
Situational—Natasha is the free early Physical healer. Ultimate “Gift of Rebirth” restores HP across the threatened allies. Cleanse on Skill; replace once you own limited sustain. Skip when Gallagher/Luocha/limited sustains available.
Natasha is a 4★ Physical Abundance Healer. Skill “Love, Heal, and Choose” is the primary in-combat spend. Ultimate “Gift of Rebirth” 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
Time Waits for No One
Best available Abundance cone on this account path.
Relic Set
Passerby of Wandering Cloud (4pc) + Fleet of the Ageless (2pc)
Standard Abundance relic direction for Natasha.
Body
Outgoing Healing
Main stat
Feet
SPD
Main stat
Sphere / Rope
HP% · ERR%
Substats
SPD > HP% > ERR
Love, Heal, and Choose carries most of the kit’s damage or utility—level this first.
Gift of Rebirth supports the main rotation—raise after the top priority traces.
Innervation supports the main rotation—raise after the top priority traces.
Behind the Kindness 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
Increases the wearer's Max HP by 0.18% and Outgoing Healing by 0.12%. 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 0.36% of the recorded Outgoing Healing value. The type of this Additional DMG is of the same Type as the wearer's. This Additional DMG is not affected by other buffs, and can only occur 1 time per turn.
Why it works —Strong Abundance option for Natasha; use while farming or if signature is unavailable.

5★ · Path cone
Increases the wearer's ATK by 0.24%. After the wearer uses an attack, for each different enemy target the wearer hits, regenerates #3[f1] Energy. Each attack can regenerate Energy up to 3 time(s) this way. After the wearer uses their Ultimate, all allies gain 12 SPD for 1 turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

4★ · Path cone
Increases the wearer's Energy Regeneration Rate by 0.08% and increases Outgoing Healing when they use their Ultimate by 0.12%.
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's Outgoing Healing by 0.1%. When using Skill, regenerates #2[f1] Energy for all allies.
Why it works —Budget path cone—fine while building the account.



Natasha enabling Arlan. Arlan, Sunday, Robin complete the hypercarry shell.
Arlan is the damage seat in this shell — build the supports around their rotation, not the reverse.

Anchors sustain in this squad while contributing Abundance utility the archetype expects.
Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Robin is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.
Deals Physical DMG equal to 140% of Natasha's ATK to one designated enemy.
Restores a single ally for 12.3% of Natasha's Max HP plus 359. Restores the ally for another 8.4% of Natasha's Max HP plus 246 at the beginning of each turn for 2 turn(s).
Heals all allies for 16.1% of Natasha's Max HP plus 472.
When healing allies with HP percentage at 30% or lower, increases Natasha's Outgoing Healing by 63%. This effect also works on continuous healing.
Immediately attacks the enemy. After entering battle, deals Physical DMG equal to 80% of Natasha's ATK to a random enemy, with a 100% base chance to Weaken all enemies. While Weakened, enemies deal 30% less DMG to allies for 1 turn(s).
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.
Is it worth getting?
Small 4★ bump: Extra sustain clause on top of the base kit. Take dupes when they appear on rate-up; never the reason you pull the banner.
When Natasha uses her Ultimate, grant continuous healing for 1 turn(s) to allies whose HP percentage 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.
Is it worth getting?
Kit add-on: When Natasha uses her Ultimate, grant continuous healing for 1 turn(s) to allies whose HP percentage is at 30% or lower. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Skill + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.
After being attacked, regenerates 5 extra Energy.
Is it worth getting?
Side-grade: Refunds Energy when the listed trigger fires. Happy if it drops; not a planned stopping point.
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Ultimate + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
Natasha's Basic ATK additionally deals Physical DMG equal to 40% of her Max HP.
Is it worth getting?
Whale ceiling: Natasha's Basic ATK additionally deals Physical DMG equal to 40% of her Max HP. Only chase if Natasha is your dedicated Abundance main and E0–E2 already feel finished.
Natasha is fully usable at E0. Dedicated mains often stop at E6 before chasing higher. First stop: E6. Endgame target: E6.
Not sure Natasha is right for you? Compare against similar characters to find your best pull.

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