Resonance SolsticeTennieBuild and Guide

Character

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Introduction

Best guide and build for Tennie from Resonance Solstice. Tennie is a SSR rarity character from the Defense class and
Electro
Electro
Frost
Frost
Physical
Physical elements, who belongs to the Anita faction. Their position in combat is Front.

To learn more about Tennie 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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Profile

Review

Teams

Profile

Cards
Card Image

Magnet Wheel

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

Deals damage to enemies within range over 4 hits. [Electrify] the enemies affected.
Draws a card, prioritizing [Magnet Wheel].
DMG: 600% per hit (Electro)

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

Card Image

Frost Magstar

Type: S2 (Normal) | Cost: 2 | Amount: 2

Launch 5 Frost Magstars, each dealing 3 hits of DMG to random enemies.
Simultaneously trigger [Chill]/[Electrify].
[Frost Magstar] is [Explosive]. DMG: 300% (Frost) per hit.

[Chill]: Halve the target's [Basic Attack] speed for 6 seconds.
10% chance to trigger [Freeze].

[Freeze]: Freezes the target, completely immobilizing them for 6 seconds.

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

Card Image

Shaved Avalanche

Type: Ultimate (Normal) | Cost: 5 | Amount: 1

Freeze all enemies, dealing 12 hits of DMG to all enemies while triggering Chill/Electrify​ and has a 25% chance to trigger Slash​.
Recover 2 cards from the Discarded and add them to your hand.
DMG: 900% (Electro) x6; 900% (Frost) x6

Requirements: Use 6 cards with [Electrify] or [Chill] effect.

[Freeze]: Freezes the target, completely immobilizing them for 6 seconds.

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

[Slash]: Deals an additional hit to the target; the damage is increased by 50% if the target has [Chill], and by 100% if the target has [Freeze].

[Chill]: Halve the target's [Basic Attack] speed for 6 seconds.
10% chance to trigger [Freeze].

Resonance
R1

Starfreeze

Type: Major

Playing a Blue card restores 10% of Max HP.
Also, grants [Hyperarmor] for 5 seconds.
R1.5

Battle Spirit

Type: Minor

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

Magnet

Type: Major

After using [Magnet Wheel], the number of hits for [Magnet Wheel] in current battle is increased by 1, can be triggered up to 12 times.
R2.5

Magnet Wheel

Type: Minor

[Magnet Wheel] DMG increases by 5/50%.
R3

Vitality

Type: Major

HP +35%
R3.5

Name Unknown

Type: Minor

Increases [Electrify] dealt trigger probability by 2/20%.
R4

Starlit

Type: Major

After playing a Blue card with a cost of 2 or more, all allies gain a [Shield] for 10s, with the durability of the [Shield] being 1000% of own DEF.
R4.5

Shaved Avalanche

Type: Minor

[Shaved Avalanche] DMG increases by 3/30%.
R5

Frostar

Type: Major

Whenever a unit gains [Freeze] (allies and enemies alike), restores 0.3 Cost.
Awakening
A1

Magnetic Cooling

Awakening 1

When allies cause [Freeze], Tennie's ATK is increased by 1%, up to a maximum of 30%.
The trigger rate of [Freeze] is increased by 10%.
A2

Constellation

Awakening 2

Retrieving a card with a cost of 2 or more from the Discarded restores 1 Cost.
A3

Battle Will

Awakening 3

ATK +150
DEF +150
HP +15%
A4

Haunt

Awakening 4

For every card retrieved, the cardholder's ATK and DEF increase by 1%, up to a maximum of 50%.
A5

Ice Rupture

Awakening 5

Each time [Freeze] is inflicted, [Injure] is triggered simultaneously.
During the duration of [Freeze], the effect of [Injure] is doubled.
Profession Skills
Reso 1

Designated Goods Trading

Reso 1

Available quantity of HTPA Material and Titanium Ore +20.0%.
Reso 4

Raise Price Skills

Reso 4

Raise Price success rate +1.0%.
Reso 5

Designated Goods Trading +

Reso 5

Available quantity of HTPA Material and Titanium Ore +30.0%.
Stats (Max)
HP
73870
DEF
712
ATK
712

Review

Review

Tennie is an all-rounder character that can be used in plenty of Decks as support thanks to her [Freeze], [Lightning] and Shield cards. Crew members who rely on [Slash] greatly benefit from having her, as she can double their damage.

