Resonance SolsticePelotaBuild and Guide

Character

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Introduction

Best guide and build for Pelota from Resonance Solstice. Pelota is a SSR rarity character from the Support class and
Electro
Electro elements, who belongs to the Anita faction. Their position in combat is Rear.

To learn more about Pelota check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

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To learn more about Pelota check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Teams

Profile

Cards
Card Image

Magnetic Trap

Type: S1 (Normal) | Cost: 2 | Amount: 3

Create a magnetic trap, lasting 6 seconds.
When triggered, causes the enemy unit within range to trigger [Paralysis] 1 times.
During this period, increase the trigger rate of [Electrify] at rearline by 10%.

[Paralysis]: Reduces the target's ATK and DEF by 10% for 6 seconds.
The affected target loses 1% of Energy per second.

[Electrify]: Each hit has a 20% chance to trigger a lightning, dealing 1 hit damage.

Card Image

Magnetic Bait

Type: S2 (Normal) | Cost: 3 | Amount: 1

Upon using the next 1 Red and Orange [Electrify] cards, immediately adds 2 [Electrify] cards from the deck or discard pile to your hand. After that, the next Red or Orange [Electrify] card deals 100% more damage.

[Electrify]: Each hit has a 20% chance to trigger a lightning, dealing 1 hit damage.

Card Image

EM Field

Type: Ultimate (Normal) | Cost: 4 | Amount: 1

Generates 1 powerful EM field(s) for 10 seconds.
Duration: Whenever any character (allies and enemies alike) inflicts [Electrify] 1 times, the EM field gains 2000 [Volt].
Whenever the EM field accumulates 10,000 [Volt], releases 1 EM waves that deal damage to all enemies over 1 hits and restore all allies' HP by 2%.
[Volt] always accumulates and does not decay. EM waves are considered [Wave].
DMG: 1500% (Electro).

Requirements: Cooldown: 30 seconds. Obtaining a card with [Electrify]/[Lightning]/[Thunder]/[Bolt] reduces the cooldown by 5 seconds.

[Electrify]: Each hit has a 20% chance to trigger a lightning, dealing 1 hit damage.

Card Image

100K Volts

Type: Ultimate (Derivative) | Cost: 1 | Amount:

Unleashes 100K Volt that deals damage to all enemies over 10 hits and has a 20% chance to inflict [Thunder].
Afterwards, all your [Electrify] cards deal 2% more damage. This effect stacks.
This card is [Destroyed] when played.
DMG: 1500% (Electro) x10.

[Electrify]: Each hit has a 20% chance to trigger a lightning, dealing 1 hit damage.

[Thunder]: Summons 3 lightnings on the target, dealing damage over 3 hits and triggering [Electrify].

Card Image

1M Volts

Type: Ultimate (Derivative) | Cost: 5 | Amount:

Unleashes 1M Volt that deals damage to all enemies over 10 hits and has a 20% chance to inflict [Bolt].
Afterwards, immediately adds 5 [Electrify] cards from your deck or discard pile to your hand. Cards obtained in this way may exceed the limit of your hand.
This card is [Destroyed] when played.
DMG: 15000% (Electro) ×10

[Electrify]: Each hit has a 20% chance to trigger a lightning, dealing 1 hit damage.

[Bolt]: Unleashes fiery lightnings, dealing damage to the target over 5 hits and triggering [Electrify].

Resonance
R1

Magnetic Shield

Type: Major

After the [Magnetic Trap] vanishes, one ally with the lowest HP gains a [Magnetic Shield] for 10s, with the shield's durability being 2000% of its own defense.
When the [Magnetic Shield] is present, it reduces received Electro DMG by 50%.
R1.5

Battle Spirit

Type: Minor

Increases own [Basic Attack] DMG by 5/50%.
R2

Magnetic Positioning

Type: Major

Enhances Magnet Bait:
Upon using the next 1 Red and Orange [Electrify] card, immediately adds 3 [Electrify] cards from the deck or discard pile to your hand.
After that, the next Red or Orange [Electrify] card deals 100% more damage.
R2.5

