Mydei Build
Mydei is a 5★ Imaginary 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.
Voice Actors
| JP | EN | CN | KR |
|---|---|---|---|
| Azakami Yohei | Gabriel Warburton | Zhao Chengchen | Ahn Hyo-min (안효민) |
Active codes (10)
Redeem codes →STARRAILGIFT
4TKSX77Y58QK
If you want a self-healing, nearly unkillable single-target carry that plays itself, Mydei is a fantastic pull. Players who mainly need AoE clears (Pure Fiction) can comfortably skip.
30-second build
Sub-stat priority: HP% > CRIT DMG > CRIT Rate > SPD
Eidolons
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Mydei's Eidolon
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Mydei's Eidolon
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Mydei's Eidolon
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Mydei's Eidolon
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Mydei's Eidolon
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Mydei's Eidolon
Skills & Traces
Skill Leveling Priority
Skills
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Deals Imaginary DMG equal to 70% of Mydei's Max HP to one designated enemy.
| Level | Effect |
|---|---|
| Lv.1 | Deals Imaginary DMG equal to 25% of Mydei's Max HP to one designated enemy. |
| Lv.2 | Deals Imaginary DMG equal to 30% of Mydei's Max HP to one designated enemy. |
| Lv.3 | Deals Imaginary DMG equal to 35% of Mydei's Max HP to one designated enemy. |
| Lv.4 | Deals Imaginary DMG equal to 40% of Mydei's Max HP to one designated enemy. |
| Lv.5 | Deals Imaginary DMG equal to 45% of Mydei's Max HP to one designated enemy. |
| Lv.6 | Deals Imaginary DMG equal to 50% of Mydei's Max HP to one designated enemy. |
| Lv.7 | Deals Imaginary DMG equal to 55% of Mydei's Max HP to one designated enemy. |
| Lv.8 | Deals Imaginary DMG equal to 60% of Mydei's Max HP to one designated enemy. |
| Lv.9 | Deals Imaginary DMG equal to 65% of Mydei's Max HP to one designated enemy. |
| Lv.10 (max) | Deals Imaginary DMG equal to 70% of Mydei's Max HP to one designated enemy. |
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Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 113% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 63% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1.
| Level | Effect |
|---|---|
| Lv.1 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 45% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 25% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.2 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 50% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 28% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.3 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 54% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 30% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.4 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 59% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 33% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.5 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 63% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 35% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.6 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 68% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 38% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.7 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 73% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 41% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.8 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 79% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 44% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.9 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 84% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 47% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.10 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 90% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 50% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.11 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 95% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 53% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.12 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 99% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 55% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.13 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 103% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 57% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.14 | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 108% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 60% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
| Lv.15 (max) | Consumes HP by an amount equal to 50% of Mydei's current HP. Deals Imaginary DMG equal to 113% of Mydei's Max HP to one designated enemy and Imaginary DMG equal to 63% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. |
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Restores HP by 22.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 192% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 120% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target.
| Level | Effect |
|---|---|
| Lv.1 | Restores HP by 15% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 96% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 60% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.2 | Restores HP by 15.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 102% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 64% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.3 | Restores HP by 16% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 109% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 68% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.4 | Restores HP by 16.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 115% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 72% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.5 | Restores HP by 17% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 122% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 76% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.6 | Restores HP by 17.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 128% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 80% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.7 | Restores HP by 18.1% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 136% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 85% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.8 | Restores HP by 18.8% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 144% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 90% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.9 | Restores HP by 19.4% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 152% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 95% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.10 | Restores HP by 20% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 160% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 100% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.11 | Restores HP by 20.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 166% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 104% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.12 | Restores HP by 21% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 173% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 108% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.13 | Restores HP by 21.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 179% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 112% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.14 | Restores HP by 22% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 186% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 116% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
| Lv.15 (max) | Restores HP by 22.5% of Mydei's Max HP and accumulates 20 Talent's Charge point(s). Deals Imaginary DMG equal to 192% of Mydei's Max HP to one designated enemy, and deals Imaginary DMG equal to 120% of Mydei's Max HP to adjacent targets. Additionally, Taunts the target and targets adjacent to it, lasting for 2 turn(s). The next use of "Godslayer Be God" prioritizes attacking one designated enemy, and this effect only works on the latest target. |
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For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 30% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP.
