Resist is a gameplay mechanic in Arknights.
Overview[]
As the name suggests, Resist allows the bearer to block an attack directed at them, completely nullifying it in the process. Unlike dodging attacks, resisting attacks will prevent the bearer from being affected by anything triggered by hitting the target, such as Negative Statuses from certain attacks and Elemental Damages. Conversely, Operators with defensive SP recovery for their skills will still generate SP if the attack that would hit them is resisted.
Unlike Dodge, True damage can be resisted. Resist, along with other damage mitigating effects is calculated together. If there is no specific description, the earliest one take effect first.
For example, if Liskarm activates her Charged Defense while under the effect of Deepcolor's
Visual Trap, when calculating, Visual Trap's dodge will be calculated first, and Charged Defense's resist only takes effect if the dodge fails. However, if Charged Defense is activated before Visual Trap, the former's resist will take effect before the latter's dodge is calculated.
Sources[]
Operator | Skill/talent | Information |
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Bunker Defense | 25% Physical when there is a ranged tile beside or behind Blitz | |
Miracle Field | Physical/Arts; also applied to friendly units in the adjacent tiles to Croissant for half the effect.
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Tactical Armor | Contrary to the in-game text, Tactical Armor works against True damage in addition to Physical and Arts.
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![]() Command: Structural Fortification |
Physical
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![]() Charged Defense |
The next instance of damage received while Charged Defense is active will be resisted. | |
![]() Return to the Immortal Mountain |
Ranged Physical
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File:Skill-.png
Iai Spirit Slash |
The next instance of damage received while Iai Spirit Slash is active will be resisted. |
Interactions[]
Operator | Skill/talent | Interaction |
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![]() Auto Defense |
Increases the proc chance of Miracle Field's resist by:
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