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Arknights New Player Tier List

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Introduction

TL/DR How To Use

  • Go to each Archetype labeled as "Core" and develop the highest rank that you have.
  • If you can be bothered to read, read the Archetype notes and the "New Player Notes" in the ? pop-up on each Operator.

How to Use

  • This is a tier list for new players of Arknights, to help you decide who to develop (to E1) first and recommendations for your first few E2s.
  • The focus is on helping new players to complete Episode 4 (where the first set of efficient farming stages are) as quickly and resource-efficiently as possible.
  • Here are things we take into consideration:
    • Usefulness or sufficiency in early/ mid game stages (through Ep 4)
    • Development cost efficiency
    • Good RIIC base skills earned at E1 promotion
    • Ease of use/ understanding
    • Late game potential
  • This is NOT an end game, nor max power/potential, nor overall usefulness Tier List.  If you want that, you can find it here:
  • A lower ranking does not necessarily mean an Operator is bad, or worse than another Operator.  It simply means we believe the higher-ranked Operator to be a more useful or efficient Operator to develop early to clear through Ep 4.
  • Archetypes are a way of grouping together/ categorizing Operators with similar attributes.  For more details see:
  • In this list, Archetypes are categorized by the importance of their inclusion in a roster balanced to successfully complete content through Episode 4 (and beyond)
    • Core: Necessary to have in the roster or very highly recommended for almost every map.
    • Situational: Not needed for every (or most) maps, but important to have when needed.
    • Optional: Not necessary to complete early content, but can be a useful option.
  • Each Archetype has notes important for new players to know.
  • Any 2 Operators can be compared. (Comparisons are NOT limited to within-Archetype only).
  • Blue borders indicate Operators that would be strong choices for a player's first few E2s.
  • Click on the "Explanation" on each Operator to see "New Player Notes" and "Eval summaries" for each Operator.
  • Red Stars indicate the Operator is Limited
  • Operators that are given free by the story can be found here or here:

Other Resources Useful To New Players

  • A list of gameplay guides can be found here:
  • A guide explaining Operator Recruitment and a Filter showing recruitment tag results can be found here:

An Operator List that can be filtered and sorted can be found here:

Latest Additions/Changes

Latest Update: 05/04/2024: Zwillingstürme im Herbst

A+

Virtuosa: Virtuosa is a very nice unit for new players. While she does need her E2, she does not need either expensive Masteries or an expensive Module, like many meta units do. Because the amount of infliction damage needed to trigger the effects is always the same, she is already very effective at her job without more expensive upgrades. Further, the fact the Necrosis Damage is effectively True Damage can help bypass many irritating mechanics which can otherwise throw new players off.

A

Viviana: Viviana probably has more value to a new player than veterans. Her kit is flawed which is trouble in the endgame, but those flaws don't become apparent until later in the game. For example, her lack of RES shred is hardly a problem through the first several story chapters! Early on, she is instead a bulky unit that deals good DPS at low investment levels. While she lacks the long term value and doesn't measure well against that "special" tier of meta unit, Viviana is still a perfectly good unit to begin your career with.

Baseline: Bassline is a good unit to start with. He works well at E1 and provides good bulk and sustain out of a core role. However, his main flaw is one that the 5★ Guardians have always faced. Gummy is cheaper, readily available, and usually just as good. Bassline is a totally reasonable promotion for new players, but it's usually recommended to promote Gummy instead and focus those resources elsewhere.

B+

Caper: Caper is a pretty good starting unit thanks to her good damage and flexible range that works very well at an inexpensive E1. For a 4★, she's pretty great! Unfortunately, even the relatively low 150 Red Certificate cost is still a significant amount of sanity early on. While she is a good starting unit, she isn't a "special" one either so the additional sanity required becomes a questionable investment. Caper is a good unit, but it's probably best to stick to freer options like Shirayuki and Totter in the early going.

