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Unit flags are variables used in Arknights to provide a unit with properties that affects their behavior in-game.

AbnormalFlag[]

ID Code and explanation Example
0 STUNNED
See Stun.
1 SP_RECOVER_STOPPED
Prevents the unit from generating SP for their skill.
Duelist Defenders
2 TARGET_FREE
Prevents the unit from being targeted by enemies.
Manticore's Hidden Killer
3 BLOCK_FREE
Prevents the unit from being blocked by friendly units.
Wraiths
4 HIDDEN
The unit will not be shown on the map and cannot be targeted by attacks/abilities.
5 INVINCIBLE
The unit cannot be attacked/targeted by abilities and takes no damage at all.
Certain boss enemies when reviving
6 UNDEADABLE
The unit cannot be knocked out or defeated; any damage or HP loss that would do so will leave the unit with at least 1 HP.
Sarkaz Sentinels
7 HEAL_FREE
The unit cannot be targeted by active HP restoration (which would show the value, e.g. Medics' healing).
Musha Guards
8 UNBALANCE_IMMUNE
The unit is unaffected by Shift effects.
Awaken
9 INVISIBILITY
10 UNUSED_PLACEHOLDER_1
Unused
11 DISARMED
Prevents the unit from attacking unless if they cannot be targeted.
Degenbrecher's Momentum Murder
12 SILENCED
13 UNMOVABLE
Prevents the unit from moving.
Bind
14 UNUSED_PLACEHOLDER_2
Unused
15 ALLY_TARGET_FREE
Prevents the unit from being targeted by friendly units.
Jammers
16 FROZEN
See Freeze.
17 CAMOUFLAGE
18 FORCE_DISARMED
Prevents the unit from attacking.
Inactive L-44 Gramophones
19 STUNNED_NO_AMPLIFY_DAMAGE
Same as STUNNED, but will not be subjected to W's Insult to Injury.
20 DISABLE_COMBAT
The unit can neither attack nor be blocked.
Critically Wounded
21 ELEMENT_FREE_ALL
The unit will take no Elemental Damage build-up at all.
22 UNMOVABLE_PRIVATE
Similar to UNMOVABLE.
23 COLD
See Cold.
24 SKILL_NOT_ACTIVATABLE
Prevents the unit from activating their skill.
Necrosis Damage
25 LEVITATE
26 DURANCE
Prevents the unit from being relieved (only in Stationary Security Service).
Crude Spheres
27 NOT_WITHDRAWABLE
Prevents the unit from being retreated.
Zaaro, "Signore dei Lupi"'s Hemolytic Horror
28 OUT_OF_GROUND
The unit is considered to be outside of the map and disjoints any projectiles targeting them.
The Last Steam Knight's Unto My Last Breath

AbnormalCombo[]

ID Code and explanation Example
0 SLEEPING
STUNNED_NO_AMPLIFY_DAMAGE + INVINCIBLE + BLOCK_FREE
Sleep
1 SHELTERING
FORCE_DISARM + INVINCIBLE + BLOCK_FREE
The first stage of Mudrock's Skill-Mudrock3 Bloodline of Desecrated Earth

AbnormalImmune and AbnormalComboImmune[]

A unit with an AbnormalImmune flag will become unaffected by the corresponding AbnormalFlag, but the flag itself will not be removed. If the AbnormalImmune effect wears off, the AbnormalFlag will take effect again if it is still present. One example of this would be Operators that can temporarily reveal Invisible enemies in range, who will lose their invisibility but regain it once they exit the operator's range.

AbnormalComboImmune is functionally identical to AbnormalImmune, but used for AbnormalCombo flags instead. An example of this is Sleep immunity.

All units utilize several boolean variables for debuff immunity that determine if the unit is naturally immune to the corresponding status. If the variable is set to TRUE, then the unit will gain the corresponding immunity flag when spawning.

  • stunImmune: Blocks STUNNED.
  • silenceImmune: Blocks SILENCED.
  • sleepImmune: Blocks SLEEPING.
  • freezeImmune: Blocks FROZEN.
  • levitateImmune: Blocks LEVITATE.

AbnormalAnti[]

A unit with an AbnormalAnti flag will immediately clear the status conferring the corresponding AbnormalFlag on themselves, and prevent the unit from gaining that effect for the lifetime of the flag. This is distinct from AbnormalImmune in that it affects the status that carries the corresponding flag, but not the flag itself.

AbnormalFlagMask[]

A method used by the game to consolidate all of the unit flags carried by a status into a single value.

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