Honkai: Star RailNatashaBuild and Guide

Character
Introduction

Natasha is a 4 character from the Physical element who follows the Path of Abundance.

A fastidious doctor who always wears a curious smile. In the Underworld where medical resources are few and far between, Natasha is one of the very few doctors whom the people can turn to.

Even the rambunctious Hook would politely greet her... "Hi, Auntie Natasha."

To learn more about Natasha 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

This character has no video guide yet.

Last updated

Natasha build details and review have been last updated on February 28th, 2024.

To learn more about Natasha 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

Behind the Kindness

Single Target

Lv. 1

Energy gain: 20

Break: 30

Deals Physical DMG equal to #1[i]% of Natasha's ATK to a single enemy.
Skill

Love, Heal, and Choose

Restore

Lv. 1

Energy gain: 30

Break: -

Restores a single ally for #1[i]% of Natasha's Max HP plus #4[i]. Restores the ally for another #2[i]% of Natasha's Max HP plus #5[i] at the beginning of each turn for #3[i] turn(s).
Ultimate

Gift of Rebirth

Restore | 90 energy cost

Lv. 1

Energy gain: 5

Break: 90

Heals all allies for #1[i]% of Natasha's Max HP plus #2[i].
Talent

Innervation

Enhance

Lv. 1

Energy gain: 0

Break: -

When healing allies with HP percentage at #1[i]% or lower, increases Natasha's Outgoing Healing by #2[i]%. This effect also works on continuous healing.
Technique

Hypnosis Research

Energy gain: 0

Break: 60

Immediately attacks the enemy. After entering battle, deals Physical DMG equal to #4[i]% of Natasha's ATK to a random enemy, with a #1[i]% base chance to Weaken all enemies. While Weakened, enemies deal #2[i]% less DMG to allies for #3[i] turn(s).
Major Traces
A2Major trace

Soothe

The Skill removes 1 debuff(s) from a target ally.
A4Major trace

Healer

Natasha's Outgoing Healing increases by 10%.
A6Major trace

Recuperation

Increases the duration of her Skill's continuous healing effect for 1 turn(s).
Minor Traces (total)
HP
HP
+28%
DEF
DEF
+12.5%
Effect RES
Effect RES
+18%
Eidolons
E1

Pharmacology Expertise

Eidolon 1

After being attacked, if the current HP percentage is 30% or lower, heals self for 1 time to restore HP by an amount equal to 15% of Max HP plus 400. This effect can only be triggered 1 time per battle.

E2

Clinical Research

Eidolon 2

When Natasha uses her Ultimate, grant continuous healing for 1 turn(s) to allies whose HP is at 30% or lower. And at the beginning of their turn, their HP is restored by an amount equal to 6% of Natasha's Max HP plus 160.

E3

The Right Cure

Eidolon 3

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

E4

Miracle Cure

Eidolon 4

After being attacked, regenerates 5 extra Energy.

E5

Preventive Treatment

Eidolon 5

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

E6

Doctor’s Grace

Eidolon 6

Natasha's Basic ATK deals Additional Physical DMG equal to 40% of her Max HP.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1164
ATK
ATK
476
DEF
DEF
507
Speed
Speed
98
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Ancient Part
    Ancient Part
    x 12
  • Ancient Spindle
    Ancient Spindle
    x 13
  • Broken Teeth of Iron Wolf
    Broken Teeth of Iron Wolf
    x 50
  • Ancient Engine
    Ancient Engine
    x 12
CV
ENG
Elizabeth Maxwell
JPN
Uchiyama Yumi (内山夕実)
CN
秦紫翼
KR
강은애
Gallery

Review

Pros & Cons
Pros

  • Freely accessible healer,

  • Talent allows for strong emergency healing,

  • Lowest cost Ultimate in the game,

  • Carries you through the early and mid-game sections.

Cons

  • Overly simplistic kit struggles in the late game,

  • Healing output is lower than other healers,

  • Healing frequency is too slow,

  • Outclassed by pretty much every other sustain unit.

Review (By Sushou)

Natasha is a free healer unit given out during the events of Jarilo-VI. She specialises in healing over time with her Skill and AoE healing with her Ultimate. She has the lowest cost Ultimate in the game at 90, allowing high uptime on her AoE healing, and she also has high bonuses to Outgoing Healing. Despite this, Natasha struggles to deal with end game scenarios and is largely outclassed by other sustain units.

A pivotal figure during the initial events on Jarilo-VI, Natasha is given out to players for free right around the point the game’s difficulty starts to noticeably rise. It’s very likely that this is the first sustain unit that players obtain, unless their starter banner 5-star was either Bailu or Gepard.

