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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 that specializes the Operator's abilities.

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

Defender.png 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.png Focuses on tanking enemy attacks
Guardian Defender.png Can heal friendly units with skills
Juggernaut Defender.png Cannot be directly healed by friendlies but can heal themselves through skills and/or talents
Arts Protector Defender.png Attack deals Arts damage while the skill is active
Duelist Defender.png Can only block one enemy, unlike other Defenders, and SP only generates while blocking an enemy
Fortress Defender.png Uses a ranged attack with minimum range that deals area-of-effect damage when not blocking enemies

Guard.png 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.png Focuses on dueling enemies one-on-one
Centurion Guard.png Attacks hit multiple targets equal to block count
Lord Guard.png Has a ranged attack that deals 0.8× damage, which is used when not blocking enemies
Arts Fighter Guard.png Attacks deal Arts damage
Instructor Guard.png 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.png Has a very low attack interval
Swordmaster Guard.png Attacks deal two consecutive hits (but are still considered as one attack)
Musha Guard.png Cannot be directly healed by friendlies and restores slight HP in each attack
Liberator Guard.png 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.png 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

Medic.png 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.png Heals one target at a time
Multi-target Medic.png Heals up to three targets simultaneously
Therapist Medic.png Heal targets at a wide range with 80% effectiveness on further targets
Wandering Medic.png Can remove Elemental Damage build-up on friendlies, even if the target is at full HP
Incantation Medic.png Attacks enemies instead of healing friendlies, unlike other Medics, but heals a friendly unit within range for half the ATK in each attack

Sniper.png 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.png Attacks one target at a time and target aerial enemies over the others
Artilleryman Sniper.png Attacks deal area-of-effect damage
Deadeye Sniper.png Has a long range and attacks enemies with the lowest DEF over the others
Heavyshooter Sniper.png Has a short range but high ATK
Spreadshooter Sniper.png Attacks damage all enemies in range with those in the frontal row taking 1.5× damage
Besieger Sniper.png Has a minimum range of the frontal tiles and attacks enemies with the highest weight over the others
Flinger Sniper.png Attacks deal two consecutive hits with the second dealing half damage and can only target ground enemies

Specialist.png General characteristics
  • Melee/Ranged
  • The trait or skills define primary function
  • Can block 2 enemies, except Ambusher Specialists who cannot block enemies on their own
  • Average HP
  • Average ATK
  • Average DEF
  • No to low RES
  • Low to average DP cost
  • Average ASPD
Branches
Push Stroker Specialist.png 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.png Melee, but can be deployed on ranged tiles; can pull in enemies with skills and has a range of several tiles ahead
Executor Specialist.png Melee; has a much shorter redeployment time of 18 seconds (with the sole exception to THRM-EX)
Ambusher Specialist.png 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.png Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time
Merchant Specialist.png 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.png Ranged; can use traps which must be deployed on tiles without enemies
Dollkeeper Specialist.png 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.png 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.png Attacks temporarily slow enemies
Summoner Supporter.png Can utilize summoned units
Hexer Supporter.png Weaken enemies' defensive and/or offensive capabilities
Bard Supporter.png Does not attack but continuously heal friendlies within range; can Inspire friendlies but are unaffected by Inspiration (including from themselves)
Abjurer Supporter.png 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
Artificer Supporter.png Melee and attacks deal Physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies

Vanguard.png General characteristics
  • Melee
  • 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
  • Average ASPD
Branches
Pioneer Vanguard.png Steadily generate DP with skills
Charger Vanguard.png Generates 1 DP when defeating an enemy and refunds the base DP cost when retreated
Standard Bearer Vanguard.png Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active
Tactician Vanguard.png 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.png 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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