Electrify

Type: Minor

Ally [Electrify] DMG increases by 3/30%.
R3

Vitality

Type: Major

HP +35%
R3.5

EM Field

Type: Minor

[EM Wave] DMG increases by 3/30%.
R4

Induction Code

Type: Major

Magnet Trap and EM Field last for 2 seconds longer.
R4.5

100K Volts

Type: Minor

[100K Volts]/[1M Volts] DMG increases by 5/50%.
R5

Bipolar Electric Shock

Type: Major

For every 100,000 Volt Value accumulated, generate 1 '100,000 Volts' and add it to your Cards. For every 1,000,000 Volt Value accumulated, generate 1 '1,000,000 Volts' and add it to the top of your deck.
Awakening
A1

Magnetic Barrier

Awakening 1

While EM Field is in effect, all allies take 1% less final DMG for every 10,000 Volt Value accumulated, up to a maximum of 50%.
A2

Magnetic Reverse

Awakening 2

While Magnet Trap is in effect, whenever an allied backline unit Electrifies enemies 5 times, they gain a 1% Attack bonus. This effect stacks.
A3

Battle Will

Awakening 3

ATK +150
DEF +150
HP +15%
A4

Volt Overload

Awakening 4

Every accumulation of 100,000 Volts increases the DMG caused by EM Wave by 10%, up to a maximum of 150%.
A5

Volt Storm

Awakening 5

Generates 500 more Volt Value.
Casting 1M Volt enables all [Electrify] cards to deal 15% more damage. This effect stacks.
Profession Skills
Reso 1

Designated Goods Trading

Reso 1

Available quantity of solar cell arrays +20.0%.
Reso 4

Energy Storage Management

Reso 4

Power Limit +5.0%.
Reso 5

Designated Goods Trading +

Reso 5

Available quantity of solar cell arrays +30.0%.
Stats (Max)
HP
63920
DEF
733.2
ATK
770.8

Review

Review

Pelota is an Electro-focused Utility crew member that greatly amplifies [Electrify] damage, applies [Paralysis] to weaken enemies, heals, shields, and reduces Electro damage taken by all allies for a certain duration and unleashes incredible damage towards the enemies or further increases the damage of cards with [Electrify] after accumulating enough Voltage from her Ultimate.

Playstyle and Key Mechanics

As an Electro-focused crew member, Pelota easily replaces Tennie in the main Electro team as she offers more sustain options compared to her. Arguably, you can still put them in the same team, but there are better options than just straight-up having them in the same team. Pelota is also the first crew member to have an Orange card, which will be mentioned as we break down her cards

Main Cards:
  • First off, we got ourselves a blue card called [Magnetic Trap]. This card creates a magnetic trap that provides shielding to allies and applies [Paralysis] to enemies, making them deal less damage and have less defence, a very incredible tool for sustain, as the main Electro team lacks them.

  • Next, we have her yellow card called [Magnetic Bait]. Once used, the next Red or Orange card used will draw 2 cards with [Electrify] from your deck or discard pile; afterwards, the next Red or Orange card with [Electrify] will deal an additional 100% damage.

  • Lastly, her Ultimate card is a purple card called [Em Field]. Once this card is activated, Pelota will begin healing the team and use [EM Waves] to deal damage accordingly. Additionally, at Resonance 5, the field accumulates Voltage from all [Electrify] dealt by allies. Once conditions are met, she can obtain [100K Volts] or [1M Volts], depending on how much accumulated Voltage is obtained within the duration. 

Derivatives:
  • [100K Volts] - Pelota unleashes 100K Volts that deal damage to all enemies over 10 hits. At the same time, there is a 20% chance to inflict [Thunder]. After using it, your cards with [Electrify] deal 2% more damage and this effect stacks.

  • [1M Volts]  - Pelota unleashes 1M Volts that deals damage to all enemies 10 hits. At the same time, there is a 20% chance to inflict [Bolt]. After using it, you can add 5 cards with [Summoning Lightning] from your Deck or Drop Zone to your hand, exceeding your hand limit. [Destroyed] after use.

Investment

Half of Pelota’s awakening, Awakening 1, 2, 5, involves improving allies' defences and damage, and Awakening 3 and 4 mainly for Pelota’s own personal damage upgrade. Now, let's break down how they work.

  • Awakening 1 - Whenever the [EM field] is in effect, all allies will take less damage; the effectiveness of this damage reduction is determined by how much Volt value is accumulated.

  • Awakening 2 - Whenever [Magnet Trap] is in effect, backline allies apply [Electrify] on an enemy, they gain ATK bonus, incredible if your main DPS is a backline unit.

