Horn

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Fortress DefenderVictoria
Defender.png
Fortress Defender.png
Victoria
Horn icon.png
Horn Elite 2 icon.png
Horn Skin 1 icon.png
Horn, Soldier of Victoria, here with you to face the crisis.
Shells swift as wind storm, shield stiff as steel wall.
Position Melee
Tags DPS, Defense
Trait When not blocking enemies, prioritizes dealing ranged AoE Physical damage
Availability Headhunting
The name of Horn's FOR-X Operator Module is a tentative translation which may not represent the official localization and will be updated when the Module is released in the Global server of Arknights.

Stats

Range

Base.pngElite 2.png
   
  
   
    
  
    

Attributes

Base.png Base.png MAX Elite 1.png MAX Elite 2.png MAX Trust.png
HP.png HP 1237 1650 2200 3067 +300
ATK.png ATK 483 620 776 936 +70
DEF.png DEF 223 334 452 620
RES.png RES 0 N/A
RDP.png Redeployment time 70 seconds
COST.png DP cost 24 26 28
BLOCK.png Block count 2 3
ASPD.png Attack interval 2.8 seconds

Potential

Potential 2.png
DP cost -1
Potential 3.png
Improves Military Fortress
Potential 4.png
ATK +30
Potential 5.png
Improves Bloodbath
Potential 6.png
DP cost -1
Total Cost
Horn's Token
5
OR
Royal Defender Token
20

Promotion

Elite 1.png Elite 1
  • Maximum attributes increased.
  • DP cost +2.
  • Block count +1.
  • New skill: Tempest Command.
  • New talent: Military Fortress.
Prerequisites
Raise Horn to Level 50.
LMD
30K
Defender Chip
5
Orirock Cube
12
Sugar
5
Elite 2.png Elite 2
  • Maximum attributes increased.
  • DP cost +2.
  • New skill: Ultimate Line of Defense.
  • New talent: Bloodbath.
  • Military Fortress improved.
  • Range extended.
  • Operator Modules available.
Prerequisites
Raise Horn to Elite 1 Level 80.
LMD
180K
Defender Dualchip
4
D32 Steel
4
Oriron Block
7

Skills

Skill-Horn1.png
Flare Grenade
Auto Recovery
Auto
Level Effect Initial SP SP cost Duration
Rank 1.png
The next attack deals 160% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 5 seconds, disabling enemy Invisibility
Can store 1 charges
0 8
Rank 2.png
The next attack deals 170% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 5 seconds, disabling enemy Invisibility
Can store 1 charges
0 8
Rank 3.png
The next attack deals 180% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 5 seconds, disabling enemy Invisibility
Can store 1 charges
0 8
Rank 4.png
The next attack deals 190% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 6 seconds, disabling enemy Invisibility
Can store 1 charges
0 7
Rank 5.png
The next attack deals 200% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 6 seconds, disabling enemy Invisibility
Can store 1 charges
0 7
Rank 6.png
The next attack deals 210% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 6 seconds, disabling enemy Invisibility
Can store 1 charges
0 7
Rank 7.png
The next attack deals 220% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 7 seconds, disabling enemy Invisibility
Can store 2 charges
0 6
Rank 8.png
The next attack deals 240% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 7 seconds, disabling enemy Invisibility
Can store 2 charges
0 5
Rank 9.png
The next attack deals 260% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 7 seconds, disabling enemy Invisibility
Can store 2 charges
0 5
Rank 10.png
The next attack deals 280% ATK as Physical damage. If it is a ranged attack, splash area is increased, and an illuminated zone is created for 8 seconds, disabling enemy Invisibility
Can store 2 charges
0 5
Additional information
  • Flare Grenade extends the splash damage radius of Horn's attack to 1.7 tiles and the attack that triggers it can damage invisible enemies.
  • The illumination effect covers a radius of 1.7 tiles (the same as the extended splash damage radius), can affect aerial enemies, and lingers for its duration even if Horn leaves the map.
Skill-Horn2.png
Tempest Command
Auto Recovery
Manual
Toggled
Level Effect Initial SP SP cost Duration
Rank 1.png
Each attack deals 130% ATK as Physical splash damage
Overload: Each attack deals 30% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
10 35
Rank 2.png
Each attack deals 140% ATK as Physical splash damage
Overload: Each attack deals 30% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
10 35
Rank 3.png
Each attack deals 150% ATK as Physical splash damage
Overload: Each attack deals 30% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
10 35
Rank 4.png
Each attack deals 160% ATK as Physical splash damage
Overload: Each attack deals 35% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 30
Rank 5.png
Each attack deals 170% ATK as Physical splash damage
Overload: Each attack deals 35% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 30
Rank 6.png
Each attack deals 180% ATK as Physical splash damage
Overload: Each attack deals 35% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 30
Rank 7.png
Each attack deals 190% ATK as Physical splash damage
Overload: Each attack deals 40% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
15 28
Rank 8.png
Each attack deals 200% ATK as Physical splash damage
Overload: Each attack deals 50% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
18 27
Rank 9.png
Each attack deals 220% ATK as Physical splash damage
Overload: Each attack deals 50% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
18 26
Rank 10.png
Each attack deals 240% ATK as Physical splash damage
Overload: Each attack deals 60% ATK as extra splash Arts damage. If cancelled manually, fire all remaining bullets, and lose 60% of Max HP
Skill has 10 ammo and can be manually deactivated
18 25
Additional information
The damage dealt by the remaining ammunition when Tempest Command is deactivated is always calculated by Horn's ATK when she activates it.
Skill-Horn3.png
Ultimate Line of Defense
Auto Recovery
Manual
24 seconds
Level Effect Initial SP SP cost Duration
Rank 1.png
ATK +10%, Attack Interval slightly reduced
Overload: ATK instead +20%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 2.png
ATK +15%, Attack Interval slightly reduced
Overload: ATK instead +30%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 3.png
ATK +20%, Attack Interval slightly reduced
Overload: ATK instead +40%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 4.png
ATK +25%, Attack Interval reduced
Overload: ATK instead +50%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
15 50 24s
Rank 5.png
ATK +30%, Attack Interval reduced
Overload: ATK instead +60%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
20 45 24s
Rank 6.png
ATK +35%, Attack Interval reduced
Overload: ATK instead +70%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
20 45 24s
Rank 7.png
ATK +40%, Attack Interval greatly reduced
Overload: ATK instead +80%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 40 24s
Rank 8.png
ATK +50%, Attack Interval greatly reduced
Overload: ATK instead +100%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 38 24s
Rank 9.png
ATK +60%, Attack Interval greatly reduced
Overload: ATK instead +120%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 36 24s
Rank 10.png
ATK +70%, Attack Interval greatly reduced
Overload: ATK instead +140%, gradually lose HP (12% Max HP/sec after 12 seconds); Skill can be manually deactivated
25 35 24s
Additional information
Ultimate Line of Defense reduces Horn's attack interval by 0.6/0.6/0.6/1.2/1.2/1.2/1.8/1.8/1.8/1.8 seconds.