Much has changed since the initial review was written. Back then, Natasha was the only other healer in the game besides Bailu, and the late game landscape was quite a bit less hectic than it tends to be now. With many more sustain units in the game than before, Natasha has unfortunately not aged well in regards to her performance, and there are even cases of players opting for an extra Harmony or Nihility support instead of Natasha in their teams, going for an all-or-nothing approach because Natasha just struggles to keep people alive.

Natasha’s Skill restores a single ally’s health by up to 10.5% of Natasha’s Max HP plus 280, and additionally grants them a heal over time for 7.2% of Nat’s Max HP plus 192. This regen will apply its heal at the start of the ally’s turn and lasts for 2 turns. Her Ultimate heals all allies for 13.8% of Natasha’s Max HP plus 368, and has a very low Energy cost of 90.

These healing values are decent, but much of the power of Natasha’s Skill is concentrated into the regen effect, meaning it can come too late to be meaningful. It’s also not possible to apply this healing any other way besides using her Skill, meaning you need to expend a Skill Point to do so.

Sustain characters have become pretty widely accepted to be SP positive units, sometimes spending SP themselves but mostly restoring more than they consume so that your other support characters and damage dealers have enough SP to use their important actions. Having this Skill also be single-target means that it can become very costly to sustain the whole team. Natasha’s Ultimate also may have a low cost but with nothing else going for it beyond the raw healing, it’s almost necessary for its cost to be so low. 

Natasha’s Talent will increase her Outgoing Healing by 50% when healing allies whose HP is at or below 30%, and this works for regen effects too. This is a huge amount of extra healing, but it requires allies to be at 30% or below and still be alive to receive said healing. That is literally red health territory which is an uncomfortably low amount of health to be at, and usually it’ll end up being reached during an enemy’s turn meaning you need to have Natasha’s Ultimate available to get the Emergency healing off, which can often lead to holding her Ultimate for that circumstance. Holding any Ultimate is already painful but holding a 90 Energy Ultimate for the sole purpose of being able to actually sustain a teammate in an emergency feels utterly horrendous.

The 30% HP threshold for the Talent’s boost is too harsh in the current oversaturated era of endless enemy AoE attacks. Natasha just doesn’t have the tools to keep up with the enemy onslaught, at least not without completely bankrupting your team’s SP reserves. Worse still is that Natasha cannot really make up for that deficit with Eidolons, meaning this is the best you’re going to get.

A2 gives Natasha’s Skill a 1 debuff cleanse, something that is largely intrinsic for the newer healer units. A4 increases Natasha’s Outgoing Healing further by 10%, and A6 increases the duration of her Skill’s regen effect by an extra turn, for a new duration of 3 turns. None of these particularly improve the ease of use in harder content where it’s actually important to have a good sustain unit.

In comparison to the other sustain units, Natasha requires too much effort on the part of the player to make use of, and there are now more readily accessible units that do a better job. Lynx in particular is an almost complete and direct upgrade over Natasha, and as a 4-star is relatively easy to acquire eventually, either from warps or from Starlight Exchange.

It is almost incomparable how much easier it is for Lynx to deal with the AoE-heavy enemy onslaught at far lower investment; Lynx has an AoE cleanse on her Ultimate by default and all her healing will result in a regen effect, meaning it is far easier for her to sustain the entire team without necessarily needing to use SP. Couple that with Lynx’s far stronger Skill effect of increasing a character’s Max HP and increasing the healing from Lynx’s Talent regen in addition to direct healing, and you’ve got a superior unit, no matter how you cut it.

Comparing Natasha to 5-stars is pretty much pointless as they all vastly surpass Natasha in pretty much all aspects. Natasha’s previous only competitor in Bailu has such a huge advantage against the current landscape of enemies that the fact that Bailu lacks any source of cleanse is a lot less impactful when the raw healing is enough to sustain through painful enemy damage over time. It’s still one of the huge negatives of Bailu, but Invigoration not only greatly surpasses Natasha’s overall healing throughput, it also provides a Max HP increase alongside true damage reduction, and the mechanism for its healing is characters taking a hit, making it far stronger as both a reactive and a preventative measure.

Even in the cases where there are people showing full free-to-play teams with Natasha involved, she is never the reason for that team’s success. It is always the other units who are so well invested to the point where Natasha’s inclusion is largely cosmetic.

Of course, you can still make Natasha work despite her drawbacks. For many players, Natasha will be their only sustain unit for a while until they get the Path of Preservation unlocked for the Trailblazer. Preservation Trailblazer does a phenomenal job at covering for the weaknesses of Natasha as their passive shielding helps mitigate damage and allow Natasha to actually make much better use of her powerful Talent; allies can stay at lower health values for longer without as much fear of outright death, so there’s more time to utilise the strong bonus to Outgoing Healing.

