Honkai: Star RailMishaBest build, teams and other guides

Character
Introduction

Misha is a 4 character from the Ice element who follows the Path of Destruction.

A lovable and thoughtful bellboy of The Reverie Hotel. He wishes to become an intergalactic adventurer like his grandfather. He is extremely hardworking and is skilled at fixing a variety of machines. He also had a fondness for sharing interstellar rumors with guests. He hopes he can grow up faster and looks forward to embarking on his own star-treading journey.

To learn more about Misha check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Video guide

Misha has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Last updated

Misha build details and review have been last updated on March 1st, 2024.

To learn more about Misha check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Profile

Review

Build and teams

MoC/PF Statistics

Calculations

Profile

Skills
Basic ATK

E—Excuse Me, Please!

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals Ice DMG equal to #1[i]% of Misha's ATK to a single target enemy.
Skill

R—Room Service

Blast

Lv. 1

Energy gain: 30

Break: 60 + 30 adjacent

Increases the Hits Per Action for Misha's next Ultimate by #3[i] hit(s). Deals Ice DMG equal to #1[i]% of Misha's ATK to a single target enemy, and Ice DMG equal to #2[i]% of Misha's ATK to adjacent targets.
Ultimate

G—Gonna Be Late!

Bounce | 100 energy cost

Lv. 1

Energy gain: 5

Break: 30

Has #1[i] Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to #2[i]% of Misha's ATK to a single target enemy. Then, the rest of the hits each deals Ice DMG equal to #2[i]% of Misha's ATK to a single random enemy. Just before each hit lands, there is a #3[i]% 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 Additional Ice DMG equal to #4[i]% of Misha's ATK. This Ultimate can possess up to #5[i] Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
Talent

Horological Escapement

Enhance

Lv. 1

Energy gain: 5

Break: -

Whenever any ally consumes 1 Skill Point, Misha's next Ultimate delivers #2[i] more Hit(s) Per Action and Misha regenerates #1[i] Energy.
Technique

Wait, You Are So Beautiful!

Impair

Energy gain: 0

Break: -

After using the Technique, creates a dimension that lasts for #1[i] seconds. Enemies caught in the 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[i] hit(s). Only 1 dimension created by allies can exist at the same time.
Major Traces
A2Major trace

Release

Before the Ultimate's first hit lands, increases the base chance of Freezing the target by 80%.
A4Major trace

Interlock

When using the Ultimate, increases the Effect Hit Rate by 60%, lasting until the end of the Ultimate's current action.
A6Major trace

Transmission

When dealing DMG to Frozen enemies, increases CRIT DMG by 30%.
Minor Traces (total)
DEF
DEF
+22.5%
Ice DMG
Ice DMG
+22.4%
CRIT Rate
CRIT Rate
+6.7%
Eidolons
E1

Whimsicality of Fancy

Eidolon 1

When using the Ultimate, for every enemy on the field, additionally increases the Hits Per Action for the Ultimate by 1 hit(s), up to a maximum increase of 5 hit(s).

E2

Yearning of Youth

Eidolon 2

Before each hit of the Ultimate lands, there is a 24% base chance of reducing the target's DEF by 16% for 3 turn(s).

E3

Vestige of Happiness

Eidolon 3

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

E4

Visage of Kinship

Eidolon 4

Increases the DMG multiplier for each hit of the Ultimate by 6%.

E5

Genesis of First Love

Eidolon 5

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E6

Estrangement of Dream

Eidolon 6

When using the Ultimate, increases own DMG by 30%, lasting until the end of the turn. In addition, the next time the Skill is used, recovers 1 Skill Point(s) for the team.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1270
ATK
ATK
599
DEF
DEF
396
Speed
Speed
96
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Dream Collection Component
    Dream Collection Component
    x 12
  • Dream Flow Valve
    Dream Flow Valve
    x 13
  • Dream Fridge
    Dream Fridge
    x 50
  • Dream Making Engine
    Dream Making Engine
    x 12
CV
ENG
Cat Protano
JPN
松井惠理子 (Matsui Eriko)
CN
柳知萧 (Liu Zhixiao)
KR
박신희 (Park Shin-hee)
Gallery

Review

Pros & Cons
Pros

  • Exceptional Freezing ability,

  • Can massacre single-target encounters,

  • Extremely high Toughness damage,

  • Scales very well with Eidolons.

