E-Excuse Me, Please!
[Single Target]Deals Ice DMG equal to 140% of Misha’s ATK to one designated enemy target.
“I’m going to work really hard, so I can save up and explore the stars just like grown-ups do!”
Misha is a 4-star Ice DPS on the Destruction Path, and almost all of his damage comes from his Ultimate. The more Skill Points your whole team spends, the more hits his Ultimate gets, and every hit has a chance to Freeze the enemy. He handles single targets well but runs out of steam against groups, so right now he has a hard time keeping up in all three endgame modes.
A good fit if you enjoy Freeze control or need an Ice damage dealer for single-target fights. Don't expect Misha to carry a team on his own: he only shines when his teammates spend Skill Points steadily.
Misha is a regular CRIT-based damage dealer. Reach your SPD breakpoint first, then pile on CRIT Rate, CRIT DMG and ATK.
On the Fall of an Aeon
Best
Thus Burns the Dawn
Best
A Trail of Bygone Blood
Great
Under the Blue Sky
Great
A Secret Vow
Good
Go for SPD Feet so he reaches the breakpoint for Firmament Frontline: Glamoth. ATK% Feet are only the backup option. On the Planar Sphere, take Ice DMG Boost first and ATK% second. For the Link Rope, just take ATK%.
Collect SPD until you hit your breakpoint, then focus on CRIT Rate and CRIT DMG. Pick up ATK% whenever it shows up.
His Ultimate is his main source of damage, and his Skill is what you use while the Ultimate isn't ready, so level these two evenly first. His Talent restores Energy and adds hits to his next Ultimate whenever the team spends Skill Points, so it comes right after. Basic ATK goes last.
Interlock gives 60% Effect Hit Rate while he uses his Ultimate, which makes his Freezes much more reliable. Release increases the base chance to Freeze with the Ultimate's first hit by 80%. Transmission gives 30% CRIT DMG when he hits Frozen enemies.
E2 gives each hit of his Ultimate a 24% base chance to reduce the target's DEF by 16% for 3 turns, which adds a bit of support value. E1 adds extra Ultimate hits based on the number of enemies on the field, up to 5. E4 raises the DMG multiplier of each Ultimate hit by 6%. E6 increases his DMG by 30% when he uses his Ultimate and recovers 1 Skill Point for the team the next time he uses his Skill.
A simple team: Asta raises SPD and Yukong raises CRIT stats, so both of them are there to buff Misha's attacks. Lynx heals and cleanses debuffs with her Ultimate.
Misha plays as your usual main damage dealer here. Sparkle gives him extra turns and CRIT DMG, and Bronya can do a similar job by pulling his turn forward and boosting his DMG. Tingyun restores his Energy so his Ultimate comes up faster. Huohuo heals, restores Energy and raises the whole team's ATK.
This team lives on crowd control: both Misha and March 7th can Freeze enemies with their Ultimates. Gepard puts up strong shields, and Luocha heals a lot and can remove enemy buffs with his Ultimate. If you don't have Gepard, Trailblazer (Preservation) can also taunt enemies and give small shields to the whole team.
Use this when enemies are weak to Quantum but not to Ice. Silver Wolf is a must, because she implants an Ice Weakness on the enemy for Misha to hit. Ruan Mei raises his Break Efficiency and delays the enemy's recovery from Weakness Break.
One of the best buffers for Misha: she gives him extra turns and CRIT DMG.
Sits with Sparkle among his best buffers, and he gives you more Skill Point freedom than Bronya does.
Pulls his turn forward with her Skill and boosts his DMG with her Ultimate. She does about as much as Sparkle, just with less Skill Point freedom.
Restores Misha's Energy so his Ultimate fills up faster.
Heals, restores Energy for the whole team and raises ATK.
Raises Misha's Break Efficiency and makes enemies take longer to recover from Weakness Break.
Implants an Ice Weakness on enemies, so Misha can still fight enemies that are not weak to Ice.
An easy-to-get 4-star who raises the team's SPD or ATK.
A 4-star who boosts Misha's CRIT stats, a good fit for budget teams.
Recovers extra Skill Points and gives ATK, which suits a character like Misha who wants the whole team spending Skill Points.
Misha's Ultimate has 3 hits by default and can stack up to 10. With his Talent, Horological Escapement, every time anyone on the team spends 1 Skill Point, his next Ultimate gets 1 more hit and Misha restores some Energy. His own Skill adds a hit too, and it also triggers his Talent, so each Skill use is worth 2 extra hits. After the Ultimate is used, the hit count resets to the default. That is why Misha works best next to teammates who spend Skill Points steadily.
Just before each hit of his Ultimate lands, there is a chance to Freeze the target for 1 turn. Frozen enemies cannot take any actions, and they take Additional Ice DMG at the start of their turn. The Release Trace increases the base chance to Freeze with the first hit by 80%, Interlock gives 60% Effect Hit Rate while he uses his Ultimate, and Transmission gives 30% CRIT DMG when he hits Frozen enemies.
The first hit of his Ultimate goes to the enemy you pick, and the rest bounce to random enemies. With only one enemy on the field, every hit lands on it, but as soon as there are more, the bounces scatter and where they go is no longer up to you. His Skill only hits the main target and the 2 enemies next to it, so Misha struggles when there are lots of enemies.
His Technique, Wait, You Are So Beautiful!, creates a dimension, and enemies caught inside are inflicted with Dream Prison and stop all their actions. If you enter battle against enemies afflicted with Dream Prison, Misha's next Ultimate gets 2 extra hits.
Deals Ice DMG equal to 140% of Misha’s ATK to one designated enemy target.
Increases the Hits Per Action for Misha’s next Ultimate by 1 hit(s). Deals Ice DMG equal to 250% of Misha’s ATK to one designated enemy target, and Ice DMG equal to 100% of Misha’s ATK to adjacent targets.
Has 3 Hits Per Action by default. First, uses 1 hit to deal Ice DMG equal to 72% of Misha’s ATK to one designated enemy target. Then, the rest of the hits each deals Ice DMG equal to 72% of Misha’s ATK to one random enemy. Just before each hit lands, there is a 24.0% 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 Ice Additional DMG equal to 36% of Misha’s ATK.
This Ultimate can possess up to 10 Hits Per Action. After the Ultimate is used, its Hits Per Action will be reset to the default level.
For every 1 Skill Point allies consume, Misha’s next Ultimate delivers 1 more Hit(s) Per Action, and Misha regenerates 2.5 Energy.
After using the Technique, creates a Special Dimension that lasts for 15 seconds. Enemies caught in the Special 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 hit(s). Only 1 Dimension Effect created by allies can exist at the same time.
When using the Ultimate, for every enemy on the field, additionally increases the Hits Per Action for the current Ultimate by 1 hit(s), up to a maximum increase of 5 hit(s).
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).
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
Increases the DMG multiplier for each hit of the Ultimate by 6%.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
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.