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Contingency Contract: Suggestions For Operator Alternatives for Restrictive Contracts

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Operator Alternatives for Restrictive Contracts

I was putting this information together for myself to help me prepare for the upcoming CC Event, and thought it might be useful to others as well, so I’ve decided to share it.  I hope is helpful to some people!  I will likely add other Contracts as I get to them or as they are released.  If you don’t know what the CC Event is, then you should start here:

What this guide is:

  • Presentation of the Contracts that have appeared in the first CC Event on CN that restrict the use of certain types of Operators.
  • Lists of alternative Operators that provide utility typically offered by the banned or punished Classes, and so might be valuable for the completion of that Contract.  
  • General info that can be useful for choosing Operators to develop to help with these types of Contracts on any given map.

What this guide is not:

  • A walkthrough or clear-guide for these Contracts on any specific map.
  • An exhaustive list of Operators that will be useful for the CC Event.
  • A Tier List of any kind.
  • A recommendation of specific Operators to develop or use for specific maps.

How to use this guide

  • Go to the Table of Contents above and select the Contract you want information on.  It will provide a list of Operators that are good candidates to replace the missing utility of the banned Operators.

Permanent Stage First CC Event

The following Contracts appeared for the Permanent Stage of the first CC Event on CN.

No Defenders No Guards

CCContractNoGuardDefenders
  • No Defenders: The Defender role is typically used to block (with Block 3), mitigate physical Damage with high DEF, and survive with high HP. 
  • No Guards: Guards are one of the most versatile Classes in the game.  They are typically used to block and deal physical damage, though some can provide Arts damage as well.
  • The list of all Operators still usable with this Contract can be found here.
  • With no Guards and Defenders, the main thing we lack is Blocking and survivability (damage mitigation and HP).  Only Vanguard and Specialist Operators remain to provide our blocking, and they can block a maximum of 2, typically have lower mitigation than Defenders, and usually have lower DPS potential than Guards.  We can utilize crowd control options to help reduce the blocking and damage mitigation requirements. 

Operators that can provide both blocking and damage mitigation:

Siege - Skill-DP-Recovery Vanguard: Is basically a Guard disguised as a Vanguard.  She has great offensive and defensive stats and high damage potential.  Her S3, typically useless in her Vanguard role, can shine in this contract with its huge damage and Stun chance.  Her Talent will also buff other Vanguards, improving their performance as your main melee Operators.

Zima - Skill-DP-Recovery Vanguard: Highest DEF for a skill-Recovery Vanguard, and her S2 can act as on-demand mitigation Skill not only for herself, but for any other Vanguards on the field.

Grani - DP-On-Kill Vanguard: Highest DEF of any Vanguard, and our highest-DEF Operator available for this Contract. Skills increase DEF, giving her a lot of survivability, and S2 enables her to Block-2.  When she is deployed, she increases the Physical Dodge of all Vanguards, improving their survivability.

FEater - Push Specialist: Has Block-2, has innate Physical Dodge, and effectively reduces damage intake by pushing enemies away and Slowing them so they can't get back to her easily.

Operators that can provide damage mitigation but not blocking:

Shining - ST Medic: Increases the DEF of all allies in her range. Her S2 and S3 also buff DEF for her target, helping your Vanguards and Specialists to survive a lot more damage.

Pramanix - Debuffer Supporter - Her S1 reduces enemy attack speed and thus their DPS. She also helps you kill enemies faster, meaning you'll take less damage overall.

Operators that can provide Blocking delay or leak protection:

Project Red - Fast-Redeploy Specialist - AoE Stun or increased survivability on deploy.  Has the offensive power to eliminate threats.  Can be used many times on one map.

Gravel - Fast-Redeploy Specialist - She gains increased DEF or an HP shield when deployed, giving great survivability.  Low ATK means she can’t kill much, though.  Like Red, can be used multiple times.

Operators that can stun or slow can be useful to reduce the block or damage mitigation requirements:

Manticore - Controller Specialist: Her S1 will slow all enemies she hits and her S2 will stun them.  Both Skills have their uses.  She offers good DPS support as well.

Magallan - Summoner Supporter: When it comes to slowing, it doesn’t get better than Magallan with her S1.

Angelina - Slower Supporter: AoE Slowing and Arts damage with S3 (along with healing when skills aren’t active) make her a prime option.