Cons

  • Pales in AoE content,

  • Unreliable Bounce hits on his Ultimate,

  • Difficult to optimise his stats,

  • Not compelling to invest into.

Review (By Sushou)

Misha is a 4-star Destruction character. He is an interesting hybrid of a secondary damage dealer and support character. His Ultimate gains the ability to deal extra hits based on the amount of SP consumed across the team, with each hit increasing its damage. Each hit also has a chance to Freeze the enemy it hits. He can achieve this damage without consuming much SP if needed, and his control effects can vastly increase the survivability of a team if built for the Freeze.

This bellboy is certainly an intriguing character.SP-consuming His kit seems a little confused at first but it hides some potentially intriguing power. Make no mistake, this is not the next Qingque or Xueyi or Sampo or... any of those, but he's not without value. Misha is very much meant to be played alongside other SP consuming DPS characters; we've had characters that can be used in dual-carry setups, but this is the first that is outright screaming at you to do so. I am not responsible for any mental anguish sustained from trying to play this guy as a hypercarry, you have been warned.

Misha's Ultimate is the big thing here. It works somewhat similarly to Jing Yuan's Lightning-Lord — relax let me explain. It is a Bounce ability and has 3 hits by default. This can go up to as many as 10 hits in one Ultimate, with each hit being single-target and dealing up to 60% ATK. Misha targets one enemy for the first hit to land on, and then the remaining hits will each land on a random enemy. After the Ultimate ends, the Hits Per Action will reset back to 3.

This leads to a potential 600% ATK across all hits, which is very impressive damage. The Toughness damage also gets pretty ridiculous, with 30 for the first hit and 15 for all subsequent ones, resulting in a total Toughness damage of 165. Each hit also has a 20% base chance to Freeze the enemy it hits before the damage goes through, meaning this has a surprisingly good chance of Freezing targets despite the low base chance. Considering his Ultimate only has an Energy cost of 100, this is pretty impressive.

Misha's Talent also helps facilitate the Energy cost, and is what increases the Hits Per Action. Whenever an ally consumes 1 Skill Point, the Hits Per Action of his next Ultimate increases by 1 and Misha additionally restores up to 2 Energy. This is the line that basically tells you explicitly 'don't play him by himself'. It contributes a fair bit to getting more frequent Ultimates, and is especially recommended to try and make use of to increase the number of hits his Ultimate actually does.

Misha's Skill is a standard Blast AoE dealing 200% ATK to the main target and 80% ATK to adjacent foes. This also increases the number of hits of his next Ultimate by 1. This Skill actually increases the number of hits by 2 thanks to Misha being able to trigger his own Talent.

Misha's A2 increases the base chance of the Ultimate's first hit Freezing the target by 80%, resulting in a new base chance of 100%. This is huge for Freeze value as Freeze is almost always gatekept at 65% base chance or below because of its powerful control effect. A4 will grant Misha 60% Effect Hit Rate for the duration of his Ultimate, offering a sizeable consistency increase for the Freeze, and A6 increases Misha's CRIT DMG by 30% when dealing damage to Frozen enemies.

This creates a bit of an interesting game plan where Misha is wholly defined by his Ultimate. Making the most out of it *should* be easy but because it's a Bounce ability, that part quite simply is not up to you. If there is only one enemy on the field, Misha can definitely ruin their day without issue, but the very moment there is a second enemy on the field, RNG take the wheel. The Toughness damage is always very appreciated and can help to offset any failed Freeze rolls from his actual Ultimate, but it's still not particularly enjoyable to watch the luggage fall on the one enemy you do not care about harming.

Going all in damage for Misha is definitely the easiest way to get big numbers from his Ultimate, but he doesn't necessarily provide any extra value beyond that; a well-optimised team with the strong favourable supports can quite easily lead to more damage than you'd get by including Misha, so really he's in this limbo state of being between a secondary DPS and a support character.

Going for Energy Regeneration Rate and Effect Hit Rate can allow him to more consistently get Ultimates to roll for more Freezes. This is a potentially intriguing option for DoT-centric teams, as when enemy units unfreeze, they take a turn to do so and their next turn gets Advanced a fair bit, significantly increasing the amount of DoT ticks they take in a given timespan. Again, the limiting factor here is the randomness in his Ultimate's targeting, and even then, it's a bit of a tall ask for a secondary damage dealer, especially when that slot could be occupied by a character like Herta or Pela.