C-

Lessing : As a new player, avoid spending your resources on Lessing. It can be tempting to favor a welfare 6★, but he just isn't good on top of costing quite a bit. His damage is poor and his 1-block nature with no upside is a huge early drawback. His special niche (which isn't a good one) isn't even available until E2 and requires Chapter 13 materials!

Diamante: Avoid Diamante as a new player. The 600 Red Certificate cost is a massive one and any special value he brings won't be realized until much later in the game. He needs another unit to be effective which just further adds to the cost, and even in the best scenario, the results still aren't anything special. Diamante is a late game unit to experiment with, and not a unit to begin your career with.

E-

U-Official: U-Official is a joke unit and not one you should ever consider for serious use. Her stun is mostly a self-sabotage on an extremely long cycle. On very rare occasions she might see some use as a no-deploy slot "flash bang" or as a low cost cycle in SSS, but in 99.9% of the game she has negative value and should not be seriously considered.

Tier List

Filter Tier

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S+
S
S-
A+
A
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B+
B
B-
C+
C
C-
D+
D
D-
E+
E
E-
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Filter Rarity

Filter Archetype Priority Category

Core
Optional
Situational

Filter by Class or Archetype

Anti-Air / Marksman
Heavyweight / Besieger
Boomstick / Spreadshooter
Close Range / Heavyshooter
AoE / Artilleryman
Aftershock / Flinger
Long-Range / Deadeye
Loopshooter
Hunter
Brawler / Fighter
AoE / Centurion
Ranged / Lord
Reaper Guard
Liberator Guard
Arts Fighter
Dualstrike / Swordmaster
Duelist / Dreadnought
Crusher
Support / Instructor
Enmity / Musha
Fast-Redeploy / Executor
Puller / Hookmaster
Pusher / Push Stroker
Substitute / Dollkeeper
DP-Drain / Merchant
Ambusher
Trapmaster
Sacrificial / Geek
Incantation
ST / Medic
Wandering Medic
AoE / Multi-target Medic
Wide-Range / Therapist
Chain Healer
Fortress
Enmity / Juggernaut
Sentinel Protector
Healing / Guardian
Normal / Protector
Arts Protector
Duelist
ST / Core Caster
Burninator / Blast Caster
Drone / Mech-Accord
Modal / Phalanx Caster
Chain Caster
AoE / Splash Caster
Charge / Mystic Caster
Primal
Agent
Flagbearer / Standard Bearer
Skill-DP / Pioneer
DP-On-Kill / Charger
Summoner / Tactician
Summoner
Aura / Bard
Debuffer / Hexer
Ritualist
Slower / Decel Binder
Buffer / Abjurer
Artificer
Advanced Filters

Caster AoE / Splash Caster

Team Category: Situational
Splash Arts damage for high DP costs and short range. They are useful early on, but fall off greatly later in the game.
B+
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B
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B-
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C+
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C
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D
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Caster Burninator / Blast Caster

Team Category: Optional
Straight line Arts destruction.
S
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C
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Caster Chain Caster

Team Category: Optional
Casters whose attacks jump between close enemies and slow them.
A-
Explanation
B
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C+
Explanation
C-
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Caster Charge / Mystic Caster

Team Category: Optional
Casters that store up normal attacks when they aren't attacking.
C+
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C
Explanation
C-
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Caster Drone / Mech-Accord

Team Category: Optional
Casters that have Drones whose damage increases when continuously attacking the same target. From a team building perspective, can be viewed as the same role as an ST Caster
S
Explanation
A+
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A
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B+
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B
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Caster Modal / Phalanx Caster

Team Category: Optional
Ranged units that do true AoE Arts damage when a Skill is active. When a skill is not active, they do not attack, but have increased DEF and RES, making them very survivaable for ranged units.Their range and functioning create a higher learning curve for new players than other casters.
A-
Explanation
B
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B-
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C
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Caster Primal

