Misha
★★★★

Misha Build

Misha is a 4★ Ice character on the Path of Destruction in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 29/02/2024 · v2.0· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Matsui Eriko Cat Protano Liu Zhixiao Bak Sin-hee (박신희)
Community usage · phase 4.4.2
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Misha — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Misha is a free Ice 4-star Destruction DPS, great for newer players who want a cheap Ice damage dealer. If you already own a modern 5-star DPS, you can safely skip him — his ceiling is outdated.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT Rate / CRIT DMG FeetSPD SphereIce DMG RopeATK%

Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD > Break Effect

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 1.5/5
Pure Fiction 2.5/5
Apocalyptic Shadow 1.5/5
Ice (Misha's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Misha is notably weaker in Memory of Chaos (only 1.5/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Misha?

Misha is a free Ice 4-star Destruction DPS, great for newer players who want a cheap Ice damage dealer. If you already own a modern 5-star DPS, you can safely skip him — his ceiling is outdated.

Pros
  • Free, easy to obtain and take to E6
  • Multi-hit AoE Ultimate shines in Pure Fiction
  • Built-in Freeze chance for light crowd control
Cons
  • Devours Skill Points at a brutal rate
  • Damage ceiling is power-crept by newer DPS
  • Ult-reliant with slow energy build-up

How to play

Spend Skill Points early to stack his Ultimate scaling, then fire the Ult once you hit 120 energy — the more SP you burned beforehand, the harder it hits and the higher the Freeze chance. Prioritize using the Ultimate whenever it is up.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Misha

Recommendation order by current meta — the first is strongest, the rest are alternatives in decreasing priority. (Not a simulated DPS %.)

No signature Light Cone yet? Use this instead
Don't have anything from the ranked list above? Under the Blue Sky (4★) is an easy-to-get pick that's still in Misha's good-build group.

Best Relics

BodyCRIT Rate / CRIT DMG
FeetSPD
SphereIce DMG
RopeATK%

Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD > Break Effect

Stat targets

SPD ~134 (120 minimum), ATK 2500-3000, CRIT ~65% / CRIT DMG ~130% (1:2 ratio). Ult needs 120 energy; a pure DPS build needs no EHR.

4

Teams

Best teammates to pair with

Best teams for Misha

Sparkle is his best friend since Misha is extremely SP-hungry — she generates SP, buffs CRIT DMG and advances his turns.

A modern shell pairs Sunday + Tribbie to amplify his Ult. The budget line uses Asta/Tingyun for SPD and ATK with Gallagher healing.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5

Eidolons

How far to invest, which milestones matter

E0 is playable. As a 4-star his copies are easy to farm: E2 (applies DEF reduction) and E6 (+30% Ult DMG, refunds 1 SP) are big power spikes, so aim for E6 if you can.

E1
Whimsicality of Fancy★★★★★
When using the Ultimate, for every enemy on the field, additionally increases the Hits Per Action for the current Ultimate by 1 hit(s), up to a maximum increase of 5 hit(s).
Adds up to 5 extra Ultimate hits based on enemy count, greatly boosting AoE damage and Freeze chances.
Misha's Eidolon×1 Misha's Eidolon
E2
Yearning of Youth★★★☆☆
Before each hit of the Ultimate lands, there is a 24% base chance of reducing the target's DEF by 16% for 3 turn(s).
Each Ultimate hit has a 24% chance to reduce target DEF by 16% for 3 turns, a modest team-wide damage aid with unreliable proc rate.
Misha's Eidolon×1 Misha's Eidolon
E3
Vestige of Happiness★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Ultimate and Basic ATK levels, giving minor numerical gains.
Misha's Eidolon×1 Misha's Eidolon
E4
Visage of Kinship★★★☆☆
Increases the DMG multiplier for each hit of the Ultimate by 6%.
Adds 6% DMG multiplier to each Ultimate hit, meaningfully raising total damage since the Ultimate strikes multiple times.
Misha's Eidolon×1 Misha's Eidolon
E5
Genesis of First Love★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Skill and Talent levels, giving minor numerical gains.
Misha's Eidolon×1 Misha's Eidolon
E6
Estrangement of Dream★★★★★
When using the Ultimate, increases own DMG by 30%, lasting until the end of the turn. In addition, the next time the Skill is used, recovers 1 Skill Point(s) for the team.
Using the Ultimate grants +30% own DMG until end of turn and refunds 1 team Skill Point, a major power spike plus resource support.
Misha's Eidolon×1 Misha's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Ultimate ★★★★★ The Ultimate is Misha's core damage source, dealing multiple hits with a chance to Freeze enemies.
Skill ★★★★☆ The Skill deals notable splash damage and grants an extra Hit to the next Ultimate.
Talent ★★☆☆☆ The Talent only passively adds Ultimate hits and restores Energy, so it deals no direct damage and is lower priority.
Basic ATK ★☆☆☆☆ The Basic ATK has a low damage multiplier and is only used when Skill Points are lacking, so it's always the lowest priority.
Trace priority: A6 > A2 > A4 Eidolon priority: E1 > E6 > E4 > E2 > E3 = E5

Skills

E—Excuse Me, Please!
Basic ATK Single Target Lv.10 +20 30

Deals Ice DMG equal to 140% of Misha's ATK to one designated enemy target.

