4★ Mika — Equipment
Weapons
Rune Lance — If use more than 5 AP, +25% Damage, Shield Gain, and Healing.
- BiS for Throughput. The +25% Healing is a direct multiplier to the Final Heal Card Multiplier. Since it activates on Turn 3 (at 3 AP/turn), it provides the strongest sustained boost to her healing for long battles.
Branch of the Sacred Tree — On Heal or Recover, Fixed Damage to all enemies equal to 35% of Heal amount.
- Passive DPS. If Mika heals every turn, this procs consistently. It allows her to contribute team-wide damage that scales with her healing output without requiring her to use actual attack cards.
Torch of Wrath — At the start of a turn, apply 2 Mark to a random enemy.
- Reliable Debuff. Provides free, unconditional utility. Applying Mark every turn increases the damage her allies deal, making it a high-value pick for a long encounter where survival is managed.
Flashbang — At the start of battle, apply 3 Weaken to a random enemy.
- Early Mitigation. 3 Weaken at the start significantly lowers the enemy's damage floor. While helpful for early-turn survival, it lacks the long-term scaling value of the higher-ranked items in a prolonged fight.
Sneering Dagger — When an enemy is defeated, 2 Vulnerable to all enemies.
- Too Conditional. Vulnerable is a great debuff, but it requires an enemy to be defeated first. In single-target boss fights, this provides zero benefit to Mika’s healing or the team’s efficiency.
Armors
Wings of the Swarm — At the start of battle, gain 2 Immunity.
- Top Tier Utility. Prevents stuns and debuffs for 2 hits. This is 100% efficient as it ensures Mika never misses a healing window, regardless of her stats.
Fragment of the Empty Void — At the start of battle, Discard up to 3 cards, Draw equal to the number.
- Turn 1 Consistency. Discarding/Drawing 3 cards lets you find high-value cards immediately. In a fight, a perfect start is better than a small stat boost.
Incomplete Carapace — At the end of the turn, if you have 5 or more Cards in hand, +140% Fixed Shield.
- EHP Powerhouse. The +140% Fixed Shield bypasses the defense-to-heal tax. When using Retain or Draw decks, this provides massive, raw protection that doesn't rely on the 0.15 multiplier.
Regenerative Ribcage — Max HP +12%.
- Optimal Stat. Max HP is not "taxed" by the healing formula. It provides a reliable buffer against boss nukes, making it mathematically superior to stacking defense for survival.
Rocket-Adorned Cape — At the start of the battle, 1 Damage Reduction and Draw 1.
- Action Economy. Provides 1 Damage Reduction (DR) and Draw 1. The card-draw opens option for a better starting hand, and flat DR is often more effective than Defense against high attack bosses.
Gladiator's Helmet — At the start of battle, gain 2 Damage Reduction.
- Flat Protection. 2 Damage Reduction is a constant value that doesn't scale down. It’s a reliable way to dampen early attacks on decks the requires ramp-up.
Growing Carapace — At the start of the turn, gain 40% Fixed Shield.
- Contant Buffer. 40% Fixed Shield every turn provides consistent protection. It keeps HP bar untouched by minor "chip" damage.
Titan Combat Suit — When taking Damage, Recover 2% HP (1 per turn).
- Passive Top-off. Recovering 2% HP when hit helps the team stay healthy without wasting limited AP or cards.
Contaminated Helmet — Max HP +6%, Defense +12%.
- Baseline Survival. The +6% HP is the primary value here. The +12% Defense is a "nice to have," but it only provides a tiny sliver of actual healing increase.
Trinkets
Clover of the Forest — When Recover via card, +10% ally Attack for 1 turn (Max 1 stack).
- Top Efficiency. Since Mika heals HP regularly, this keeps a +10% Attack buff on your DPS. It’s the best way to scale team output while she performs her primary role.
Nature's Gift — Heal 40% at the end of turn.
- Action Saver. 40% Heal at the end of every turn. This ensures Mika stays topped off without wasting her own 3 AP or healing cards on herself, maximizing her "Virtual AP" for the team.
Source of the Forbidden — When hit, inflict 1 random effect among Vulnerable, Weaken, or Impair to the attacker (3 times per turn).
- High Uptime. Bosses often use AoE or multi-attacks. Passive Vulnerable or Weaken applications (3x per turn) provide significant support without any card or AP cost.
Superconductive Protein — At the start of the battle, change the cost of 1 card in your hand to 0 for 1 turn.
- Early Setup. Although it’s a one-time Turn 1 effect, ideal for deck that requires setup via multiple Initiation Upgrade cards.
Grey Orb — At the start of battle, gain 3 Damage Reduction.
- Fragile Buffer. While 3 Damage Reduction is strong, as a stack-based "One-Time Cast," it will likely be stripped within the first 2 turns against multi-hit bosses, providing zero value for the remaining turns.
Dice of Derangement — +8% max HP. At the end of battle, if HP below 50%, recover 8% max HP. If HP is 50% or higher, -5 for the combatant with the highest Stress.
- Consistent Tankiness. Just an 8% HP stick. HP is better than Defense for Mika because it isn't "taxed" by the 0.15 efficiency penalty, but it lacks utility.
Kirak's Core — At the start of turn, if HP below 40% max HP, Recover 5%.
- Outclassed. The 5% recovery only triggers below 40% HP. Compared to Nature's Gift (40% every turn), this is mathematically insignificant for survival.
Voracious Swarm — When taking Damage, 4 Agony on the attacker.
- Low Value. Inflicting Agony when hit is minor chip damage. Seek to apply Agony on deck without Agony cards to benefit from Cursed Corpse set bonus.