Team Category: Optional
C-
Explanation

Caster ST / Core Caster

Team Category: Core
You bring these when the game throws heavy defenders at you that laugh at your snipers' attacks. You can get by with just one. Note that for units without high DEF, you'd rather bring a sniper for more damage, so casters that prioritize high DEF enemies (Ceobe when using s2, Steward's talent) are very valuable (as those are the enemies you want to use casters against anyway).
S+
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A+
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A
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B+
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B
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B-
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C+
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C
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C-
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D
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Defender Arts Protector

Team Category: Optional
High block count Operators that deal Arts damage. They tend to have higher DPS and Arts mitigation than normal defenders at the cost of worse physical/general survivability. New players might find them more useful when they have less melee Arts damage or mitigation options.
A-
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B
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B-
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C+
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Defender Duelist

Team Category: Optional
Is it a Guard disguised as a Defender? Or a Defender disguised as a Guard? New players may have a tough time figuring out exactly how to use this Archetype to its fullest. The low block count makes it hard for them to fully block lanes, and their SP regen means they can't charge their skills when not blocking. But their stats are high and skills are strong.
B-
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C
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C-
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Defender Enmity / Juggernaut

Team Category: Optional
High stats and block counts, but also have high DP costs and cannot be healed directly.
S
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D
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Defender Fortress

Team Category: Optional
S+
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B
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Defender Healing / Guardian

Team Category: Core
Defenders and medics are often ranked by their relative utility, so a class that brings both block 3 (at E1) and healing in addition to further utility is a strong combination.
A+
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A
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B+
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D
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Defender Normal / Protector

Team Category: Core
The bread and butter blocking class. These units stop the flow and can take a punch.
A+
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A
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B+
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B-
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C+
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C
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D+
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Defender Sentinel Protector

Team Category: Optional
A+
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B-
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Guard AoE / Centurion

Team Category: Core
One of the most used guard types as they often double or replace defenders. Strongly recommended to develop 1 or 2. They gain a large power spike at Elite 2 promotion as it increases their block count and thus damage potential.
S+
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A+
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B+
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B
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C
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Guard Arts Fighter

Team Category: Optional
S-
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A
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B
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C+
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C
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C-
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Guard Brawler / Fighter

Team Category: Optional
Low DP costs allow for early deployment, but low ATK and fast ASPD can give some of them problems agains high DEF enemies.
S+
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S-
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C
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D
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Guard Crusher

Team Category: Optional
A-
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D
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Guard Dualstrike / Swordmaster

Team Category: Optional
An archetype that hits twice per animation but has a lower ATK stat because of it. Their normal attack DPS falls off against higher DEF values. Their skills being able to hit drones can be helpful for new players with limited rosters
A+
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B+
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B
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C
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Guard Duelist / Dreadnought

Team Category: Optional
  • Typically used as heli-drop assassinations or placed in front of a blocker for DPS
  • Their low Block Count (and to a lesser extent their low survivabililty) makes them easy to replace and overall less useful than other Archetypes
A+
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B+
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B
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C-
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Guard Enmity / Musha

Team Category: Optional
Can't be healed directly, so must be deployed wisely, but have built-in self sustain
B+
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B-
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Guard Liberator Guard

Team Category: Optional
S
Explanation
S-
Explanation

Guard Ranged / Lord

Team Category: Core
  • A very strong archetype because of its abilities to block-2, extended range, and can hit aerials, which gives new players more flexiblity in placements and covering mistakes.
  • Recommended to have at least 1 (and more is ok)
S
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S-
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A+
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A
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B
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C
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Guard Reaper Guard

Team Category: Optional
S
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S-
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A+
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A-
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Guard Support / Instructor

Team Category: Optional
  • Generally weak on their own, their strength is in buffing other Operators, and so they typically require strong teams and large rosters to be used effectively.
  • Unfortunately, current members of this archetype do not have buffs strong enough to warrant their general use. New players should avoid this archetype.
A-
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D+
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D
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D-
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Medic AoE / Multi-target Medic

