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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
Caster
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
Core
Attacks one target at a time
Splash Caster.png
Splash
Attacks deal area-of-effect damage
Mystic Caster.png
Mystic
Store attacks while no enemies are in range; releases all attacks simultaneously when an enemy comes into range
Mech-Accord Caster.png
Mech-Accord
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
Chain Caster.png
Chain
Attacks jump between multiple targets and slows them, but deals less damage in each jump
Blast Caster.png
Blast
Attacks damage all enemies in a long linear range
Phalanx Caster.png
Phalanx
Only attack when the skill is active, which damages all enemies in range; gains greatly increased DEF and RES while the skill is not active

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

Guard.png
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.png
Dreadnought
Focuses on dueling enemies one-on-one
Centurion Guard.png
Centurion
Attacks hit multiple targets equal to block count
Lord Guard.png
Lord
Has a ranged attack that deals 80% damage, which is used when not blocking enemies
Arts Fighter Guard.png
Arts Fighter
Attacks deal Arts damage
Fighter Guard.png
Fighter
Has a very low attack interval
Swordmaster Guard.png
Swordmaster
Attacks deliver two consecutive hits (but are still considered as one attack)
Musha Guard.png
Musha
Cannot be directly healed by friendlies; restores slight HP in each attack
Instructor Guard.png
Instructor
Has a range of two tiles ahead and attack deals 1.2× damage against enemies not blocked by self; supports friendlies with skills
Liberator Guard.png
Liberator
Only attack and block enemies when the skill is active, and gradually gains more ATK 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
Reaper
Attacks hit all enemies within a vertical range of three tiles ahead and cannot be directly healed by friendlies; restores slight HP for every enemy hit in each attack which are limited to the block count

Medic.png
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.png
Medic
Heals one target at a time
Multi-target Medic.png
Multi-target
Heals up to three targets simultaneously
Therapist Medic.png
Therapist
Heals targets at a wide range with 70% effectiveness on further targets
Wandering Medic.png
Wandering
Can heal Elemental Damage suffered by friendlies (even if the target is at full HP)

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

Specialist.png
Specialist
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
Push Stroker
Melee, but can be deployed on ranged tiles; can push away enemies with skills, attacks hit multiple targets equal to block count
Hookmaster Specialist.png
Hookmaster
Melee, but can be deployed on ranged tiles; can pull in enemies with skills, has a range of several tiles ahead
Executor Specialist.png
Executor
Melee; has a much shorter redeployment cooldown of 18 seconds (with the sole exception to THRM-EX)
Merchant Specialist.png
Merchant
Melee; has a shorter redeployment cooldown of 25 seconds but drains 3 DP every 3 seconds while deployed and will be automatically depleted if there are not enough DP; does not return DP when retreated
Dollkeeper Specialist.png
Dollkeeper
Melee; temporarily replaced by a substitute which cannot block enemies upon losing all HP, but must be redeployed if the substitute is knocked out
Ambusher Specialist.png
Ambusher
Melee; attacks hit all surrounding enemies, can dodge physical and Arts attacks 50% at the time, and less likely to be targeted by enemies
Trapmaster Specialist.png
Trapmaster
Ranged; can use traps which must be deployed on tiles without enemies
Geek Specialist.png
Geek
Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time

Supporter.png
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.png
Decel Binder
Attacks briefly slow enemies
Bard Supporter.png
Bard
Has no attack and RES but continuously heal friendlies within range; can augment friendlies or cripple enemies
Abjurer Supporter.png
Abjurer
Augments the defense and survivability of friendly units
Hexer Supporter.png
Hexer
Amplifies the damage taken by enemies and/or cripples their offensive capability
Summoner Supporter.png
Summoner
Can utilize summoned units
Artificer Supporter.png
Artificer
Melee and attacks deal physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies

Vanguard.png
Vanguard
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
Charger Vanguard.png
Charger
Generates 1 DP in each kill and refunds all of the DP cost when retreated
Pioneer Vanguard.png
Pioneer
Steadily generate DP with skills
Standard Bearer Vanguard.png
Standard Bearer
Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active
Tactician Vanguard.png
Tactician
Ranged, unlike other Vanguards; can deploy a reinforcement within range and attacks deal 1.5× damage against enemies being blocked by the reinforcement(s)

See also

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