MiaBuild and Guide

Character
Introduction

Mia is a SSR character from the
Reason
Reason element who is part of the Union faction. The character is also known by the Spirit Water title.

To learn more about Mia check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Mia check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Teams

Profile

Stats (Lvl 50)

All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.

HP
HP

20869

14895 + 5974

DEF
DEF

905

686 + 219

ATK
ATK

948

657 + 291

SPD
SPD

136

121 + 15

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

32%

0% + 32%

Effect RES
Effect RES

0%

0% + 0%

Skills

Mia skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!

Skill 1

Hydro Assistant

Cooldown: 0

Tags: Shield, DMG Reduction

Mia summons a water form; deals 240% damage to a single enemy and applying a 2-turn [Shield] equal to 10% of her Max HP to the ally with the lowest HP.

Chromatic Blessing: For every 1 buff(s) an Animus has, They gain 5% DMG Reduction, stacking up to 8 time(s).

Level 2: Increases damage multiplier to 220%.

Level 3: Increases Shield to 10% of Max HP.

Level 4: Increases damage multiplier to 240%.

Level 5: DMG Reduction from Chromatic Blessing increases to 5%.

[Shield]: Absorbs an equal amount of damage.

Skill 2

Cascade

Cooldown: 4

Tags: Dispel, AoE, Turn Meter-

Mia manipulates the simulated water; deals 2 hit(s)of 140% damage to all enemies. Each segment has a 50% chance to dispel 1 buffs from the target and a 75% chance to push back the target's Turn Meter by 15%.

Level 2: Increases damage multiplier to 130%.

Level 3: Increases the chance of dispelling buffs to 50%.

Level 4: Increases damage multiplier to 140%.

Level 5: Reduces Skill CD by 1 turn(s).

Skill 3

Sunny Sky

Cooldown: 4

Tags: AoE Heal, CD Reduction

After the rain comes sunshine! In a good mood, Mia Heals all allies for 30% of her maximum HP, reduces all allies’ Animus and Shell skill CD by 1 turn, extends all buffs by 1 turn, and shortens all Debuffs by 1 turn (except control effects).

Level 2: Increases healing effect to 26% of self Max HP.

Level 3: Increases healing effect to 28% of self Max HP.

Level 4: Increases healing effect to 30% of self Max HP.

Level 5: Reduces Skill CD by 1 turn(s).

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Healing Done +10%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect ACC +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T0.5

Generic PVE

T0.5

Aurora

T5

DokiDoki

T0

Terrormaton

T2

Union Boss + Phantom

T0.5

PVP

Review

Mia has many useful abilities as a healer, making her highly versatile for all types of content. 

Her S1 not only applies a shield to the lowest HP ally every time she uses the ability (even from counterattacks), but the passive part of the skill grants damage reduction to each Animus in the team based on the number of buffs active on them. This effect is calculated separately for each Animus, reaching up to 40% if your Animus has 8 buffs on them.

While her heal may be lower than some others, her S3 also reduces allies’ skill cooldown, extends buffs by 1 turn and even shortens allies’ debuffs by 1 turn. The heal is also based off of her max HP, making her heals extremely potent on lower HP Animus. This can vary on a case-by-case basis, but this aspect of her kit is more often to her team’s advantage. Her skill 2 can lower enemies’ turn meter by up to 30% while dispelling up to 2 of each enemies’ buffs, being very annoying in a PVP setting. When allies have 8 buffs in total, her [Rainbow Blessing] buff goes all the way to 40% DMG Reduction, which further improves her tankyness while doing decent heals through her ultimate. While she does have sustain, it can be argued a lot of her value comes from her other utility.

Mia works best with units who want to spam their skills, like Heinrich. In teams with many buffers like Freya, Rosa, Tsukiyo Mi or Lily, she can prove herself useful to extend the buff duration. However, her kit becomes rather useless when the enemies have debuff immunity, or if [Block] is applied by Heinrich.

Pros & Cons
Pros

  • Has a lot of utility packed into her kit,

  • Massive damage reduction buff that affects the whole party (requires buffs),

  • Heals based on her own Max HP, making her a great partner for teams with 'squishier' characters, as she can top them up easily with one heal.

Cons

  • Heals are a bit lacking so if a fight has the enemy doing a lot of damage, she may have trouble with keeping the team alive.

Build

Early Game Builds

For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:

Best Build

The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.

Best Shells

1

After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.

Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.