Team Category: Core
Heals 3 targets every normal attack, but typically at lower amounts than single target healers. Very useful early on when you're learning the game. It is more optimal to run without them when possible, especially since there are Operators who can heal the team or themselves and still cover other roles/utility. For this reason, the best Medics are those that can provide more than just healing.
A
Explanation
Explanation
A-
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C+
Explanation

Medic Chain Healer

Team Category: Optional
C-
Explanation

Medic Incantation

Team Category: Optional
S+
Explanation
B
Explanation
C-
Explanation

Medic ST / Medic

Team Category: Core
Single target healers. Very useful early on when you're learning the game. It is more optimal to run without them when possible, especially since there are Operators who can heal the team or themselves and still cover other roles/utility. For this reason, the best Medics are those that can provide more than just healing.
S+
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A
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A-
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B+
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B
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C+
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C
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C-
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D
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Medic Wandering Medic

Team Category: Optional
S-
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A-
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B+
Explanation
B
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Medic Wide-Range / Therapist

Team Category: Optional
Very large healing range, but at the cost of lower healing output, especially the outer fringe tiles that incur the penalty.
B+
Explanation
B
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B-
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D
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Sniper Aftershock / Flinger

Team Category: Optional
Can't attack air enemies, but has a wide attack range and splash damage. Good for countering ground clusters.
A+
Explanation
C
Explanation
C-
Explanation

Sniper Anti-Air / Marksman

Team Category: Core
  • Gets extended range at e1, prioritizes aerial enemies. Generally excellent at dealing damage against low DEF, with pretty hard falloffs as DEF rises (except Platinum).
  • Recommend 1 in early stages, and 2 are recommended moving into mid game.
S+
Explanation
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S
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A+
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A
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A-
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B+
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C+
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C
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D
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E
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Sniper AoE / Artilleryman

Team Category: Situational
Ranged Physical splash damage with a large attack range
S-
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A+
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A-
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B
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D
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Sniper Boomstick / Spreadshooter

Team Category: Optional
Small attack range makes them rely heavily on map design, enemy aggro managment, and potentially healer support to actually be worth using over other Archetypes
S
Explanation
S-
Explanation
C-
Explanation
D
Explanation

Sniper Close Range / Heavyshooter

Team Category: Optional
High damage potential at the cost of limited range and higher DP cost
S
Explanation
A+
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C
Explanation
C-
Explanation
D
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Sniper Heavyweight / Besieger

Team Category: Optional
They prioritize heavy enemies first and have a long but funky attack range that doesn't allow them to attack enemies close to them
S+
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A+
Explanation
C+
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Sniper Hunter

Team Category: Optional
C-
Explanation

Sniper Long-Range / Deadeye

Team Category: Optional
Long range, but low DPS despite their high ATK stats because of their slow attack speeds
A
Explanation
B-
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Explanation
C+
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C
Explanation

Sniper Loopshooter

Team Category: Optional
B+
Explanation

Specialist Ambusher

Team Category: Optional
They don't block and have lower targeting priority from enemies, which allows them to be safely deployed in grids that blocking Operators would not survive. Unique range and True AoE attacks offset their very slow attack speed. Can be very useful in some cases, but require some knowledge and planning to use effectively
B
Explanation
Explanation
Explanation
D
Explanation

Specialist DP-Drain / Merchant

Team Category: Optional
Very cheap deploy cost for the stats make them strong early map play options, but their continuous DP drain needs to be played around.
B+
Explanation
C-
Explanation
Explanation
D
Explanation

Specialist Fast-Redeploy / Executor

Team Category: Situational
Typically used to soak big hits, stall, or for their on-deploy abilities
S+
Explanation
Explanation
A+
Explanation
A
Explanation
A-
Explanation
B+
Explanation
B
Explanation
C-
Explanation

Specialist Puller / Hookmaster

Team Category: Situational
Not used nearly as often as Pushers, but every player will want to have one with developed Skills.
S
Explanation
B+
Explanation
B
Explanation
C
Explanation
D-
Explanation

