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.
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- Ranged
- Attacks deal Arts damage
- Low to average HP
- Average to high ATK
- Low DEF
- Average RES
- Average to high DP cost
- Low to average ASPD
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Attacks deal area-of-effect damage
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Attacks damage all enemies in a long linear range
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Attacks jump between multiple targets and temporarily Slow them, but deals 15% less damage in each jump
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Controls a drone that attacks enemies independently, dealing more damage in successive attacks against the same target
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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
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Store attacks if no enemies are in range (up to 3), which are simultaneously released in the next attack
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Can deal Elemental damage against enemies being affected by the burst effect of Elemental Injury
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Obtains a summon when defeating an enemy, and can attack enemies blocked by own summons
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- Melee
- Can block 2 or 3 enemies, except Duelist Defenders who can only block 1 enemy
- High HP
- Low to high ATK
- High DEF
- No or low RES
- Average to high DP cost
- Low to average ASPD
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Can heal friendly units with skills
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Cannot be actively healed by friendlies but can heal themselves through skills and/or talents
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Attack deals Arts damage while the skill is active
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Can only block one enemy and only recover/restore SP while blocking an enemy
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Uses a ranged attack with minimum range that deals area-of-effect damage while not blocking enemies
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Uses a ranged attack with a range of two tiles ahead that can target aerial enemies
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- Melee
- Can block 1 ~ 3 enemies
- Average to high HP
- Average to high ATK
- No to average DEF
- No or low RES
- Low to average DP cost
- Low to high ASPD
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Attacks hit multiple targets equal to block count
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Has a ranged attack that deals 0.8× damage, which is used while not blocking enemies
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Has a range of two tiles ahead and attacks deal 1.2× damage against enemies not blocked by self; supports friendlies with skills
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Has a very low attack interval
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Attacks deal two consecutive hits (but are still considered as one attack)
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Cannot be actively healed by friendlies and restores slight HP in each attack
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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
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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
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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
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Attacks deal half-strength splash damage affecting enemies near the main target
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Can deal Elemental damage against enemies being affected by the burst effect of Elemental Injury
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Can consume DP to enhance combat abilities
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- Ranged
- Heals friendly units, with some attacking enemies while doing so
- Low HP
- Average ATK
- Low DEF
- No to average RES
- Average DP cost
- Low to average ASPD
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Heals one target at a time
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Heals up to three targets simultaneously
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Heal targets at a wide range with 80% effectiveness on further targets
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Can remove Elemental Injury on friendlies, even if the target is at full HP, for half the ATK
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Attacks enemies instead of healing friendlies, unlike other Medics, but heals a friendly unit within range for half the ATK in each attack
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Healing jumps between multiple targets but restores 25% less HP in each jump
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- Ranged
- Low to average HP
- Average to high ATK
- Low DEF
- No RES
- Low to high DP cost
- Low to high ASPD
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Attacks aerial enemies over the others
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Attacks deal area-of-effect damage
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Has a long range and attacks enemies with the lowest DEF over the others
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Has a short range but high ATK
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Attacks damage all enemies in range with those in the frontal row taking 1.5× damage
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Has a minimum range of the frontal tiles and attacks enemies with the highest weight over the others
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Attacks deal two consecutive hits with the second dealing half damage and can only target ground enemies
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Only attacks while having ammunition which deals 1.2× damage and reloaded over time if no enemies are in range
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Uses a boomerang-like projectile to attack with a long and wide range, but must wait until the projectile returns to attack again
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Takes Off upon deployment and only attacks aerial enemies while Taking Off; lands when skill is activated, dealing AOE Physical damage
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- Melee/Ranged
- The trait or skills define primary function
- Can block 0 to 2 enemies
- Low to average HP
- Average ATK
- Average DEF
- No to high RES
- Low to average DP cost
- Low to high ASPD
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Melee, but can be deployed on ranged tiles; can push away enemies with skills and attacks hit multiple targets equal to block count
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Melee, but can be deployed on ranged tiles; can pull in enemies with skills and has a range of several tiles ahead
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Melee; has a much shorter redeployment time of 18 seconds (with the sole exception to THRM-EX)
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Melee; attacks hit all enemies in range, can dodge Physical and Arts attacks 50% of the time, and has reduced aggression
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Ranged; causes "friendly fire" to buff friendlies and degenerates HP over time
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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
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Ranged; can use traps which must be deployed on tiles without enemies
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Melee; temporarily replaced by a Substitute which cannot block enemies upon losing all HP, but must be redeployed if the Substitute is defeated
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Ranged; can throw Alchemy units to provide various beneficial/debilitating effects to allies or enemies
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Melee; can take off with skills to block aerial enemies
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- Ranged
- The trait, skills, and/or talents provide offensive and/or defensive support
- Low to high HP
- Low to average ATK
- Low to average DEF
- No to average RES
- Low to average DP cost
- Average ASPD
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Attacks temporarily Slow the target
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Weaken enemies' defensive and/or offensive capabilities
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Does not attack but passively heal friendlies within range; can Inspire friendlies but are unaffected by Inspiration (including from themselves)
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Augments the defensive capabilities of friendly units and heals friendlies instead of attacking enemies for 0.75× ATK while the skill is active
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Melee and attacks deal Physical damage, unlike other Supporters; can utilize Support Devices to augment friendlies
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- 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
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Steadily generate DP with skills
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Generates 1 DP when defeating an enemy and refunds the base DP cost when retreated
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Rapidly generate DP with skills but can neither attack nor block enemies while the skill is active
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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)
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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
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Steadily generate DP with skills, can provide support to undeployed operators with their talent and skills
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- 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.
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