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.
This character is currently below the community usage threshold (too few endgame users this phase) — stats will appear automatically once there is enough data.
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 If you already own a modern 5-star DPS, you can safely skip him — his ceiling is outdated.
Sub-stat priority: CRIT Rate / CRIT DMG > ATK% > SPD > Break Effect
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Deals Ice DMG equal to 140% of Misha's ATK to one designated enemy target.
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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.
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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.
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For every 1 Skill Point allies consume, Misha's next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.5 Energy.
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Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.
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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.
Before the Ultimate's first hit, increases the base chance of Freezing the target by 80%.
When using the Ultimate, increases the Effect Hit Rate by 60%, lasting until the end of the current Ultimate's action.
When dealing DMG to Frozen enemies, increases CRIT DMG by 30%.
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.
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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.
