This leads onto the next point: Misha is dismal in AoE. His Blast Skill does not have the most compelling multiplier and only hits 3 targets at most, and his Ultimate's targeting method will just not help you in the slightest against lots of enemies due to each individual hit being single-target damage.

There is some really strange tech that a slightly unhinged friend of mine suggested, and that's to go all in on the Freeze and go sustainless. This is a crazy idea, but if you also supplement this with a unit like Welt who can also apply crowd control unconditionally, honestly I could see it working, but you are certifiably insane if you try this. Even just mentioning this to you can classify as an infohazard, and I will not apologise because it's extremely funny to me. Live your best life, what can I say.

Misha's Eidolons do have some interesting potential as well. E1 additionally increases the number of hits of his Ultimate based on the number of enemies on the field, up to 5 extra hits. This leads to a new maximum hit count of 15 against 5 enemies, but again, Misha in AoE is a no-go. If you land all 15 hits against a single enemy, you may well be the luckiest individual on the planet. E2 is also valuable as it gives each hit of his Ultimate a 24% base chance to reduce that target's DEF by 16% for 3 turns, giving him some additional support utility, though do keep in mind that the Freeze tech that's beneficial for DoT damage is also detrimental for debuff duration as it will run out faster as well.

E4 is highly intriguing as it increases the DMG *multiplier* for each hit of the Ultimate by 6%, meaning the Ultimate can at this point go up to a total multiplier of 990% ATK — 1062% ATK factoring in the Trace levels from E3. That's a lot! Add in E6, giving Misha a 30% DMG boost during his Ultimate, and you've got LETHAL LUGGAGE™. E6 also restores 1 SP for the team the next time Misha uses his Skill after his Ultimate, thus providing even more support power.

Do you see why he's weird now? Being a hybrid of multiple roles is quite tricky to do well because usually you're either insanely powerful, or rather underwhelming. Misha seems to lean more towards the latter, but I get this sense that there is untapped potential in his kit. Science requires experimentation, so if you're willing to give Misha a shot, you may end up pleasantly surprised.

In any case, I would say that Misha is perfectly fine. He is a fine character, and is understandably less desirable to invest into compared to other verifiably powerful 4-stars and especially 5-stars. Perhaps over time this will change as his setups get explored more.

He's just a boy. He's just a goofy lil' boy, having a goofy ol' time. He also seems chronically late, something that I could never relate to... Ever. Stop laughing—

Ratings

Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.

Available ratings:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
Eidolon 0

D

MoC

D

PF

Eidolon 6

C

MoC

C

PF

Build and teams

Best Relics

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority. If a characters uses the Pioneer Diver of Dead Waters, the 100% uptime marking means that they can easily apply the debuff with their skills to activate the 100% bonus to Crit Rate / Crit.

Best Relic Sets

102.71%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

102.26%

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

100.63%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

Increases SPD by 6%.

(4)

When the wearer uses their Ultimate on an ally, SPD for all allies increases by 12% for 1 turn(s). This effect cannot be stacked.

100.55%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

100.03%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

100.00%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

Best Planetary Sets

103.43%

160 Speed

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

100.61%

135 Speed

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

100%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

99.8%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

99.3%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

If you want to learn more about the Relics Sets, expand the section below.

Pioneer Diver of Dead Waters

If you're able to keep 3 debuffs on the enemy consistently throughout the fights the CRIT stats from this set make it the best set for Misha by a small amount - the loss of flexibility it enforces may not be worth it with your playstyles though.

Hunter of Glacial Forest

The next best set for Misha - becomes better when able to accelerate his rotation with energy regeneration from characters like Tingyun.

Pioneer Diver of Dead Waters + Hunter of Glacial Forest / Musketeer of Wild Wheat

Assuming you can guarantee 1 debuff on enemies at all times mixing 2P Pioneer with any other damage-focused 2P set will yield competitive results.

Musketeer of Wild Wheat

Easy to acquire and flexible set that isn't too far behind alternatives - absolutely good enough to be competitive in endgame.


Planar sets

For the Planar sets you can run any of the three - the differences are very small and what's best on Misha depends on the sub-stats, not the main set.