Istina - Slower Supporter: Passable multi-target damage and slowing.

Ethan - Controller Specialist: On his own, the proc of his Freeze is too low to be dependable, and his DPS contribution is not very impressive, but he can be useful for a slowing/CC strategy alongside other Slowers.

ShiraYuki - AoE Sniper - The only Operator in the Sniper Class to offer Slowing capability with her Skill 2.

Skyfire - AoE Caster: Her S2 provides both a Stun and decent damage.  Unfortunately she has a high DP cost, the Stun is quite short without considerable Skill Level investment, and the damage isn’t as high as we would like.

Nightmare - ST Caster: Her S2 both slows and deals True damage based on how far the enemy moves, so she is significantly less useful once enemies are blocked.

No Medics No Casters

CCContractNoMedicCasterCCContractCasterMedicTriple

These two we’ll address together, since their approach will be similar.  The DP cost increase can be surmounted somewhat by using Vanguards and lower-DP-cost Operators, but if you are going to go through the trouble of figuring out how to clear with the increased DP cost, you might as well just skip to the ban and get the extra Risk Level.

  • No Medics - Our Medics are our primary healers, so it is pretty obvious that the main effect of this will be limiting our ability to heal our team.
  • No Casters - Casters are usually our primary source of Arts damage, so banning them means we will need to get Arts damage from somewhere else.
  • The list of all Operators still usable with this Contract can be found here.

Operators that can provide both healing and Arts Damage:

Angelina - Slower Supporter: Angelina’s S3 + E2 talent are perfect for this Contract.  She grants passive healing over time to the whole team when she is not attacking (aka when her Skill is not active), and when she is attacking, she will be Slowing and destroying anything near her with Arts damage.

Indra - Brawler Guard: Her S2 does both of the things we need: it turns her punches into Arts Damage, and it heals her based on the amount of damage she does. Watch out for the long cooldown, though.

Operators that can provide healing but not Arts Damage:

Saria - Healing Defender: The strong and consistent healing provided by her S1 or S2 can match that of a Medic in many situations.

Nearl - Healing Defender: Saria’s weaker little sister can still often get the healing job done if you haven’t gotten lucky enough to pull Saria yet.

SoraBuffer Supporter: A Medic trapped in an idol Suppporter’s body, she provides constant healing over time to those in her range.  The player can choose her S1 to give them a defensive crowd control option, or S2 to buff Operator DPS.  For this Contract, she can *Shine!*

Specter - AoE Guard: When her S2 is active, she refuses to die, then stops blocking to ensure her survival.  Her passive HP regen at E2 can help keep her standing until her Skill is ready for another period of undeath.

Hellagur - Enmity Guard: Who needs healers!  Hellagur’s self-sustain plus damage avoidance with his S2 can keep him alive 1v1 against even the toughest foes (as long as he doesn’t get unlucky)

SilverAsh - Ranged Guard: His S2 increases his DEF and regains HP over time, giving him good survivability and sustain without healer support (as long as the damage isn’t too high). Keep in mind he won't be able to nuke enemies if you're using his S2 instead of his S3, though.

Vulcan - Enmity Defender: A very self-sufficient Defender that cannot be healed in normal circumstances anyway.  Her self-healing activates when using Skills, with S1 being a defensive option and S2 being an offensive option.

Myrtle - Utility Vanguard: At E2, Myrtle passively heals her Vanguard teammates, which can sometimes satisfy healing needs for the beginning part of maps.

  • Other Operators that can provide healing that might be worth a look: Flamebringer (S1), Matoimaru (S1), Estelle, Cuora (S2), Gummy.

Operators that can provide Arts damage but not healing:

Magallan or Mayer - Summoner Supporters - If you need more Arts Damage, these two Operators bring a lot. Both do Arts damage themselves, and their summons can deal Arts damage with their respective S2’s as well!

Lappland - Ranged Guard: When S2 is activated, she deals impressive multi-target Arts damage.

Astesia - Arts Guard - Arts Damage and high DEF.

Blue Poison - ST Sniper - Her Talent applies Arts damage-over-time, though unfortunately it does not stack.  If she can get it ticking on multiple targets using her Skills, the overall damage can add up fast.