This introduces a new drawback of now your team has two sustain units and has become a double defensive team. In harder late game content, this puts a lot more strain on the remaining two units in the team to deal the damage you need. Preservation Trailblazer themselves can actually be an acceptable solo sustain against quite a few specific enemy lineups, so Natasha again can struggle to be relevant.

If heavily invested into, Natasha can reach a point where her Skill and Ultimate are virtually full heals for lower Max HP teammates, which can allow you to get through some of the harder content as long as you’re prepared to hold onto some SP for Natasha to use… But again, the issue isn’t just the amount of healing she does, it’s the very mechanism that delivers that healing. By the time you invest in Natasha enough for her to reach this point in the late game, there’s a very strong possibility of you already having another sustain unit, at which point you should immediately pivot to using them and shelve Natasha.

If you just like her a lot and want to use her for her then that is, as always, entirely valid, but if you’re looking to start tackling Memory of Chaos you should be aware of the issues that you may encounter.

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

C

MoC

C

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.

Best Relic Sets

1

(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.

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

2

(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.

(2)

Increases Max HP by 12%.

(4)

When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.

3

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

(2)

Increases Max HP by 12%.

(4)

When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.

4

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

5

(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.

Best Planetary Sets

1

(2)

Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.

2

(2)

Increases the wearer's Effect RES by 10%. When the wearer's Effect RES is at 30% or higher, all allies' CRIT DMG increases by 10%.

3

(2)

Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.

4

(2)

Increases wearer's Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.

Best Stats
Body
Outgoing Healing
Outgoing Healing
HP
HP%
Feet
Speed
Speed
Planar Sphere
HP
HP%
Link Rope
Energy Regen
Energy Regen Rate
Substats:

SPD (breakpoint) > HP% > EFF RES% = DEF%

Recommended endgame stats
  • HP: 5200 - 6100+

  • DEF: 800 - 1000+

  • SPD: 134 (Recommended) / 143 / 160

  • ENERGY REGEN: 19.44%+

Build comments

Focusing on Speed and HP% will make Natasha heal often and give her some bulk.

Best Light Cones

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

Increases the wearer's Energy Regeneration Rate by 12/14/16/18/20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10/11/12/13/14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4/2.8/3.2/3.6/4%. This effect can stack up to 5 times and lasts for 2 turn(s).

Source: Event Warp (limited)

Offers exceptional base stats, energy regeneration and team-wide buffs. Most importantly this Cone offers an additional healing mechanic outside of the kit of the healer it is equipped to allow more flexible healing and the opportunity to keep your allies alive. All these factors combined make it the strongest in almost every scenario.

Increases the wearer's Max HP by 18/21/24/27/30% and Outgoing Healing by 12/14/16/18/20%. When the wearer heals allies, record the amount of Outgoing Healing. When any ally launches an attack, a random attacked enemy takes Additional DMG equal to 36/42/48/54/60% of the recorded Outgoing Healing value. This Additional DMG is of the same Type as the wearer's, is not affected by other buffs, and can only occur 1 time per turn

Source: Stellar Warp

Incredible base stats paired with an increase to healing and max HP% makes this a top option for all HP% based healers looking to increase their kits' healing output. Offers no other notable benefits outside of healing boosts though meaning it can lose out to other more specialised Cones easily.

Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.

Source: Stellar Warp

Offers a tremendous amount of energy regeneration and a boost to ultimate healing specifically. Suitable when aiming to access ultimate more quickly or when relying almost entirely on ultimate healing.

Increases the wearer's Effect RES by 16/20/24/28/32% and increases Outgoing Healing by an amount that is equal to 33/36/39/42/45% of Effect RES. Outgoing Healing can be increased this way by up to 15/18/21/24/27%.

Source: Stellar Warp

Offers a large amount of Effect Res and grants a % of your Effect Res as an Outgoing Healing Bonus (up to 27% at S5). To reach the maximum healing bonus at S5 you'll require a total of 60% Effect Res, this Cone and its huge healing bonus is one of the generically best Cones that can be used well on all healers.

Increases the wearer's Max HP by 8/9/10/11/12%. When the wearer uses Skill, increases Outgoing Healing by 16/19/22/25/28%, lasting for 2 turn(s).

Source: Mission Reward

Offers increased HP% for healers that heal based on HP and a large Outgoing Gealing bonus after using a skill for 2 turns. Not suitable for healers that don't frequently use their skill but a good option for those that do, without permanent uptime on the buff this lightcone performs poorly.

Increases the wearer's Outgoing Healing by 10/12.5/15/17.5/20%. When using Skill, regenerates 2/2/3/3/4 Energy for all allies.

Source: Stellar Warp

Provides a decent generic Healing Output boost making it usable in all scenarios regardless of its second effect. Its second effect grants all allies including the caster 4 additional energy per skill use which can be enough to alter some damage dealer and supports rotations dramatically.