Skill upgrades

Rank 2.png
Skill Summary - 1
5
Rank 3.png
Skill Summary - 1
5
Sugar Substitute
5
Diketon
4
Rank 4.png
Skill Summary - 2
8
Polyester
5
Rank 5.png
Skill Summary - 2
8
Oriron
4
Sugar
3
Rank 6.png
Skill Summary - 2
8
Incandescent Alloy
6
Rank 7.png
Skill Summary - 3
8
Oriron Cluster
3
Compound Cutting Fluid
5
Rank 8.png
Flare Grenade
Skill Summary - 3
8
Cutting Fluid Solution
4
Integrated Device
5
Tempest Command
Skill Summary - 3
8
Refined Solvent
4
Incandescent Alloy
7
Ultimate Line of Defense
Skill Summary - 3
8
Orirock Concentration
4
Grindstone
7
Rank 9.png
Flare Grenade
Skill Summary - 3
12
Manganese Trihydrate
4
Refined Solvent
8
Tempest Command
Skill Summary - 3
12
Grindstone Pentahydrate
4
White Horse Kohl
9
Ultimate Line of Defense
Skill Summary - 3
12
RMA70-24
4
Manganese Trihydrate
7
Rank 10.png
Flare Grenade
Skill Summary - 3
15
D32 Steel
6
RMA70-24
5
Tempest Command
Skill Summary - 3
15
Crystalline Electronic Unit
6
Polymerized Gel
4
Ultimate Line of Defense
Skill Summary - 3
15
Polymerization Preparation
6
Cutting Fluid Solution
6

Talent(s)

Military Fortress
Elite 1.png When this unit is on the field, Defender Operators gain +10% ATK
Elite 1.pngPotential 3.png When this unit is on the field, Defender Operators gain +13% (+3%) ATK
Elite 2.png When this unit is on the field, Defender Operators gain +20% ATK
Elite 2.pngPotential 3.png When this unit is on the field, Defender Operators gain +23% (+3%) ATK
Bloodbath
Elite 2.png Instead of retreating when defeated, recover HP to the max and gain -50% Max HP, +18 ASPD, and +18% DEF (triggers once per deployment)
Elite 2.pngPotential 5.png Instead of retreating when defeated, recover HP to the max and gain -50% Max HP, +21 (+3) ASPD, and +21% (+3%) DEF (triggers once per deployment)

Base skills

Skill-ws evolve cost1.png Military Engineering
Base.png
Workshop.png
When this Operator is assigned to the Workshop to process Elite materials, reduces the Morale consumed by all corresponding formulas that cost 4 Morale by -1
Skill-ws alloyBlock.png DIY Incandescent Alloy
Elite 2.png
Workshop.png
When this Operator is assigned to the Workshop to process Incandescent Alloy Block material, the production rate of byproduct increases by 100%

Modules

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Original

Original module.png Original: Horn's Badge
Module Badge.png
Fortress Defender.png
Operator Horn has demonstrated a remarkable aptitude for preservation of the front and providing long-range support.
The Field Operations Department has thus passed the following resolution:
This operator shall be appointed a Defender Operator during field operations to exercise Fortress responsibilities.
In witness whereof,
This badge is hereby conferred upon the above named.

