There are 8 classes in Arknights, each with their strategic niches. While most operators in a class can be expected to follow their archetypes, they can also be categorized into sub-classes, with some Operators offering unique skills for their role. This guide aims to familiarize players with each class, their variants, and some examples!
Casters are the Arts users of the team and excel at dealing with heavily armored enemy units. Their deployment costs tend to be high, but their use of Arts to counter armored enemies makes them well worth the price. However, their attack speed is rather slow, and Sniper/Guard Operators should be deployed to more efficiently fight unarmored enemies.
Casters are split into two types: AoE and ST.
Defenders form the Frontline in missions by tanking and blocking enemies and protecting allies behind them. Defenders can Block 3 Enemies at once.
Do note that despite their high defensive power and survivability, Defenders typically have lower attack power. Thus, they will need more damaging Operators to support them.
There are two types of Defenders: "Normal" Defenders, and Heal-tank "Healing" Defenders.
Guards typically specialize in Melee Physical DPS. Most of them have balanced damage and survivability, making them effective for a variety of missions. They can serve as a front line to protect Vanguards, or create a coordinated kill zone with other Guards.
Guards with low deployment cost can be placed in front of special enemies to block them.
This class is one of the most varied roles, with AoE, Block Multiple, Magical, and ST type Guards.
Guard - Magical
Magical Guards deal Magical damage instead of Physical, making them well suited against armored enemies.
Medic Operators can heal Operators who take damage during fights. They typically have no combat capabilities, but are indispensable for keeping allies alive.
Medics typically have low defense, but their healing is based on their Attack stat. They will usually need the protection of other Operators.
There are two types of Medics, AoE and ST.
Snipers are responsible for long-range physical damage. They tend to have lower Deployment Cost, making them a good choice for lightly armored targets in the midgame. However, Snipers have poor survivability and will require some protection to keep them safe.
Note that Sniper Operators are not effective against armored enemies, and will need the support of Caster Operators to deal with them.
Like Guards, Snipers are also a varied class. They are split into Anti Air, AoE, Close Range, and Special.
Sniper - Close Range
Close Range Snipers seem contrarian, but gain bonuses against enemies that are close in their range. This allows them to deal higher damage with less chance of melee retaliation.
Sniper - Unclassified (Special Usage)
Special Snipers are similar to Special Class Operators, with special niche usage.
Specialist Operators provide unique utility and tactics to control the battlefield. Some of them assassinate key enemy units on their own, while others can use the terrain to their advantage and kill the enemy.
Their methods are diverse and require an understanding of each individual's capabilities. But effective use brings tremendous reward.
Specialists can roughly be grouped into three types: Control, Fast Redeploy, and Shift.
Special - Control
Control Specialists allow control of the battlefield through direct utility-based interactions with the enemy.
Support Operators provide various buffs, debuffs, or summons. Most of them also have some ability to deal Arts Damage while using their abilities. Their useful effects can manipulate the flow of battle by strengthening the team or crippling the enemy, and even play a decisive role in victory.
There are three types of supports: Buffers, Debuffers, and Summoners.
Vanguard Operators help with battlefield deployment and are typically deployed first. They normally have a lower deployment cost, and have skills or abilities that recover Deployment Points.
Vanguards are typically strong enough to handle the initial waves of enemies, paving the way for more powerful allies' deployment. However, they typically are not great at blocking and will require help defeating enemies in the midgame.
This class is split into two types depending on their Deployment Point skills. There are Deployment Recovery and Deployment Refund types.