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.
[Edit]
General characteristics | |
---|---|
| |
Branches | |
Attacks one target at a time | |
Attacks deal area-of-effect damage | |
Attacks damage all enemies in a long linear range | |
Attacks jump between multiple targets and temporarily Slows them, but deals 15% less damage in each jump | |
Controls a drone that attacks enemies independently, dealing more damage in successive attacks against the same target | |
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 | |
Store attacks while no enemies are in range (up to 3), which are simultaneously released in the next attack |
[Edit]
General characteristics | |
---|---|
| |
Branches | |
Focuses on tanking enemy attacks | |
Can heal friendly units with skills | |
Cannot be directly healed by friendlies but can heal themselves through skills and/or talents | |
Attack deals Arts damage while the skill is active | |
Can only block one enemy and only generates SP while blocking an enemy | |
Uses a ranged attack with minimum range that deals area-of-effect damage when not blocking enemies | |
Uses a ranged attack with a range of two tiles ahead that can hit flying enemies |
[Edit]
General characteristics | |
---|---|
| |
Branches | |
Focuses on dueling enemies one-on-one | |
Attacks hit multiple targets equal to block count | |
Has a ranged attack that deals 0.8× damage, which is used when not blocking enemies | |
Attacks deal Arts damage | |
Has a range of two tiles ahead and attacks deal 1.2× damage against enemies not blocked by self; supports friendlies with skills | |
Has a very low attack interval | |
Attacks deal two consecutive hits (but are still considered as one attack) | |
Cannot be directly healed by friendlies and restores slight HP in each attack | |
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 | |
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 | |
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 |
[Edit]
General characteristics | |
---|---|
| |
Branches | |
Heals one target at a time | |
Heals up to three targets simultaneously | |
Heal targets at a wide range with 80% effectiveness on further targets | |
Can remove Elemental Damage build-up on friendlies, even if the target is at full HP, for half the ATK | |
Attacks enemies instead of healing friendlies, unlike other Medics, but heals a friendly unit within range for half the ATK in each attack | |
Healing jumps between multiple targets but restores 25% less HP in each jump |
[Edit]
[Edit]
General characteristics | |
---|---|
| |
Branches | |
Melee, but can be deployed on ranged tiles; can push away enemies with skills and attacks hit multiple targets equal to block count | |
Melee, but can be deployed on ranged tiles; can pull in enemies with skills and has a range of several tiles ahead | |
Melee; has a much shorter redeployment time of 18 seconds (with the sole exception to THRM-EX) | |
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) | |
Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time | |
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 | |
Ranged; can use traps which must be deployed on tiles without enemies | |
Melee; temporarily replaced by a Substitute which cannot block enemies upon losing all HP, but must be redeployed if the Substitute is knocked out |
[Edit]
General characteristics | |
---|---|
Branches | |
Attacks temporarily Slow enemies | |
Can utilize summons | |
Weaken enemies' defensive and/or offensive capabilities | |
Does not attack but continuously heal friendlies within range; can Inspire friendlies but are unaffected by Inspiration (including from themselves) | |
Augments the defensive capabilities of friendly units and heals friendlies instead of attacking enemies for 0.75× ATK while the skill is active | |
Melee and attacks deal Physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies | |
Can inflict Elemental Damage on enemies |
[Edit]
General characteristics | |
---|---|
Branches | |
Steadily generate DP with skills | |
Generates 1 DP when defeating an enemy and refunds the base DP cost when retreated | |
Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active | |
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) | |
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 |