Specialist Pusher / Push Stroker

Team Category: Situational
Their main job is to push things into holes when the map allows for it. Every player will need one with developed Skills.
A
Explanation
Explanation
B-
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Specialist Sacrificial / Geek

Team Category: Optional
Self damage can make them awkward to deploy and use easily.
D
Explanation
E+
Explanation

Specialist Substitute / Dollkeeper

Team Category: Optional
The substitue mechanic may be a bit tricky for new players to get the most out of. Can be fairly permissive for new players, since even if they die, they stay present and will likely substitute back. However, they also lose their blocking when this happens. New players probably won't be utilizing the substitute strengths directly (and it could cause problems until learned), as it is a bit more of an advanced tactic.
B+
Explanation
B
Explanation
Explanation
D
Explanation

Specialist Trapmaster

Team Category: Optional
Fun but unnecessary. Requires micromanagement and a lot of DP to use well.
B-
Explanation
C
Explanation
Explanation

Supporter Artificer

Team Category: Optional
C-
Explanation
Explanation
D
Explanation

Supporter Aura / Bard

Team Category: Optional
S-
Explanation
C-
Explanation
Explanation
E-
Explanation

Supporter Buffer / Abjurer

Team Category: Optional
Ranged Arts damage dealers that specialize in buffing their allies.
C
Explanation
Explanation
D
Explanation
Explanation

Supporter Debuffer / Hexer

Team Category: Optional
Typically unnecessary in the early game, where your Operators and the enemies are weak. Grows in value for lategame as their relative effects increase. Even then, though, adding another DPS unit is often more effective.
A+
Explanation
C
Explanation
C-
Explanation

Supporter Ritualist

Team Category: Optional
A+
Explanation
B
Explanation

Supporter Slower / Decel Binder

Team Category: Situational
  • Slower supporters help to give you more time to deal with enemies. They are particularly useful against enemies that cannot or should not be blocked.
  • It is recommended to raise one, but getting a better option doesnt necessarily mean you will gain much by replacing what you have. (until is time to E2 a worthy one)
A
Explanation
A-
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Explanation
B+
Explanation
B
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B-
Explanation
C+
Explanation
D
Explanation

Supporter Summoner

Team Category: Optional
An archetype that takes a lot of game knowledge and good timing/ positioning to use well. Not recommended for beginners overall due to their complexity.
S
Explanation
C+
Explanation
C
Explanation
C-
Explanation
D+
Explanation

Vanguard Agent

Team Category: Optional
S+
Explanation
S
Explanation
A
Explanation

Vanguard DP-On-Kill / Charger

Team Category: Optional
  • Often used with other Vanguards to provide exta killing power early and adding to the DP generation.
  • Having pretty high damage, they can be used to duel at no cost since thier DP is refunded when they are retreated
  • You shouldnt be relying on the DP from this archetype to deploy your team.
A+
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A
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A-
Explanation
C
Explanation
C-
Explanation
D
Explanation

Vanguard Flagbearer / Standard Bearer

Team Category: Core
The best sources of DP. They can't always hold lanes because they stop attacking and blocking when they use their Skills. They are the DP generating meta, so develop and learn one early.
S
Explanation
S-
Explanation
A-
Explanation

Vanguard Skill-DP / Pioneer

Team Category: Core
  • Your bread and butter for dealing with rush-heavy maps. Produces DP so you can put down other Operators faster.
  • It is recommended to have 2 in a squad, as you often need to hold more than one lane.
  • Mostly drops out of the meta at end game where Standard Bearer Vanguards + Bagpipe rule
A+
Explanation
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A
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A-
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B+
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B
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C
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Vanguard Summoner / Tactician

Team Category: Optional
The deploy on ranged grids and can summon Reinforcements.
A
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B+
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D-
Explanation
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About the Author(s)

Arknights: Alyeska#2654

Discord: Alyeska#7717

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