To learn more about Mihara: Bonding Chain check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Mihara: Bonding Chain check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Investment tips
Teams
Profile
Normal Attack
Minigun
Mode: Normal
Ammo: 300
Reload: 2.5s
■ Affects Target(s).
Deals 5.57% of ATK as damage.
Deals 200% damage when attacking core.
Body Contact
Passive
Cooldown: -
■ Activates when entering battle. Affects self.
Charges 10 Restraint Chain(s), up to 10.
■ Activates if the caster has cast Burst Skill before Full Burst ends. Affects self.
Charges 10 Restraint Chain(s), up to 10.
■ Affects random enemy unit(s) at a specific timing.
Deals 50.06% of final ATK as damage.
Attacks according to the number of Restraint Chain(s).
Restraint Chain(s) ▼ 1 for each attack.
■ Affects the same enemy unit(s).
Ensnaring Chains: Deals 25.08% final ATK as sustained damage every 1 sec continuously, stacks up to 20 time(s).
Tighten Up
Passive
Cooldown: -
■ Activates after landing 40 normal attack(s) during Full Burst. Affects the target if the target is in Ensnaring Chains status.
Stack count of Ensnaring Chains ▲ 1.
■ Activates when self is incapacitated. Affects the target(s) in Ensnaring Chains status.
Stack count of Ensnaring Chains ▲ 20.
■ Activates when the enemy is neutralized. Affects self if the target is in Ensnaring Chains status.
Restraint Chain ▲ 1, up to 10.
■ Activates when entering Burst Stage 3. Affects self.
Sustained damage ▲ 59.98% for 10 sec.
Bonding Pain
Active
Cooldown: 40s
■ Affects the target(s) in Ensnaring Chains status.
Dragging Chain: Deals 50.05% of final ATK as sustained damage every 1 sec.
Mirrors the stack count of Ensnaring Chains on certain target(s) for 10 sec.
Removes Ensnaring Chains status after the effect is triggered.
Mihara: Bonding Chain images aren't available yet. They will be added when the character is released.
Review
Mihara: Bonding Chain has a dedicated review/guide available. You can find it by following the link below.
Extremely strong Fire DPS for bossing, can match Rapi: Red Hood on any boss without core, cleanse, or other weird gimmicks… (well, that’s a lot of exceptions, but she is one of the best DPS even for neutral technically).
Strong use-case for non Fire-Weak Raids, as she can match the damage of top units like SBS or Asuka: Wille without needing a second unit (Alice/Mana or ReiTN).
Can be used as an off-burst DPS as well.
Most of her damage relies on Skill Damage, which makes her less reliant on core. Her damage can be regarded as more stable.
Her damage can tick off-screen so even if the boss disappears or jumps off-screen a lot, which gives good amounts of damage.
Her skill damage has a very high multiplier, making it scale extremely well on literally every buff since she has no innate buffs. Rapi: Red Hood or Asuka for example, will hit Diminishing Returns very fast with current meta supporters.
Her MLB screen is definitely not safe for work. Make sure your YT videos stay monetised! (Kisenix: why is this in Pros?)
No innate ATK buffs and no serious AoE capabilities lead to extremely poor performance on campaign, where she is also severely outshadowed by other Fire DPS units.
Her burst is not weak, but it is not much better than not using it. Upgrading her burst only allows her to be used as main B3, and does not improve her damage significantly.
Unit for fire weak bossing, but she is countered by some specific fire weak bosses: Indivilla cleanses her DoT, while Gluttony reduces 80% of her DoT (you will find this soon during next Solo Raid).
She comparatively gains less damage against a boss with core. Example: Shooting range boss has a core which favours every fire DPS except her, and throwing Naga will further increase the gap between her and Rapi, showing that Rapi is stronger.
Her PVP strength sounds crazy on paper, but it takes too much to set that up. And if she doesn’t die, everything goes down quickly.
1% Rate and you can’t even use her half as much as Rapi. Damn!
Definitely the weakest 1% banner yet.
Her 60$ skin may disappoint you with its idle screen. Check it before rolling for it.
Story (low deficit)
Story (high deficit)
Bossing
PVP
Investment Tips
Here's the explanation for all the numbers and colors used in the guide:
More info:
PVE investment
1/1/1 → 5/5/5 → 7/7/7 (→ 10/10/10)
PVP investment
1/1/1 → 5/3/3 → 7/5/5 (→ 10/10/10)
Priority
High (Late Game)
This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.
