Each Operator in Arknights belongs to one of eight classes or jobs which determines how they function, with each job having their own branches, also colloquially referred to as archetypes or sub-classes, that specializes the Operator's abilities.
|
Caster
- Ranged
- Attacks deal Arts damage
- Average to low HP
- Average to high ATK
- Low DEF
- Average RES
- High DP cost
- Low to Average ASPD
|
|
Core Caster Nothing special
|
|
Splash Caster Attacks deal area-of-effect damage
|
|
Blast Caster Attacks damage all enemies in a long linear range
|
|
Chain Caster Attacks jump between multiple targets and temporarily Slows them, but deals 15% less damage in each jump
|
|
Mech-Accord Caster Controls a drone that attacks enemies independently, dealing more damage in successive attacks against the same target
|
|
Phalanx Caster Only attacks while the skill is active, which damages all enemies in range; has greatly increased DEF and RES while the skill is not active
|
|
Mystic Caster Store attacks if no enemies are in range (up to 3), which are simultaneously released in the next attack
|
|
Primal Caster Can deal Elemental damage against enemies being affected by the burst effect of Elemental Injury
|
|
Shaper Caster Obtains a summon when defeating an enemy, and can attack enemies blocked by own summons
|
|
Defender
- Melee
- Can block 2 or 3 enemies, except Duelist Defenders who can only block 1 enemy
- High HP
- Low to average ATK
- High DEF
- No or low RES
- High DP cost
- Average ASPD
|
|
Protector Defender Nothing special
|
|
Guardian Defender Can heal friendly units with skills
|
|
Juggernaut Defender Cannot be actively healed by friendlies but can heal themselves through skills and/or talents
|
|
Arts Protector Defender Attack deals Arts damage while the skill is active
|
|
Duelist Defender Can only block one enemy and only recover/restore SP while blocking an enemy
|
|
Fortress Defender Uses a ranged attack with minimum range that deals area-of-effect damage while not blocking enemies
|
|
Sentry Protector Defender Uses a ranged attack with a range of two tiles ahead that can target aerial enemies
|
|
Primal Protector Defender Inflicts and takes reduced Elemental Injury through skills and/or talents
|
|
Guard
- Melee
- Can block 1 ~ 3 enemies
- High HP
- High ATK
- Low to average DEF
- No or low RES
- Average to high DP cost
- Average to high ASPD
|
|
Dreadnought Guard Nothing special
|
|
Centurion Guard Attacks hit multiple targets equal to block count
|
|
Lord Guard Has a ranged attack that deals 0.8× damage, which is used while not blocking enemies
|
|
Arts Fighter Guard Attacks deal Arts damage
|
|
Instructor Guard Has a range of two tiles ahead and attacks deal 1.2× damage against enemies not blocked by self; supports friendlies with skills
|
|
Fighter Guard Has a very low attack interval
|
|
Swordmaster Guard Attacks deal two consecutive hits (but are still considered as one attack)
|
|
Soloblade Guard Cannot be actively healed by friendlies and restores slight HP in each attack
|
|
Liberator Guard Only attack and block enemies when the skill is active, and have increased ATK over time when the skill is not active (up to a limit and will be lost when the skill expires upon activation); has a range of the frontal and side tiles
|
|
Reaper Guard Attacks hit all enemies within a vertical range of three tiles ahead, cannot be actively healed by friendlies, and restores slight HP for every enemy hit in each attack up to the block count
|
|
Crusher Guard Attacks hit multiple targets equal to block count and have extremely high HP and ATK, but have no defenses whatsoever and a high attack interval
|
|
Earthshaker Guard Attacks deal half-strength splash damage affecting enemies near the main target
|
|
Medic
- Ranged
- Heals friendly units instead of attacking enemies
- Low HP
- Average ATK
- Low DEF
- No to average RES
- Average DP cost
- Low ASPD
|
|
Medic Medic Heals one target at a time
|
|
Multi-target Medic Heals up to three targets simultaneously
|
|
Therapist Medic Heal targets at a wide range with 80% effectiveness on further targets
|
|
Wandering Medic Can remove Elemental Injury on friendlies, even if the target is at full HP, for half the ATK
|
|
Incantation Medic Attacks enemies instead of healing friendlies, unlike other Medics, but heals a friendly unit within range for half the ATK in each attack
|
|
Chain Medic Healing jumps between multiple targets but restores 25% less HP in each jump
|
|
Sniper
- Ranged
- Average HP
- Average to high ATK
- Low DEF
- No RES
- Low to high DP cost
- Low to high ASPD
|
|
Marksman Sniper Attacks aerial enemies over the others
|
|
Artilleryman Sniper Attacks deal area-of-effect damage
|
|
Deadeye Sniper Has a long range and attacks enemies with the lowest DEF over the others
|
|
Heavyshooter Sniper Has a short range but high ATK
|
|
Spreadshooter Sniper Attacks damage all enemies in range with those in the frontal row taking 1.5× damage
|
|
Besieger Sniper Has a minimum range of the frontal tiles and attacks enemies with the highest weight over the others
|
|
Flinger Sniper Attacks deal two consecutive hits with the second dealing half damage and can only target ground enemies
|
|
Hunter Sniper Only attacks while having ammunition which deals 1.2× damage and reloaded over time if no enemies are in range
|
|
Loopshooter Sniper Uses a boomerang-like projectile to attack with a long and wide range, but must wait until the projectile returns to attack again
|
|
Specialist
- Melee/Ranged
- The trait or skills define primary function
- Can block 0 to 2 enemies
- Average HP
- Average ATK
- Average DEF
- No to high RES
- Low to average DP cost
- Low to high ASPD
|
|
Push Stroker Specialist Melee, but can be deployed on ranged tiles; can push away enemies with skills and attacks hit multiple targets equal to block count
|
|
Hookmaster Specialist Melee, but can be deployed on ranged tiles; can pull in enemies with skills and has a range of several tiles ahead
|
|
Executor Specialist Melee; has a much shorter redeployment time of 18 seconds (with the sole exception to THRM-EX)
|
|
Ambusher Specialist Melee; attacks hit all enemies in range, can dodge Physical and Arts attacks 50% of the time, and has reduced aggression
|
|
Geek Specialist Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time
|
|
Merchant Specialist Melee; has a shorter redeployment time of 25 seconds but drains 3 DP every 3 seconds while deployed and will be automatically retreated if there are not enough DP, and does not return DP when retreated
|
|
Trapmaster Specialist Ranged; can use traps which must be deployed on tiles without enemies
|
|
Dollkeeper Specialist Melee; temporarily replaced by a Substitute which cannot block enemies upon losing all HP, but must be redeployed if the Substitute is defeated
|
|
Alchemist Specialist Ranged; can throw Alchemy units to provide various beneficial/debilitating effects to allies or enemies
|
|
Skyranger Specialist Melee; can take off with skills to block aerial enemies
|
|
Supporter
- Ranged
- Attacks deal Arts damage
- The trait, skills, and/or talents provide offensive and/or defensive support
- Low HP
- Average ATK
- Low DEF
- Average RES
- Low to average DP cost
- Average ASPD
|
|
Decel Binder Supporter Attacks temporarily Slow the target
|
|
Summoner Supporter Can utilize summons
|
|
Hexer Supporter Weaken enemies' defensive and/or offensive capabilities
|
|
Bard Supporter Does not attack but passively heal friendlies within range; can Inspire friendlies but are unaffected by Inspiration (including from themselves)
|
|
Abjurer Supporter Augments the defensive capabilities of friendly units and heals friendlies instead of attacking enemies for 0.75× ATK while the skill is active
|
|
Artificer Supporter Melee and attacks deal Physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies
|
|
Ritualist Supporter Can inflict Elemental Injury on enemies
|
|
Vanguard
- Melee
- The trait or skills allow additional DP generation
- Can block 1 or 2 enemies
- Average HP
- Average ATK
- Average DEF
- No RES
- Low DP cost
- High ASPD
|
|
Pioneer Vanguard Steadily generate DP with skills
|
|
Charger Vanguard Generates 1 DP when defeating an enemy and refunds the base DP cost when retreated
|
|
Standard Bearer Vanguard Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active
|
|
Tactician Vanguard Ranged, unlike other Vanguards; can deploy a Reinforcement within attack range and attacks deal 1.5× damage against enemies being blocked by the Reinforcement(s)
|
|
Agent Vanguard Has a shorter redeployment time of 35 seconds and a range of two tiles ahead, and generate DP in each attack while the skill is active
|
- Due to an inconsistency in the English localization, the interface uses both "class" and "job" to refer to this page's subject; "job" is used in the sorting button of the Operator roster and the description of certain base skills, while "class" is used anywhere else.