- This article is about the Operator class. For the NPC, see Guard (NPC).
Guard is one of the eight Operator classes in Arknights.
Overview[]
Guards have high HP and ATK which gives them high DPS output. They often have good synergy with the other classes, especially Defenders who can block enemies to be pummeled by Guards or with each other to deal even more damage with coordinated attacks.
The only weakness that most Guards have is a lack of base RES, making them noticeably vulnerable to enemy Casters and Arts Guards.
Branches[]
Branch | Trait |
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Dreadnought | Blocks 1 enemy Strong melee attacker
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Centurion | Attacks all blocked enemies Multi-target melee attacker hitting targets equal to their block count
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Lord | Can launch Ranged Attacks that deal 80% of normal ATK All-around melee attacker using a ranged attack that deals 0.8× damage when not blocking enemies
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Arts Fighter | Deals Arts Damage Melee Arts attacker
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Instructor | Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120% Supportive melee Operator with extended range and dealing 1.2× damage when attacking enemies they are not blocking, and augments friendly units with their skills/talent(s), usually melee ones
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Fighter | Blocks 1 enemy Melee attacker with a fast attack interval
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Swordmaster | Normal attacks deal damage twice Melee attacker delivering two strikes in each attack
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Musha | Can't be healed by other units. Recovers 30/50/70 self HP every time this operator attacks an enemy Very strong melee attacker that cannot be actively healed but recovers some HP in each attack (30 base, 50 Elite 1, 70 Elite 2) and augment themselves as they lose HP through Tenacity
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Liberator | Normally does not attack and has 0 Block; When skill is inactive, ATK gradually increases up to +200% over 40 seconds. ATK is reset when the skill ends Very strong melee attacker that only attacks and block enemies during skill activations with an ATK buff over time outside skill activations, capping at 200% after 40 seconds, that resets upon the skill expiring
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Reaper | Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 HP for every enemy hit during attacks, up to Block count Sweeping melee attacker that hits all targets in range and cannot be actively healed but recovers 50 HP for each enemy hit by attacks that are capped to the block count
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Crusher | Attacks all blocked enemies Very strong but completely defenseless multi-target melee attacker hitting targets equal to their block count
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Interactions[]
Operator | Skill/talent | Interaction |
---|---|---|
Tactical Configuration | Increases the ATK and DEF of Guards for a period of time after Castle-3 is deployed.
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Forward March | Lowers the DP costs of all undeployed Guards by 1 when Wild Mane is deployed for the first time. At Elite 2, Forward March takes effect whenever Wild Mane is deployed and can reduce the undeployed Guards' DP cost by a maximum of 5. |
Trivia[]
- Out of all eight classes, Guard has the most members; with the introduction of class branches, Guard have the most branches as well, of no less than 11 as of Il Siracusano.
- Because of this, the community jokingly calls the game "Guardknights".