Chloe is a DPS that specializes in drawing and dealing Thunder by removing cards from the deck; she can inflict more Thunder upon yellow cards entering the discard pile while her ultimate is active.
Playstyle and Key Mechanics
Chloe revolves her kit by discarding cards to deal Thunder; the number of Thunder can increase by having more Yellow Cards discarded while her ultimate is up, so pretty much you’ll want her on a team with a majority of Yellow Cards.
For her first card, [Magnetic Track], a 3-cost yellow card allows her to retrieve a card from the discard pile and then she inflicts [Thunder] twice and the amount is multiplied depending on the cost of the retrieved card, meaning if she retrieves a 3-cost card she will inflict six [Thunder].
Next is [Magnetic Flux], a 3-cost yellow card that halves the card draw cooldown
Investment
Chloe is hardly anything but a card draw support at Awakening 0. With a decent team, she is still usable however, she shines the most when she hits her Awakening Breakpoint, which is Awakening 2.
Awakening 1 - Increases her ATK whenever an ally inflicts [Thunder] or [Bolt].
Awakening 2 - [Thunder] has a chance to inflict [Bolt] and [Bolt] generates cost.
Awakening 4 - Heals the lowest HP ally whenever an ally inflicts [Thunder] or [Bolt].
Awakening 5 - More Electro DMG per current Cost.
Resonance
Resonance 1 — Chance to inflict [Thunder] whenever a card leaves the deck, which can be either drawn to hand or was discarded from the deck
Resonance 2 — Destroys Black Cards in hand and inflicts [Bolt] on enemies.
Resonance 4 — One of the first 5 cards is [Magnetic Flux] and while it is active, each Yellow Card that goes into the discard pile deals [Thunder] dependent on its Cost.
Resonance 5 — Chance to double the damage of [Electrify] and [Thunder], and chance to inflict [Blaze] with [Thunder] and [Bolt]
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. ❗ ❗ ❗
Fenia - Specializes in discarding cards and also inflicts Thunder, a really worthwhile partner for an Awakening 0 or Awakening 2 Chloe.
Caroline - Effective cost generator alternative if you don’t have Awakening 2 Chloe.
Nayuta - Additional cards in hand and easily helps the team’s rotation.
Gear and Affixes
Some examples of overall good equipment choices for Chloe. For specific picks, please check the respective teams.
Weapon
UR 2nd Phase Transition: Whenever the wearer uses a 3-cost or lower card with [Electrify], the chance to [Electrify] the target increases by 2%. This effect stacks.
SSR Celestial Electro Charm: Discard a random hand card at the start of battle. All allies deal 10% more Electro DMG. This effect stacks.
SSR Spectral Breaker: Deals 15% more Electro DMG.
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 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..
SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.
SR Resonance Fiber: When own skill card is used, restores 2% of Max HP.
Accessory:
UR Karma Dice: Increases all allies' all trigger rates by 3%. This effect stacks.
UR Eye of Logos: Activates [Discard] action at the start of the battle.
SSR Mobius: Cards in your hand are replenished 0.25 seconds faster. This effect stacks.
SSR Divinity Seal: Gains 2 Cost at the battle's beginning. This effect stacks.
SSR Fengshui Tactical Drone: For every 8 cards used, increases ATK or DEF by 2%, up to a maximum of 50%.
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 [Leader Skill] increases own ATK by 0.5-1%. This effect stacks.
Increases own ATK by 1-3%. This effect stacks.
Increases all own trigger rates by 1-5%. 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.
Restores 0.01-0.02 Cost per second. This effect stacks.







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