ShiraYuki - AoE Sniper - The only Operator in the Sniper Class to offer straight-up direct Arts damage with her Skill 2.  The Skill has pretty decent up-time and inflicts a Slow as an added bonus.

Dur-Nar - Arts DPS Defender - Blocks-3 and does Arts Damage when her Skills are active.  Multi-target damage capabilities with S2.

  • Other Operators that can provide Arts Damage that might be worth a look: Istina, Pramanix, Glaucus, Ethan (S1), Mousse, Midnight.

Operators that can stun or slow can be useful to reduce the damage and healing requirements:

Manticore - Controller Specialist: Her S1 causes Slow and her S2 causes Stun.  She also goes invisible to reduce the possibility of being targeted, so she doesn't need healing like some Operators do.

Magallan - Summoner Supporter: When it comes to slowing, it doesn’t get better than Magallan with her S1.

Angelina - Slower Supporter: We already mentioned her as a prime option for this contract, but the fact that she Slows just makes her even better.

Istina - Slower Supporter: Doesn't heal like Angelina, but still Slows multiple targets and deals Arts damage in the bargain.

Ethan - Controller Specialist: Can't CC the entire enemy team on his own, but stacks well with other debuffers.  Also has Block-0 and passive Physical/ Arts Dodge, so he doesn't usually take damage, which means he doesn't need healing.

ShiraYuki - AoE Sniper - Combines AoE Arts damage and Slowing with her S2 (and is the only Sniper to do so).

Daily Rotating Stages First CC Event

The following Contracts appeared for the Daily Rotating Stages of the first CC Event on CN.

No Defenders No Medics

CCGuideNoMedicDefender
  • No Defenders: The Defender role is typically used to block (with Block 3), mitigate physical Damage with high DEF, and survive with high HP.
  • No Medics - Our Medics are our primary healers, so it is pretty obvious that the main effect of this will be limiting our ability to heal our team.
  • The list of all Operators still usable with this Contract can be found here.
  • With no Defenders or Medics, a lot of our survivability and high block counts will be on the sideline.  We’ll be looking for Operators of other Classes that can make up for this lack.

Operators that can provide multiple of survivability, Blocking, and healing:

SilverAsh - Ranged Guard: One of the highest DEF Operators outside of the Defender class, and with S2 his DEF is buffed even more and he self-heals, making him a great option. Keep in mind his legendary DPS is heavily reduced when using his S2 instead of his S3, though.

Specter - AoE Guard: With Defenders on the sidelines, our AoE Guards at E2 are the only Block-3 options we have.  Specter not only gives us the extra block, but her undying S2 and passive healing can keep her on the field when other Operators would be 6 feet under.

  • Hellagur - Enmity Guard: Although lacking in the Block department, Hellagur’s self-sustain plus damage avoidance with his S2 can keep him alive 1v1 against even the toughest foes (as long as he doesn’t get unlucky).

Operators that can provide good survivability and blocking, but not healing:

Siege - Skill-DP-Recovery Vanguard: She’s got great stats, she has Block-2, and her S3 ATK buff and Stun chance make her fearsomely tough.

Zima - Skill-DP-Recovery Vanguard: Can Block-2 and has one of the highest DEF for non-Defender Operators.  Her S2 buffs the ATK and DEF of other Vanguards, helping them survive as your Blockers.

Feater -  Push Specialist: Her Push + Slow combo saves her from a lot of damage, and innate Physical Dodge mitigates even more.  Perfect for a Block-2 Operator.

Astesia - Arts Guard: Highest DEF of any non-Defender Operator.  Has some innate RES as well to top it off.  Her biggest issue is her base Block-1, though it can be increased to Block-2 with her S2.

Grani -  DP-On-Kill Vanguard: Has high DEF, and her Skills buff her DEF as well.  She also grants Physical Dodge to all Vanguards, improving their survivability as well as her own.  Biggest issue is that she is only Block-1 at base, though during S2 it is increased to Block-2.

  • Lappland - Ranged Guard: Not the best DEF stat around, but she has Block-2 and her S1 provides a permanent chance to resist Physical damage.

Operators that can provide Blocking delay or leak protection:

Projekt Red - Fast-Redeploy Specialist - Has an AoE Stun or increased survivability on deployment, then does a lot of damage afterwards.  Can be used many times on one map.

