
To learn more about Jolt check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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.
14188
10853 + 3335
898
680 + 218
1853
1302 + 551
137
122 + 15
18%
10% + 8%
182%
150% + 32%
0%
0% + 0%
0%
0% + 0%
Voltza Trickster
Cooldown: -
Tags: Single DMG, Slow
Think you can catch lightning? Jolt deals 280% damage to a single enemy with a 100% base chance to inflict a 1-turn [SPD ↓] on the target. The Immortal Jolt: After Jolt takes a fatal attack, removes all effects applied to self, and enters the [J.O.L.T] state until the end of battle.
Level 2: Increases damage multiplier to 260%.
Level 3: Increases the chance of inflicting [SPD ↓] to 100%.
Level 4: Increases damage multiplier to 280%.
Level 5: Increases the Support chance while in [J.O.L.T] to 75%.
Hyper Thunder
Cooldown: 3
Tags: AoE, Purify, Shield
Too slow! I'm gonna catch you! Jolt purifies 1 debuff(s) from all allies, then deals 2 hit(s) of 160% damage to all enemies, increasing damage based on the target's lost HP percentage, with damage increasing by 0.5% for every 1% HP the target has lost. After the attack, Jolt applies a 1-turn Shield equal to 40% of the damage dealt by this attack to all allies.
Level 2: Increases damage multiplier to 140%.
Level 3: Increases [Shield] ratio to 40%.
Level 4: Increases damage multiplier to 160%.
Level 5: Increases the damage boost against low-HP targets to 0.5%.
Planetary Surge
Cooldown: 3
Tags: AoE, DEF ↓, Health Lock
Run while you can. Thunder is coming! Jolt deals 3 hit(s) of 120% damage to all enemies. The 1th hit has a 100% base chance to inflict a 2-turn [DEF ↓] on each target. Each hit also destroys Max HP equal to 35% of the damage dealt.
Level 2: Increases damage multiplier to 110%.
Level 3: Increases the chance of inflicting [DEF ↓] to 100%.
Level 4: Increases damage multiplier to 120%.
Level 5: Increases [Health Lock] ratio to 35%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT Rate +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT DMG +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Jolt is a kinetic, Odd Affinity Damage Dealer whose main gimmick is to get stronger after her first ‘death’, at the cost of using her skills randomly during her turns.
Skill 1 is two parts, one active and one passive. The active component is a single-target attack that has a high chance to apply [SPD-] on the target for 1 turn.
The passive, The Immortal Jolt, makes Jolt immune to Execute effects and Turn Meter-. Also, she gains 30% Turn Meter after acting. Lastly, and most importantly, Jolt enters the [J.O.L.T] state the first time she receives lethal damage, avoiding death and cleansing all debuffs. [J.O.L.T] prevents Jolt from being targeted, and only buffs and Turn Meter+ effects are applied to her. During her turns, she randomly casts either S2 or S3 regardless of CD, and whenever an ally attacks during their turns, Jolt has a high chance of following up with her S1.
Jolt will constantly disrupt the enemy by following up on her allies’ attacks, and with the amount of RNG pervading her kit, it’s highly recommended to grab lvl5 to tip the odds in your favor. S1 is her top priority.
S2 is an AoE that first purifies 2 debuffs from allies before hitting all the enemies twice, with the hits benefiting from increased damage based on how low the enemy’s HP is. After the attack, Jolt applies a 1-turn Shield to her team based on the damage she dealt.
Lvl5 improves the damage increase, and every level before that improves the damage and/or Shield provided, so it’s advised to invest in S2. 3rd priority.
S3 is another AoE, hitting all enemies 3 times for fairly low damage per hit; however, the attack comes with multiple powerful effects: each hit has a high chance to land a 2-turn [DEF-] and a part of the damage inflicted is converted into a [Health Lock] debuff, permanently sealing the targets’ max HP.
Lvl5 improves the HP Seal, so it’s extremely valuable in PVP. 2nd priority.
Jolt struggles to find her place in PVE; the pool of strong damage dealers is already filled to the brim, and her requirement to die first before popping off just doesn’t translate well in most PVE content. She can somewhat benefit newer players who lack the gear to survive difficult encounters, but even then she tends to fall off rather quickly. She’ll be able to kickstart your Doki and Aurora farming, but once you build proper DPS for those, you’ll never bring her back there.
As a side note, the endgame modes like the PVE GVG have already shown us that keeping your DPS alive can be really hard in the later stages, so Jolt could easily find her niche as a ‘weaker’ DPS who’s much harder to kill than most, so don’t fully sleep on her. She’s only one gamemode/stage gimmick away from being completely viable.
Even in PVP, Jolt has difficulty finding her footing. The gimmick has potential, but she simply suffers from never being the best option in any given scenario. Need to cleave? There are better cleavers, or similar ones you already invested in. Need to take it slow? There’s a plethora of Animuses doing that. Need some DPS and Control/Sustain at the same time? That’s covered already.
Simply put, whenever you’d consider bringing Jolt, you’d end up finding an Animus more suited to your strategy. That doesn’t mean she’s bad; in fact, Jolt herself is a good, strong Animus. Sadly, being good in the current PVP environment isn’t enough to justify a dozen lattices and a bunch of dupes.
Jolt’s kit is good, with strong DPS potential and better survivability/sustain than most DPS in the game. Unfortunately, investing a lot of resources into her when so many characters are capable of performing as well if not better than her makes it difficult to recommend building her. Do keep in mind that her usage rate could wildly shift depending on both Meta changes and new Gamemodes, so don’t ignore her if you want all your bases covered.
Hard to kill.
Constantly spams skills and follow-ups after ‘dying’ once.
Relatively beginner-friendly.
RNG is a double-edged sword.
Rarely the best option in any situation.
High investment required for PVP.
Few uses in PVE.
RNG is a double-edged sword.
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:
1
Grants the wearer 1200 Flat ATK and a buff allowing them to lifesteal 10% of the damage they deal while active. Damage-wise, the Shell is strongest for characters that don’t rely on their Shell for a large portion of their total damage, like Follow-Up attackers. The lifesteal effect of this Shell also makes it worth considering in PVP and PVE, even if it’s a damage downgrade.
Count can be a good option in slow build thanks to her teamates being able to proc her follow up attks.
Best Module Sets:
2
A heavy-hitting shell whose personal damage scales well throughout the fight. Its main downside is that it cannot buff its wielder, making it a subpar option in most scenarios. Benefits the most from Animuses who take lots of turns as quickly as possible.
Ace is her BIS shell in long duration fights, be sure to have some speed on her while using that shell.
Best Module Sets:
PVP builds aren't available yet. They will be added soon.
CRIT DMG, CRIT Rate, ATK%, Speed
For Jolt, Crit Rate is that most important stat as without critting her damage end up being very low so try to get as close as 100% Crit Rate as possible. After that, like with most damage dealers, focus on Crit DMG and ATK - Speed is optional, depending on the setup you're running her.
S1>S3>S2
Teams
The teams below come from our Teams database and showcase ANY team with Jolt present within in all content available in the game.