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.
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.
Sub-stat priority: HP% > CRIT DMG > CRIT Rate > SPD
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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.
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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.
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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.
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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.
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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.
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.
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).
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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.























