Natasha
★★★★

Natasha Build

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

Released: 26/04/2023 · v1.0· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Uchiyama Yumi Elizabeth Maxwell Qin Ziyi Gang Eun-ae (강은애)
Community usage · phase 4.4.2
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Natasha — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Natasha is the free, guaranteed early-game healer everyone gets, perfect for new players who just need reliable sustain. If you already own Luocha, Huohuo, Aventurine or Gallagher, you can safely skip her, she only heals and brings no buffs.

1

30-second build

In a hurry? This box is all you need — details below
BodyOutgoing Healing Boost FeetSPD SphereHP% RopeEnergy Regeneration Rate

Sub-stat priority: SPD > HP% > Outgoing Healing > Effect RES

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 2.5/5
Pure Fiction 2/5
Apocalyptic Shadow 2.5/5
Physical (Natasha's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Natasha is notably weaker in Pure Fiction (only 2/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Natasha?

Natasha is the free, guaranteed early-game healer everyone gets, perfect for new players who just need reliable sustain. If you already own Luocha, Huohuo, Aventurine or Gallagher, you can safely skip her, she only heals and brings no buffs.

Pros
  • Free and available very early
  • Reliable healing plus debuff cleanse
  • Easy to reach E6 as a 4-star
  • Flexible, fits almost any team
Cons
  • Pure healer, no buffs or damage
  • Power-crept by newer 5-star sustains
  • Single-target healing, weak AoE
  • Underwhelming in Pure Fiction

How to play

Open with her Ultimate for a team-wide heal plus one debuff cleanse, then mostly spam Skill to single-target heal your tankiest unit, and Basic ATK to build energy. Her outgoing healing spikes when an ally drops below 30% HP, so low-HP moments are covered.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Natasha

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? Post-Op Conversation (4★) is an easy-to-get pick that's still in Natasha's good-build group.

Best Relics

BodyOutgoing Healing Boost
FeetSPD
SphereHP%
RopeEnergy Regeneration Rate

Sub-stat priority: SPD > HP% > Outgoing Healing > Effect RES

Stat targets

Aim for SPD 134-135 (clears the 120 threshold for Fleet of the Ageless and grants extra turns), HP around 4000-5000, and high Energy Regen from the rope. Running Broken Keel instead needs ~30% Effect Hit Rate.

4

Teams

Best teammates to pair with

Best teams for Natasha

She slots into any team needing a sustain. Clara and DHIL love her steady healing since they take hits often, and burst teams like Seele feel safe with her backstop.

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 fully functional. Being a 4-star, her Eidolons accrue naturally over time toward E6 for free; E1 (auto-heal at low HP) and E2 (Skill cleanse) are the most convenient breakpoints.

E1
Pharmacology Expertise★★★☆☆
After being attacked, if the current HP percentage is 30% or lower, heals self for 1 time to restore HP by an amount equal to 15% of Max HP plus 400. This effect can only be triggered 1 time per battle.
A one-time self-heal when HP drops to 30% or lower adds a safety net but only triggers once per battle.
Natasha's Eidolon×1 Natasha's Eidolon
E2
Clinical Research★★★☆☆
When Natasha uses her Ultimate, grant continuous healing for 1 turn(s) to allies whose HP percentage is at 30% or lower. And at the beginning of their turn, their HP is restored by an amount equal to 6% of Natasha's Max HP plus 160.
Ultimate grants continuous healing to low-HP allies, synergizing with the Talent's healing boost, though it only lasts 1 turn.
Natasha's Eidolon×1 Natasha's Eidolon
E3
The Right Cure★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only levels up Skill and Basic ATK with no new effect, so the power gain is minimal.
Natasha's Eidolon×1 Natasha's Eidolon
E4
Miracle Cure★★☆☆☆
After being attacked, regenerates 5 extra Energy.
Regenerating extra Energy after being attacked speeds up her Ultimate but is a minor utility that doesn't add direct power.
Natasha's Eidolon×1 Natasha's Eidolon
E5
Preventive Treatment★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only levels up Ultimate and Talent with no new effect, contributing little extra power.
Natasha's Eidolon×1 Natasha's Eidolon
E6
Doctor's Grace★★★★★
Natasha's Basic ATK additionally deals Physical DMG equal to 40% of her Max HP.
Basic ATK dealing additional Physical DMG equal to 40% of Max HP is a huge power spike that turns Natasha into a meaningful damage source.
Natasha's Eidolon×1 Natasha's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Skill ★★★★★ Skill is the main healing tool used almost every turn and carries a heal-over-time effect, so it should be leveled first.
Ultimate ★★★★☆ The Ultimate provides a large AoE heal for the whole team, making it the second priority for team-saving power.
Talent ★★★☆☆ Talent boosts healing output when allies are low on HP, supporting the Skill and Ultimate, so it ranks below the two main abilities.
Basic ATK ★☆☆☆☆ Basic ATK deals minor damage and is unrelated to the healing role, so it stays the lowest priority as usual.
Trace priority: A6 = A4 > A2 Eidolon priority: E2 > E1 > E4 > E6 > E3 = E5

Skills

Behind the Kindness
Basic ATK Single Target Lv.10 +20 30

Deals Physical DMG equal to 140% of Natasha's ATK to one designated enemy.

