Mika

Mika

4★CryoPolearmHealer

TL;DR

Mika's Skill hands the party attack speed for 12 seconds and, aimed properly, a Physical damage bonus with it. His Burst heals everyone, then keeps healing whoever is on the field every time their Normal Attacks land. Hold Skill at a group, Burst, swap to a Physical carry.

Rotation

  1. Hold Skill (E) and lock on to an enemy standing near others. The shards that fly off it feed the Physical damage bonus.
  2. Burst (Q). Everyone gets healed on the spot.
  3. Swap to your carry. For the next 15 seconds their Normal Attack hits heal them again.
  4. Skill (E) again every 15 seconds to put the attack speed back.

Abilities

Skill (E) 15 second cooldown. Either version gives the party 12 seconds of increased Normal Attack speed. Tap fires a bolt that pierces through enemies. Hold locks on and fires a flare that bursts upward, throwing shards at up to three other enemies.
The Physical bonus Stacks on top of the attack speed, 10% Physical damage each. Extra enemies hit by a tapped bolt give one each. Each shard from the held version gives one. Three is the cap, four once his second passive is unlocked. Recasting the Skill wipes the stacks and starts over.
Burst (Q) 70 Energy, back in 18 seconds. Heals the whole party off his Max HP, then for 15 seconds the active character heals again whenever their Normal Attacks hit, at most once every 2.5 seconds.

The one mechanic to understand

Hold the Skill if you want the Physical bonus.

Tapping gets you the attack speed and, against a single enemy, nothing else. The held version locks on and its shards scatter to nearby enemies, which is what generates the Physical damage stacks, so it wants a crowd rather than a boss. The bonus only touches Physical damage, so on a carry hitting with an element it does nothing whatsoever and the tap is fine. One more thing to know: the two halves of his kit talk to each other, since a crit from a character carrying both the attack speed and the healing state hands them another stack.

What actually matters

The two or three real decisions. Everything else is noise.

  • Max HP, since the healing reads off it. Attack does nothing for him.
  • Energy Recharge for a 70 cost Burst. Around 170% if he's your only Cryo character. The healing state is on the Burst, so it has to land every rotation.
  • The healing keys off Normal Attacks. A carry who casts and swaps out gets the opening heal and none of the rest.

Gear

A build that works. KeqingMains lists every other option.

Weapon Energy Recharge, Max HP after that. Favonius Lance carries the first and drops particles on a crit.
Artifacts 4-piece Noblesse Oblige. 20% party Attack for the Burst he needs to cast every rotation regardless.
Main stats HP sands, HP goblet, Healing Bonus circlet. Crit is only worth anything for the Favonius passive.

Works well with

CryoElectro

Cryo, since a second Cryo character gives you the resonance and a shared Energy pool. Electro for Superconduct, which shreds Physical resistance the same way his stacks add Physical damage.

Don't bother

  • His own damage. Attack and Crit rolls do nothing here.
  • Holding the Skill at a lone boss. No other enemies means no shards to scatter.
  • Counting on the Physical bonus for a carry dealing elemental damage.
  • His crossbow strings. He fires the Skill and leaves.

Want the full theorycrafting version? Read Mika on KeqingMains.