Connor

Connor

SSRFrontA tier

Introduction

Connor is an SSR character in Resonance Solstice. Connor's role is Front. Faction: Mundus Empire.

On our Resonance Solstice tier list Connor is A tier, 15th of the 73 characters ranked, from where 9 current tier lists put Connor.

Is Connor good?

A frontline tank who turns into a huge burst damage dealer as Leader. Her cards evolve through the fight: Hold the Line stuns and permanently adds 2% DEF each use, Guardian Angel shields the whole team for 10 seconds at 1000% of her DEF, often replacing a healer, and her Ultimate upgrades her cards up to a third form with massive AoE.

Outside the Leader slot, or without meeting its conditions, she's a plain tank.

Strengths

  • Massive burst as Leader
  • Team-wide DEF-based shield
  • Solid frontline tank

Weaknesses

  • Leader conditions needed for full value
  • Plain tank outside the Leader slot

Profile

Her birthday is Jul 2, and she stands 172cm tall. Connor is voiced by Shizuka Itou in Japanese.

Skills

18
  • Enemy Contact

    Awake 1

    Using [Colossal Array] reduces the cost of [Hold the Line II] by 1, lasting the entire battle. Using [Colossal Array II] reduces the cost of [Guardian Angel II] by 1, lasting the entire battle.

  • Protective Zone

    Awake 2

    When ally guard vanishes or explodes, guard holder's DEF increases by 1%, 30% max.

  • Battle Will

    Awake 3

    ATK+150 DEF+150 HP+15%

  • Starfall

    Awake 4

    Each time arcane is inflicted, increase own ATK by 2%, up to 50%.

  • Aftermath

    Awake 5

    After using [Earthquake], generate 1 system to your hand. When ally's guard vanishes or detonates, there is a 20% chance to cast 1 [Frost Nova].

  • Guardian

    Res 1

    Durability of guard +50%

  • Instinct

    Res 2

    The lower the HP, the lower the Final DMG received, up to a maximum of 50%.

  • Recovery

    Res 4

    When allies' guard vanishes or detonates, heals the guard holder for 5% of Max HP.

  • Fight or Die

    Res 5

    After using [Colossal Array II], increase own ATK by 20% of DEF.

  • Hold the Line

    Skill 1

    Inflict 1 hit of DMG on the enemy unit and fire, also trigger guard. Increase Connor's DEF by 2%, stackable.

  • Guardian Angel

    Skill 2

    All allies gain a guard for 10s. The durability of the guard is based on #r of Connor's DEF.

  • Colossal Array

    Skill 3

    Transforms all [Hold the Line] into [Hold the Line II]. Increases all allies' ATK and DEF by #r. Afterward, [Colossal Array] is replaced by [Colossal Array II].

  • Derivative · Hold the Line II

    Skill 4

    Cause 1 hit of DMG to the enemy unit and fire, while triggering guard/guard. Increase own DEF by 3%, stackable.

  • Derivative · Guardian Angel II

    Skill 5

    Cause all allies to gain guard, lasting 10s The durability of the guard is based on #r of Connor's DEF. At the same time, generate 1 [Earthquake] to your hand When the guard from [Guardian Angel] is destroyed, each guard deals 1 hit of DMG to all enemies. This DMG is based on #r of Connor's DEF.

  • Derivative · Earthquake

    Skill 6

    Detonate all guard on the field, each guard deals 1 hit of DMG to all enemies. This DMG is based on #r of Connor's own DEF. Earthquake is system. This card is system when it leaves your hand.

  • Derivative · Shockwave

    Skill 7

    Unleashes a burst of gravity shockwave, fire/arcane all enemies. The next Red card played deals 50% more damage. This effect stacks. This card is system when it leaves your hand.

  • Derivative · Colossal Array II

    Skill 8

    Transforms all [Guardian Angel] into [Guardian Angel II]. All allies' ATK and DEF +#r. Afterward, [Colossal Array II] is replaced by [Nova Impact].

  • Derivative · Nova Impact

    Skill 9

    Releases Nova Impact, striking enemies over 4 hits and inflicting arcane. Nova Impact is considered system.

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