Best Stats
Body
CRIT Rate
CRIT Rate
CRIT DMG
CRIT DMG
Feet
Speed
Speed
ATK
ATK%
Planar Sphere
Ice DMG
Ice DMG
ATK
ATK%
Link Rope
ATK
ATK%
Substats:

SPD (Breakpoint) > CRIT RATE = CRIT DMG > ATK%

If you want to learn more about the various stats and breakpoints, expand the section below.

Relic Main stats
  • Body - CRIT RATE >= CRIT DMG

    • CRIT Rate is almost always going to be the go-to for Misha but if you have a lot of CRIT RATE already from sub-stats and your Light Cone, CRIT DMG can be used to ensure you balance the two stats out effectively.

  • Feet - Speed

    • Best in Slot for Misha.

  • Planar Sphere - ICE DMG% > ATK%

    • ICE DMG% is best in most scenarios for Misha but if you're using a Light Cone with a large amount of DMG%, you're teaming him up with a team without many ATK% buffs and a lot of DMG% buffs or you have an insane ATK% orb with good sub stats ATK% can can pull ahead.

  • Link Rope - ATK%

    • Best in Slot for Misha.

Additional notes for Speed breakpoints
  • 121 Speed (Low Investment)

  • 134 Speed (Recommended)

  • 142 Speed (High Investment)

  • 161 Speed (Min Maxers)

Recommended endgame stats
  • HP: 3000+

  • DEF: 800 - 1000+

  • ATK: 2000 - 2400+

  • CRIT RATE: 65% - 70%+

  • CRIT DMG: 120% - 130%+

  • SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134 (Recommended) / 143 / 161

Build comments

Seek out SPD until you hit your desired Speed breakpoint then focus on CRIT RATE and CRIT DMG while picking up ATK% whenever it's available.

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

100%

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

Assumes you maintain the full 4 attack stacks (64% ATK) at all times and maintain the weakness break bonus 50% of the time. In fights where this is not the case for the majority of the duration its damage will be lower.

93.96%

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

On the Fall of An Aeon with 0% uptime is calculated assuming you maintain the full 4 attack stacks (64% ATK) at all times and the weakness break bonus is never active - which is the case in most fights the enemy is not vulnerable to the wearer of the Cone.

87.66%

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 12/15/18/21/24%.

Source: Stellar Warp

Assumes to have 100% uptime of all 3 components of its buff requiring a Basic ATK, Skill and Ultimate. In fights where this is not the case for the majority of the duration its damage will be lower.

87.58%

Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).

Source: Stellar Warp

Assumes to have 100% uptime of its on-kill buff at all times. In fights where this is not the case for the majority of the duration, its damage will be lower.

76.97%

Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies with a higher HP percentage than the wearer.

Source: Stellar Warp

Assumes to only have its base 40% damage increase active as enemies almost always have higher lower HP than your units. In fights where this is not the case and your units end up at lower HP than the enemy its performance will increase.

Traces priority
Skills priority:

Ultimate = Skill > Talent > Basic

Major Traces priority:

Interlock (A4) > Release (A2) > Transmission (A6)

Synergy

Misha synergies aren't available yet.

Teams (MoC)

The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF Statistics tab.

There are no teams featuring Misha who have cleared Memory of Chaos in the current cycle.

Video guides

MoC/PF Statistics

MoC 2.1.1 / PF 2.1.1

This section contains information about Misha performance in the latest Memory of Chaos cycle (2.1.1) and latest Pure Fiction (2.1.1), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.

  • For MoC, the last update happened on 20.04.2024 and the data below is based on 17648 accounts (10888 random we have scanned and 6760 self-reported). We have scanned 1.3 million accounts in EU, NA and Asia regions and out of those, 10888 cleared MoC 1, 8039 cleared MoC 10, and 5139 cleared MoC 12 and were included in our statistics.
  • For PF, the last update happened on 05.04.2024 and the data below is based on 11737 accounts (5281 random we have scanned and 6456 self-reported). We have scanned 1 million accounts in EU, NA and Asia regions and out of those, 11737 cleared Pure Fiction 1, 10524 cleared Pure Fiction 4 and were included in our statistics.

If you want to share your Memory of Chaos or Pure Fiction clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!

