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DefenderFortressVictoria
Horn, Soldier of Victoria, here with you to face the crisis.
Shells swift as wind storm, shield stiff as steel wall.
Position Melee
Tags DPS, Defense
Trait When not blocking enemies, prioritizes dealing ranged AoE Physical damage
Availability Headhunting

Stats[]

Range
Base
   
  
   
Elite 1
   
  
   
Elite 2
    
  
    
Attributes Base Base Elite 1 Elite 2 Trust bonus
HP HP 1237 1650 2200 3067 +300
ATK ATK 483 620 776 936 +70
DEF DEF 223 334 452 620
RES RES 0 0 0 0
RDP Rdpl. time 70s 70s 70s 70s
COST DP cost 24 24 26 28
BLOCK Blk. cnt. 2 2 3 3
ASPD Atk. itvl. 2.8s 2.8s 2.8s 2.8s
Potential
Potential 2 DP cost -1
Potential 3 Improves Military Fortress
Potential 4 ATK +30
Potential 5 Improves Bloodbath
Potential 6 DP cost -1
Total Cost
Horn's Token
5
OR
Royal Defender Token
20
Promotion
Elite 1 Elite 1
  • Maximum attributes increased.
  • DP cost +2.
  • Block count +1.
  • New skill: Tempest Command.
  • New talent: Military Fortress.
Level 50
LMD
30K
Defender Chip
5
Orirock Cube
12
Sugar
5
Elite 2 Elite 2
  • Maximum attributes increased.
  • DP cost +2.
  • New skill: Ultimate Line of Defense.
  • New talent: Bloodbath.
  • Military Fortress improved.
  • Range extended.
Elite 1 Level 80
LMD
180K
Defender Dualchip
4
D32 Steel
4
Oriron Block
7

Skills[]

Skill-Horn1 Flare Grenade
Auto Recovery
Auto Trigger
Level Effect Initial SP SP cost Duration
Rank 1
The next attack deals 160% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 5 seconds, disabling enemy Invisibility
Can store 1 charges
0 8
Rank 2
The next attack deals 170% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 5 seconds, disabling enemy Invisibility
Can store 1 charges
0 8
Rank 3
The next attack deals 180% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 5 seconds, disabling enemy Invisibility
Can store 1 charges
0 8
Rank 4
The next attack deals 190% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 6 seconds, disabling enemy Invisibility
Can store 1 charges
0 7
Rank 5
The next attack deals 200% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 6 seconds, disabling enemy Invisibility
Can store 1 charges
0 7
Rank 6
The next attack deals 210% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 6 seconds, disabling enemy Invisibility
Can store 1 charges
0 7
Rank 7
The next attack deals 220% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 7 seconds, disabling enemy Invisibility
Can store 2 charges
0 6
Rank 8
The next attack deals 240% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 7 seconds, disabling enemy Invisibility
Can store 2 charges
0 5
Rank 9
The next attack deals 260% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 7 seconds, disabling enemy Invisibility
Can store 2 charges
0 5
Rank 10
The next attack deals 280% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 8 seconds, disabling enemy Invisibility
Can store 2 charges
0 5
Additional information
  • Flare Grenade extends the splash damage radius of Horn's attack to 1.7 tiles and the attack that triggers it can damage invisible enemies.
  • The illumination effect covers a radius of 1.7 tiles (the same as the extended splash damage radius), can affect aerial enemies, and lingers for its duration even if Horn is knocked out or retreated.
Skill-Horn2 Tempest Command
Auto Recovery
Manual Trigger
Toggleable
Level Effect Initial SP SP cost Duration
Rank 1
Each attack deals 130% ATK as Physical splash damage
Overload: Each attack deals 30% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
10 35
Rank 2
Each attack deals 140% ATK as Physical splash damage
Overload: Each attack deals 30% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
10 35
Rank 3
Each attack deals 150% ATK as Physical splash damage
Overload: Each attack deals 30% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
10 35
Rank 4
Each attack deals 160% ATK as Physical splash damage
Overload: Each attack deals 35% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 30
Rank 5
Each attack deals 170% ATK as Physical splash damage
Overload: Each attack deals 35% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 30
Rank 6
Each attack deals 180% ATK as Physical splash damage
Overload: Each attack deals 35% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 30
Rank 7
Each attack deals 190% ATK as Physical splash damage
Overload: Each attack deals 40% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 28
Rank 8
Each attack deals 200% ATK as Physical splash damage
Overload: Each attack deals 50% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
18 27
Rank 9
Each attack deals 220% ATK as Physical splash damage
Overload: Each attack deals 50% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
18 26
Rank 10
Each attack deals 240% ATK as Physical splash damage
Overload: Each attack deals 60% ATK as extra splash Arts damage. If cancelled manually, fire all remaning bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
18 25
Additional information
The damage dealt by the remaining ammunition when Tempest Command is deactivated is always calculated by Horn's ATK when she activates it.
Skill-Horn3 Ultimate Line of Defense
Auto Recovery
Manual Trigger
24 sec.
Level Effect Initial SP SP cost Duration
Rank 1
ATK +10%, Attack Interval slightly reduced
Overload: ATK instead +20%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 2
ATK +15%, Attack Interval slightly reduced
Overload: ATK instead +30%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 3
ATK +20%, Attack Interval slightly reduced
Overload: ATK instead +40%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 4
ATK +25%, Attack Interval reduced
Overload: ATK instead +50%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 5
ATK +30%, Attack Interval reduced
Overload: ATK instead +60%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
20 45 24s
Rank 6
ATK +35%, Attack Interval reduced
Overload: ATK instead +70%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
20 45 24s
Rank 7
ATK +40%, Attack Interval greatly reduced
Overload: ATK instead +80%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 40 24s
Rank 8
ATK +50%, Attack Interval greatly reduced
Overload: ATK instead +100%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 38 24s
Rank 9
ATK +60%, Attack Interval greatly reduced
Overload: ATK instead +120%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 36 24s
Rank 10
ATK +70%, Attack Interval greatly reduced
Overload: ATK instead +140%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 35 24s

