
SSR
Pelota
/Back/Anita
Introduction
Pelota is an SSR character in Resonance Solstice. Pelota's role is Back. Faction: Anita.
On our Resonance Solstice tier list Pelota is B tier, 43rd of the 73 characters ranked, from where 3 current tier lists put Pelota.
Is Pelota good?
An Electro utility unit who amplifies Electrify damage, applies Paralysis and gives the team heals, shields, an enemy ATK debuff and Electro damage reduction, the sustain Electro teams lack most. Her Ultimate builds Voltage to deal big damage or boost Electrify cards, and she's the first unit with an Orange card.
She takes
Tennie's slot in the main Electro lineup but loses much of her value elsewhere.
Pairs well with:
Tennie.
Strengths
- Big boost to Electro teams
- Heals, shields and damage reduction
Weaknesses
- Tied to Electro teams
Profile
Her birthday is Sep 5, and she stands 150 cm tall. Pelota is voiced by Ikue Otani in Japanese.
Skills
14Magnetic Barrier
Awake 1For every 10K electro accumulated, all allies take 1% less Final DMG while [EM Field] is in effect, stacking up to 50%.
Magnetic Reverse
Awake 2While [Magnetic Trap] is in effect, whenever any ally inflicts electro over 5 times, increases ATK by 1%. This effect stacks.
Battle Will
Awake 3ATK+150 DEF+150 HP+15%
Volt Overload
Awake 4For every 100K electro accumulated, increases the DMG dealt by EM Wave by 10%, up to 150%.
Volt Storm
Awake 5Generates 500 more electro. After playing [1M Volts], all allies' electro cards deal 15% more damage. This effect stacks.
Magnetic Shield
Res 1When [Magnetic Trap] expires, the ally with the lowest HP gains a [Magnetic Shield] for 10 seconds, with the shield's durability being 2000% of own DEF. When [Magnetic Shield] is present, it reduces Electro DMG taken by 50%.
Magnetic Positioning
Res 2Enhance [Magnetic Bait]: After using the next 1 Red or Orange electro card, immediately adds 3 electro cards from the deck or discard pile to your hand. Afterward, the next ally's Red or Orange electro card deals 100% more damage.
Induction Code
Res 4[Magnetic Trap] and [EM Field] last for 2 seconds longer.
Bipolar Shock
Res 5For every 100K electro accumulated, generates a [100K Volts] in your hand. For every 1M electro accumulated, generates a [1M Volts] at the top of your deck.
Magnetic Trap
Skill 1Creates a magnetic trap, lasting #r seconds. When it's triggered, inflicts [Paralysis] on enemies within range over #r times. During this period, increases the trigger rate of electro for rear allies by #r.
Magnetic Bait
Skill 2After using the next #r Red or Orange electro cards, immediately adds #r electro cards from the deck or discard pile to your hand. Afterward, the next ally's Red or Orange electro card deals #r more damage.
EM Field
Skill 3Generates #r powerful EM field(s), lasting #r seconds. During this period: Whenever any unit (allies and enemies alike) triggers electro over #r times in total, the EM field gains #r electro. Whenever the EM field accumulates 10K electro, releases #r EM Waves that deal DMG to all enemies over #r hits and heal all allies for #r of Max HP. electro always accumulates and does not decay. EM Wave is system.
Derivative · 100K Volts
Skill 4Unleashes 100K Volts that deals DMG to all enemies over #r hits and has a #r chance to trigger electro. Afterward, all allies' electro cards deal 2% more damage. This effect stacks. This card is system when used.
Derivative · 1M Volts
Skill 5Unleashes 1M Volts that deals DMG to all enemies over #r hits and has a #r chance to trigger electro. Afterward, immediately adds #r electro cards from your deck of discard pile to your hand. Cards obtained in this way may exceed your hand size. This card is system when used.
Art