For OL targets and order of acquisition, we decided to divide the target effects into several categories.
Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.
Additional tips:
Essential
2× Max Ammo
Ideal
4× ELE
4× ATK
1× Max Ammo
Passable
Crit Rate, Crit Damage, Max Ammo
Priority
Meta
We are setting Priority to High here, but she is a late game unit. Focus on building Cinderella, Rapi: Red Hood, and other units before visiting her.
Resilience Cube
Bastion Cube
Destruction Cube
Resilience Cube
Bastion Cube
Tempering Cube
Vigor Cube
Bastion with non-Reload Speed comps, Resilience with Reload Speed comps, and Destruction situationally if it leads to more damage according to your testing in a specific content.
In PvP, since you want her dead anyway, perhaps Vigor & Tempering aren't what you want, although they can be situationally useful when you need the slight added delay. Instead, you'd want your highest level cube to increase her base ATK stat/ELE damage.
Teams
Crown Fire Team ft. Rapipi & Mihara
Mode: Bossing || Element: Fire
One of Mihara’s best teams for Non-Core Fire. This team has healing, high burst generation, and continuous single-target damage that's admirable against targets without core. Mihara also bursts second, which is her optimal rotation. Stable and reliable, although it might be outshone in core environments.
Siren can be replaced by Liter.
Mono Fire ft. Grave (No Core)
Mode: Bossing || Element: Fire
In this team, Mihara: Bonding Chain acts as an off-burst character that deals continuous damage without having to do anything. Against single targets, her off-burst damage surpasses Modernia's. However, you should use her Burst Skill at least once toward the end for some extra damage out of her DoT.
Siren can be replaced by Liter.
Mono Fire ft. Grave + Modernia (No Core)
Mode: Bossing || Element: Fire
Mono Fire ft. Rapipi B1 (No Core)
Mode: Bossing || Element: Fire
In this team, Mihara: Bonding ChainBC either bursts first or second (your choice; please test which one deals more damage for you and your investments) and is the main damage dealer, buffed by Crown/Grave, Rapi: Red Hood, and Rei Ayanami. They are also all Fire units, which benefit from the compounding effect they apply to one another.
Crown can be replaced by Grave.
Alternative Fire (Core) I
Mode: Bossing || Element: Fire
An alternative Fire Team against core enemies for players without a built Alice. This team revolves around boosting the team's Core Damage and buff inflation in general. Asuka can be hot-swappable with Alice, though it's less optimal in equal investments.
Asuka-Shikinami-Langley can be replaced by Alice.
Alternative Fire (Core) II
Mode: Bossing || Element: Fire
Alternative Fire (Core) III
Mode: Bossing || Element: Fire
Alternative Fire (Core) IV
Mode: Bossing || Element: Fire
Missilis Torturer
Mode: Tribe Tower || Element: All
While not being one of the best mobbing units, Mihara: Bonding Chain can make for a decent Missilis Tower team. This team consists of a lot of ATK buffs that Mihara: Bonding Chain wants and balances out the team's lack of high RoF unit with Mihara: Bonding Chain's MG, which is great for neutralizing Glasses.
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Pilgrim Tormenter
Mode: Tribe Tower || Element: All
Banish the SGs
Mode: PVP || Element: All
An Attacking team focused around shutting down SG teams (although Makima does that better). In this team, Mihara: Bonding Chain is sacrificed to fill up Burst Gen instantly with Rosanna, starting up the burst chain. Soda: Twinkling Bunny can be replaced with Noir. Counterable by opposing Rosanna (who also benefits from Mihara: Bonding Chain's death). Anne: Miracle Fairy for reviving (ideally Mihara: Bonding Chain to abuse stronger DoT from personal damage buffs) or Blanc for stalling.
Soda: Twinkling Bunny can be replaced by Noir, Anne: Miracle Fairy can be replaced by Blanc.
One-Night-Stand Makima
Mode: PVP || Element: All
Similarly, this team is a little more developed for Makima havers, focusing on sacrificing Mihara: Bonding Chain and letting Makima stall for 7s as Mihara: Bonding Chain's DoT cripples the enemy one by one. Also potentially strong against glass-cannon wipers. Biscuit can be added for extra stalling, but she must stay alive (and Makima must be attacked). Mihara: Bonding Chain is investment and dupe dependent.