  • Awakening 4 - Pelota’s [EM Field] damage is increased every time she accumulates 100,000 volts. This is only recommended to get if your team can continuously apply [Electrify], as Volt accumulation will be quite hard if you’re gonna use Pelota outside of the Electro team.

  • Awakening 5 - Improves Volt accumulation and whenever 1M Volts is cast, all cards with [Electrify] will deal more damage.

Resonance
  • Resonance 1 — Whenever [Magnetic Trap] expires, it will now provide a shield to the ally with the lowest HP; not only that it also reduces Electro DMG received by 50%

  • Resonance 2 — Enhances [Magnetic Bait] by having an additional card draw, making it draw from 2 into 3.

  • Resonance 4 — Increases the duration for [Magnetic Trap] and [EM Field] for 2 secs, meaning more time to accumulate Volts and higher sustain.

  • Resonance 5 — Enables her to obtain Volt Derivatives as she accumulates Volt stacks.

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. ❗ ❗ ❗ 

  • Nicola - A backline Electro DPS that can apply tons of [Electrify] stacks thanks to her skills and basic attacks, she’s a great contributor for accumulating Volt.

  • Caroline - An Electro support, at resonance 5, she is able to generate cost whenever [Electrify] is triggered; not only that she can also double its trigger rate by applying [Magnetize] to enemies.

  • Stella - Will help with the initial cost to start the combo, and draws a card to help cycle the deck, making it easy to lessen the downtime on [Magnetic Trap] and [EM Field].

  • Arcana - Helps redraw discarded cards and cost generation, only use if you are missing Caroline.

Gear and Affixes

Some examples of overall good equipment choices for Pelota. For specific picks, please check the respective teams.

Weapons:
  • 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 Unbewusstes Probe: Whenever you play a Red card of cost 3 or more, random enemies receive 3% less healing. This effect stacks up to a maximum of 75%.

  • SSR Spectral Breaker: Deals 15% more Electro DMG.

  • SSR Prohibited Crafts: [Basic Attack] deals 25% more damage.

  • 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 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:
  • 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 Dawncloud Seal: Max Hand Size +1.

  • UR Hulton Balloon: Draws a card after playing a 3-cost or higher Yellow card.

  • 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.

  • SR Magic Spring: Restores 0.02 Cost per second. This effect stacks.

  • R Harrison Device: Playing a Yellow card restores 0.3 Cost. This effect does not stack.

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 own ATK by 10-30. This effect stacks.

  • Increases all own trigger rates by 1-5%. This effect stacks.

  • Playing a Red card increases own ATK by 0.2-0.5%. 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.

  • Grants 5-15% more healing. This effect stacks.

Pros & Cons
Pros

  • Incredible Electro utility, greatly improves the Electro team’s performance.

  • Applies great sustain for the whole team thanks to her Heal, Shield, Debuffing enemy ATK and Ally Damage taken reduction. (What the Electro team lacks the most).

Cons

  • Extremely Limited to Electro teams, making her lack flexibility. Can play her with other teams, but expect her to be less effective.

Ratings
T1

General Performance (Global)

Best Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Pelota present within in all content available in the game.

Team 36

Nicola Pelota Premium

Mode: Combat

About the team
Overall Rating

★★★★★

Complexity

★★★

Team Cost

★★★★

Comment

A more improved version of the Nicola Electro Premium team, which features both Shizuru The Summer Chaser and Pelota with incredible Electro support.
This team will now take advantage of Source Citadel armor as it won’t need to rely on Simulated Stars' affix of [Leader Skill] cost regen, so either External Memory Matrix or High Dimension Construct is a good option to have the [Leader Skill] ATK+ affix.
However, if you still struggle with healing, you can consider using the regular Simulated Stars. For other gear alternatives, refer to each crew member’s review page for recommendations. This team will work fine with no awakenings.
If you are looking for alternatives, refer to Team 23 and 34 as an alternative premium option.

Team Code
Team 37

Fenia Pelota Budget

Mode: Combat

About the team
Overall Rating

★★★

Complexity

★★

Team Cost

★★★

Comment

This team features Fenia as the main DPS, and we have Pelota as the sustain and buffer for [Electrify] Red Card. We make use of the efficiency of this team for drawing and discarding cards through Fenia’s Leader skill.
If you wish for more cost generation, it might be good to have Caroline replace Arcana if she’s available.

Team Code
Additional information

For more information about team building, check the guide below: