- Also check out our Reroll Tier List for new Doctors below!
- Many low rarity Operators are worth investing in to fill roles until players can find higher rarity replacements or on maps with tight Deployment Point constraints. See a guide on them below.
- Tier lists for Arknights are often considered to be difficult to create, as many Operators have very specific situations in which they excel to such a degree that they would be a top pick for a certain map but not for others. Tier Lists are not a substitute for game knowledge!
- It is commonly agreed that having a balanced roster that covers multiple niches is the best way for players to build their team. However, there are some standout Operators that appear within each sub-role. As a result, the tier list compares Operators within general class roles rather than across classes and roles.
- Lower rarity Operators are still useful in certain situations, generally due to their lower deployment costs. They are also much cheaper to develop, making them good choices to develop early to progress through the game faster. Low rarity Operators that are good choices to develop early are indicated by a red border. The Operators marked are typically easy to acquire, being 3 Star or available for purchase in shops, though a few are marked that are gacha-only because a more accessible Operator in that role is not available.
- Since every tier list needs a baseline with which to compare, this tier list compares units at their full potential (their highest promotion stage and maximum Operator and Skill level)
The below tier list is heavily based on the CN tier list, which is created by 兎老师, with some adjustments.
|These Operators can be easily recruited or obtained for free (without having to rely on the gacha) and are good investments. In the case of Perfume and Catapult, the role of AoE Healer and AoE Sniper are useful to have, and these happen to be the lowest rarity Operators in their role, although others in the same sub-class are also good investments.|
|S||A highly effective Operator in their role, one of the best available.|
|A||Extremely proficient Operator in their role.|
|B||The Operator is very good at their role, and can complete the duties of their role competently.|
|C||A sufficient Operator for performing their role, even if not always the best option.|
|D||If other options are unavailable, they will generally satisfy the need for a niche.|
|X||Highly situational but excels when their abilities are a good fit for a stage. X means a tier could not be assigned due to their unique abilities, and does not mean bottom tier.|
- This is a summary of tier placements for most recently added Operators.
Filter Profession Subclass
Caster - AoE
“What’s this? Promotion Manual for Rhodes Island Operators? What the hell? Why are there so many rules after promotion? Screw this!”
Though Ifrit’s apologies for burning down parts of Rhodes Island are very heartfelt, the best way for her to make up for her actions is by burning down your enemies on the battlefield instead. And oh boy, is she capable of doing that! Ifrit is a 6* AoE Caster who is notable for her DPS, her flat stat Debuffs, and her unusual attack range, where she damages all enemies in a long line straight from her position.
Everything about Ifrit is meant to send your enemies straight to the crematorium. Her first Talent, Spiritual Dissolution, decreases the RES of enemies within her attack range, while her E2 Talent, Rhine Loop, increases her rate of SP gain. Together, these Talents give Ifrit some monstrous DPS potential that is multiplied by her Skills. Pyroclasm (Skill 2) increases the damage of her next attack and causes it to inflict a flat DEF debuff and a burn effect that deals damage over time. This Skill greatly enhances the damage of physical Operators on her team and is generally the preferred skill for clearing trash. On the other hand, Scorched Earth (Skill 3) temporarily transforms Ifrit’s regular attack into more of an “aura” that deals Arts damage to enemies every second and further decreases their RES, making it better for burning down bosses and benefiting allied Casters. However, this Skill causes Ifrit to lose HP while it is active, so it must be used wisely.
In fact, “must be used wisely” is a good rule of thumb for Ifrit in general. Her straight-line attack range is not easy to utilize on all maps and her Skills work best when the rest of her team is tailored around them. She also suffers from the usual disadvantages of AoE Casters: her attack speed is slow, she is very fragile, and deploying her is very expensive. The payoff is worth it, however; her DPS is insane and flat stat debuffs are quite uncommon in Arknights. Provide the fuel for Ifrit’s flamethrower and she will put it to very, very good use.
“Tarot cards aren’t divine, all-seeing tools. Instead, we use them for guidance when we’re lost.”
Cool as a cucumber when she reads fortunes but wild with anxiety when she hits the gambling tables, it’s Rhodes Island’s favorite soothsayer: the glorious Gitano. As an AOE Caster, Gitano is invaluable for countering large swarms of enemies and small groups of armored foes.
Gitano is always gambling with her Talent, Divination, which gives her a random buff when deployed. It’s a fun twist, but not something you can count on. Thankfully, her second Skill, Destiny, is not RNG-based at all. It amps up Gitano’s Attack power and increases her range to a scope beyond the range of any other AOE Caster. Most powerful of all, this Skill also allows her to attack all enemies within her increased range simultaneously. Be warned, however, that the Skill comes with a major drawback: when the duration expires, Gitano stops attacking altogether for an extended period of time. Used at the right moment, Destiny can win a fight, but if used carelessly, it can lose it instead.
In addition to the usual weaknesses of AOE Casters – slow attack speed and very high DP cost – Gitano has a few special weaknesses of her own. The RNG on Divination can be frustrating, and Destiny requires either good intuition or preemptive knowledge of a stage to use safely. Regardless, AOE Arts damage is often vital to have around, and Destiny is a powerful tool for the savvy player, making Gitano a worthwhile investment.
Caster - ST Arts
"Why does there have to be conflict in this world?"
The volcanology and natural disaster expert Eyjafjalla is a powerful single target Caster who can deal AoE damage. Her Oripathy infection, presumably due to research near volcanic areas and exposure to particles with Originium, impairs her hearing and other senses.
Eyjafjalla’s fantastic kit can obliterate bosses and multiple targets alike. Her first skill, Duetto, is an Attack Speed Increase, which is also an Attack Increase after the first cast. Ignition, her second skill, lets her do great Area of Effect damage and decrease enemies’ resistance. Her final skill, Volcano, increases her targets, damage, range, and attack speed by a considerable amount for a limited time. It does extremely high damage during the time it is active, and can shred through bosses.
The de facto protagonist of the Arknights storyline and the player’s most stalwart assistant. For a free unit who is handed to you at the start of the game, Amiya is a surprisingly good 5★ Caster. In fact, she’s one of the better single-target DPS Casters in Arknights.
Amiya’s unique Skills have the damage potential of nuclear bombs, but they also come with repercussions. Spirit Burst fires multiple attacks at random targets for a short time, but Stuns Amiya when the duration ends. The danger is that Spirit Burst is automatically activated, meaning you can’t control when Amiya goes on her rampage or when she becomes Stunned and stops attacking. Chimera, Amiya’s E2 Skill, is even more dramatic: Amiya gains a massive surge of HP and ATK, her range increases, and her attacks ignore DEF and RES. This is excellent for bursting down Elites and Bosses, since it is one of the few sources of “true” damage in Arknights. However, when the Skill duration ends, Amiya retreats from the battlefield, making Chimera a kamikaze move that must be used strategically.