The go-to Shell for any healer that allows them to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Cure [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
    Matrix
    Evolguard [6/6]
    >

You can use

Black Flag
Black Flag
as a good alternative early on instead of Jackal Guard - it also provides SPD+ buff and turn meter advance. Basically, it's the same shell, but lower rarity and weaker. Use the following module combination with it:

  • 12 set:
    Matrix
    Swiftrush [12/12]
  • 8 set:
    Matrix
    Bramble [8/8]
  • 6 set: None - early one you can't use an Inferno set.

2

Each time the owner Animus heals, stores 35% of the healing and 70% of the excess healing. Before the owner takes action, if any ally's HP Percentage is below 60%, heals all eligible allies equally using all stored healing.

A healer specialised Shell that tracks 35% of all healing and 70% of all over-healing done by the wearer. When allies fall below 60% HP, it will heal them and all other eligible allies, depleting all currently tracked healing. Summed up boosts healing by 35% and saves 70% of all wasted healing, making this a potent sustain option.

Alternative option that exchanges SPD+ buff and faster cycling for better healing output. Can outperform Jackal Guard if you have a SPD+ buffer in the team.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Cure [8/8]
    >
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Evolguard [6/6]
    >

3

Before the owner takes action, empowers the owner Animus to increase their healing by 35% for 2 turn(s). If the healed target's HP Percentage is below 75%, additionally applies a 1-turn [Heal Over Time] to them.

An alternative healing choice to Fortissimo that grants a 35% healing output boost buff and causes their healing abilities to apply a 1-turn heal over time on allies healed below 75%. The heal over time heals for 15% of the target's max HP. Offers more active bonuses than Fortissimo.

You can also use Supernova instead of Fortissimo - it depends what you like more.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Cure [8/8]
    >
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Evolguard [6/6]
    >
Specialist Shells

Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.

1

When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,

The cooldown of the skill can't be reduced.

Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.

2

Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).

The cooldown of the skill can't be reduced.

An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.

Only worth using for shorter fights and/or PVP.

Module Calcs/Information

Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.

1

6/12:  Effect ACC +18%

12/12:  Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.

A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead.

2

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.

3

6/12:  Effect RES +18%

12/12:  Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.

Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.

8 Piece sets:

1

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.

2

4/8:  DEF +10%

8/8:  DEF +10%. After being attacked, advances Turn Meter by 10%.

A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.

3

4/8:  HP +10%

8/8:  HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].

Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.

1

6/6:  SPD +15% & Effect ACC +20%

The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.

2

6/6:  Healing Effect +12% & Effect RES +20%

A no-speed sustain-enhancing choice for your Inferno 6P set. It may need to be used to work around shell restrictions, or if SPD isn’t a priority, and you would instead prefer more defense and healing output.

Best Stats
Main Stat 1
HP%
Main Stat 2
HP% >= Effect ACC%
Main Stat 3
HP% = Effect ACC%
Substats:

SPD (Until Desired) > HP% >= Effect ACC% (Until Desired) > DEF% > HP = DEF > Effect RES%

Stat comments

Mia has four stats to pay attention to across gear:

  • SPD: Speed is the most important stat for any healer as it will allow them to cycle faster in combat and use their skills more often.
  • Effect ACC: Effect ACC will increase the chance to land the S2 dispel, so make sure to invest into it.
  • HP%: HP is next in line to both increase survivability and the healing Mia does.
Shell Passives
Slot 1
HP% > HP > DEF% > DEF
Slot 2
SPD > Healing Done
Slot 3
DMG (Synergy) > DMG Taken (Defensive Stance) > DMG Taken
Passive comments
  • Slot 1: HP% is optimal, but if you're lacking in materials Flat HP can also be used. If you get DEF% or DEF of higher rarity, keep it though for now.
  • Slot 2: Speed is king in this slot for any healer, but Healing Done can work in the meantime.
  • Slot 3: Synergy is great on any healer as it allows them to boost the damage their party members will deal by simply healing them. If you don't need that, you can focus instead of improving the survivability by getting the DMG Taken talents.
Skill Priority
Skill Priority
Lv 5 S1 >= Lv 5 S2 > Lvl 5 S3
Comments

Honestly, all Mia skill upgrades are pretty underwhelming, so put a lower priority on using SSR Lattice on her.

Synergies

Mia synergies aren't available yet. They will be added soon!

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Mia present within in all content available in the game.

Team 5

Aurora Team #2

Content: Aurora || Team type: Generic || Time: 1m

Comments

-

Team 14

Terrormaton Team #1

Content: Terrormaton || Team type: Generic || Time: 0-1m

Comments

-