Playstyle and Key Mechanics

Tennie’s playstyle revolves around controlling enemies through [Freeze] and [Chill], while providing defensive support to the team through shield and self-sustain thanks to her Resonance upgrades. Her key mechanics include:

  • [Magnet Wheel], a card that deals 4 instances of damage to enemies in range and triggers [Electrify]. After using this skill, it also draws 1 card, giving priority to more [Magnet Wheels] first. This is her core skill, since having 2 Cost for 3 copies on the Deck makes it efficient and spammable, especially with Resonance 2 that increases its hit count.

  • Her second card, [Frost Magstar], launches 5 projectiles that each deal 3 instances of damage to random enemies while triggering both [Chill] and [Electrify]. This skill is also tagged as [Explosive], which has synergies with a lot of units. Thus, it is a 2-cost card for decent AoE damage and status effect application.

  • And then her Ultimate, [Shaved Avalanche] that deals 12 instances of damage to all enemies, applies both [Chill] and [Electrify] while having a 25% chance to trigger [Slash]. After using this card, it also recovers 2 of Tennie’s own cards from the [Discarded] pile and adds them to your hand. This is a powerful skill that combines CC, damage, status effect and card recovery with the only downside of having a high cost.

Investment

Tennie’s upgrades are a great mix of offense, defense, and utility. She becomes progressively stronger the more you invest in her.

  • Awakening 1 - Powerful upgrade, anytime an ally causes [Freeze], it also increases Tennie’s ATK by 1%, stacking up to 30% while also increasing the rate of [Freeze] by 10%. Higher damage output plus an easier time applying status effects is always welcome.

  • Awakening 2 - Her biggest upgrade. Anytime you retrieve a card with a cost of 2 or higher from the [Discarded] pile, restore 1 cost. Her Ultimate recovers 2 cards, essentially refunding 2 cost. Makes her cost economy one of the strongest in the game and enables better cycling and rotations than almost any other support in the game.

  • Awakening 5 - Whenever applying [Freeze], [Injure] is also triggered simultaneously and its duration is doubled while [Freeze] is active. This is basically a damage taken debuff that amplifies the damage of all crew members, but requires max dupes, making it only worth it for whales and high spenders.

Resonance
  • Resonance 1 - Increases Tennie’s own survivability, which is great as a frontline character. Each time you play a blue card, it restores 10% of Max HP while granting [Hyperarmor] for 5 seconds.

  • Resonance 2 - This upgrade greatly increases her damage output, since each time you play a [Magnet Wheel], it increases the number of damage instances by 1 permanently, up to 12 times.

  • Resonance 4 - Great team utility that helps keep everyone alive. After playing a Blue card with a cost of 2 or more, everyone gains a powerful 1000% DEF-based [Shield] for 10 seconds.

  • Resonance 5 - This, paired with her last Awakening, is what makes Tennie the best support character for [Freeze] teams, since it will restore 0.3 cost anytime a unit gains [Freeze], including both allies and enemies.

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. ❗ ❗ ❗

You can slot Tennie as a general support on most teams thanks to her kit and utility she provides, but there are multiple units and team archetypes where she excels:

  • Electro decks - Tennie is perfect for Electro teams since she is constantly applying [Electrify], making her a staple choice on decks with Nicola, Caroline and Fenia, all units that can benefit from both the utility and extra survivability Tennie provides.

  • Freeze decks - Even if [Freeze] decks are not that popular, Tennie is the best support by far if you decide to make one. Characters like Akira and Wensheng are popular picks for constant freeze application decks.

  • Fast Cycling decks - Among the top choices early game are fast cycling decks using characters like Nayuta and Stella, where Tennie can also be used as a flex support that provides even better card economy with those two, while providing extra utility and shields.

  • Shield decks - And speaking of Shields, another popular option early game it’s Connor decks that focus on stalling for time, applying Shields for increased survivability and then nuking the enemy with Connor’s Ultimate. Other Shield options for this team are Fran, Akira and Yoizuki.

Tennie’s versatility means she can be slotted into almost any team as a general flex support and work out of the box. At low investment, there are better options, but if you decide to fully invest in her Awakening and Resonances, she’s a monster that can be used anywhere.

Gear and Affixes

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

Weapons:
  • UR Space Tangent: Draws 1 more card at the start of battle prioritizing own Ultimate card.

  • UR Kusa Ryujaku: Each time inflicting [Slash], ATK +0.5%, stackable.

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

  • SSR Electro DS Wood Sword: Whenever wearer inflicts [Slash], also triggers [Electrify].

  • SSR Anti-Entropy Frost: [Chill] and [Freeze] dealt last for 2 seconds longer. This effect stacks.

  • SSR Ambition: [Slash] dealt deals 25% more damage. 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 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 Mecha Armor: Whenever [Slash] / [Rend] inflicted by wearer deals damage, restores HP equal to 5% of the damage dealt.

