Best Build for Natasha

Natasha Head
  • Stars: ★★★★
  • Element: Physical Element Physical
  • Path: The Abundance The Abundance
  • Release: 1.0

Natasha is a 4-star Healer in Honkai Star Rail, and even though she can fulfill her role perfectly (when properly equipped and builded), it's true that she is not one of the standout Healers in the game because other characters provide more substantial healing or offer additional types of support.

Her healing abilities are decent, especially the healing provided by her Ultimate Skill, which is an area-of-effect healing that works quite well. However, one of the most noteworthy aspects of this character is her ability to remove harmful conditions from her teammates (unlike Bailu, for example), and this is always a valuable asset in this type of game.

Natasha Body

Base Stats

HP: 1164
ATK: 476
DEF: 507
Speed: 98

Natasha Healer

Best Light Cones

Night of Fright

Night of Fright
HP: 1164
ATK: 476
DEF: 529

Increases the wearer's Energy Regeneration Rate by 12%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 10% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.4%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 14%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 11% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 2.8%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 16%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 12% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.2%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 18%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 13% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 3.6%. This effect can stack up to 5 times and lasts for 2 turn(s).

Increases the wearer's Energy Regeneration Rate by 20%. When any ally uses their Ultimate, the wearer restores HP for the ally currently with the lowest HP percentage by an amount equal to 14% of the healed ally's Max HP. When the wearer provides healing for an ally, increases the healed ally's ATK by 4.0%. This effect can stack up to 5 times and lasts for 2 turn(s).

Time Waits for No One

Time Waits for No One
HP: 1270
ATK: 476
DEF: 463

18% HP & +12% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

21% HP & +14% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

24% HP & +16% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

27% HP & +18% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

30% HP & +20% Outgoing Healing.
Healing done will be recorded and when an ally attacks, a random enemy will take DMG equal to 36% of recorded healing (the element type is the owner's one). This DMG cannot be buffed and can only occur once a time per turn.

Warmth Shortens Cold Nights

Warmth Shortens Cold Nights
HP: 1058
ATK: 370
DEF: 396

+16% Outgoing Healing.
Restores HP to all allies by an amount equal of 2.0% of their Max HP.

+20% Outgoing Healing.
Restores HP to all allies by an amount equal of 2.5% of their Max HP.

+24% Outgoing Healing.
Restores HP to all allies by an amount equal of 3.0% of their Max HP.

+28% Outgoing Healing.
Restores HP to all allies by an amount equal of 3.5% of their Max HP.

+32% Outgoing Healing.
Restores HP to all allies by an amount equal of 4% of their Max HP.

Post-Op Conversation

Post-Op Conversation
HP: 1058
ATK: 423
DEF: 330

+8% Energy Regeneration Rate & +12% to Ultimate's Outhealing.

+10% Energy Regeneration Rate & +15% to Ultimate's Outhealing.

+12% Energy Regeneration Rate & +18% to Ultimate's Outhealing.

+14% Energy Regeneration Rate & +21% to Ultimate's Outhealing.

+16% Energy Regeneration Rate & +24% to Ultimate's Outhealing.

Shared Feeling

Shared Feeling
HP: 952
ATK: 423
DEF: 396

+10% Outgoing Healing.
Regenerates 2 energy for every party member after using Skill.

+12.5% Outgoing Healing.
Regenerates 2.5 energy for every party member after using Skill.

+15% Outgoing Healing.
Regenerates 3 energy for every party member after using Skill.

+17.5% Outgoing Healing.
Regenerates 3.5 energy for every party member after using Skill.

+20% Outgoing Healing.
Regenerates 4 energy for every party member after using Skill.

Quid Pro Quo

Quid Pro Quo
HP: 952
ATK: 423
DEF: 396

At the start of the wearer's turn, regenerates 8 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 10 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 12 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 14 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

At the start of the wearer's turn, regenerates 16 Energy for a randomly chosen ally (excluding the wearer) whose current Energy is lower than 50%.

Best Relics and Planar Ornaments

Primary Stats

BodyOutgoing Healing
Relic Feet
FeetSpeed
Planar SphereHP %
Link RopeEnergy Regen Rate

Substats

HP HP % Speed Effect RES

Best Teams

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