★★★★★★
Horn |
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 |
Operator | File | Story | Overview | Dialogue | Gallery | Trivia |
Stats[]
Range | ||
Base □□
■ □□
□□ |
Elite 1 □□
■ □□
□□ |
Elite 2 □□
■ □□□
□□ |
Attributes | ↑ | ↑ | ↑ | ||
---|---|---|---|---|---|
HP | 1237 | 1650 | 2200 | 3067 | +300 |
ATK | 483 | 620 | 776 | 936 | +70 |
DEF | 223 | 334 | 452 | 620 | |
RES | 0 | 0 | 0 | 0 | |
Rdpl. time | 70s | 70s | 70s | 70s | |
DP cost | 24 | 24 | 26 | 28 | |
Blk. cnt. | 2 | 2 | 3 | 3 | |
Atk. itvl. | 2.8s | 2.8s | 2.8s | 2.8s |
Potential | ||||
---|---|---|---|---|
DP cost -1 | ||||
Improves Military Fortress | ||||
ATK +30 | ||||
Improves Bloodbath | ||||
DP cost -1 | ||||
Total Cost
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Promotion |
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Skills[]
Flare Grenade Auto Recovery Auto Trigger |
Level | Effect | |||
---|---|---|---|---|
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | ||||
|
Tempest Command Auto Recovery Manual Trigger Toggleable |
Level | Effect | |||
---|---|---|---|---|
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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 | – | |
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. |
Ultimate Line of Defense Auto Recovery Manual Trigger 24 sec. |
Level | Effect | |||
---|---|---|---|---|
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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
Talent(s)[]
Military Fortress |
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Bloodbath |
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Instead of retreating when defeated, recover HP to the max and gain -50% Max HP, +18 ASPD, and +18% DEF (triggers once per deployment) | |
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[]
Military Engineering |
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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 |
DIY Incandescent Alloy |
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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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