You may notice that the SP cost of Amiya’s Skills are very high. This is compensated by her E2 Talent, Emotional Absorption, which grants bonus SP when Amiya attacks or gets a kill. This also benefits Amiya’s Skill 1, Tactical Chant γ, an attack speed buff with a low SP cost. Players who don’t want the downsides of Spirit Burst or Chimera can keep Tactical Chant γ active through most of a fight due to Emotional Absorption.
Knowing that Amiya can be a double-edged sword may warn some players away from using her at all. However, Amiya’s advantages are worth the risk. Since the game hands the player multiple copies of her throughout Story mode, she is both accessible and easy to increase in Potential. Furthermore, though many other Casters have utility that Amiya lacks, few come close to Amiya in DPS. When you need Arts damage, Amiya is not just the easiest-to-obtain option (you can’t get much easier than free and guaranteed!) but also one of the best.
“Stare deeply into my eyes. Feeling sleepy, aren’t you? Hehe… Now, how about you tell me where Rhodes Island stores its “Originium”?”
An Operator suffering from Multiple Personality Disorder, whose aggressive “Nightmare” personality often hides behind the meek-mannered “Gloria.” “Nightmare” is the source of her codename, as well as the primary user of her Arts, which combine DPS, Healing, and Slow utility into one eccentric package.
The key to effectively utilizing Nightmare is understanding her two very different Skills.
Nightmare should be considered a hybrid support Operator rather than filling the role of main DPS unit. She has better base damage than Supporter Slowing units, but her utility options are harder to utilize. When deployed cleverly, she can be helpful, but her strengths are a bit too niche for her to be included in most teams.
Defender - Healing Defender
“All things are bound to evolution by the laws of nature. Yet Rhine Lab attempted to change it; take control of it, even. What a foolish plan...”
“I request you send me to the most dangerous place available. My shield shall protect everyone.”
Once known as the Radiant Knight of Kazimierz, Nearl is a warrior who fills her allies with the strength and courage to keep fighting. In gameplay terms, Nearl is a Healing Defender: an Operator who blocks multiple incoming enemies, soaks a beating, and restores the HP of herself and nearby allies.
First Aid, Nearl’s first Skill, is a cheap, spammable heal that can quickly pull an ally back from the brink of death. Her second Skill, First Aid Mode, shifts Nearl into full-on Medic mode – she stops attacking altogether and will only heal for the Skill duration. These two Skills means Nearl is an excellent choice for shoring up allies who need extra healing (or are even outside of Medic range entirely). As a Healing Defender, Nearl also has natural RES, making her a good defense against enemy Casters.
On some maps, Nearl’s combination of tankiness and healing is enough to make her virtually invincible. However, Nearl’s healing isn’t always a substitute for an actual Defense-boosting Skill. Her HP and DEF are surprisingly low for a Defender, so high-DPS enemies like Hateful Avengers can burn right through her healing and knock her flat. She may not always be able to take point, but in many situations, Nearl has the perfect combination of healing and protective utility to shore up a defensive formation.
"Got something, Doctor? I could probably lend a hand. But I'd rather it not eat up too much of my time. I got a lot of comics to read."
Spot’s punky outfit and hangdog expression belie a hyena (dog? Jackal?) who can always be coerced into lending a helping hand. This 3* Operator is a healing Defender with a particular emphasis on helping his allies survive physical damage.
In order to heal his allies, Spot makes use of his Skill, Secondary Healing Mode, which causes him to heal instead of attacking for the Skill’s duration. This Skill activates his Talent, Smoke Installation, which grants allies Physical Evasion after Spot heals them. Between these two abilities, Spot supplements the frontline well: he can bottleneck enemies with his Block-2 (Block-3 after promoting), he has innate RES to stand up to enemy Casters, and when the chips are down he can function as an extra healer. Smoke Installation works especially well when paired with other Operators who have or grant Physical Evasion, since the buff can stack.
Spot’s low rarity makes him easier to max out in Potential than higher-rarity Defenders, but unfortunately it also hampers his maximum power. As a 3* Operator, Spot can never promote to E2, limiting his stats and abilities. The unreliability of Physical Evasion is also an issue. Early players in particular may find good use for Spot, since his combination of tankiness, extra healing, lucky buffs, and accessibility can be a lifesaver when resources are limited. However, he’ll have difficulty keeping up with other units when taking on more challenging content.
Defender - Normal Defender
“Anyone who wants to hurt my friends must answer to this shield.”
And answer they will. Armed with a triangular shield adorned with the motif of her Oni heritage, Hoshiguma is a powerful, offensively-oriented Defender who can reflect damage or deal AoE damage.
Hoshiguma’s kit embodies her ferocity, granting her the offensive capabilities to literally grind her enemies down. Hoshiguma's first Talent, Tactical Armor, grants her a chance to resist both physical and arts damage. Her first Skill, Warpath, provides a standard Defense and Attack buff. Her second skill, Thorns, is a passive Skill that grants her a slight Defense buff and deals a portion of her Attack in physical damage to all enemies that attack her. In particular, this Skill fills a niche when dealing with invisible ranged enemies at a distance, as these enemies cannot normally be attacked by other Operators without first being blocked, or by having a rare detection Skill/Talent. Hoshiguma’s third Skill, Saw of Strength, turns her into a literal grinder, allowing her to attack all enemies in front of her while simultaneously granting large buffs to her Attack and Defense. This Skill allows Hoshiguma to quickly deal with large groups of enemies, significantly decreasing the burden on your defensive line.
Hoshiguma is a very straightforward Defender Operator, but this is also her greatest weakness. She excels at being an effective tank that also deals good damage, but does not provide much unique support or utility outside of her second Talent, Special Operation, which grants a slight Defense buff to all other Defenders. Despite having a niche use for dealing with invisible ranged enemies, Hoshiguma does not fill many other irreplaceable roles.
Despite her honest Skill-set, Hoshiguma is an excellent choice for a standard Defender. Her fierce skills will protect the defensive line and open up the way to begin the counter-offensive.
“I will not step back, not even if this shield shatters the very next second. Not because of my loyalty, but because of my conviction.”
Matterhorn, trained from a young age to be bodyguard and protector of the SilverAsh family, now lends his shield and strength to Rhodes Island as a representative of the Karlan Trading Company of Kjerag. Matterhorn is a 4★ Defender who can block 3 enemies.
Matterhorn specializes in tanking Arts Damage. He has base passive Arts Resistance (rare for non-healing Defenders), and his Talent, Snowfield Guard, raises it even more. When increased even further by his Skill 2, Cold Resistance, he boasts one of the highest Arts Resistance stats of any Defender.
Unfortunately for Matterhorn, the need to mitigate Arts Damage is a very niche role, and it can often be handled just as well by a Healing Defender (who would bring the additional benefit of being able to heal allies). Hard-hitting Physical damage Elite and Boss enemies are much more common, and Matterhorn lacks Skills to significantly raise his Defense. For physical damage mitigation, he even lags behind some lower-rarity options.
Overall, Matterhorn is not a bad option for early-game players as a well-rounded defender (especially since Heal Defenders can only block 2 before E1). In the mid- to late-game, min/maxers may enjoy finding ways to utilize his great Arts Resistance to the best effect, but for most players his niche use likely will not justify the investment costs.