  • Gravel - Fast-Redeploy Specialist - Gaining increased DEF or an HP shield on deployment offers instant survivability.  Low ATK means she can’t kill much, though.  Like Red, can be used multiple times.

Operators that can provide healing but not blocking:

SoraBuffer Supporter: With no Defenders or Medics, the stalling power of Sora's S1 can really save the day.  She also heals all allies in her range over time, and if you don't need her S1, her S2 is a huge DPS increase.

Nightmare - ST Caster: Her S1 was built for hybrid DPS and healing.  Its biggest issue is the high cooldown, but it has a long duration and can provide quite a bit of healing.

Angelina - Slower Supporter: At E2, if she isn’t slaughtering things, then she is saving your team’s ass by providing passive healing over time to everyone.

Myrtle - Utility Vanguard: At E2, Myrtle passively heals allied Vanguards.  She can also use her S2 to turn into a single-target healer temporarily.

  • Other Operators that can provide healing that might be worth a look: Indra, Flamebringer (S1), Matoimaru (S1), Estelle, Gummy.

Operators that can stun or slow can be useful to reduce the block or damage mitigation requirements:

Manticore - Controller Specialist: Perfect for locking down enemies before they reach you, with S1 or S2.  Invisibility also helps you save healing for the people who really need it.

Magallan - Summoner Supporter: The queen of Slows when her S1 is equipped.

Angelina - Slower Supporter: Gives all allies passive healing at E2 and Slows enemies with any of her Skills.  The fact that she deals Arts damage makes her even better.

Istina - Slower Supporter: Passable multi-target damage and Slowing.  Loses some of her luster when Casters aren't banned, though, since DPS is her main contribution.

Ethan - Controller Specialist: Very good for stalling strategies when fielded with other Slowing/ crowd-control Operators.  Also available in the Shop Voucher store right now, and fairly cheap to invest in, as a 4★ Operator.

ShiraYuki - AoE Sniper: The only Sniper Operator who has Slowing capability (Skill 2).  Arts damage is the icing on the cake.

Skyfire - AoE Caster: Her S2 isn't ideal for crowd control, but it does offer multiple Stuns over its duration, so it chains fairly well with other CC Operators.

Nightmare - ST Caster: Her unique Nightmare debuff reduces enemy movement speed and deals true damage based on how far they move, so she doesn't mind if there are no Defenders to stop enemies from moving.  Nightmare also stacks with the regular Slow debuff to reduce enemy movement to a crawl.

  • Other Operators that can provide crowd control that might be worth a look: Projekt Red (S2), Texas (S2), Frostleaf, Greyy.

No Casters No Defenders

  • No Defenders: The Defender role is typically used to block (with Block 3), mitigate physical Damage with high DEF, and survive with high HP.
  • No Casters - Casters are our primary source of Arts damage and Arts damage is important for CC, so banning them means we will need to get Arts damage from somewhere else.
  • The list of all Operators still usable with this Contract can be found here.

Operators that can provide Blocking and survivability

SilverAsh - Ranged Guard: Pretty tanky by default, and can use S2 to become even tankier.  However, he loses most of his DPS potential if he's not using S3, and you might be low on damage if you can't use Casters, so consider carefully if you need him more for DPS or more for blocking.

Specter - AoE Guard: With Defenders on the sidelines, our AoE Guards at E2 are the only Block-3 options we have.  Specter not only gives us the extra block, but her undying S2 and passive healing can keep her on the field when other Operators would be 6 feet under.

Siege - Skill-DP-Recovery Vanguard: She’s got great stats, she can Block-2, and her S3 can Stun enemies, reducing the damage she takes.

Zima - Skill-DP-Recovery Vanguard: Can Block-2, has one of the highest DEF stats of non-Defender Operators, and is one of the few with a defensive Skill for tight spots.

Feater -  Push Specialist: Block-2 with passive Physical Dodge.  Pushes and Slows incoming enemies, reducing the damage she takes and giving you more time to damage her opponents.

Astesia - Arts Guard: Highest DEF of any non-Defender Operator, and also has innate RES.  She also has the benefit of being able to deal Arts damage without sacrificing tankiness, unlike Lappland.  Her biggest issue is her base Block-1, though it can be increased to Block-2 with her S2.