| Level | Effect |
|---|---|
| Lv.1 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 15% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.2 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 16% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.3 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 17% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.4 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 18% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.5 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 19% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.6 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 20% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.7 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 21% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.8 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 23% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.9 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 24% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.10 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 25% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.11 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 26% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.12 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 27% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.13 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 28% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.14 | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 29% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
| Lv.15 (max) | For each 1% of HP lost, accumulates 1 point of Charge (up to 200 points). When Charge reaches 100, consumes 100 points of Charge to enter the "Vendetta" state, restores HP equal to 30% of Mydei's Max HP, and advances action by 100%. While the "Vendetta" state is active, Max HP increases by 50% of the current Max HP and DEF remains at 0. At the start of this unit's turn, automatically uses "Kingslayer Be King." When Charge reaches 150 points during the "Vendetta" state, Mydei immediately gains 1 extra turn and automatically uses "Godslayer Be God." When receiving a killing blow during the "Vendetta" state, Mydei will not be knocked down, but will clear his Charge, exits the "Vendetta" state, and restores HP by 50% of his Max HP. |
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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After using Technique, pulls in enemies within a certain area and inflicts Daze on them for 10 second(s). Dazed enemies will not actively attack ally targets. If actively attacking Dazed enemies, when entering battle, deals Imaginary DMG equal to 80% of Mydei's Max HP to all enemies, and Taunts the targets, lasting for 1 turn(s). This unit accumulates 50 point(s) of Talent's Charge.
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Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 138% of Mydei's Max HP to one enemy and Imaginary DMG equal to 83% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used.
| Level | Effect |
|---|---|
| Lv.1 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 55% of Mydei's Max HP to one enemy and Imaginary DMG equal to 33% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.2 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 61% of Mydei's Max HP to one enemy and Imaginary DMG equal to 36% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.3 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 66% of Mydei's Max HP to one enemy and Imaginary DMG equal to 40% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.4 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 72% of Mydei's Max HP to one enemy and Imaginary DMG equal to 43% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.5 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 77% of Mydei's Max HP to one enemy and Imaginary DMG equal to 46% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.6 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 83% of Mydei's Max HP to one enemy and Imaginary DMG equal to 50% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.7 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 89% of Mydei's Max HP to one enemy and Imaginary DMG equal to 54% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.8 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 96% of Mydei's Max HP to one enemy and Imaginary DMG equal to 58% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.9 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 103% of Mydei's Max HP to one enemy and Imaginary DMG equal to 62% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.10 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 110% of Mydei's Max HP to one enemy and Imaginary DMG equal to 66% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.11 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 116% of Mydei's Max HP to one enemy and Imaginary DMG equal to 69% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.12 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 121% of Mydei's Max HP to one enemy and Imaginary DMG equal to 73% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.13 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 126% of Mydei's Max HP to one enemy and Imaginary DMG equal to 76% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.14 | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 132% of Mydei's Max HP to one enemy and Imaginary DMG equal to 79% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
| Lv.15 (max) | Consumes HP by an amount equal to 35% of Mydei's current HP. Deals Imaginary DMG equal to 138% of Mydei's Max HP to one enemy and Imaginary DMG equal to 83% of Mydei's Max HP to adjacent targets. If the current HP is not sufficient, using Skill reduces Mydei's current HP to 1. This ability will be automatically used. |
▾
Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 350% of Mydei's Max HP to one enemy and Imaginary DMG equal to 210% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated.