LevelEffect
Lv.1 Deals Physical DMG equal to 50% of Natasha's ATK to one designated enemy.
Lv.2 Deals Physical DMG equal to 60% of Natasha's ATK to one designated enemy.
Lv.3 Deals Physical DMG equal to 70% of Natasha's ATK to one designated enemy.
Lv.4 Deals Physical DMG equal to 80% of Natasha's ATK to one designated enemy.
Lv.5 Deals Physical DMG equal to 90% of Natasha's ATK to one designated enemy.
Lv.6 Deals Physical DMG equal to 100% of Natasha's ATK to one designated enemy.
Lv.7 Deals Physical DMG equal to 110% of Natasha's ATK to one designated enemy.
Lv.8 Deals Physical DMG equal to 120% of Natasha's ATK to one designated enemy.
Lv.9 Deals Physical DMG equal to 130% of Natasha's ATK to one designated enemy.
Lv.10 (max) Deals Physical DMG equal to 140% of Natasha's ATK to one designated enemy.
Love, Heal, and Choose
Skill Restore Lv.15 +30

Restores a single ally for 12.3% of Natasha's Max HP plus 359. Restores the ally for another 8.4% of Natasha's Max HP plus 246 at the beginning of each turn for 2 turn(s).

LevelEffect
Lv.1 Restores a single ally for 7% of Natasha's Max HP plus 70. Restores the ally for another 4.8% of Natasha's Max HP plus 48 at the beginning of each turn for 2 turn(s).
Lv.2 Restores a single ally for 7.4% of Natasha's Max HP plus 112. Restores the ally for another 5.1% of Natasha's Max HP plus 77 at the beginning of each turn for 2 turn(s).
Lv.3 Restores a single ally for 7.9% of Natasha's Max HP plus 144. Restores the ally for another 5.4% of Natasha's Max HP plus 98 at the beginning of each turn for 2 turn(s).
Lv.4 Restores a single ally for 8.3% of Natasha's Max HP plus 175. Restores the ally for another 5.7% of Natasha's Max HP plus 120 at the beginning of each turn for 2 turn(s).
Lv.5 Restores a single ally for 8.8% of Natasha's Max HP plus 196. Restores the ally for another 6% of Natasha's Max HP plus 134 at the beginning of each turn for 2 turn(s).
Lv.6 Restores a single ally for 9.1% of Natasha's Max HP plus 217. Restores the ally for another 6.2% of Natasha's Max HP plus 149 at the beginning of each turn for 2 turn(s).
Lv.7 Restores a single ally for 9.5% of Natasha's Max HP plus 233. Restores the ally for another 6.5% of Natasha's Max HP plus 160 at the beginning of each turn for 2 turn(s).
Lv.8 Restores a single ally for 9.8% of Natasha's Max HP plus 249. Restores the ally for another 6.7% of Natasha's Max HP plus 170 at the beginning of each turn for 2 turn(s).
Lv.9 Restores a single ally for 10.2% of Natasha's Max HP plus 264. Restores the ally for another 7% of Natasha's Max HP plus 181 at the beginning of each turn for 2 turn(s).
Lv.10 Restores a single ally for 10.5% of Natasha's Max HP plus 280. Restores the ally for another 7.2% of Natasha's Max HP plus 192 at the beginning of each turn for 2 turn(s).
Lv.11 Restores a single ally for 10.9% of Natasha's Max HP plus 296. Restores the ally for another 7.4% of Natasha's Max HP plus 203 at the beginning of each turn for 2 turn(s).
Lv.12 Restores a single ally for 11.2% of Natasha's Max HP plus 312. Restores the ally for another 7.7% of Natasha's Max HP plus 214 at the beginning of each turn for 2 turn(s).
Lv.13 Restores a single ally for 11.6% of Natasha's Max HP plus 327. Restores the ally for another 7.9% of Natasha's Max HP plus 224 at the beginning of each turn for 2 turn(s).
Lv.14 Restores a single ally for 11.9% of Natasha's Max HP plus 343. Restores the ally for another 8.2% of Natasha's Max HP plus 235 at the beginning of each turn for 2 turn(s).
Lv.15 (max) Restores a single ally for 12.3% of Natasha's Max HP plus 359. Restores the ally for another 8.4% of Natasha's Max HP plus 246 at the beginning of each turn for 2 turn(s).
Gift of Rebirth
Ultimate Restore Lv.15 +5 90

Heals all allies for 16.1% of Natasha's Max HP plus 472.