Guard - AoE
"Ahahah... I am Specter, that is what the spirits call me... That kind doctor informed me that I may only receive further treatment by serving Rhodes Island... Yes, of course, my powers are yours to command."
The mentally unstable nun of Rhodes Island and The Abyssal Hunters' finest killing machine, Specter prowls the battlefield looking for her next prey. Specter is an AoE Guard who specializes in Survival and damage output. She can block two targets at base level, which increases to three upon promotion to elite 2.
Specter’s playstyle is all about dishing out damage. She can strike multiple enemies at once, equal to her block count (so 2 at base and 3 at E2). The first skill: Attack up Y, increases her already good ATK. Her second skill: Bone Fracture, is what truly makes her unique. It triggers her mental instability and she refuses to die for the duration of the skill while increasing her damage. The drawback to immortality, howeover is that once she regains her consciousness when the Skill ends, Specter becomes incapacitated, and is unable to block or attack until she recovers. .
Like all AoE Guards, Specter pays for her increased damage potential with a higher Deployment Cost, making her harder to get into battle on maps with tight DP constraints, and a less valuable play if her AoE cannot be utilized. Despite her drawbacks, Specter has high ATK and can do some serious damage. f properly In the hands of an experienced Doctor, her high damage potential and tactical undeath can help lead the team to victory. This is one crazy nun you want on your squad... Just don't get on her nerves.
"Was I able to protect everyone? … Thank goodness … Hope I can continue to stay with you and Amiya forever and ever!"
Savage is an old friend of Rhodes Island. She used to take care of Amiya when they both lived in Rim Billiton. She now lends Amiya her destructive strength as a Guard using her special hammer Mjölnir-3 to deliver AoE damage and one-hit burst attacks.
Savage's first skill is Power Strike • Type β. When this skill is equipped, after a few attacks her next normal attack will automatically deal extra damage. Her second skill, Precise Blast, deals massive damage on command to up to 5 enemies on the 3 tiles in front of her. Both skills push Savage towards being an offensive Guard.
Savage has fairly average stats compared to other Guards, but her use is limited by her skills. Most 5-star operators have more powerful Type α skills, but Savage is stuck with a weaker version. While her second skill is undeniably powerful, but it cannot be used consistently due to the long charge time. Savage does have points in her favor though, like being a free pre-registration reward or being able to block tight choke points. With her talent Valley and the ability to block 3 enemies after being upgraded to Elite 2, she can hold off enemies while a ranged unit takes them down. Overall, Savage is outclassed by Guards with more broadly applicable skills, but she's still fun to use, as she can one-shot some weaker enemies.
Guard - Physical Arts Damage
“Good day… p-please call me Mousse. And… and please don’t look at my hands...”
The intensely self-conscious Mousse was once an apprentice baker, but when she became Infected, her wealthy family confined her to an isolated garden for her own safety. Now she fights for Rhodes Island as a DPS Guard who deals Arts damage at melee range.
Because she deals Arts damage, Mousse is extremely capable at assassinating high-DEF enemy targets. Her Talent, Combo, buffs up her damage by giving her a chance to attack twice on every strike. Meanwhile, her two Skills both increase her offensive and defensive capabilities. Scratch is an Automatic Skill that buffs Mousse’s next hit and also debuffs the Attack of her victim, while Fury is a Manual Skill that increases Mousse’s Attack and Defense for the duration.
Like other Block-1 Guards, Mousse isn’t able to hold the frontline by herself, despite her Arts damage and good survivability. She is also expensive to deploy, especially for a 4* unit. In fact, she’s even more expensive than some higher-rarity 5* and 6* Guards, which can be a problem on maps with DP limitations. Despite this, Mousse is still an excellent Guard with a useful niche, especially when you need Arts damage in a battle where Casters are disadvantaged for one reason or another.
Guard - Ranged Guard
“Compassion saves no one on the battlefield.”
“If there's someone out for revenge against you, don't hesitate and just do it. Once they pick up a weapon, you don't need permission to kill.”
Supposedly Rhodes Island has very strict psychological tests, but Lappland's examiner has clearly never heard her manic laugh. Or maybe they made an exception for her unique ability to deal magic damage with her second skill and Silence enemies.
Whatever the case may be, Lappland now serves under Rhodes Island as a Guard operator. She has a bigger range than most guards, allowing her to be positioned in the frontline or behind a Tank, although her ranged attacks will deal 80% damage. Sundial, her first skill, is ideal for a frontline position. It permanently increases Lappland's damage and grants her a chance to block incoming attacks. The second skill, Wolf Spirit, increases her DPS potential by switching her damage to magic and removing the ranged attack penalty. This makes it a good option for placing her in the backline.
While these skills are useful in their own right, Lappland's main advantage is disabling the enemy's abilities with her Mental Destruction talent. This part of her kit is very useful when fighting enemies with special skills. While Lappland's damage output may not be as high or consistent as other Guards, she still manages to remain relevant with her unique talent, making her a strong utility Operator who is also capable of taking down high armor units with her second skill.
“There’s only one thing that’s impossible for me: being imperfect.”
Covering up his hard work with a barrage of quips, former host club member Midnight brings style, sexiness, and flexible ranged damage to the battlefield. An accessible 3★ DPS Guard who can deal Arts damage on demand, Midnight is a low-investment damage dealer whose unique talents may still be helpful on later maps with tight DP constraints.
Midnight only has one Skill, but he knows that what really matters is how you use it. Enchant Weapon α gives Midnight a damage boost and turns his attacks into Arts damage. It’s a simple effect, but very useful against high-DEF enemies. Having range and being able to block 2 enemies makes placing him very easy, and the critical hits from his Targeting - Primary Talent further capitalize on his DPS role.
Unfortunately, when you try to please two clients equally, you run the risk of pleasing neither. While Midnight can deal both physical and Arts damage, he sacrifices power in both areas for his flexibility. In some situations, it is better to have dedicated DPS units for both roles rather than trying to combine the two, especially since Midnight’s Skill is expensive and doesn’t last very long. That being said, on maps with a low Unit Limit or a particularly wide variety of enemies, you might be quite glad indeed that Midnight swings both ways.
Guard - ST Physical
“Prepare yourself to face the endless darkness with me.”
Operator for a Rhodes Island Assault Team who prefers solo action, Skadi the bounty hunter is ready to dethrone your enemies. As a Guard, Skadi specializes in DPS and Survival.
Skadi is a 6-star Operator who can become an assassin or emergency drop depending on her equipped skill. Her Skill 2, Wave Strike, gives her a massive Attack buff for a short time right after she is deployed. This Skill is perfect for assassinating unarmored targets. Drop Skadi on top of the most dangerous enemy as they advance and her increased Attack will shred them into fish food. Skill 3, Tidal Elegy, turns Skadi into an unstoppable juggernaut with boosted HP, Attack, and Defense. This Skill makes Skadi virtually invincible: your enemies will break upon her like waves upon the shore. Tidal Elegy is very expensive, so don't expect to use it several times in one fight, but it starts off with a huge chunk of SP, making it easy to use soon after Skadi is deployed.
Skadi has one of the highest Attack and Health in Arknights, but the same can’t be said for her Defense. She is more on the fragile side when it comes to taking hits, despite her huge health pool. Therefore Skadi excels at attacking rather than guarding, an Operator who can take heat behind enemy lines while taking out priority targets. Wave Strike also allows her to be quickly deployed and immediately be granted damage buffs.
While it is not recommended for Skadi to act as a tank, her high Health and the burst DPS of her S2 means Skadi can drop down in case of an emergency. In a scenario where your tank might die by mistake, as a means of recovery Skadi could jump in. With her S2 to empower her offensive capabilities, this can be a game-saving strategy.
“Heavily armored enemies are SO scary...! Hah, just kidding!”
Franka is a 5★ Single Target Block 1 Guard whose scorching thermite blade penetrates all defenses. She specializes in high damage output and Defense-ignoring capabilities.
Franka has extremely high Attack, giving her exceptional sustained DPS. Her Talent, Thermite Blade, and her second Skill, Vorpal Edge, combine to give her fairly consistent Defense-ignoring damage, making her an excellent tank killer. She can only block 1, but her job is typically to take down enemies quickly rather than delaying them.
Since armored enemies usually hit rather hard and her S2 has the drawback of reducing her own Defense to 0, Franka needs a lot of support to stay alive if she is required to block as well as kill them. Thus, if you need a unit to block armored enemies, it’s usually better to go with a Defender who can survive their attacks. That being said, however, Franka’s sheer DPS output makes her an excellent Guard who scales well into end-game content.
"Yo! Boss, you know a winner when you see her! You got the world's strongest underground fighter, me, Beehunter! "
With a remarkable passion and a fire burning in her bones, Beehunter will never give up. As a Block-1 Guard Operator of Rhodes Island, she specializes as a pure Single Target physical DPS fighter that prefers one-on-one matches.
Beehunter’s kit is built around her extremely fast attack speed and her Talent “Boxer’s Concentration”, which is a damage buff that stacks when she repeatedly strikes the same foe. Both of her Skills are designed to allow her to go toe-to-toe against a strong enemy and come out the victor. Skill 1: Flexibility allows her to dodge Physical Attacks, allowing her to survive long enough to finish off hard-hitting brutes. Skill 2: Soaring Fists, on the other hand, significantly increases her attack speed, allowing her to quickly dispatch her victims.
Beehunter’s biggest weakness is targets with high Defense. She has a low ATK stat, but an extremely fast attack speed. This means targets with some Defense are going to give her a tough time, and her SK 2 isn’t going to help much. . However, she will shine against Casters and other enemies with low Defense that she can shred to her heart’s content. Beehunter is a special pure DPS Operator who will do very well if played where she can take-on and take-out high value units.
Guard - Support Guard
Medic - AoE
A prisoner of her own mind and a victim of a dark past, Nightingale is an expert on the functions of the human body and excels in healing through the Arts. She is an AoE Medic that can restore the HP of 3 allies simultaneously and specializes in protecting her teammates with Magic Resistance buffs and her Fleeting Phantoms.
Nightingales Talent, White Fiend’s Protection, as well as both of her Skills, Arts Shield and Sanctuary, are abilities that increase the Arts Resistance of your Operators, while her 3rd Skill provides Arts Evade as well. She has an adaptable skill-set that allows her to choose between:
Her second talent, Fleeting Phantom, enables some interesting strategic play, as it creates phantoms that she can place on the map to draw enemy fire. These phantoms cannot attack or block, but they have high Arts Resistance and Dodge, giving your team the respite it needs to survive tight situations.
Nightingale is primarily a preventative healer that may, in some situations, underperform compared to lower rarity Medics, especially when there is no Arts damage involved. That being said, the Arts Resistance and mitigation she provides is an extremely rare niche benefit among Arknights Operators, and there are situations where you will be very happy to have her as part of your team.
“Nice to meet you, Doctor. I’m Lyra, a perfumer. Interesting job, right? Did you know it existed?”
Though her elegance and grace make her aromatherapy career seem effortless, Perfumer is a hard worker who built her business from the ground up. Her perfectionist work ethic shines through on the battlefield, where she tends to her allies’ wounds with soothing blends of lavender essence. As the easiest AOE Medic to obtain and one of Arknight's few sources of global healing, Perfumer is a staple Operator for many players, both old and new.
Perfumer’s healing works best over time. This is exemplified by her second Skill, Fine Blending, a manually activated Skill that reduces her action speed but dramatically increases her healing power. She complements this Skill with her Talent, Lavender, which constantly heals all of Perfumer’s allies over time by a percentage of her ATK -- no matter where they are on the field! Because Fine Blending increases her ATK and therefore the power of her Talent, Perfumer can output a surprising amount of healing for allies outside of her direct healing range.
Because her healing is rather weak when her Skill isn’t active (like most AoE Medics), Perfumer sometimes struggles to keep her allies alive. Enemies with high attack speed are particularly dangerous, since Fine Blending slows Perfumer’s rate of healing, giving such foes a chance to outpace her increased power. That being said, Perfumer’s ability to heal all allies across the map with her Talent is enough to make her invaluable to Rhodes Island, and her weaknesses do not stop her from doing her job beautifully.
Medic - ST Arts
"...Doctor, have you fallen asleep? All right. Leave the rest of the work to me."
This quiet, sleepy-headed researcher may seem unreliable, but she is quite the versatile and focused worker when she sets her mind to something. Silence is an excellent single-target Healer that can greatly increase the healing versatility of any squad by providing an additional AoE healing option.
Silence’s Talent, Booster Injection, increases the Attack Speed of all other Healers when she is placed, enabling faster healing that could be vital to saving a defensive line. However it is her second Skill, Medical Drone, that sets Silence apart from all other Healer operators. Medical Drone provides one additional Drone ‘Operator’ for 5 DP that can be placed on a ground tile to provide AoE healing for 10 seconds in a 3x3 tile radius. The Drone is untargetable, does not use up the deployment limit, and heals for a significant amount for the duration that it is out. The versatility provided by this Skill is invaluable, and can open up many novel approaches for difficult missions or situations.
Silence’s main weakness comes from her high DP cost and her primary disposition as a single-target Healer. There are many lower cost alternatives that can provide similarly effective healing (and often with additional utility), often making a DP investment into Silence something that is only worthwhile if you require her second Skill. Furthermore, since the Medical Drone only lasts 10 seconds, it is not an effective replacement for a dedicated AoE Healer in missions or situations that require prolonged, continuous AoE healing (such as maps like AP-1 to AP-5 with the stage hazard, Poison Haze).
Versatility is Silence’s forte and she does this job efficiently and effectively. Her skills open up a wide array of options, making her a welcome addition to any squad composition.
“In order to bring salvation to those in pain, one must be ready to make the ultimate sacrifice.”
This enigmatic Sarkaz healer has earned the admiration and respect of her fellow Operators for her empathy, dedication, and passion for the protection of life. Shining is a single target Medic that is adept at Defense support.
Shining’s first skill, Creed, significantly increases her healing power and gives her a small attack speed bonus. Her talent Black Fiends Protection as well as her second and third skill provide Defense buffs to her allies. Auto-protect places a temporary shield on Shining’s healing target, increasing the operator’s defense and absorbing damage. Due to it’s low SP cost, Shining will be able to build up charges of Auto-protect during breaks in battle. Her third skill Creed Field greatly increases the Defense of allies in her range for a considerable amount of time. This skill can be used quickly after deployment and provides a boost to healing strength, making it a great burst option for emergency situations or when fighting Bosses.
Shining is a premier tank healer and her Defense enhancing support works great against most enemies in the game. Combined with her ability to quickly throw out very large heals, she excels at keeping frontline operators alive. Her amazing talent doesn’t come without a cost though, and the Doctor will pay it through her high deployment cost. It should also be noted that Shining’s Defense buffs do nothing against enemies who deal magic damage. Overall, Shining is a great Medic that has skills for both sustained and burst healing, earning her a spot in any mission. Invest in this Sarkaz healer, and she will absolutely shine on the battlefield.
“A doctor and a soldier… one saves lives and one takes lives. People think we’re polar opposites, but to me we’re one and the same--both are mere sacrifices.”
A generous spirit from a warrior tribe who chose to pursue medicine when she realized she had a rare talent for saving lives. Despite her rough-and-tumble attitude, Gavial is a single-target Medic who accents her HP restoration with healing over time capabilities.
Gavial goes to great lengths to make sure her patients are taken care of. Her Talent, Battlefield Medic, increases the ATK and DEF of all other Medics on the field for a short time when Gavial is deployed. Both her Skills continue helping targets even after the initial treatment: Vitality Restoration is an automatic Skill that places a healing-over-time effect on Gavial’s target, and Vitality Restoration – Wide Range is an AoE manual Skill that applies healing-over-time to all allies within Gavial’s range. Both Skills have the added benefit of recovering more HP to allies who are below half health.
This isn’t to say that Gavial has no weaknesses, however. Her slow healing-over-time buffs are great when an ally is taking a steady stream of incoming damage, but they aren’t as useful for countering burst damage. Furthermore, Vitality Restoration – Wide Range has a long cooldown, especially for the amount of healing it provides. This crocodilian healer isn’t ideal for all situations, but she does have the advantage of being available in the Credit Store, making her very easy to obtain and max out in Potential. As an accessible Medic who performs well for her price point, Gavial is a worthy investment for just about any Doctor.
Sniper - Anti-air
“Bullets loaded, preparations complete! Leader, what are we sending out today?”
Everyone’s favorite redhead guardian angel. With a powerful SMG in her hand, she not only serves good looks but also significant firepower! As a single target Sniper, Exusiai’s main role in the team is providing DPS in the early stage of a mission and taking down airborne units. Her specialty is dealing large amounts of damage through multi-hit attacks, which elevates her ability to take down low armor, high HP targets like most bosses.
All of her skills center around fast multi-hit attacks. Her first skill Charging Mode automatically deals 3 strengthened hits to a single enemy every few attacks, which makes it a great choice when sustained DPS is required. The second skill Shooting Mode is a short damage burst, with a manual trigger. This allows players to save the skill for a stronger wave of enemies when higher damage is needed. Her third and last skill, Overloading Mode, is another short but powerful burst of attacks that additionally increases Exusiai’s attack speed. This skill is activated automatically, which means it could trigger when there are no enemies around, resulting in wasted damage potential. Although this skill having a high hit multiplier and low charge time make it the go-to skill when deploying Exusiai.
Despite her general performance, Exusiai has a few weaknesses. Similar to many single target snipers, she will have trouble taking down armored enemies since multi-hit attacks are calculated individually against enemy armor. Combined with her relatively low attack, Exusiai's damage is drastically reduced against enemies with an A or higher in armor.
Overall, Exusiai is a very flexible single target Sniper who can contribute sustained or burst DPS in a variety of stages.
“Don't worry, my poison is not contagious.”
“Checkmate. I'm sorry, but victory is mine.”
Is Platinum a former Knight-Assassin of Kazimierz, a mercenary who has turned over a new leaf, or just a troublemaker who makes death threats to keep her chest size secret? Regardless of what she may have been before, now that she is part of Rhodes Island, Platinum is a 5★ ST aerial-priority Sniper. Her role is pretty simple and straightforward: Kill everything in sight (but flying things first).
Platinum’s unique strength lies primarily in her second skill: Pegasian Sight. It extends her range 1 tile beyond that of normal ST Snipers, and increases her damage at the cost of some attack speed. This effect is permanent: once it is active, she will be in extended slaughter-mode for the rest of the fight. If she is in a situation where her talent, All-out-attack, can take effect (increases damage based on time in between attacks), she can put up some especially impressive damage numbers.
Unfortunately, Pegasian Sight takes quite a while to activate (around a minute), and until it does, she’s at a bit of a disadvantage. This makes her less useful in rush situations or on maps where she doesn’t have time to set up for the long haul. That being said, Platinum is a Sniper whose unique Skill 2 enables her to make big hits at a longer range than typical ST Snipers, making her a useful strategic option and great at her job.
“I... I really did it? I managed to protect everyone by myself?”
Blacksteel’s young and talented operator and Liskarm's trainee, Jessica now serves under Rhodes Island as part of an exchange program. Jessica may look timid and insecure, but on the battlefield, she’s a powerful asset as she specializes in DPS,Survival, and taking down airborne units.
Sniper - AoE
"Relax, I set a whole bunch of traps right where the enemy's gonna be running. What? They didn't step in any of them? No way!"
Though she is a bit of a rebellious troublemaker, Catapult has never neglected her duties. Mind you, she does have a tendency to blow stuff up when she’s upset…. Accidental property damage aside, Catapult is a 3★ Operator with the typical AoE Sniper attributes of extended attack range, high Attack, slow Attack Speed, and high Deployment cost.
Lightweight, Catapult’s Talent, reduces her DP cost by 1. Since AoE Snipers are generally expensive to deploy, this may make her worth considering even over higher-rarity options for maps with tight DP restrictions. Catapult’s one and only Skill, Blast Range Up 𝛂, increases the Area of Effect of her attacks -- useful on maps where enemy groups are spaced such that the increased splash range is significant (like Annihilation: Lungmen Outskirts).
Catapult’s major shortcomings stem from her low rarity. Lower base stats and the lack of an E2 upgrade mean she won’t have a place on your late-game roster. For early game, however, you may find that her cheap investment costs and knack for blowing stuff up is exactly what you need to help you progress.
For some more detailed analysis, see our Operator Spotlight: Catapult.
Sniper - Close Range Sniper
Sniper - Unique (Special Usage)
“My clan, my friends, they all perished in the woods of our hometown... The only ones who mourned them were the trees, which gave unto them their leaves.”
Specialist - Control
"I'm Manticore... My power is to kill people silently... Don't be afraid, you're not... my target..."
Shy, gentle and... deadly? An embodiment of the Specialist designation, Manticore is a stealth-type, crowd control Operatorthat deals AoE damage and debuffs all enemies within her range.
Manticore specializes in stealth and survival. Her unique Trait allows her to attack all targets within her range, while granting her a 50% chance to evade physical and arts attacks. Furthermore, Manticore does not block enemies, meaning that melee enemies will never directly attack her. The only real threat to Manticore are ranged enemies, but this is somewhat mitigated by her Trait and her Elite 1 Talent, Hidden Killer. Hidden Killer puts Manticore into an invisible state when not engaged with enemies, and provides a one-time Attack bonus when first attacking out of invisibility.
Manticore’s Skills aim to make the most out of her Trait. Her first Skill, Scorpion Venom, slows all enemy units hit by her. Her second Skill, Toxic Overload, decreases her Attack Speed, but increases her Attack and stuns enemies hit for a short duration. These two Skills allow Manticore to be extremely effective at disrupting and dealing with large groups of enemies if placed correctly, often being able to drastically change the flow of a mission.
However with such specialized capabilities, comes harsh weaknesses. Manticore is quite glaringly a niche Operator. As a ground unit with a high DP costand slow Attack Speed, effective map knowledge and prior planning is absolutely required to properly utilize her strengths. Furthermore, although Manticore has effective survival tools, her re-stealth time still leaves her vulnerable to enemy counter-attacks for a brief duration.
When utilized effectively, Manticore can wreak havoc at the heart of the enemy formations. Time and practice will be required to use Manticore properly, but her targets have every reason to fear her lethal potential.
Specialist - Fast-Redeploy
"Wolves have fangs, I have my blade. Wolves do not rest, neither do I."
Wolves are pack animals, and Projekt Red thrives when she is part of a pack. Red is a fast-redeploy Specialist operator that excels at disrupting enemies, retreating, then being quickly available for utilization again elsewhere.
Her Talent, Chill, increases the minimum amount of damage that she deals, which is especially useful against heavily armoured enemies. Her first Skill, Execution Mode, grants her a brief Attack buff and physical dodge chance, great for granting burst damage and survival when assassinating high priority enemies. However it is Red’s second Skill, Wolfpack, that takes full advantage of her fast-redeploy Trait. On deployment, Wolfpack deals AoE physical damage and briefly stuns nearby enemies. This is perfect for creating breathing room for a defensive line or disrupting troublesome channeling attacks from enemies such as the Sarkaz Caster or exploding spiders. This disruption can be utilized several times in a single mission.
Red has very low HP with moderate Attack and Defense stats, making her rather vulnerable, especially against Arts Damage. Players need to be sure they are sending her on a mission she can complete successfully. Red may also suffer from quickly increasing DP costs as a result of her multiple redeployments, an issue only exacerbated due to the difficulty in maxing her potential as a result of her high rarity.
Overall, this Wolf Hunter offers a unique tactical weapon to Doctors skilled enough to utilize it properly.
Specialist - Shift
“I'm Cliffheart, the one who dreams to touch the sky! That's right, I'm really talented.”
Despite being Infected with Oripathy, Cliffheart retains a cheerful demeanor and wants nothing more than to bring the SilverAsh family closer together. She is a 5★ Specialist Class who can Shift enemies by Pulling them with her climbing tools. Although she is a physical melee damage dealer, she can be deployed on Ranged Grids as well.
The primary reason for using Shift Operators is their ability to forcibly move enemies into holes or pits in the ground, instantly killing them. Cliffheart’s first Skill, Chain Hook, gets the job done by pulling the target towards her and adding extra Arts damage. Her second skill, Binding Chains, provides a jump in utility, as it enables her to pull multiple targets and does DEF- and RES-ignoring Arts damage while stunning for a short time. This makes Cliffheart one of the few Operators with DEF/ RES-ignoring damage. The drawback with Skill 2 is that it has a much longer cooldown than Skill 1, so which is better to use depends on the frequency and group size of enemy spawns.
The only real drawback of Cliffheart is that her higher rarity and damage potential doesn’t make her better at the core job of Pulling, meaning lower-rarity Operators can provide the same utility at cheaper Deployment and investment costs. That being said, Cliffheart is obtained for free via the starter rewards, and she has a very fluffy tail and a cool hat, meaning many players will love having Cliffheart as their team’s main Puller.
“For a grappling hook to be sturdy, choosing a good rope is the key. Hm? Why do I like my grappling hook so much, you ask? Well, duh... try scaling a building with your bare hands and you'll see.”
A former street urchin turned thief, Rope now puts her unique Talents to use aiding Rhodes Island in gathering Intel. She is a Specialist Operator who specializes in Shifting enemies by Pulling them towards herself.
Shift Operators fill a unique role: they can instantly eliminate enemies by pulling or pushing them into holes, off edges, or into traps. How “big” an enemy they can move depends on the level of the Skill, so Skills and Skill Levels are top-priority for these Operators. Rope’s first Skill, Hook Shot, satisfies the basic Pull needs while also doing Physical damage. Double Hook, her second Skill, increases her utility further by extending her range and allowing her to pull 2 enemies at a time.
Pull Operators mainly just need to do their core role: Pulling. However, Rope being relatively low rarity means it is cheaper to raise her Potential and Skill Levels than her higher-rarity counterparts. Other Pull options exist that offer different utility than Rope, but she will not disappoint if she is chosen to be a team's main Pull Operator.
Supporter - Buff / Debuff
“Work hard, play hard, right? Don't force all those rigid rules on me.”
With a peal of her Sacred Bell, the Kjerag Saintess protects her allies by weakening her foes. Pramanix is a low-DP-cost Supporter unit who deals ranged Arts Damage and inflicts unique and powerful debuffs on enemies within her range.
Regardless of whether you need offensive or defensive support, Pramanix has you covered. Her first Skill, Echolocation, reduces enemy attack speed, making it easier for Medics to keep up with incoming damage. Her second Skill, Natural Deterrent, helps your team secure kills instead, as it debuffs enemy Defense and Resistance by a percentage. This is perfect for taking down tanky Elite and Boss enemies.
Pramanix’s debuffs are assisted by her huge attack range (which becomes particularly unique after E1) and her ability to attack two targets at once (first with her Skill 1, then with her Talent 2). However, she is limited by her low damage output. Even with her debuffs active, Pramanix needs her allies to finish off weakened targets. In fact, Pramanix may actually lower your DPS against enemies who have low base defenses, since her percentage debuffs won’t have much effect on them. That being said, Pramanix brings utility no other Operator can provide and, if used properly, can help turn a good team into a great one.
Supporter - Slow
"If you only worry about getting your stuff there on time, you could end up dead."
Although hesitant towards combat, the Siracusan Transporter Angelina is devoted to her allies and delivering messages. She is a Support DPS that slows enemies and has AoE Damage and Flat Healing.