  • 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.

  • R Standard Defense Fiber: When attacked, have a 5% chance to Block the incoming attack and nullify the incoming damage. The trigger rate stacks.

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

  • UR World Line ß Box: Draws a card whenever you encounter a wave of enemies, prioritizing wearer's skill cards.

  • 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.

  • SSR Fengshui Tactical Drone: For every 8 cards used, increases ATK or DEF by 2%, up to a maximum of 50%.

  • 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.

  • Increases final DMG dealt by 2/5%. This effect stacks.

  • Gains [Hyperarmor] for 1 second when using own skill cards. This effect stacks.

  • Wearer's [Rend] cards deal 3/5% more damage. This effect stacks.

  • Deals 3/5% more Fire DMG. This effect stacks.

  • [Chill], [Freeze], and [Megafreeze] dealt last for 1 second longer. This effect stacks.

  • This character's [Chill] effect has a 1/2% better chance to [Freeze] the target.

  • Inflicting [Freeze] restores 0.05/0.1 Cost. This effect stacks.

  • [Electrify] dealt has a 3/5% better chance to trigger. This effect stacks.

  • [Electrify], [Lightning], [Thunder], and [Bolt] dealt deal 5/10% more Lightning DMG. This effect stacks.

  • Restores 0.01/0.02 Cost per second. This effect stacks.

  • [Slash] dealt deals 8/20% more damage. This effect stacks.

  • Wearer's [Slash] cards deal 3/5% more damage. This effect stacks.

  • Playing a Blue card increases own DEF by 0.2/0.5%. This effect stacks.

  • Playing a Blue card restores 1/1.5% HP. This effect stacks.

  • Playing a Yellow card restores 0.05/0.1 Cost. 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.

  • Increases own DEF by 1/5%. This effect stacks.

  • Whenever a Shield is generated, increases own DEF by 0.1/0.3%. This effect stacks.

  • When own Shield expires, restores 1/2% HP. This effect stacks.

Pros & Cons
Pros

  • Versatile, works both in [Electrify] and [Chill] teams or as general support.

  • [Magnet Wheel] is spammable and can ramp up to 16 hits per use.

  • [Frost Magstar] is also spammable and can provide great self-heal and shield for allies.

  • At R5, can passively increase Cost Recovery.

Cons

  • Not very useful outside [Chill] or [Electrify] teams at low investment.

Ratings
T1

General Performance (Global)

Best Teams

Best Teams

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

Team 14

Connor Premium

Mode: Combat

About the team
Overall Rating

★★★

Complexity

★★

Team Cost

★★★★

Comment

This team highly focuses on bursting enemies with Connor’s Leader skill; it has a slow build-up up given you have to activate her Leader Skill twice before being able to use the AOE nuke. Once set up, the rest of the team will just reduce its cooldown by using Red Cards.

Team Code
Team 21

Charlotte Doom Crescent Nuke

Mode: Combat

About the team
Overall Rating

★★★★

Complexity

★★

Team Cost

★★★★

Comment

Charlotte needs time to ramp up her [Doom Crescent] mechanic, but this is a pretty safe and cheap deck to build with double frontline to soak up damage, heals and great DPS. Focus on getting [Physical] and [Slash] gear to improve Charlotte damage output and some items to recover HP, since Arcana might not be enough. To scale this deck for endgame you will have to replace Arcana with another utility character and get more gear that can sustain your team instead. Tara usually stays here to help draw high cost cards for easier rotations.

Team Code
Team 23

Nicola Premium

Mode: Combat

About the team
Overall Rating

★★★★★

Complexity

★★

Team Cost

★★★★★

Comment

Maximum card spamming and [Electrify] infliction

Team Code
Team 25

Joshua Premium

Mode: Combat

About the team
Overall Rating

★★★★★

Complexity

★★★

Team Cost

★★★

Comment

Consistent generation of [Shadowcraft] and fast use of [Darkest Hour]. Disables [Dark Tide] for cost generation when shuffling.
If still struggling with cost can change Arina into Aoba (Awakening 1).
This team offers great damage mitigation thanks to having two healers and a Shielder.

Team Code
Team 34

Electro Summer (Premium)

Mode: Combat

About the team
Overall Rating

★★★★★

Complexity

★★★★

Team Cost

★★★★★

Comment

The new high tier Electro team, taking Nicola's damage output to a whole new level thanks to Shizuru the Summer Chaser's buffs and faster card cycling. Tennie can be replaced for Nayuta or Yejue if you're not struggling with survival.

Team Code
Additional information

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