LevelEffect
Lv.1 Heals all allies for 9.2% of Natasha's Max HP plus 92.
Lv.2 Heals all allies for 9.8% of Natasha's Max HP plus 147.
Lv.3 Heals all allies for 10.4% of Natasha's Max HP plus 189.
Lv.4 Heals all allies for 10.9% of Natasha's Max HP plus 230.
Lv.5 Heals all allies for 11.5% of Natasha's Max HP plus 258.
Lv.6 Heals all allies for 12% of Natasha's Max HP plus 285.
Lv.7 Heals all allies for 12.4% of Natasha's Max HP plus 306.
Lv.8 Heals all allies for 12.9% of Natasha's Max HP plus 327.
Lv.9 Heals all allies for 13.3% of Natasha's Max HP plus 347.
Lv.10 Heals all allies for 13.8% of Natasha's Max HP plus 368.
Lv.11 Heals all allies for 14.3% of Natasha's Max HP plus 389.
Lv.12 Heals all allies for 14.7% of Natasha's Max HP plus 409.
Lv.13 Heals all allies for 15.2% of Natasha's Max HP plus 430.
Lv.14 Heals all allies for 15.6% of Natasha's Max HP plus 451.
Lv.15 (max) Heals all allies for 16.1% of Natasha's Max HP plus 472.
Innervation
Talent Enhance Lv.15

When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 63%. This effect also works on continuous healing.

LevelEffect
Lv.1 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 25%. This effect also works on continuous healing.
Lv.2 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 28%. This effect also works on continuous healing.
Lv.3 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 30%. This effect also works on continuous healing.
Lv.4 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 33%. This effect also works on continuous healing.
Lv.5 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 35%. This effect also works on continuous healing.
Lv.6 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 38%. This effect also works on continuous healing.
Lv.7 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 41%. This effect also works on continuous healing.
Lv.8 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 44%. This effect also works on continuous healing.
Lv.9 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 47%. This effect also works on continuous healing.
Lv.10 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 50%. This effect also works on continuous healing.
Lv.11 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 53%. This effect also works on continuous healing.
Lv.12 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 55%. This effect also works on continuous healing.
Lv.13 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 57%. This effect also works on continuous healing.
Lv.14 When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 60%. This effect also works on continuous healing.
Lv.15 (max) When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 63%. This effect also works on continuous healing.
Attack
30

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

Hypnosis Research
Technique 60

Immediately attacks the enemy. After entering battle, deals Physical DMG equal to 80% of Natasha's ATK to a random enemy, with a 100% base chance to Weaken all enemies. While Weakened, enemies deal 30% less DMG to allies for 1 turn(s).

Major Traces

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

When using Skill, dispels 1 debuff(s) from one designated ally.

A4
Healer

Natasha's Outgoing Healing increases by 10%.

A6
Recuperation

Increases the duration of Skill's continuous healing effect for 1 turn(s).

Trace Bonuses

Total stats gained from unlocking the full trace tree
+28%HP
+18%Effect RES
+12.5%DEF

Weakness Break

How much Toughness each of Natasha's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Behind the KindnessBasic ATK30
AttackOverworld Attack30
Hypnosis ResearchTechnique60

One full combo (Basic ATK + Skill + Ultimate) from Natasha breaks 30 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 this move deals no Toughness reduction
Elite 360 12 this move deals no Toughness reduction
Elite Boss 540 18 this move deals no Toughness reduction
Boss 540 18 this move deals no Toughness reduction

122/231 enemies in our bestiary are weak to Physical — Natasha's own element. View the Bestiary → · View Physical-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
1,164
#37 of 90
ATK
476
#81 of 90
DEF
507
#31 of 90
SPD
98
#64 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Natasha FAQ

What is the best Light Cone for Natasha?

The best Light Cone for Natasha is Time Waits for No One (top pick). See F2P options in the Light Cones section above.

Is Natasha worth pulling?

Natasha is the free, guaranteed early-game healer everyone gets, perfect for new players who just need reliable sustain. If you already own Luocha, Huohuo, Aventurine or Gallagher, you can safely skip her, she only heals and brings no buffs.

What is the best team for Natasha?

She slots into any team needing a sustain. Clara and DHIL love her steady healing since they take hits often, and burst teams like Seele feel safe with her backstop.

How much Energy does Natasha's Ultimate cost?

Natasha's Ultimate costs 90 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Natasha need to reach max Ascension?

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

Matching Light Cones

Path of Abundance — 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.

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