Grani -  DP-On-Kill Vanguard: High DEF, defensive Skills, and a global Physical Dodge buff for all allied Vanguards.  Like Astesia, her biggest issue is being Block-1 at base, though also like Astesia it increases to Block-2 during her S2.

  • Lappland - Ranged Guard: Not the best DEF, but she does Block-2 and her S1 gives her a passive chance to resist physical damage.  She can be a good source of Arts damage if you use her S2 instead, though, so consider which role you need her for more.

Operators that can provide Blocking delay or leak protection:

Projekt Red - Fast-Redeploy Specialist: Causes AoE Stun or gives herself increased survivability when deployed.  High DPS is also a plus with this contract.  Can be used many times on one map.

  • Gravel - Fast-Redeploy Specialist: Gains increased DEF or an HP shield when deployed, so has great survivability.  Low ATK means she can’t kill much, though.  Like Red, can be used multiple times.

Operators that can provide Arts Damage:

Angelina - Slower Supporter: Angelina’s S3 is the next-best-thing to a dedicated Caster DPS.  Her Slows help as well.

Magallan or Mayer - Summoner Supporters: If you need more Arts Damage, these two Operators bring a lot. Both do Arts damage themselves, and their summons can deal Arts damage with their respective S2’s as well!

Lappland - Ranged Guard: When S2 is activated, she deals impressive multi-target Arts damage.  Note that this reduces her survivability since she won't have S1 equipped, though.

Indra - Brawler Guard: Her S2 turns her punches into Arts Damage and self-heals based on the amount of damage she deals, so she's also tankier than she looks.  Watch out for the long cooldown for that S2, though.

Blue Poison - ST Sniper: Her Talent applies Arts damage-over-time, though unfortunately it does not stack.  If she can get it ticking on multiple targets using her Skills, the overall damage can add up fast.

ShiraYuki - AoE Sniper: The only Operator in the Sniper Class to offer straight-up direct Arts damage with her Skill 2.  The Skill has pretty decent up-time and inflicts a Slow as an added bonus.

Astesia - Arts Guard: Her combination of Arts Damage and high DEF is perfect for this contract.

  • Other Operators that can provide Arts Damage that might be worth a look: Istina, Pramanix, Glaucus, Ethan (S1), Mousse, Midnight.

No Snipers No Casters

CCGuideNoSniperNoCaster
  • No Casters - Casters are our primary source of Arts damage, so banning them means we will need to get Arts damage from somewhere else.
  • No Snipers - Snipers prioritize aerial units so we take down those unblockable drones in time.  Banning them means we need other sources of ranged damage to hit the drones and enough general DPS to kill ground enemies so our ranged damage targets the drones in time.
  • The list of all Operators still usable with this Contract can be found here.

Operators that prioritize drones and do Arts Damage

  • Glaucus - Slower Supporter: It’s almost like the developers had this contract in mind when developing Glaucus.  She is the only non-Sniper unit that prioritizes drones, and she does Arts damage as well!

Operators that can attack aerial units and do Arts Damage

Angelina - Slower Supporter: Great ranged Arts Damage with her S3, though it will have to be timed properly to make sure it doesn’t miss a drone.

Lappland - Ranged Guard: Can hit aerial units and does Physical damage normally.  When S2 is activated, she deals impressive multi-target Arts damage.

Cliffheart - Pull Specialist - Can be deployed on Ranged grids and provide damage at range.  Can hit aerial units as well.  Cliffheart’s Skills do Arts damage (S1) or True Damage (S2) and she can also Stun (S2).

Ch’en - Dualstrike Guard: S2 does both Physical and Arts damage and can hit aerial units as well.

Liskarm - Normal DPS Defender: S2 turns her damage to Arts, gives a nice DPS boost, and offers a chance to Stun.

Istina - Slower Supporter: Not as powerful as an E2 Angelina, but her multi-target Arts damage is strong and she attacks normally the rest of the time, while an Angelina with S2 or S3 only attacks while her Skill is active.

Pramanix - Debuffer Supporter: Not exactly a DPS unit, but she hits multiple enemies and also makes them take more damage with her debuffs.  Killing enemies quickly is important on this contract, so she can be the extra push you need.

