A calm and romantic figure. A sky full of stars and a vast universe are her ultimate pursuits. She has magnificent ideals, but often inadvertently ignores reality. But if you are willing to truly listen, she will become the most interesting friend.
To learn more about Tololo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Tololo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build and teams
Profile
Meteor
Targeted | Medium Ammo
Range: 8
AoE: Target
Cooldown: 0
Stability damage: 2
Selects 1 enemy target within 8 tiles and deals Physical damage equal to 80% of attack to them.
This skill has no upgrades.
Black Hole Inversion
Targeted | Medium Ammo, Hydro
Range: 8
AoE: Target
Cooldown: 2
Stability damage: 3
Select 1 enemy target within 8 tiles and deal Hydro damage equal to 130% of attack to it. If Phase Weakness is exploited, gain 2 points of Confectance Index.
Fortification Segment 1 (V1): If a Phase Weakness is exploited, ignores 15% of Cover damage reduction for this attack.
Supernova Impact
Targeted | Medium Ammo
Range: 8
AoE: Target
Cooldown: 2
Stability damage: 3
Select 1 enemy target within 8 tiles and deal Physical damage equal to 130% of attack to it. If under the effect of 2 or more buffs, increase damage dealt by 20% and gain 2 points of Confectance Index.
Fortification Segment 2 (V2): If under the effect of 3 or more buffs, this attack deals Hydro damage. Additionally gain 1 point of Confectance Index.
Morte Lumina
Targeted | Hydro
Range: 8
AoE: Target
Cooldown: 4
Stability damage: 4
Select 1 enemy target within 8 tiles and deal Hydro damage equal to 180% of attack to it. If under the effect of 3 or more buffs, increase damage dealt by 15% and reduce this skill's cooldown by 2 turns.
Fortification Segment 3 (V3): If under the effect of 3 or more buffs, increase damage dealt by 30% and reduce this skill's cooldown by 3 turns.
Fortification Segment 6 (V6): If this kills the target, gain 1 point of Confectance Index.
Aurora Curtain
Buff
Range: Self
AoE: Target
Cooldown: 0
Stability damage: 0
Fills Confectance Index to maximum at the start of the battle. After attacking, if Confectance Index is at max, consumes all of it and gains 1 instance of an Extra Action. At the start of each action, for every 2 points of Confectance Index, gains 1 random buff until the end of the action. Each time an allied unit deals Hydro damage, this unit gains 1 stack of Lightspike.
Extra Action: 1 action can be taken.
Lightspike: Critical rate and critical damage increased by 3%, stacking up to 8 times. This buff cannot be cleansed.
Fortification Segment 4 (V4): During an Extra Action, this unit gains Targeted Attack Boost II, Critical Rate Boost II, Phase Boost II and Piercing II for 2 turns.
Fortification Segment 5 (V5): The effects of Lightspike are enhanced, increasing critical rate and critical damage by 2%.
Neural Helix
Fixed Keys:
02-01 - Comet Tail Transit: Extra Action increases mobility by 1 tile.
02-03 - Principles of Observational Astronomy: When using Blackhole Inversion, applies Congestion to the target for 2 turns.
04-01 - Invisible Light: When Extra Action is triggered, gains Attack Up II and Damage Up II for 1 turn.
04-03 - Retrograde Motion: When using Supernova Impact, if an allied unit performs a Support Attack before skill activation, applies Stun to the target for 1 turn.
06-01 - Galactic Cruise: When exploiting a phase weakness, cleanse 2 buffs from the target before attacking.
06-03 - Stellar Eclipse: When at max HP and stability index, ignore 10% of the target's cover damage reduction.
Common Key Afterglow: When Confectance Index is below max, increases damage dealt by 7%.
Rarity: SSR
Type: Assault Rifle
Source: Standard Gacha
Trait:
If the unit has full HP at the start of the action, they gain 1 random attack buff for 1 turn.
Effect:
When a kill is made or after this unit's Extra Action ends, damage dealt by active skills is increased by 4/5/5/5/5/5%, stacking up to 5/5/6/7/8/8 times by 1/1/2/2/2/3 times. After reaching 5/5/6/7/8/8 stacks, gain 2/3/3/3/3/4 tiles of Additional Movement after active attack.
Tololo images aren't available yet. They will be added soon!
Review
If you only care about easy progression, Tololo is the most recommended SSR T-Doll to get from Beginner Banner/Standard Banner. She excels at dealing direct and burst DPS, being able to gain 2 action phases compared to other units at the start of the battle. This means she can move and attack twice at the start of the battle, giving her huge flexibility and burst damage potential. She also possesses both debuff and CC abilities, forming a nice package that gives you a lot of options to deal with every situation on the battlefield.
In Global, she will shine brightly on release, but as the game progresses, Qiongjiu (and a few future DPS) will overcome her. So if you're interested in the long-term best choice and you don't mind suffering a bit early, you are better off looking at investing in other damage dealers.
She is a low cost operator that has 2 CD skills and 1 Ultimate skill of 4 Confectance Index cost. All of her skills can be used at the start of the battle.
Her base skills have good damage and get better when she has buffs. Her passive has an innate Critical Rate and Critical Damage permanent boost.
Her Neural Helix keys help enhance and make her better throughout Early, Mid and Late stages.
She isn’t a dupe reliant character - with just having 1 dupe being enough to make her strong.
Needs an allied Hydro unit to continue to stack her permanent Critical Rate and Critical Damage boost. Hydro T-Dolls are heavily limited with only Sabrina and Colphne available.
Deals Hydro Element which gets replaced by Electric and Freeze Phase weakness later in the stages.
Her damage lags behind other DPS in the current CN meta.
For Global tier list, both SR and SSR characters are rated at V0 (no dupes). For CN tier list, SSR characters are rated at V0 (no dupes) and SR characters are rated at V6 (max dupes).
Global (Early Game)
CN (End game)
Build and teams
Default choices:
04-01 - Invisible Light
02-01 - Comet Tail Transit
For the third key you can choose between the following:
06-01 - Galatic Cruise
02-03 - Principles of Observational Astronomy
04-03 - Retrograde Motion
Galatic Cruise is recommended for most situations as healblock is far more situational compared to dispel buff. While stun is good, the conditional is kinda annoying to achieve, especially since it is generally used for Elite (bosses are immune to stun).
Phase Strike
Hydro Boost (BIS after V2)
Phase Resonance
ATK% > ATK > Crit Rate > Crit Damage (Muzzle only)
Weapons are listed in priority order, but keep in mind that the Signature Weapon is not a must have - the Battle Pass Weapons or Standard Weapons will work well enough. Only Weapons available in Global are included.
Use the section below to create a team for this character, by picking a number of teammates from each 'group'.
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