Each Operator in Arknights belongs to one of eight classes which determines how they function, with each class having their own branches that specializes the Operator's abilities.
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General characteristics |
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Attacks one target at a time |
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Attacks deal area-of-effect damage |
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Attacks damage all enemies in a long linear range |
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Attacks jump between multiple targets and temporarily slows them, but deals 15% less damage in each jump |
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Controls a drone that attacks enemies independently, dealing more damage in successive attacks if both the Mech-Accord Caster and their drone attacks the same target |
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Only attack when the skill is active, which damages all enemies in range; has greatly increased DEF and RES while the skill is not active |
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Store attacks while no enemies are in range (up to 3), which are simultaneously released in the next attack |
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General characteristics |
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Branches | |
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Focuses on tanking enemy attacks |
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Can heal friendly units with skills |
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Cannot be directly healed by friendlies but can heal themselves through skills and/or talents |
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Attack deals Arts damage while the skill is active |
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Can only block one enemy, unlike other Defenders, and SP only generates while blocking an enemy |
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Uses a ranged attack with minimum range that deals area-of-effect damage when not blocking enemies |
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General characteristics |
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Branches | |
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Focuses on dueling enemies one-on-one |
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Attacks hit multiple targets equal to block count |
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Has a ranged attack that deals 0.8× damage, which is used when not blocking enemies |
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Attacks deal Arts damage |
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Has a range of two tiles ahead and attacks deal 1.2× damage against enemies not blocked by self; supports friendlies with skills |
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Has a very low attack interval |
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Attacks deal two consecutive hits (but are still considered as one attack) |
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Cannot be directly healed by friendlies and restores slight HP in each attack |
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Only attack and block enemies when the skill is active, and have increased ATK over time when the skill is not active (up to a limit and will be lost when the skill expires upon activation); has a range of the frontal and side tiles |
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Attacks hit all enemies within a vertical range of three tiles ahead, cannot be directly healed by friendlies, and restores slight HP for every enemy hit in each attack up to the block count |
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General characteristics |
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Heals one target at a time |
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Heals up to three targets simultaneously |
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Heal targets at a wide range with 80% effectiveness on further targets |
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Can remove Elemental Damage build-up on friendlies, even if the target is at full HP |
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Attacks enemies instead of healing friendlies, unlike other Medics, but heals a friendly unit within range for half the ATK in each attack |
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General characteristics |
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Branches | |
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Melee, but can be deployed on ranged tiles; can push away enemies with skills and attacks hit multiple targets equal to block count |
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Melee, but can be deployed on ranged tiles; can pull in enemies with skills and has a range of several tiles ahead |
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Melee; has a much shorter redeployment time of 18 seconds (with the sole exception to THRM-EX) |
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Melee; attacks hit all enemies in range, can dodge Physical and Arts attacks 50% at the time, and have Negative Taunt (less likely to be attacked by enemies) |
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Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time |
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Melee; has a shorter redeployment time of 25 seconds but drains 3 DP every 3 seconds while deployed and will be automatically retreated if there are not enough DP, and does not return DP when retreated |
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Ranged; can use traps which must be deployed on tiles without enemies |
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Melee; temporarily replaced by a Substitute which cannot block enemies upon losing all HP, but must be redeployed if the Substitute is knocked out |
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General characteristics |
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Attacks temporarily slow enemies |
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Can utilize summoned units |
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Weaken enemies' defensive and/or offensive capabilities |
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Does not attack but continuously heal friendlies within range; can Inspire friendlies but are unaffected by Inspiration (including from themselves) |
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Augments the defensive capabilities of friendly units and (in the CN server) heals friendlies instead of attacking enemies for 0.75× ATK while the skill is active |
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Melee and attacks deal Physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies |
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General characteristics |
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Steadily generate DP with skills |
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Generates 1 DP when defeating an enemy and refunds the base DP cost when retreated |
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Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active |
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Ranged, unlike other Vanguards; can deploy a Reinforcement within attack range and attacks deal 1.5× damage against enemies being blocked by the Reinforcement(s) |
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Has a shorter redeployment time of 35 seconds and a range of two tiles ahead, and generate DP in each attack while the skill is active |