FOR-X

FOR-X module.png FOR-X: "Exemplars"
Exemplars.png
Stage 1
ATK +65
DEF +52
New trait:
Increases ATK to 110% when attacking blocked enemies
Stage 2
ATK +85
DEF +62
Military Fortress improved:
When this unit is on the field, Defender Operators gain +25% ATK
Stage 3
ATK +100
DEF +70
Military Fortress improved:
When this unit is on the field, Defender Operators gain +28% ATK
Module MissionsUnlock conditions
  1. During battles, have Horn use Ultimate Line of Defense a total of 10 times (excluding Support Units)
  2. Clear Main Theme 7-15 with a 3-star rating; You must deploy your own Horn, and have Horn defeat at least 10 enemies
  • Complete both of Horn's FOR-X Module Missions.
  • Raise Horn to Elite 2 Level 60.
  • Have at least 100% Trust with Horn.
Materials
Stage 1Stage 2Stage 3
Module Data Block
4
D32 Steel
2
LMD
80K
Module Data Block
4
Data Supplement Stick
60
Crystalline Electronic Unit
3
LMD
100K
Module Data Block
4
Data Supplement Instrument
20
Polymerization Preparation
4
LMD
120K
Description
号角靠坐在一棵树下。树干上有一个炮弹打出来的窟窿。穿过来的风摩擦着坏死的木头,像某种粗糙的乐器,发出呜呜咽咽的声响。
至少比交战现场要安静多了。号角准备休息一会,可她刚一闭眼,就有人靠了过来。“队长队长,你在这里啊!”风笛抱着她的胳膊,下巴压在她肩上。太重了,号角想把手抽回来,可瓦伊凡的力道太大,她一下没能挣开。“我找了你好久,”风笛眨巴着眼睛,语气变得可怜巴巴的,“好久好久。”
大概是太累了,她不小心睡了过去。号角有些愧疚,身为风暴突击队的队长,她不该丢下队员独自休息。战斗进行得怎么样了?三角铁的侦察小组回来了吗?风笛受的伤还疼不疼?一大堆问题堵在她的喉咙口。身后传来脚步声和说笑声。双簧管大概又在说冷笑话,大提琴笑得比别人迟一点,但最大声,而且边笑边用力拍打双簧管的肩,拍得他一阵求饶。风笛终于放过了号角的胳膊,蹦起来,朝队友们用力挥手。
号角想回头,很想很想,但她做不到。她心里很清楚,自己的身后只有一个窟窿。她不能回头,一回头,他们的声响就会消失。
“做什么梦呢?”洛西莉还是惯常的调侃语气,“偶尔让我拿一次第一名也没什么吧?累得倒头就睡,可真不像你啊。”
号角看到手边的书被合上了,里面夹着一枚细细的绿色的针。洛西莉最近喜欢做毛毡,说能很好地缓解期末压力。她声称手里的土黄色圆球是号角的脑袋。号角反复强调自己的发色是金白相间,但洛西莉不听。
“你到底梦见什么了啊,又是战场吗?”洛西莉放下未完成的毛毡,指尖点了点下巴,充满好奇地说,“在你梦里,未来是什么样子的呢?我还在考虑毕业后做什么,管后勤有点太没意思了,要不还是当参谋吧。哎呀,也不知道第一次打仗会是什么样子。这样悠闲的日子,过一天少一天咯。”
可惜时间并不会因为任何人的愿望而放慢脚步。半成品毛毡挂饰躺在地上,真的变成了和泥土一样的颜色。号角猜不出洛西莉会怎么制作自己的五官,也没机会知道了。她也记不清洛西莉的五官。好友总是喜欢坐在最亮的地方,她明艳的绿发,她骄傲的笑容,全都融化在了火一样的阳光里。
一双粗糙的手落在号角脸上。号角记得,每次在院子里的槭树下睡午觉,奶奶都会过来,摇着扇子,给她遮挡阳光,顺便驱赶飞虫。这无疑还是在做梦,这一回号角很清醒,她不打算睁眼了。过去她总是缠着奶奶讲述军队里的往事,讲奶奶的爷爷,还有每一位白狼的功勋故事。她梦想着和祖辈一样,为维多利亚而战。现在战争真的发生了,她梦见的,却是奶奶摇扇子的声音。
一下一下,稳定且有力的节奏,比睡眠本身更像是慰藉。号角睁开眼,费斯特冲她不好意思地笑了下,他并不希望手头的工作吵醒她。自己的盾也该检修了。号角低下头,有一阵风吹过来,细小的花朵从树上落下来,铺满了斑驳的盾牌。
原来,身后的树并没有在炮火中彻底死去啊。

Changelog