To learn more about Mio check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Mio check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
17339
12071 + 5268
973
748 + 225
1120
814 + 306
141
126 + 15
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Mio skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Mist Fairy
Cooldown: 0
Tags: Single DMG, Freeze
Mist Fairy, engage! Mio uses Anima mist to deal 240% damage to a single enemy, with a 25% chance to apply [Freeze] for 1 turn.
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the chance of inflicting [Freeze] to 15%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the chance of inflicting [Freeze] to 25%.
[Freeze]: Target cannot take action or gain Turn Meter.
Ice Cage
Cooldown: 3
Tags: CC, Freeze, Wound
Sometimes, seemingly gentle mist isn't entirely harmless. Mio deals 260% damage to all enemies, with a 65% chance to apply [Wound] for 2 turns, and a 40% chance to apply [Freeze] for 1 turns.
Level 2: Increases damage multiplier to 260%.
Level 3: Increases the chance of inflicting [Freeze] to 40%.
Level 4: Chance to apply [Wound] increased to 65%.
Level 5: Reduces Skill CD by 1 turn(s).
[Freeze]: Target cannot take action or gain Turn Meter.
[Wound]: Cannot receive healing.
Misty Day
Cooldown: 4
Tags: Steal Turn Meter, SPD+
Clang, clang—let the game of hide-and-seek begin! Mio manipulates the mist to deal 300% damage to all enemies, with a 65% chance to steal the main targets Turn Meter by 50%, redistribute 25% Turn Meter from other targets among all allies, and grants all allies [SPD+] for 2 turns.
Level 2: Increases damage multiplier to 300%.
Level 3: Turn Meter steal effect increased to 50% and 25%.
Level 4: Chance to Steal Turn Meter increased to 65%.
Level 5: Reduces Skill CD by 1 turn(s)
[SPD+]: Increases SPD by 30%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
The third [Constant] SSR Animus introduced, Mio is an interesting mix of Control and Support in one fairly specialized kit, with her S2 and S3 both having multiple powerful, albeit conditional, effects at once.
Let’s get her S1 out of the way: it’s a single-target attack with [Freeze], except the chance to land the debuff can never go above 50%, making it an unremarkable part of her kit for the vast majority of the content.
Her S2 also plays around the [Freeze] debuff, except this time it’s an all-target AOE, and the chance to land it is substantially better, reaching potentially 80%. On top of that, the skill has an excellent chance to apply [Wound], a devastating debuff that prevents all forms of healing, this time with up to 90% chance to land! With a 3 (from the base 4) turn CD, this skill can be spammed quite frequently and drastically improves the survivability of your team in AOE-focused content.
Her S3 is a bit impractical, but in the right conditions, it becomes one of the strongest skills in the game. First, Mio attempts to steal the Turn meter of all the enemies, with the main target being stolen twice the amount of the secondary targets. Each steal can be resisted or blocked by immunity independently, but once the steal effect is resolved, all of the stolen Turn meter is then shared evenly among all your teammates:
This means that the more enemies there are, the more Turn meter can be stolen and thus, the more can be shared to your team.
Likewise, the fewer the allies, the more Turn meter each of them will receive.
If that wasn’t enough, Mio also applies a teamwide [SPD+] buff to the entire team for 2 turns regardless of the Steal part of the skill.
Such a combination of skills makes Mio a terrifying Animus in PVP. Indeed, with a very high chance to not only Steal, but also boost the Turn meter of your allies and speed them up, Mio acts as a 2-in-1 combo of Debuffer + Support, giving you one extra slot in your team to build a coherent synergy. In longer fights, the constant Freezing potential coupled with Heal prevention means that Mio’s opponents are unlikely to survive through sheer healing either, giving her more than enough versatility to be a safe first pick in any PVP match.
In PVE however, Mio is more of a mixed bag: while she’s amazing in AOE content without immune bosses, like DokiDoki or most farming stages, she immensely struggles in content with a single, ultra powerful threat, or multiple CC immune enemies, like the higher levels of Terrormaton and Aurora. In those contents, Mio is often relegated to a simple SPD buffer or a one time Turn meter steal/boost, which while useful, hardly justifies taking up a slot in your team especially if the fight lasts more than a couple of turns, where she ends up spamming auto attacks and S2 that do literally nothing to the enemy.
S2 and S3 each combine multiple, powerful effects into one button press.
Each of her buffs and debuffs are impactful.
Can forever lock enemies out of playing when paired with SPD- and other sources of Turn meter reduction.
For each Steal fail/resist, you get less Turn meter boost.
Most bosses have Freeze Immunity, making her S1 and S2 obsolete.
Absolutely needs skill levels for S3, and for S2 to a lesser degree.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
The go-to Shell for Mio that allows her to cycle faster in longer battles. While Mio can apply SPD+ to herself and party members, the buff has horrible uptime (50% only when maxed - before that it is even worse), so reducing it via Timeweave is very important - Jackal Guard will also help with the uptime of SPD on Mio.
Best Module Sets:
You can use
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
After the original takes action, has a 80% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.
3
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
1
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
1
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP
Mio has three stats to pay attention to across gear:
-
Mio synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Mio present within in all content available in the game.
DokiDoki Hell #7
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Inferno #1
Content: DokiDoki || Team type: Generic || Time: 4-5m
Hoyan Inferno #4
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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