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Each Operator in Arknights belongs to one of eight classes which determines how they function, with each class having their own branches, also colloquially referred to as archetypes or subclasses, that specializes the Operator's abilities.

Caster General characteristics
  • Ranged
  • Attacks deal Arts damage
  • Average to low HP
  • Average to high ATK
  • Low DEF
  • Average RES
  • High DP cost
  • Low to Average ASPD
Branches
Core Caster Attacks one target at a time
Splash Caster Attacks deal area-of-effect damage
Blast Caster Attacks damage all enemies in a long linear range
Chain Caster Attacks jump between multiple targets and temporarily Slows them, but deals 15% less damage in each jump
Mech-Accord Caster Controls a drone that attacks enemies independently, dealing more damage in successive attacks against the same target
Phalanx Caster 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
Mystic Caster Store attacks while no enemies are in range (up to 3), which are simultaneously released in the next attack

Defender General characteristics
  • Melee
  • Can block 2 or 3 enemies, except Duelist Defenders who can only block 1 enemy
  • High HP
  • Low to average ATK
  • High DEF
  • No or low RES
  • High DP cost
  • Average ASPD
Branches
Protector Defender Focuses on tanking enemy attacks
Guardian Defender Can heal friendly units with skills
Juggernaut Defender Cannot be directly healed by friendlies but can heal themselves through skills and/or talents
Arts Protector Defender Attack deals Arts damage while the skill is active
Duelist Defender Can only block one enemy and only generates SP while blocking an enemy
Fortress Defender Uses a ranged attack with minimum range that deals area-of-effect damage when not blocking enemies
Sentinel Protector Defender Uses a ranged attack with a range of two tiles ahead that can hit flying enemies

Guard General characteristics
  • Melee
  • Can block 1 ~ 3 enemies
  • High HP
  • High ATK
  • Low to average DEF
  • No or low RES
  • Average to high DP cost
  • Average to high ASPD
Branches
Dreadnought Guard Focuses on dueling enemies one-on-one
Centurion Guard Attacks hit multiple targets equal to block count
Lord Guard Has a ranged attack that deals 0.8× damage, which is used when not blocking enemies
Arts Fighter Guard Attacks deal Arts damage
Instructor Guard Has a range of two tiles ahead and attacks deal 1.2× damage against enemies not blocked by self; supports friendlies with skills
Fighter Guard Has a very low attack interval
Swordmaster Guard Attacks deal two consecutive hits (but are still considered as one attack)
Musha Guard Cannot be directly healed by friendlies and restores slight HP in each attack
Liberator Guard 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
Reaper Guard 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
Crusher Guard Attacks hit multiple targets equal to block count and have extremely high HP and ATK, but have no defenses whatsoever and a high attack interval

Medic General characteristics
  • Ranged
  • Heals friendly units instead of attacking enemies
  • Low HP
  • Average ATK
  • Low DEF
  • No RES
  • Average DP cost
  • Low ASPD
Branches
Medic Medic Heals one target at a time
Multi-target Medic Heals up to three targets simultaneously
Therapist Medic Heal targets at a wide range with 80% effectiveness on further targets
Wandering Medic Can remove Elemental Damage build-up on friendlies, even if the target is at full HP, for half the ATK
Incantation Medic Attacks enemies instead of healing friendlies, unlike other Medics, but heals a friendly unit within range for half the ATK in each attack
Chain Medic Healing jumps between multiple targets but restores 25% less HP in each jump

Sniper General characteristics
  • Ranged
  • Average HP
  • Average to high ATK
  • Low DEF
  • No RES
  • Low to high DP cost
  • Low to high ASPD
Branches
Marksman Sniper Attacks one target at a time and prioritizes aerial enemies
Artilleryman Sniper Attacks deal area-of-effect damage
Deadeye Sniper Has a long range and attacks enemies with the lowest DEF over the others
Heavyshooter Sniper Has a short range but high ATK
Spreadshooter Sniper Attacks damage all enemies in range with those in the frontal row taking 1.5× damage
Besieger Sniper Has a minimum range of the frontal tiles and attacks enemies with the highest weight over the others
Flinger Sniper Attacks deal two consecutive hits with the second dealing half damage and can only target ground enemies
Hunter Sniper Only attacks while having ammunition which deals 1.2× damage. Ammunition is reloaded over time while no enemies are in range

Specialist General characteristics
  • Melee/Ranged
  • The trait or skills define primary function
  • Can block 0 to 2 enemies
  • Average HP
  • Average ATK
  • Average DEF
  • No to low RES
  • Low to average DP cost
  • Low to high ASPD
Branches
Push Stroker Specialist Melee, but can be deployed on ranged tiles; can push away enemies with skills and attacks hit multiple targets equal to block count
Hookmaster Specialist Melee, but can be deployed on ranged tiles; can pull in enemies with skills and has a range of several tiles ahead
Executor Specialist Melee; has a much shorter redeployment time of 18 seconds (with the sole exception to THRM-EX)
Ambusher Specialist 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)
Geek Specialist Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time
Merchant Specialist 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
Trapmaster Specialist Ranged; can use traps which must be deployed on tiles without enemies
Dollkeeper Specialist Melee; temporarily replaced by a Substitute which cannot block enemies upon losing all HP, but must be redeployed if the Substitute is knocked out

Supporter General characteristics
  • Ranged
  • Attacks deal Arts damage
  • The trait, skills, and/or talents provide offensive and/or defensive support
  • Low HP
  • Average ATK
  • Low DEF
  • Average RES
  • Low to average DP cost
  • Average ASPD
Branches
Decel Binder Supporter Attacks temporarily Slow enemies
Summoner Supporter Can utilize summons
Hexer Supporter Weaken enemies' defensive and/or offensive capabilities
Bard Supporter Does not attack but continuously heal friendlies within range; can Inspire friendlies but are unaffected by Inspiration (including from themselves)
Abjurer Supporter Augments the defensive capabilities of friendly units and heals friendlies instead of attacking enemies for 0.75× ATK while the skill is active
Artificer Supporter Melee and attacks deal Physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies
Ritualist Supporter Can inflict Elemental Damage on enemies

Vanguard General characteristics
  • Melee/Ranged
  • The trait or skills allow additional DP generation
  • Can block 1 or 2 enemies
  • Average HP
  • Average ATK
  • Average DEF
  • No RES
  • Low DP cost
  • High ASPD
Branches
Pioneer Vanguard Steadily generate DP with skills
Charger Vanguard Generates 1 DP when defeating an enemy and refunds the base DP cost when retreated
Standard Bearer Vanguard Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active
Tactician Vanguard 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)
Agent Vanguard 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

See also

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