LevelEffect
Lv.1 Deals Ice DMG equal to 50% of Misha's ATK to one designated enemy target.
Lv.2 Deals Ice DMG equal to 60% of Misha's ATK to one designated enemy target.
Lv.3 Deals Ice DMG equal to 70% of Misha's ATK to one designated enemy target.
Lv.4 Deals Ice DMG equal to 80% of Misha's ATK to one designated enemy target.
Lv.5 Deals Ice DMG equal to 90% of Misha's ATK to one designated enemy target.
Lv.6 Deals Ice DMG equal to 100% of Misha's ATK to one designated enemy target.
Lv.7 Deals Ice DMG equal to 110% of Misha's ATK to one designated enemy target.
Lv.8 Deals Ice DMG equal to 120% of Misha's ATK to one designated enemy target.
Lv.9 Deals Ice DMG equal to 130% of Misha's ATK to one designated enemy target.
Lv.10 (max) Deals Ice DMG equal to 140% of Misha's ATK to one designated enemy target.
R—Room Service!
Skill Blast Lv.15 +30 60

Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 250% of Misha's ATK to one designated enemy target, and Ice DMG equal to 100% of Misha's ATK to adjacent targets.

LevelEffect
Lv.1 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 100% of Misha's ATK to one designated enemy target, and Ice DMG equal to 40% of Misha's ATK to adjacent targets.
Lv.2 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 110% of Misha's ATK to one designated enemy target, and Ice DMG equal to 44% of Misha's ATK to adjacent targets.
Lv.3 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 120% of Misha's ATK to one designated enemy target, and Ice DMG equal to 48% of Misha's ATK to adjacent targets.
Lv.4 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 130% of Misha's ATK to one designated enemy target, and Ice DMG equal to 52% of Misha's ATK to adjacent targets.
Lv.5 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 140% of Misha's ATK to one designated enemy target, and Ice DMG equal to 56% of Misha's ATK to adjacent targets.
Lv.6 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 150% of Misha's ATK to one designated enemy target, and Ice DMG equal to 60% of Misha's ATK to adjacent targets.
Lv.7 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 163% of Misha's ATK to one designated enemy target, and Ice DMG equal to 65% of Misha's ATK to adjacent targets.
Lv.8 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 175% of Misha's ATK to one designated enemy target, and Ice DMG equal to 70% of Misha's ATK to adjacent targets.
Lv.9 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 188% of Misha's ATK to one designated enemy target, and Ice DMG equal to 75% of Misha's ATK to adjacent targets.
Lv.10 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 200% of Misha's ATK to one designated enemy target, and Ice DMG equal to 80% of Misha's ATK to adjacent targets.
Lv.11 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 210% of Misha's ATK to one designated enemy target, and Ice DMG equal to 84% of Misha's ATK to adjacent targets.
Lv.12 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 220% of Misha's ATK to one designated enemy target, and Ice DMG equal to 88% of Misha's ATK to adjacent targets.
Lv.13 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 230% of Misha's ATK to one designated enemy target, and Ice DMG equal to 92% of Misha's ATK to adjacent targets.
Lv.14 Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 240% of Misha's ATK to one designated enemy target, and Ice DMG equal to 96% of Misha's ATK to adjacent targets.
Lv.15 (max) Increases the Hits Per Action for Misha's next Ultimate by 1 hit(s). Deals Ice DMG equal to 250% of Misha's ATK to one designated enemy target, and Ice DMG equal to 100% of Misha's ATK to adjacent targets.
G—Gonna Be Late!
Ultimate Bounce Lv.15 +5 30 100

Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 72% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 72% of Misha's ATK to one random enemy. Just before each hit lands, there is a 24% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 36% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.

