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In Arknights, attributes are values which determines the statistics of a unit, which in turn can affect an operator's durability, power, and resilience, among others.

General

HP

HP.png

Health points/Hit points (HP) represents how much damage that the unit/object can take.

If an unit/object's HP reaches 0, they will be removed from the map in various ways:

  • Operators and summoned units are forced to retreat, or known in-game as being knocked out (KO'd).
  • Enemy units are killed, or known in-game as being defeated.
  • Objects are destroyed.

Enemies' HP values are not directly shown unlike those of Operators and summons, instead displayed as one of the following eight ratings which roughly determines their amount:

Rating Approx. value
D <1000
D+ 1000 ~ 2000
C 2000 ~ 4000
B 3600 ~ 10000
A 10000 ~ 15000
A+ 15000 ~ 20000
S 20000 ~ 75000
S+ >75000

HP loss prevention

The following Operators have the ability to prevent their HP from being reduced below a specific amount through certain methods, essentially preventing them from being KO'd. However, the following will still KO them even with the respective method:

Operator Method Description
Emergency Defibrillation (talent) Activates when Blaze's HP is reduced below 25% for the first time (and only the first time in an operation), prevents her HP from being reduced below 50%
Skill-Specter1.png
Bone Fracture
Prevents Specter's HP from being reduced below 1 while active
Remnant Ash (talent) Activates when Surtr's HP is reduced to 0, leaving her with 1 HP and prevents her HP from being reduced below 1 for 4/8 (+1) seconds, but KO's Surtr upon expiring

ATK

ATK.png

Attack or ATK for short represents how much damage that the unit/object deals after the target's defenses are factored in. For more information, see Damage.

Enemies' ATK values are not directly shown unlike those of Operators and summons, instead displayed as one of the following six ratings which roughly determines their amount:

Rating Approx. value
D <200
C 200 ~ 400
B 400 ~ 600
A 600 ~ 900
A+ 900 ~ 1500
S >1500

DEF

DEF.png

Defense or DEF for short represents how much Physical damage that the unit/object can withstood. See Damage/Physical for more information.

Enemies' DEF values are not directly shown unlike those of Operators and summons, instead displayed as one of the following six ratings which roughly determines their amount:

Rating Approx. value
D <100
C 100 ~ 300
B 300 ~ 800
A 800 ~ 1500
A+ 900 ~ 1500
S >1500

RES

RES.png

Arts Resistance/Resistance or RES for short represents how much Arts damage that the unit/object can withstood. See Damage/Arts for more information.

Enemies' RES values are not directly shown unlike those of Operators and summons, instead displayed as one of the following five ratings which roughly determines their amount:

Rating Approx. value
D <10
C 10 ~ 20
B 20 ~ 40
A 50 ~ 80
S 80 ~ 99

Attack interval

ASPD.png

Attack interval represents the delay between attacks made by the unit/object, which is shown in seconds (e.g. Exusiai, who have an attack interval of 1, attacks once every second) and further influenced by the unit's attack speed.

An Operator's attack interval is not directly shown, instead displayed as one of the following five ratings which roughly determines their amount:

Rating Approx. value
Slow >1.6 sec.
Slightly Slow 1.2 ~ 1.6 sec.
Average 1.2 ~ 1.0 sec.
Fast 1.0 ~ 0.8 sec.
Very Fast <0.8 sec.

Enemies' attack interval are never shown in-game.

Friendly

Cost

COST.png

Cost represents the DP required to deploy or summon Operators, summoned units, or deployable objects.

Redeployment time

RDP.png

Redeployment time represents how long it takes before the unit can be deployed again after being KO'd/retreated for Operators, or deployed for summons/deployables.

Block

BLOCK.png

Block represents how many enemies that can be blocked by the unit. Friendly units, usually melee ones, and certain objects can block enemies once they are on the same tile as each other, halting the enemy's advance as they are forced to stop and attack the blocking unit. However, if the amount of enemies on the same tile as the friendly exceeds their block count, the additional enemies will move past the friendly.

Blocked enemies are treated as being within the blocking unit's range, regardless of whether that is the case or not. If the enemy is invulnerable while being blocked (e.g. when put to sleep or are transitioning into the next phase for most bosses) they will use the usual hitbox mechanic to determine whether or not they are within the range of the blocking unit, which can be detrimental for units that can attack sleeping enemies if the victims are being blocked while behind them.

Exceptions

The following enemies cannot be blocked and will simply move through melee units in their way:

Normal
Elite icon.png Elite
Boss icon.png Boss

Some enemies are counted as more than one unit when blocked, thus the friendly unit must have enough block count to stop them:

Enemy Counted as
2 enemies
3 enemies
4 enemies

There are also certain enemies that must be blocked under specific conditions:

Enemy Condition
Must be blocked by friendlies with matching attributes

Enemy

Speed

Speed represents how fast the enemy can move around the map.

Reductions

The following Operators have the ability to reduce an enemy's speed via certain methods which are independent from Slow, thus they can be stacked to further impede enemy movement.

Operator Source Range/Target Value
Skill-Holungday2.png
"Night of Violet"
Creates a goo that covers the attack range for 5 seconds in each attack
  • L1-L3: 10%
  • L4-L7: 20%
  • L7-M1: 30%
  • M2-M3: 35%
Skill-Holungday3.png
"Holiday Storm"
Creates a goo that covers the attack range for 5 seconds in each attack
    
   
  
   
    
  • L1-L3: 20%
  • L4-L7: 30%
  • L7: 40%
  • M1-M3: 45%
Skill-Elysium1.png
Monitor
  
  
60%
Skill-Manticore1.png
Scorpion Venom
Attack (lasts 3 ~ 5 seconds)
  • L1: 23%
  • L2: 25%
  • L3: 27%
  • L4: 29%
  • L5: 31%
  • L6: 33%
  • L7: 35%
  • M1: 40%
  • M2: 45%
  • M3: 50%
Skill-Saria3.png
Calcification
      
    
  
  
    
      
60%

Weight

Weight represents how resistant the enemy is to shift effects.

Trivia

  • The enemy stat ratings often inconsistently take certain factors into account, such as the enemy's abilities. For example, Patriot's ATK is rated A, but it would be more appropriately rated A+; in addition, the S ratings on his DEF and RES actually refers to his DEF and RES in the Marching stance.
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