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.
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 review update
Patch 2.5
Last major build/calcs update
Patch 2.0
Last profile update*
November 8th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
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/AS Statistics
Calculations
Profile
E—Excuse Me, Please!
Single Target
Energy gain: 20
Break: 10
R—Room Service
Blast
Energy gain: 30
Break: 20 + 10 adjacent
G—Gonna Be Late!
Bounce | 100 energy cost
Energy gain: 5
Break: 10
Horological Escapement
Enhance
Energy gain: 5
Break: -
Wait, You Are So Beautiful!
Impair
Energy gain: 0
Break: -
Release
Interlock
Transmission
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).
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).
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.
Visage of Kinship
Eidolon 4
Increases the DMG multiplier for each hit of the Ultimate by 6%.
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.
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.
Review
Exceptional Freezing ability,
Can massacre single-target encounters,
Good high Toughness damage,
Scales very well with Eidolons.
Pales in AoE content,
Unreliable Bounce hits on his Ultimate,
Difficult to optimise his stats,
Not compelling to invest into.
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 - 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—
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:
MoC
PF
AS
MoC
PF
AS
Build and teams
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
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
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
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
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 whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
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.
102.71%
Increases DMG dealt to enemies with debuff by 12%.
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%
Increases Ice DMG by 10%.
After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).
100.55%
Increases DMG dealt to enemies with debuff by 12%.
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.
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
100.00%
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
-
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%.
-
135 SpeedIncreases 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.
SPD (Breakpoint) > CRIT Rate = CRIT DMG > ATK%
If you want to learn more about the various stats and breakpoints, expand the section below.
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.
HP: 3000+
DEF: 800 - 1000+
ATK: 2000 - 2400+
CRIT RATE: 65% - 70%+
CRIT DMG: 120% - 130%+
SPD: Base Speed (Hyperspeed Sparkle/Bronya) / 134+
Ultimate = Skill > Talent > Basic
Interlock (A4) > Release (A2) > Transmission (A6)
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/AS Statistics tab.
There are no teams featuring Misha who have cleared Memory of Chaos in the current cycle.
MoC/PF/AS Statistics
This section contains information about Misha performance in the latest Memory of Chaos cycle (2.5), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.6), 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.
If you want to share your 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/AS Stats FormCharacters 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.
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.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Misha in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Misha in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Misha in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Misha in the current MoC cycle (0), in the current PF cycle (0) or in the current AS cycle (0) and had the character placed in their Profile.
1%
99.99 cyc.Eidolon 0
1%
99.99 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).
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).
1%
99.99 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
1%
99.99 cyc.Increases the DMG multiplier for each hit of the Ultimate by 6%.
1%
99.99 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
1%
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 are ranked with usage rate among the players we have scanned who used Misha in the current MoC cycle (0), in the current PF cycle (0) or in the current AS cycle (0) and had the character placed in their Profile.
Misha Light Cone information aren't available because there's not enough data for them.
Relic Sets are ranked with usage rate among the players we have scanned who used Misha in the current MoC cycle (0), in the current PF cycle (0) or in the current AS cycle (0) 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.
Misha Relic Sets information aren't available because there's not enough data for them.
Relic Stats are shown based on the Relics used by the players we have scanned who used Misha in the current MoC cycle (0), in the current PF cycle (0) or in the current AS cycle (0) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
Disclaimer for this particular calculations:
Assumes allies consume 6 Skill Points per rotation.
And here are the Relics and the Light Cone used in the calculations above:
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
Increases Ice DMG by 10%.
After the wearer unleashes their Ultimate, their CRIT DMG increases by 25% for 2 turn(s).
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%.
Crit Rate (20.4%), CRIT DMG (75.8%), SPD (9.2)
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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.