After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12/14/16/18/20%.

Source: Stellar Warp

Advances the wearer's action forward 20% every basic attack dramatically accelerating their rotation compared to the rest of the team allowing for more frequent healing, ultimates but most importantly more skill point generation. Only recommended for use on healers that predominantly use their basic attacks e.g. Luocha.

At the start of the wearer's turn, regenerates 8/10/12/14/16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

Source: Echo of War  | Forgotten Hall Store

Grants an ally 16 energy semi-randomly. Unreliable as a means of energy regeneration but is exceptionally powerful when the bonus is granted to your main damage dealer/s making it a viable option if no additional healing boosts are required.

Traces priority
Skills priority:

Ultimate > Skill > Talent > Basic

Major Traces priority:

Soothe > Recuperation > Healer

Synergy

Natasha 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 Natasha who have cleared Memory of Chaos in the current cycle.

Video guides

Natasha guide videos aren't available yet.

MoC/PF Statistics

MoC 2.1.1 / PF 2.1.1

This section contains information about Natasha 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 Natasha in the current phase of Memory of Chaos.

Common partners (PF)

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

Eidolons

Eidolons data comes from players we have scanned who used Natasha in the current MoC cycle (107) or in the current PF cycle (68) and had the character placed in their Profile.

0%

99.99 cyc.

Eidolon 0

0%

99.99 cyc.

After being attacked, if the current HP percentage is 30% or lower, heals self for 1 time to restore HP by an amount equal to 15% of Max HP plus 400. This effect can only be triggered 1 time per battle.

0%

99.99 cyc.

When Natasha uses her Ultimate, grant continuous healing for 1 turn(s) to allies whose HP is at 30% or lower. And at the beginning of their turn, their HP is restored by an amount equal to 6% of Natasha's Max HP plus 160.

0%

99.99 cyc.

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

37.98%

99.99 cyc.

After being attacked, regenerates 5 extra Energy.

0%

99.99 cyc.

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

62.02%

99.99 cyc.

Natasha's Basic ATK deals Additional Physical DMG equal to 40% of her Max HP.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Natasha in the current MoC cycle (107) or in the current PF cycle (68) and had the character placed in their Profile.

100%

99.99 cyc.

Increases Energy Regeneration Rate of its wearer by 8/10/12/14/16% and increases Outgoing Healing when they use their Ultimate by 12/15/18/21/24%.

Source: Stellar Warp

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Natasha in the current MoC cycle (107) or in the current PF cycle (68) 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

37.98%

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

Flex

37.98%

(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.

Flex

6.98%

(2)

Increases Max HP by 12%.

(4)

When the wearer is hit or has their HP consumed by an ally or themselves, their CRIT Rate increases by 8% for 2 turn(s) and up to 2 stacks.

(2)

Increases Outgoing Healing by 10%.

(4)

At the beginning of the battle, immediately recovers 1 Skill Point.

Planetary Sets

75.97%

(2)

Increases the wearer's Max HP by 12%. When the wearer's SPD reaches 120 or higher, all allies' ATK increases by 8%.

6.98%

(2)

Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Natasha in the current MoC cycle (107) or in the current PF cycle (68) and had the character placed in their Profile.

Main stats
Body
Outgoing Healing
Outgoing Healing
- 97.13%
HP
HP
- 2.87%
Feet
Speed
Speed
- 80.08%
HP
HP
- 19.92%
Planar Sphere
HP
HP
- 100%
Link Rope
HP
HP
- 82.76%
Energy Regen
Energy Regen Rate
- 17.23%
Average stats
Average stats
HP
HP
- 6284.49
ATK
ATK
- 1394.39
DEF
DEF
- 1249.69
Speed
Speed
- 131.04
CRIT Rate
CRIT Rate
- 5%
CRIT DMG
CRIT DMG
- 62.79%
Physical DMG
Physical DMG
- 0%
Energy Regen
Energy Regen Rate
- 9.96%
Effect RES
Effect RES
- 37.17%
Effect HIT Rate
Effect HIT Rate
- 8.9%
Break Effect
Break Effect
- 18.53%
Average sub stats
Average sub stats
HP
HP
- 26.43%
ATK
ATK
- 12.84%
DEF
DEF
- 22.03%
Speed
Speed
- 12.15
CRIT Rate
CRIT Rate
- 1.86%
CRIT DMG
CRIT DMG
- 12.79%
Effect RES
Effect RES
- 20.08%
Effect HIT Rate
Effect HIT Rate
- 8.9%
Break Effect
Break Effect
- 18.53%
Other stats
Average stats
Character level - 80
Light Cone level - 79.42
Basic level - 5.46
Skill level - 11.17
Ultimate level - 11.37
Talent level - 10.85

Calculations

Calculations

Natasha calculations aren't available yet.