| Level | Effect |
|---|---|
| Lv.1 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 140% of Mydei's Max HP to one enemy and Imaginary DMG equal to 84% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.2 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 154% of Mydei's Max HP to one enemy and Imaginary DMG equal to 92% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.3 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 168% of Mydei's Max HP to one enemy and Imaginary DMG equal to 101% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.4 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 182% of Mydei's Max HP to one enemy and Imaginary DMG equal to 109% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.5 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 196% of Mydei's Max HP to one enemy and Imaginary DMG equal to 118% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.6 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 210% of Mydei's Max HP to one enemy and Imaginary DMG equal to 126% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.7 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 228% of Mydei's Max HP to one enemy and Imaginary DMG equal to 137% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.8 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 245% of Mydei's Max HP to one enemy and Imaginary DMG equal to 147% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.9 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 263% of Mydei's Max HP to one enemy and Imaginary DMG equal to 158% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.10 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 280% of Mydei's Max HP to one enemy and Imaginary DMG equal to 168% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.11 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 294% of Mydei's Max HP to one enemy and Imaginary DMG equal to 176% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.12 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 308% of Mydei's Max HP to one enemy and Imaginary DMG equal to 185% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.13 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 322% of Mydei's Max HP to one enemy and Imaginary DMG equal to 193% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.14 | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 336% of Mydei's Max HP to one enemy and Imaginary DMG equal to 202% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
| Lv.15 (max) | Consumes 150 point(s) of Charge. Deals Imaginary DMG equal to 350% of Mydei's Max HP to one enemy and Imaginary DMG equal to 210% of Mydei's Max HP to adjacent targets. This ability will be automatically used. While this ability is in use, Charge cannot be accumulated. |
Major Traces
During the "Vendetta" state, Mydei will not exit the "Vendetta" state when receiving a killing blow. This effect can trigger 3 time(s) per battle.
While in the "Vendetta" state, Mydei is immune to Crowd Control debuffs.
When battle starts, if Mydei's Max HP exceeds 4000, for every 100 excess HP, Mydei's CRIT Rate increases by 1.2%, his Charge ratio from enemy targets' DMG increases by 2.5%, and his HP restored when receiving healing increases by 0.75%. Up to 4000 excess HP can be taken into account for this effect.
Trace Bonuses
Weakness Break
| Skill | Move type | Toughness reduced |
|---|---|---|
| Vow of Voyage | Basic ATK | 30 |
| Deaths are Legion, Regrets are None | Skill | 60 |
| Throne of Bones | Ultimate | 60 |
| Attack | Overworld Attack | 30 |
| Kingslayer Be King | Skill | 60 |
| Godslayer Be God | Skill | 90 |
One full combo (Basic ATK + Skill + Ultimate) from Mydei breaks 300 Toughness in total.
Hits needed to break an enemy
| Enemy rank | Toughness (median) | Basic ATK hits | Skill casts |
|---|---|---|---|
| Minion | 120 | 4 | 1 |
| Elite | 360 | 12 | 2 |
| Elite Boss | 540 | 18 | 3 |
| Boss | 540 | 18 | 3 |
134/231 enemies in our bestiary are weak to Imaginary — Mydei's own element. View the Bestiary → · View Imaginary-weak enemies →
Stats & Materials
Nurture Priority Order
Level 80 stats
Ascension Materials
Mydei FAQ
What is the best Light Cone for Mydei?
The best Light Cone for Mydei is Flame of Blood, Blaze My Path (top pick). See F2P options in the Light Cones section above.
Is Mydei worth pulling?
If you want a self-healing, nearly unkillable single-target carry that plays itself, Mydei is a fantastic pull. Players who mainly need AoE clears (Pure Fiction) can comfortably skip.
What is the best team for Mydei?
Standard: Mydei + Sunday + Tribbie + Luocha (action advance, DMG buffs, healing to fuel his HP drain). New meta: Mydei + Cerydra + Tribbie + Hyacine (Cerydra buffs Skill DMG, Hyacine sustains and raises HP). F2P: Mydei + Remembrance Trailblazer + Pela + Gallagher (CRIT DMG buff, DEF shred, sustain).
How much Energy does Mydei's Ultimate cost?
Mydei's Ultimate costs 160 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.
What materials does Mydei need to reach max Ascension?
See the full Ascension Materials list above, pulled directly from the latest game data.
Matching Light Cones
5★
5★
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5★
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3★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.



