LevelEffect
Lv.1 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 36% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 36% of Misha's ATK to one random enemy. Just before each hit lands, there is a 12% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 18% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.2 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 38% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 38% of Misha's ATK to one random enemy. Just before each hit lands, there is a 12.8% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 19% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.3 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 41% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 41% of Misha's ATK to one random enemy. Just before each hit lands, there is a 13.6% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 20% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.4 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 43% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 43% of Misha's ATK to one random enemy. Just before each hit lands, there is a 14.4% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 22% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.5 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 46% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 46% of Misha's ATK to one random enemy. Just before each hit lands, there is a 15.2% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 23% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.6 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 48% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 48% of Misha's ATK to one random enemy. Just before each hit lands, there is a 16% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 24% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.7 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 51% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 51% of Misha's ATK to one random enemy. Just before each hit lands, there is a 17% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 26% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.8 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 54% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 54% of Misha's ATK to one random enemy. Just before each hit lands, there is a 18% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 27% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.9 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 57% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 57% of Misha's ATK to one random enemy. Just before each hit lands, there is a 19% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 28% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.10 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 60% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 60% of Misha's ATK to one random enemy. Just before each hit lands, there is a 20% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 30% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.11 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 62% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 62% of Misha's ATK to one random enemy. Just before each hit lands, there is a 20.8% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 31% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.12 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 65% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 65% of Misha's ATK to one random enemy. Just before each hit lands, there is a 21.6% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 32% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.13 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 67% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 67% of Misha's ATK to one random enemy. Just before each hit lands, there is a 22.4% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 34% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.14 Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 70% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 70% of Misha's ATK to one random enemy. Just before each hit lands, there is a 23.2% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 35% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Lv.15 (max) Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 72% of Misha's ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 72% of Misha's ATK to one random enemy. Just before each hit lands, there is a 24% base chance to Freeze the target, lasting for 1 turn. While Frozen, enemy targets cannot take any actions, and at the start of their turn, they receive Ice Additional DMG equal to 36% of Misha's ATK. This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Horological Escapement
Talent Enhance Lv.15

For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.5 Energy.

LevelEffect
Lv.1 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1 Energy.
Lv.2 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.1 Energy.
Lv.3 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.2 Energy.
Lv.4 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.3 Energy.
Lv.5 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.4 Energy.
Lv.6 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.5 Energy.
Lv.7 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.6 Energy.
Lv.8 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.8 Energy.
Lv.9 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 1.9 Energy.
Lv.10 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2 Energy.
Lv.11 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.1 Energy.
Lv.12 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.2 Energy.
Lv.13 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.3 Energy.
Lv.14 For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.4 Energy.
Lv.15 (max) For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.5 Energy.
Attack
30

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Wait, You Are So Beautiful!
Technique Impair

After using the Technique, creates a Special Dimension that lasts for 15 seconds. Enemies caught in the Special Dimension are inflicted with Dream Prison and stop all their actions. Upon entering battle against enemies afflicted with Dream Prison, increases the Hits Per Action for Misha's next Ultimate by 2 hit(s). Only 1 Dimension Effect created by allies can exist at the same time.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Release

Before the Ultimate's first hit, increases the base chance of Freezing the target by 80%.

A4
Interlock

When using the Ultimate, increases the Effect Hit Rate by 60%, lasting until the end of the current Ultimate's action.

A6
Transmission

When dealing DMG to Frozen enemies, increases CRIT DMG by 30%.

Weakness Break

How much Toughness each of Misha's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
E—Excuse Me, Please!Basic ATK30
R—Room Service!Skill60
G—Gonna Be Late!Ultimate30
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Misha breaks 120 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 2
Elite 360 12 6
Elite Boss 540 18 9
Boss 540 18 9

119/231 enemies in our bestiary are weak to Ice — Misha's own element. View the Bestiary → · View Ice-weak enemies →

7

Stats & Materials

Base stats at Lv.80 and what to farm

Nurture Priority Order

When resources are limited, spend them in this order
1. Character Level 2. Light Cone Level 3. Traces 4. Relics

Level 80 stats

HP
1,270
#22 of 90
ATK
600
#53 of 90
DEF
397
#77 of 90
SPD
96
#78 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Misha FAQ

What is the best Light Cone for Misha?

The best Light Cone for Misha is On the Fall of an Aeon (top pick). See F2P options in the Light Cones section above.

Is Misha worth pulling?

Misha is a free Ice 4-star Destruction DPS, great for newer players who want a cheap Ice damage dealer. If you already own a modern 5-star DPS, you can safely skip him — his ceiling is outdated.

What is the best team for Misha?

Sparkle is his best friend since Misha is extremely SP-hungry — she generates SP, buffs CRIT DMG and advances his turns. A modern shell pairs Sunday + Tribbie to amplify his Ult. The budget line uses Asta/Tingyun for SPD and ATK with Gallagher healing.

How much Energy does Misha's Ultimate cost?

Misha's Ultimate costs 100 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Misha need to reach max Ascension?

See the full Ascension Materials list above, pulled directly from the latest game data.

Matching Light Cones

Path of Destruction — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.

Related Characters

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