MoC/PF Stats Form
Usage rate (MoC)

Characters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (PF)

Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (MoC)

This section lists the characters that were most commonly paired with Misha in the current phase of Memory of Chaos.

Common partners (PF)

This section lists the characters that were most commonly paired with Misha in the current phase of Pure Fiction.

Eidolons

Eidolons data comes from players we have scanned who used Misha in the current MoC cycle (39) or in the current PF cycle (26) and had the character placed in their Profile.

0%

99.99 cyc.

Eidolon 0

14.36%

16 cyc.

When using the Ultimate, for every enemy on the field, additionally increases the Hits Per Action for the Ultimate by 1 hit(s), up to a maximum increase of 5 hit(s).

64.1%

99.99 cyc.

Before each hit of the Ultimate lands, there is a 24% base chance of reducing the target's DEF by 16% for 3 turn(s).

0%

99.99 cyc.

Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

14.36%

13 cyc.

Increases the DMG multiplier for each hit of the Ultimate by 6%.

0%

99.99 cyc.

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

7.18%

99.99 cyc.

When using the Ultimate, increases own DMG by 30%, lasting until the end of the turn. In addition, the next time the Skill is used, recovers 1 Skill Point(s) for the team.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Misha in the current MoC cycle (39) or in the current PF cycle (26) and had the character placed in their Profile.

85.64%

13 cyc.

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

14.36%

16 cyc.

Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12/15/18/21/24% for 3 turn(s).

Source: Stellar Warp

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Misha in the current MoC cycle (39) or in the current PF cycle (26) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.

Relic Sets

64.1%

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

Flex

7.18%

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.

7.18%

(2)

ATK increases by 12%.

(4)

The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

7.18%

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

Planetary Sets

64.1%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

21.54%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.

7.18%

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Misha in the current MoC cycle (39) or in the current PF cycle (26) and had the character placed in their Profile.

Main stats
Body
CRIT Rate
CRIT Rate
- 78.46%
CRIT DMG
CRIT DMG
- 14.36%
Feet
Speed
Speed
- 83.24%
ATK
ATK
- 14.36%
Planar Sphere
Ice DMG
Ice DMG
- 85.64%
ATK
ATK
- 14.36%
Link Rope
ATK
ATK
- 90.42%
Energy Regen
Energy Regen Rate
- 2.39%
Average stats
Average stats
HP
HP
- 3357.69
ATK
ATK
- 2381.2
DEF
DEF
- 1019.87
Speed
Speed
- 132.62
CRIT Rate
CRIT Rate
- 66.81%
CRIT DMG
CRIT DMG
- 117.02%
Ice DMG
Ice DMG
- 60.18%
Energy Regen
Energy Regen Rate
- 0.47%
Effect RES
Effect RES
- 5.27%
Effect HIT Rate
Effect HIT Rate
- 12.91%
Break Effect
Break Effect
- 7.95%
Average sub stats
Average sub stats
HP
HP
- 10.2%
ATK
ATK
- 16.64%
DEF
DEF
- 4.91%
Speed
Speed
- 15.65
CRIT Rate
CRIT Rate
- 29.39%
CRIT DMG
CRIT DMG
- 57.72%
Effect RES
Effect RES
- 5.27%
Effect HIT Rate
Effect HIT Rate
- 11.2%
Break Effect
Break Effect
- 7.95%
Other stats
Average stats
Character level - 80
Light Cone level - 78.72
Basic level - 4.55
Skill level - 9.41
Ultimate level - 10.75
Talent level - 9.31

Calculations

Damage Output

The simulation showcases characters damage potential in the 8 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 8 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results). This removes any specific cut off point 850 AV, 750 AV etc, from impacting the results.

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.
Misha in 1 Target scenario
Misha in 3 Targets scenario

Disclaimer for this particual calculations:

Assumes allies consume 6 Skill Points per rotation.

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).

Source: Herta's Store

Relic Set

(2)

Increases Ice DMG by 10%.

(4)

After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).

Planetary Sets

(2)

Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.

Relic Stats
Body
CRIT Rate
CRIT Rate
Feet
Speed
Speed
Planar Sphere
Ice DMG
Ice DMG
Link Rope
ATK
ATK
Substats:

Crit Rate (20.4%), CRIT DMG (75.8%), SPD (9.2)