Skill upgrades

Rank 2
Skill Summary - 1
5
Rank 3
Skill Summary - 1
5
Sugar Substitute
5
Diketon
4
Rank 4
Skill Summary - 2
8
Polyester
5
Rank 5
Skill Summary - 2
8
Oriron
4
Sugar
3
Rank 6
Skill Summary - 2
8
Incandescent Alloy
6
Rank 7
Skill Summary - 3
8
Oriron Cluster
3
Compound Cutting Fluid
5
Rank 8
Flare Grenade
Skill Summary - 3
8
Cutting Fluid Solution
4
Integrated Device
5
Tempest Command
Skill Summary - 3
8
Refined Solvent
4
Incandescent Alloy
7
Ultimate Line of Defense
Skill Summary - 3
8
Orirock Concentration
4
Grindstone
7
Rank 9
Flare Grenade
Skill Summary - 3
12
Manganese Trihydrate
4
Refined Solvent
8
Tempest Command
Skill Summary - 3
12
Grindstone Pentahydrate
4
White Horse Kohl
9
Ultimate Line of Defense
Skill Summary - 3
12
RMA70-24
4
Manganese Trihydrate
7
Rank 10
Flare Grenade
Skill Summary - 3
15
D32 Steel
6
RMA70-24
5
Tempest Command
Skill Summary - 3
15
Crystalline Electronic Unit
6
Polymerized Gel
4
Ultimate Line of Defense
Skill Summary - 3
15
Polymerization Preparation
6
Cutting Fluid Solution
6

Talent(s)[]

Military Fortress
Elite 1 When this unit is on the field, Defender Operators gain +10% ATK
Elite 1Potential 3 When this unit is on the field, Defender Operators gain +13% (+3%) ATK
Elite 2 When this unit is on the field, Defender Operators gain +20% ATK
Elite 2Potential 3 When this unit is on the field, Defender Operators gain +23% (+3%) ATK
Bloodbath
Elite 2 Instead of retreating when defeated, recover HP to the max and gain -50% Max HP, +18 ASPD, and +18% DEF (triggers once per deployment)
Elite 2Potential 5 Instead of retreating when defeated, recover HP to the max and gain -50% Max HP, +21 (+3) ASPD, and +21% (+3%) DEF (triggers once per deployment)

Base skills[]

Skill-Workshop4 Military Engineering Base Workshop
When this Operator is assigned to the Workshop to process Elite materials, reduces the Morale consumed by all corresponding formulas that cost 4 Morale by -1
Skill-Workshop39 DIY Incandescent Alloy Elite 2 Workshop
When this Operator is assigned to the Workshop to process Incandescent Alloy Block material, the production rate of byproduct increases by 100%

Changelog[]

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