
Situational—Misha is a free Ice Destruction Ult-spam unit. Ultimate “G—Gonna Be Late!” rolls a base-chance debuff that wants Effect Hit Rate. Best with Tingyun / Ruan Mei. Hit stacks for Ult; SP-friendly Ult focus. Skip when limited Ice DPS invested.
Misha is a 4★ Ice Destruction Main DPS. Skill “R—Room Service!” is the primary in-combat spend. Ultimate “G—Gonna Be Late!” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
On the Fall of an Aeon
Best available Destruction cone on this account path.
Relic Set
Hunter of Glacial Forest (4pc) + Inert Salsotto (2pc)
Standard Destruction relic direction for Misha.
Body
CRIT Rate%
Main stat
Feet
ATK%
Main stat
Sphere / Rope
Ice DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK% > SPD
G—Gonna Be Late! carries most of the kit’s damage or utility—level this first.
R—Room Service! supports the main rotation—raise after the top priority traces.
Horological Escapement supports the main rotation—raise after the top priority traces.
E—Excuse Me, Please! is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
When the wearer attacks, increases their ATK by 0.08% in this battle. This effect can stack up to 4 time(s). After the wearer breaks an enemy's Weakness, increases DMG dealt by 0.12%, lasting for 2 turn(s).
Why it works —Strong Destruction option for Misha; use while farming or if signature is unavailable.

5★ · Path cone
Increases the wearer's ATK by 0.24%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 0.08% of the wearer's ATK. At the same time, the wearer's DMG is increased by 0.24% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

4★ · Path cone
Increases DMG dealt by the wearer by 0.2%. The wearer also deals an extra 0.2% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's ATK by 0.16%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 0.12% for 3 turn(s).
Why it works —Budget path cone—fine while building the account.



Primary Nihility stack team for Misha. Tingyun, Ruan Mei, Aventurine are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
Tingyun is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Ruan Mei is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Aventurine shields the hypercarry and softens MoC / AS chip so glass DPS can commit to Skill spam.
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).
Is it worth getting?
Small 4★ bump: When using the Ultimate. Take dupes when they appear on rate-up; never the reason you pull the banner.
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).
Is it worth getting?
Kit add-on: 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). Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Ultimate + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
Increases the DMG multiplier for each hit of the Ultimate by 6%.
Is it worth getting?
Side-grade: Increases the DMG multiplier for each hit of the Ultimate by 6%. Happy if it drops; not a planned stopping point.
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Skill + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
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.
Is it worth getting?
Whale ceiling: When using the Ultimate, increases own DMG by 30%, lasting until the end of the turn. Only chase if Misha is your dedicated Destruction main and E0–E2 already feel finished.
Misha is fully usable at E0. Dedicated mains often stop at E6 before chasing higher. First stop: E6. Endgame target: E6.
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