Angelina has three different states based on what skills are active: healing allies, Single Target DPS, and AoE DPS. First, Angelina’s talent allows her to heal all other active operators while she has no skill active. Secret Staff-Speed Charge Mode is an automatic skill that doubles her attack, but its automatic activation means less agency between attacking and healing. Secret Staff-Particle Mode, her second skill, increases her ST DPS potential by allowing her to attack roughly 10 times faster at less damage per hit. Despite the penalty, Angelina still deals overall higher damage and can cripple an enemy's mobility with the constant slows. Her third skill, Secret Staff-Anti-Gravity Mode, doubles her attack range, increases her damage, and allows her to attack up to 5 enemies with each attack. However, both Particle Mode and Anti-Gravity Mode prevents her from attacking unless her skill is active.
Angelina’s main advantage is her flexibility. She can sustain the front-line with her talent and still deal large amounts of damage when necessary. However, she lacks continuous damage unless she uses Speed Charge Mode and it can limit her damage output. Overall, Angelina is an operator who can effectively bounce between a map-wide medic and dealing impressive burst damage.
“You want to praise us? Do it now, then!”
For the sake of maintaining her reading privileges, Istina leverages her sociological knowledge and her control-type Arts to support Rhodes Island. A Supporter-type Operator who deals Arts-based damage, Istina uses her spells to inflict DPS and to Slow the enemy’s advance.
Among the Slow-focused Supporter units, Istina stands out for her second Skill, Literature Storm. When activated, Literature Storm increases Istina’s ATK power, her range, and the number of enemies she can attack at once. Being able to Slow multiple targets over such a wide range can stop any enemy wave dead in its tracks, creating plenty of time for the rest of your team to pick the enemies apart. This power is bolstered by Istina’s Explorer Talent, which increases her attack speed, allowing her to apply her Slows more frequently and consistently.
Explorer does come with a drawback: it lowers Istina’s DEF, which is already one of the lowest in Arknights, meaning she needs to be protected in her placement. Her ATK is also noticeably lower than dedicated Caster Operators, reducing her direct damage potential. But despite her ATK, Istina can be an effective damage contributor in her own way because of her cheap DP cost, her large attack range, and her S2’s multi-target capabilities.
Supporter - Summon
"If anything breaks, I can just make another one!"
Busy-body inventor and one-person army, Mayer is a summon-based support Operator who can stall enemies and provide large amounts of on-demand Arts damage nearly anywhere on the map.
Mayer’s playstyle revolves around her unique trait, which allows the placement of ‘Robotters’, which she calls her Meeboos. Meeboos act like melee Operators, can block 1 enemy, have decent HP, and decrease the ASPD of enemies that engage them. Meeboos count toward the Deploy Limit, and are restricted in the number that can be deployed, which increases as Mayer receives Elite promotions.
Mayer’s first Skill, Bionic Device, passively increases the Physical and Arts dodge chance of deployed Meeboos. Although heavy investment into Bionic Device allows Meeboos to extend this buff to nearby allies, and can be stacked with other evade buffs, this Skill is primarily a stalling tool. It is Mayer’s second Skill, Detonate and Recycle, that is the game-changer. Detonate and Recycle self-destructs all deployed Robotters and deals massive AoE Arts damage, briefly stuns surviving enemies, and ‘recycles’ all detonated Meeboos. This allows them to function not only as strategic low-cost blockers, but also as nuclear Arts bombs that can bring pinpoint mass destruction to almost anywhere on the map.The recycling functionality enables rapid redeployment for quick alteration or reconstruction of defensive lines.
By design, Mayer as a standalone Operator is underwhelming due to her very low stats. However, with skillful utilization and placement of each Meeboo, Mayer can be a one-woman wrecking crew and even single-handedly clear missions. Learning and experimenting with Mayer’s capabilities will be well worth the time spent with this uniquely versatile Operator.
Vanguard - DP-Recovery
“Your false bravado will do nothing to stop my assault.”
Verna, codenamed Siege, leader of the Glasgow (a squad of former street punks), has a fierce and reckless battle style. Her natural command, courage, and composure that have made her one of the most sought-after Vanguards at Rhodes Island. Siege is a well rounded DP-Recovery and DPS Vanguard that can block 2 enemies.
Fitting of a leader, Siege sports a synergistic kit providing offense, defense and support. Her King of Beasts talent buffs all other Vanguards' Attack and Defense by up to 10%, making her a great choice in battles with multiple Vanguards. Her second talent Obliterate gives one SP for each enemy that dies adjacent to Siege, allowing more frequent use of her skills.
Siege also has two forms of DP-Recovery. Charge 𝝲 provides 12 DP on a decent cooldown, while Aerial Hammer deals up to 340% physical AoE damage to adjacent enemies and provides 3 DP. With 3 charges at max level, and a very low SP cost, this is the core of Siege's DPS and DP-Recovery engine and arguably her best skill.
Next, Skull Crusher increases attack damage by up to 380% and has a 40% chance to stun the target for up to 1.5 seconds, at the cost of nearly doubling her attack interval. The burst and stun effects enable her to fare better against strong solo enemies.
Siege’s very high HP and Defense stats makes her one of the most durable Vanguards. Combined with her CC skill and ability to block 2 enemies, she remains relevant into the mid and late combat stages.
Siege’s biggest weakness is her higher deployment cost relative to lower rarity operators who fill a similar niche, especially with her rarity making cost reduction from Potential more difficult. Her attack speed reduction on Skull Crusher also indirectly reduces her SP generation, leading to potential DPS and DP Recovery drops after expending all of Aerial Hammer's charges.
Overall, Siege is a complete-package Vanguard, bringing to combat high, dependable DP Recovery, strong burst and AoE damage, crowd control, and excellent defense, which will be well worth her higher DP cost. This lion will roar on any battlefield.
"We are the couriers of Life and Death."
In contrast to her many "Texas, can you do it?" memes, the Lupus Operator hides a quiet affectionate side behind her killer competence. As the Vanguard for Penguin Logistics, Texas specializes in AoE Crowd Control (CC) and Deployment Point (DP) Recovery.
Although she can act as a standard DP-recovery vanguard equipping Charge γ, Texas is more commonly used for her unique skill, Sword Rain. This skill provides a large AoE guaranteed stun on command that deals Arts damage while granting DP.
Texas's Crowd Control provides flexible utility to the team, from buying precious time against tougher enemies or preventing Wraiths from slipping past. The Arts Damage will make sure to hit enemies high in Defense, while the stun provides more time for allies to attack. However, using Sword Rain requires careful timing. Outside of ideal situations where both its effects are needed, Sword Rain's Cooldown has an opportunity cost that can prove fatal if mistimed. Additionally, her defensive stats are a bit lower for Vanguards in her class, requiring careful skill usage and healing to stay alive. Despite these downsides, the value of Crowd Control cannot be understated, making Texas a strong pick for a variety of stages.
“As the messenger of the Snow Realm, I'll definitely appear by your side when you need me.”
Courier is a first-rate scout and messenger, always delivering his charge with a customer-service grin. He is a 4★ Skill-DP-Recovery Vanguard that specializes in Defense.
