Caroline centers around [Electrify] and [Magnetize]; her Ultimate enables the whole team to apply [Electrify] with all hits. Improving her resonance also increases the effectiveness of [Magnetize] and damage of Electro-related effects.
Playstyle and Key Mechanics
Caroline’s playstyle revolves around maintaining consistent [Electrify] with her [Drone] and supporting the team with card draw and cost regeneration. Her key mechanics include:
Her first card, [Flashstrike], deploys a [Drone] for 5 seconds that circles enemies while dealing damage and triggering [Electrify] each second. This is her primary tool to consistently apply [Lightning].
[Magnade] is a high-cost card that fires 5 electromagnetic bombs, dealing damage 5 times in an area, applying [Magnetize] status (double chance for the target to get [Electrify] for 6 seconds) and triggering [Electrify]. This is her Main AoE ability that also enables card-drawing mechanics through her Resonance.
[Thunder Vortex] is her Ultimate card that makes all allies [Electrify] enemies with all attacks. This is a really powerful skill and what makes Caroline the main support for Electro-based decks. With her A2, its duration is extended from 6 seconds to 9.
Investment
Similar to most SSR characters, Caroline’s power scales significantly with investment, though she can function at lower dupes in Electric teams:
Awakening 1 - Valuable breakthrough, draws [Drone] cards when using Leader skills, which has direct synergy with her own card [Flashstrike], allowing her to have fantastic uptime on applying [Electrify].
Awakening 2 - Extends [Thunder Vortex] from 6 seconds to 9, increasing your Electro damage window by around 50% when using that card.
Awakening 5 - Even more synergy with [Drone] cards, extending their duration by 2 seconds.
Resonance
Resonance 1 - Essential for lightning decks. Provides card draw after using [Magnade], giving priority to even more [Electrify] cards.
Resonance 2 - Major damage boost that makes Caroline's [Lightning] deal way more damage.
Resonance 4 - Extends [Magnetize] duration by 3 seconds, improving enemy vulnerability window.
Resonance 5 - If you are running Electro Decks, you need to get this upgrade. This Resonance recovers 0.1 cost per [Electrify], making Caroline an all-rounder that deals damage and acts as a Cost Battery while buffing all Electro damage.
Synergies
❗ ❗ ❗ The Synergies mentioned here are merely samples. Taking their core mechanics as an example, you can use many other characters as replacements or other synergies. ❗ ❗ ❗
Any Electro character will benefit from being on the same team as Caroline; some of the most notorious ones include:
Nicola - The best option to pair with Caroline, since Nicola’s kit revolves around [Electrify] triggers and [Drones]. They are a match made in heaven, since all of Caroline’s kit and upgrades focus on the same effects.
Fenia - Fenia’s damage scales the more [Electrify] enemies are on the battlefield, making Caroline a great buffer for her since she will constantly proc and apply it with her [Drone].
Nayuta - Universal support character that provides constant card drawing for faster rotations and can proc [Bolt: Disintegrate] for even more [Electrify] uptime.
Even outside Electro teams, you can find Caroline as a general Support/Sub-DPS character, since she can make everyone apply [Electrify] with [Thunder Vortex]. As a general rule of thumb, she will not be the Leader unless you have no better option, since characters like Nicola, Nayuta or even Stella exist.
Gear and Affixes
Some examples of overall good equipment choices for Caroline. For specific picks, please check the respective teams.
Weapons:
UR 2nd Phase Transition: Whenever wearer uses a 3-cost or lower card with [Electrify], the chance to [Electrify] the target increases by 2%. This effect stacks.
SSR Spectral Breaker: Deals 15% more Electro DMG.
SSR Ball Lightning: Whenever the wearer's skill card is played, it unleashes a ball of lightning that [Penetrates] enemies, dealing damage once each time it hits enemies in its path and inflicting [Electrify] on them.
SR Thunder Coil MK 1: Have an 8% better chance to [Electrify] the target. This effect stacks.
SR Viscera Collector MK 0: Using [Leader Skill] restores 0.4 Cost. This effect stacks.
R A77 Space Pistol: Playing own Red card increases [Basic Attack] Speed by 5%, up to a maximum of 100%.
R Gardener Multi-Tool: Playing a Red card increases ATK by 0.5%. This effect stacks.
R Mass Projector: Using [Leader Skill] increases ATK by 1.5%. This effect stacks.
Armor:
UR Phase Space Entry: Whenever a unit (allies and enemies alike) triggers [Electrify], restores 0.4% of their Max HP..
UR Lucid Dream Fiber: Wearer's Red cards heal the wearer for 2% of the damage dealt.
SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.
SSR External Memory Matrix: Max damage taken per hit is 33% of Max HP
SSR Black Rock Armor: Reduces wearer's final DMG taken by 10%. This effect stacks.
SSR High Dimension Construct: Generating a Black card restores 5% of Max HP. This effect stacks.
SR Resonance Fiber: When own skill card is used, restores 2% of Max HP.
Accessory:
UR False God Whisper: All friendly [Drone] last for 1 second longer. This effect stacks.
SSR Monopole Magnet Drone: Own [Drone] lasts for 2 seconds longer. This effect stacks.
SR PCS Command Drone: Using [Leader Skill] summons a support [Drone].
R Portable AED: +15% DMG from [Electrify], [Lightning], [Thunder], and [Bolt] caused by oneself, can be stacked.
Affixes
Using [Leader Skill] restores 0.2/0.3 Cost. This effect stacks.
Using [Leader Skill] restores 2/3% of own Max HP. This effect stacks.
Using a [Drone] card increases the wearer's ATK by 0.1/0.3%. This effect stacks.
Own [Drone] lasts for 1 second longer. This effect stacks.
Using [Leader Skill] increases own ATK by 0.5/1%. This effect stacks.
Increases own ATK by 1/3%. This effect stacks.
Restores 0.01/0.02 Cost per second. This effect stacks.
Increases [Basic Attack] Speed by 5/15%. This effect stacks.
[Basic Attack] deals 5/15% more damage. This effect stacks.
Increases all own trigger rates by 1/5%. This effect stacks.
[Electrify] dealt has a 3/5% better chance to trigger. This effect stacks.
[Electrify], [Lightning], [Thunder], and [Bolt] deal 5/10% more Lightning DMG. This effect stacks.
Increases final DMG dealt by 2/5%. This effect stacks.
[Magnetize] dealt lasts for 1/2 seconds longer. This effect stacks.
Durability of own [Shield] increases by 5/15%. This effect stacks.
Own [Shield] lasts for 1/3 seconds longer. This effect stacks.












![Shizuru [Summer]](https://cdn.prydwen.gg/images/resonance-solstice/characters/shizuru-summer_card.webp)













![Raziel [The Reminisce]](https://cdn.prydwen.gg/images/resonance-solstice/characters/raziel-the-reminisce_card.webp)