Midnight - Ranged Guard: Lappland’s weaker little brother, but he might work in a pinch.  He can hit aerial units and does Physical damage normally, but does Arts Damage when his S1 is activated.

  • Magallan or Mayer - Summoner Supporters: They themselves can do Ranged Arts damage, but their summons cannot.  Their summons can, however, do melee Arts damage with their S2s, and Magallan's summons can do ranged physical damage to drones if using her S3.

Operators that can attack aerial units but do NOT do Arts damage.

SilverAsh - Ranged Guard: Drones can be schwing schwinged down with his S3 as easily as most other enemies.

Frostleaf - Ranged Guard:  The Slows and Freezes are a nice bonus, but unless you’ve E2’d her, Midnight will do more damage.

  • Rope - Pull Specialist: Simple Ranged Physical damage, can hit multiple enemies with S2.

Operators that can provide Arts damage but cannot attack aerial enemies:

Astesia - Arts Guard: Deals Arts damage to single targets.  Can do Arts damage to multiple enemies at once by using her S2.

Indra - Brawler Guard: Her S1 penetrates enemy DEF, and her S2 turns her punches into Arts damage.  Either way, she's good at dealing a lot of damage quickly.

Dur-Nar - Arts DPS Defender: Does Arts Damage when her Skills are active.  Particularly good with her S2, which lets her target multiple enemies at once.

  • Other Operators that can provide Arts Damage that might be worth a look: Istina, Ethan (S1), Mousse.

No Ranged Operators Allowed

CCGuideNoRangedOperatorsAllowed

No Medics, Casters, Snipers, or Supporters.  This leaves us with Specialists, Guards, Defenders, and Vanguards.  This means our Healing, Arts Damage, Anti-Air, and Slowing capabilities will be more limited.

  • The list of all Operators still usable with this Contract can be found here.

Operators that can still utilize Ranged grids

Cliffheart or Rope - Pull Specialists: Can be deployed on Ranged grids and provide damage at range.  Can hit aerial units as well.  Cliffheart has better damage and can Stun.

FEater or Shaw - Push Specialists: Can be deployed on Ranged tiles and provide melee damage to adjacent tiles.  They also damage multiple enemies at once, which is nice.  FEater can apply Slow as well, giving you more time to kill things.

Operators that can kill aerial enemies

Our biggest problem with aerial enemies when using this Contract is that we have no units that will prioritize them, meaning ground enemies in front of them may have to be eliminated before the aerial enemies will be targeted.

Cliffheart or Rope - Pull Specialists: See section above this one for specifics. Cliffheart’s Skills in particular make her a good choice for eliminating drones that have high DEF.

SilverAsh, Lappland, Midnight, or Frostleaf - Ranged Guards: SilverAsh’s schwing scwhing S3 will quickly eliminate any aerial threats in his range.  Lappland or Midnight are good choices for drones with high DEF.  Frostleaf lacks damage but can Slow/ Freeze targets, giving you more time to kill them.

Liskarm - Normal DPS Defender: S2 gives a nice DPS boost and a chance to Stun, and it's very effective against high-DEF drones because it does Arts damage.

Ch’en - Dualstrike Guard: S2 will eliminate aerial units as well as ground.

Operators that can provide healing:

Saria - Healing Defender: The strong and consistent healing provided by her S1 or S2 can match that of a Medic in many situations.

Nearl - Healing Defender: Saria’s weaker little sister can still often get the healing job done if you haven’t gotten lucky enough to pull Saria yet.

Specter - AoE Guard: Because she heals herself passively (at E2) and refuses to die (with S2), she doesn't need as much external healing as some blockers do.  High damage potential and Block-3 is a nice added bonus.

Hellagur - Enmity Guard: Who needs healers!  Hellagur’s self-sustain plus damage avoidance with his S2 can keep him alive 1v1 against even the toughest foes (as long as he doesn’t get unlucky).

SilverAsh - Ranged Guard: His S2 increases his DEF and regains HP over time, giving him good survivability and sustain without healer support (as long as the damage isn’t too high).  Keep in mind his legendary DPS is heavily reduced when using his S2 instead of his S3, though.

Indra - Brawler Guard: Her S2 does both of the things we lack: turns her punches into Arts Damage, and self-heals based on the amount of damage.