Courier has two jobs that he performs well: generating DP for team Deployment, and staying alive against Physical Attackers. Both of his Skills generate DP, though Skill 1: Charge 𝝱 is slightly more efficient. For improving his Defense, his Skill 2: Command - Defense provides an on-use increase in Defense, amplified by his Talent, Karlan Patrol, which increases his Defense further when blocking 2 or more enemies. These abilities make him one of the best choices for a Vanguard who can stay alive to delay enemies and generate DP over time.
However, Courier may need some help killing enemies. His low Attack and lack of an offensive steroid means he will often rely on teammates' DPS to keep from being overrun.
One of Courier's major selling points is that he can be purchased from the Friend Credit Store, so he is easy to acquire and max Potential compared to his peers. Courier’s availability, survivability, and
“Everyone, follow me!”
Fang is a responsible leader and an extremely fast runner, a considerable advantage for her team on any battlefield. Like all Skill-DP-Recovery Vanguards, she has the ability to block two enemies and recovers DP with a skill, in her case Charge 𝛂. As her Defense stat is higher than the other Vanguards of her rarity, she is the best defensive choice of the bunch.
With her Lightweight talent reducing her already low DP cost, she is the cheapest of all Skill-Recovery Vanguards. This may make her worth considering for maps with extremely fast starts where a few DP at the beginning will make the difference.
As a low rarity Operator, Fang’s biggest weakness is that she cannot be upgraded to Elite 2. This causes her to fall behind other operators at higher levels due to a lower stat cap and lack of additional utility. Overall, Fang is a solid defense-oriented Vanguard option for Doctors in the early game, though she will eventually be outclassed by her higher-rarity counterparts.
“This axe isn't just for show!”
A hard worker with a serious attitude, Vanilla has a softer side that reveals itself in her love for animals. She is an offensive Skill-DP-Recovery Vanguard. As her most unique feature, her Command - Reinforcement skill increases Attack and gains DP. This skill's manual trigger allows it to be saved for burst damage or used on Cooldown to maximize DP gain. The drawback of this flexibility is that the DP recovery efficiency is rather low.
Vanilla’s biggest weakness is that her stats are, well… vanilla. There are better options for pure attack or defense purposes. Along with her rarity limiting her Elite status and combat stats, she also has very low base attack and defense stats relative to her rarity peers. Overall, Vanilla might be useful to Doctors in the early game when they need a flexible option, but she will likely be replaced after obtaining higher rarity or specialized Operators.
“Victory is the most welcome news.”
As an Oni that prefers the dark and is rarely seen without her mask, the name Yato, or “Night Sword” suits this Rhodes Island Vanguard well. She is a low rarity Starter that can block 2 enemies.
Yato has a very low DP cost in addition to the shortened redeployment time granted by her Fast Redeployment talent. Unlocking her potential will reduce these even further, making her an extremely cost efficient drop. But even off the battlefield, she can be a valuable asset in the Trading Post, as her RIIC skill is better than some higher rarity units.
Yato’s main downside is her rarity, which means her low level cap will make her quickly fall behind other operators and that she cannot use special skills. Noticeably, Yato cannot recover DP like typical Vanguards. Thus, she functions more as a redeployable, low-cost Guard.
Overall, Yato is a low-rarity, low-cost filler unit that can be rapidly deployed to stop enemies or used until better units are available, though she might find better use manning the Trading Post.
Vanguard - DP-Recovery On Kill
“No matter how tough the bad guys are, I won't stop thrashing. Not like, a music thing. It's a battle thing.”
Vigna is an unruly little devil that loves to shred the guitar almost as much as your enemies (and to give you a hard time while doing it). She is a Kill-DP-Recovery Vanguard, meaning she obtains 1 DP on every kill and has full DP refund on retreat.
Vigna was built to kill, as she has one of the highest Attack stats of any Vanguard. Her Talents and Skills just add flames to the fire, as her Skill 1, Attack Up 𝝱, and her Skill 2, Mallet Sound, are both straight-up Attack buffs. The buff value on Skill 2 is quite large, and the slower attack speed demerit barely phases her. Her Talent, Fierce Stabbing, adds a chance to crit effect to her normal attacks, giving her even more burst potential.
Vigna’s massive killing power fits perfectly with her role as a Kill-DP-Recovery Vanguard, as killing enemies is necessary to grant DP. The more enemies she slaughters, the better she does her job, so steady streams of low-to-medium enemies early in a map is perfect for her. Her power also makes her a great candidate to deliver some chip damage on a Boss or Elite enemy that stops in one spot.
Vigna’s only real weaknesses are simply the weakness of the role in general: Kill-DP-Recovery Vanguards are just not a good choice to block multiple enemies nor generate DP over long periods. Other than being a higher rarity level, there is nothing more that could be asked of Vigna, as she is perfect for her role: deploy, slaughter, retreat. Use this little devil to jab your enemies and you will more than forgive her jabs at you.
“Compared to everyone else, I'm pretty ordinary. I don't have any superpowers, or spectacular achievements to brag about... But I don't need magic or claws to make the world a better place. I can do that with my own two hands! Of course, we still have to eat well!”
This oft-underestimated overachiever has shown great talent and tenacity to succeed. Grani is a Kill-DP-Recovery and Defense Vanguard who obtains 1 DP on every kill and refunds her DP cost on retreat.
Grani’s stand-out ability is her Skill 2, Press the Attack!, which grants a strong ATK and DEF buff, increases the number of enemies she can block, and allows her to attack multiple enemies equal to her block number. The Skill is ready fairly soon after deployment, which matches perfectly with her Kill-Recovery Vanguard role. She can be dropped on the battlefield, activate her Skill 2 to kill several enemies for DP, then be retreated when the Skill Duration finishes for a full DP refund.
Grani also has some support potential in Vanguard-heavy teams, as her Mounted Police Talent grants allied Vanguards evasion chance. However, the random proc rate means it shouldn't be relied on.
Her defensive emphasis does not aid her role as a kill-recovery Vanguard, as they need to be able to kill enemies to have a noticeable impact. Thus, outside of tactical use of Skill 2, players may find her performance a bit lacking. But when used with the appropriate timing, Grani offers strategic utility that can be quite powerful in the hands of an experienced Doctor.
For even more information on Grani, see our Operator Spotlight: Grani.
“Nothing can hold me back.”
Plume is a Vanguard hailing from Laterano that uses fierce determination to overcome her shortcomings. Coming from a hard-working and rigid background, she slowly works on honing her and her fellow Operators' skills. Plume specializes in DP-Recovery and DPS. She obtains 1 DP on every kill and her DP Cost is refunded in full upon retreating.
Her talent and skill both support her role as an offense-oriented vanguard. The Attack Increase talent improves her attack by a small amount, while her Swift Strike 𝛂 skill further increases her attack and gives her additional attack speed. Relative to her cost, her ATK stat is quite high among vanguards, and at equal levels she rivals even some of the top rarity operators in her class.
Unfortunately, she cannot be upgraded to Elite 2, which means her stats will be lower than her higher rarity counterparts late game. Additionally, Plume's low HP, and her skill’s high SP cost dampen her offensive potential. Without any AoE, her DP recovery will be slower as well. On the whole she is a low cost operator who can provide DPS in the first stages of a mission, while recovering some DP for deploying other units.