Changes

– Herta: Base DMG Amp 50% → 100%
When the enemy target’s current HP percentage is 50% or less, Herta launches a Follow-Up ATK, dealing Ice DMG equal to 70%/87%/126%/196% → 80%/100%/144%/224% of Herta’s ATK to all enemies. When an Elite Enemy’s current HP percentage drops to 25% and 75% or below, Herta will also launch a Follow-Up ATK

– Sampo:
Upon attacking an enemy target with maximum Wind Shear stacks, the target will immediately take additional Wind Shear DoT DMG equal to 40%/80%/160%/240% → 40%/100%/180%/260% of the original DMG after the attack.

– Moze:
After an on-field ally launches an attack, Moze will additionally deal 1 instance of Lightning Additional DMG equal to 30%/37%/54%/84% of his ATK and gains 1 Charge. At 10 Charges, Moze consumes 10 Charge(s) to launch a Follow-Up ATK at the enemy target with the highest HP, dealing Lightning DMG equal to 200%/250%/360%/560% → 360%/450%/648% /1008% of his ATK to the target and adjacent targets and increases their DMG taken by 25%/30%/35%/40% for 2 turns.

– Jade:
After using an attack while being marked as “Debt Collector,” Jade gains 1 Charge for each enemy target hit. When Charge reaches 8, consumes 8 Charge(s) to perform a Follow-Up ATK, dealing Quantum DMG equal to 200%/250%/360%/560% → 320%/400%/576%/896% of Jade’s ATK to all enemy targets.

– Rappa:
After an enemy’s Weakness is Broken, Rappa deals Break DMG to a random enemy 2 time(s), each instance equal to 50%/75%/100%/125% → 60%/100%/140%/180% of Rappa’s Imaginary Break DMG. This DMG ignores Weakness Type when reducing Toughness and reduces Toughness by 5.
Conclusion
And that was a complication of all of the changes coming to Currency Wars for Honkai Star Rail Version Update 3.8. Overall a lot of buffs and some minor nerfs to certain characters to help balance out the game even more, allowing players to have a better gameplay experience.
Don’t forget to get the best characters to clear Currency Wars quickly with the help of Enjoygm’s Discounted Honkai Star Rail Top Up Deals today!