Vulcan - Enmity Defender: A very self-sufficient Defender who cannot be healed in normal circumstances anyway.  She self-heals when one of her Skills is active, and she can go defensive (with S1) or very offensive (with S2) depending on what you need more.

Myrtle - Utility Vanguard: At E2, Myrtle has her Talent to passively heal Vanguards and her S2 to temporarily heal nearby allies.

  • Other Operators that can provide healing that might be worth a look: Flamebringer (S1), Matoimaru (S1), Estelle, Cuora (S2), Gummy.

Operators that can provide Arts damage:

Lappland - Ranged Guard: Her S2 deals impressive multi-target Arts damage at range, making her a good drone counter.

Astesia - Arts Guard: Ground-only, but she does decent Arts damage and can target multiple enemies with S2.

Dur-Nar - Arts DPS Defender: Does multi-target Arts damage while her S2 is active.  Her lack of defensive Skills is less important when we can use both Defenders and Guards to block instead of her.

  • Other Operators that can provide Arts Damage that might be worth a look: Ethan (S1), Mousse, Midnight.

Operators that can provide Slowing or Crowd Control

Crowd control effects can be useful to reduce healing requirements and give you more time to kill enemies:

Manticore - Controller Specialist: Possibly the best crowd-control unit available when all Ranged Operators are banned.  Her damage is pretty decent as well.

Ethan - Controller Specialist: Much lower DPS than Manticore, but his Bind stacks well with her Slows and/or Stuns.  Can be used for Arts damage with S1, but is probably more helpful using his S2 for more Binds.

Frostleaf - Ranged Guard: Although often overshadowed by her more popular counterparts, Frostleaf is one of the few Operators that can provide Slowing from a melee grid, and to aerial targets as well!

No Melee Operators Allowed

CCGuideNoMeleeOperatorsAllowed

No Specialists, Guards, Defenders, and Vanguards. This leaves us with Medics, Casters, Snipers, or Supporters.   This mostly means our DP Generation, Blocking, and Damage Mitigation abilities are very limited.  As such, we completely lack DP generation and Blocking options. A no-block strategy will be necessary, increasing the importance of crowd control, slowing, and high damage.

  • The list of all Operators still usable with this Contract can be found here.

Operators that can provide blocking

None!

Operators that can stun or slow:

An absolute necessity to give us enough time to burn down enemies:

Magallan - Summoner Supporter: The queen of Slows when equipped with her S1.

Angelina - Slower Supporter: Can Slow several targets at once with S3 and deal high Arts damage at the same time.

Nightmare - ST Caster: Her S2 reduces movement speed, stacks with Slow effects, and deals true damage based on how far the enemy moves: the perfect combination for a no-block strategy.

ShiraYuki - AoE Sniper: The only Sniper Operator who can Slow (S2).  Her AoE Arts damage is a nice bonus.

Skyfire - AoE Caster: Her S2 can Stun multiple enemies in a wide area.  Her DPS isn't as high as we'd like, but in this particular contract, it's easier to use other Operators to pick up the slack.  She does require a lot of Skill Level investment to make her Stun duration worthwhile, though.

Istina - Slower Supporter: Has more consistent Slows than Angelina, and the fact that she doesn't passively heal her allies is less important when nobody's Blocking.  Has lower burst damage than Angelina, though.

Glaucus - Slower Supporter: She Slows with her regular attack and can Restrain enemies in a wide area with her S2.

Greyy - AoE Caster: Slows enemies in an AoE every time he attacks.

Utility Operators to keep in mind:

Warfarin (ST Medic) or Ptilopsis (AoE Medic): Generates SP for allies, increasing team Skill use while still covering healing needs.

Pramanix - Debuffer Supporter: Forces enemies to die faster by reducing their defenses (S2) and increasing the damage they take at low HP (Talent).

Sora - Buffer Supporter: Can buy valuable time for other Operators to charge Skills by using her S1, which "pauses" all enemies within range.  Alternately, can massively boost her allies' DPS with S2.

About the Author(s)

Arknights: Alyeska#2654

Discord: Alyeska#7717

Wanderer, Gamer, Eternal Student, and Weeb.

Lover of Language, Learning, Unique Humans, and Community.

A 4★ Supporter Operator with the "Writer" tag. Loves creative writing, all forms of editing, video game design, and badgers.

Click here to contact me with questions or other business.

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