Add Biscuit if more stall needed over Soda or Drake.
Frontal Point
Mode: PVP || Element: All
When P1 is the source of chaos, we place Mihara: Bonding Chain in P1 to die. Any units after Mihara: Bonding Chain are free to select and up to your discretion. The units in example are just placeholders. Do note that Mihara: Bonding Chain wants to die here, and indom should go to someone else but her.
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Anti-Wiping Countermeasure
Mode: PVP || Element: All
A slow team engineered to "survive with as much HP as possible". We stake our survival on Anis: Sparkling Summer/Moran tanking wipes and lifestealing/sustaining and letting Mihara: Bonding Chain's retaliative DoT handle the rest. Must be used against wipers or SGs, and Mihara: Bonding Chain must die.
Anis: Sparkling Summer can be replaced by Helm or Maiden: Ice Rose.
Indoming Our Way Out of Here
Mode: PVP || Element: All
In this team, we use Mihara: Bonding Chain as a gradual AoE wiper that isn't directly countered by Noah, compensating for Scarlet's weakness. We want her to die in this team, so the ideal development would be that she dies from a wipe and Scarlet gets indom-ed (hence stalling for the team).
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Stall the Hell Out of the Enemies
Mode: PVP || Element: All
In this team, the main focus is to kill Mihara: Bonding Chain early on and just surviving/stalling until her debuff slowly kills the enemies. You can choose to revive her so she can benefit from offensive buffs, either immediately with Mana or with Rapunzel in the second rotation.
Remember, her off-burst damage is plenty good already! But, you can also remove Helm Treasure/Quiry/Mana and avoid placing B3 to her left if you want Mihara: Bonding Chain to Burst for more damage. Finally, you can place Mihara: Bonding Chain in P1 or P5 depending on whether you're attacking/defending and the team setups (read more: PvP targeting - https://www.prydwen.gg/nikke/guides/pvp-mechanics/) and flip this team accordingly.
Helm Treasure can be replaced by Quiry, Rapunzel can be replaced by Mana.
Rise from the Dead
Mode: PVP || Element: All
Did we mention earlier that Mihara: Bonding Chain's buffs deactivate when she is dead? So, why not revive her instead and let her enjoy that juicy Sustained DMG▲ buff (and Burst Skill DMG if desired)? That's why we are introducing "the revival team". In this team, we kill Mihara: Bonding ChainBC and revive her with Mana and Rapu, and then use her B3 (because now enemies have 20 stacks of Ensnaring Chains, and we want to turn those into Dragging Chains!). In this example, we add Blanc to push this team further with Indomitability. You can use Noah if you want, but she might taunt hitters away, and problem ensues when Mihara: Bonding Chain doesn't die fast enough.
Do note when using Mana: she is B3 and that means Mihara: Bonding Chain, if placed to her right, will not use her Burst Skill. However, this allows for creative positioning and usage of other Burst Skills if desired. Rapunzel is B1, so she herself does not impede her Burst Skill usage. Others might, though.
Drake Treasure and Noir/Pepper are just placeholders that can be replaced by any units for faster or slower generation (please let Mihara: Bonding Chain die first and get revived before she gets indom-ed, otherwise no max stack debuffs on enemies). Faster is not always better.
Rapunzel can be replaced with Mana. Drake-Treasure, Noir can be replaced by any unit for burst generation.
Rise from the Dead (Adaptive Speed)
Mode: PVP || Element: All
The same team as “Rise from the Dead” but with adaptive speed. This team is around ~3.5 RL to 4 RL depending on Charge Speed, but it can speed up to ~2 RL to 2.5 RL and even ~1.5 RL with a bug that we cannot currently explain (ref: https://youtu.be/PUWebkRXrMM). This is thanks to Rosanna’s Burst Gen Instant Fill from deaths of enemy or allied units. In this case, since we want Mihara: Bonding Chain to die anyway (she’s going to be useless if she doesn’t die before Full Burst), we can just pair Rosanna with her. With Rosanna, this team can go faster/slower depending on how fast the enemy kills Mihara: Bonding Chain. There is no too fast (well, unlikely)!
Mana can be replaced with Rapunzel, although Mana is better.
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