Device (unit type)
- This article is about the game feature. For the upgrade material, see Device.
In Arknights, devices, referred to as traps in the game files, are various units other than Operators and enemies which could help the player or hinder them.
Deployable
Deployable devices are available for deployment to the operation's map like that of Operators at the cost of DP. The player only have a limited number of deployable devices available, which cannot be replenished even if the device is retreated, but deployable devices' cost do not ramp up as Operators do and they does not use up the Unit Limit.
Most deployable devices are invulnerable; exceptions are noted in the table below.
- For a list of deployable devices in Integrated Strategies, see Device (unit type)/Integrated Strategies#Deployable.
- For a list of deployable devices in Stationary Security Service, see Device (unit type)/Stationary Security Service#Deployable.
- For a list of deployable devices in Reclamation Algorithm, see Device (unit type)/Reclamation Algorithm#Deployable.
Device | Use |
---|---|
Can be used to reroute enemies by forcing them to take a different path. Can be destroyed by enemies if it blocks one or when deployed in the way of Lava Cracks. | |
Introduced in Episode 05, renders Drones in its AoE unable to attack, reduces their MSPD, and Silences them. Can be attacked by enemies and has a high aggression level. | |
Introduced in Episode 07, deals heavy True damage to enemies and temporarily amplifies the damage they took, but takes a while to be armed once deployed. | |
Introduced in Episode 08, blocks the path of enemies to buy the player time to dispatch them. | |
Introduced in Code of Brawl, periodically restores SP to the friendly unit in its range. | |
Introduced in The Great Chief Returns, can be used to clear out Giant Mushrooms and create Stumps. | |
Introduced in Maria Nearl, intermittently generates an electric arc when placed close together that deals Arts damage and Slows enemies caught in its wake. Can be destroyed by splash damage from enemies; otherwise enemies never target it. | |
Introduced in the Maria Nearl event, Stuns enemies caught in the detonation. | |
Introduced in Who is Real, deals Arts damage to enemies caught in the detonation and switches their Hui/Ming attribute; can also be used to switch the Hui/Ming attributes of Marks of Hui and Ming. | |
Introduced in Operation Originium Dust, can be used to reinforce Dirt Mounds. | |
Introduced in Operation Originium Dust, deals heavy True damage to enemies or instantly destroy Dirt Mounds caught in the detonation. Can be attacked by ranged enemies. | |
Introduced in Multivariate Cooperation: Defence Protocols, rapidly retreats an Operator and greatly reduces their redeployment time. | |
Introduced in Under Tides, entangles an allied unit to damage and Stun them as well as inflicting Nervous Impairment until destroyed. Periodically deployed by Sal Viento Bishop Quintus. | |
Introduced in Dossoles Holiday, allows friendly units to be deployed over Deep Water Zones. Will be destroyed if the friendly on it leaves the map. | |
Introduced in Dossoles Holiday, makes a friendly unit immune to Erosion. Only usable in DH operations through the use of certain Stickers. | |
Introduced in Dossoles Holiday, fires a high-explosive shell straight ahead at periodic interals until destroyed, dealing AoE damage centered on the first friendly unit hit by the shell. Periodically deployed by Pancho Salas in his First Form. | |
Introduced in Episode 09, can be used to immediately bring down Tattered Pillars or damage and push away enemies. | |
Introduced in Episode 09, left behind on deployable low ground tiles in a collapsing Tattered Pillar's way and behaves identically to Roadblocks. | |
Introduced in Near Light, can be used to permanently provide visibility to a specific low/high ground tile. | |
Introduced in Phantom & Crimson Solitaire, reduces the MSPD of surrounding enemies but will self-destruct after a while. | |
Introduced in Phantom & Crimson Solitaire, pushes away surrounding enemies once deployed. | |
Introduced in Stultifera Navis, launches the namesake towards its deployment direction that damages and Stuns enemies it comes in contact with. Can be modified with Little Handy components. | |
Introduced in Ideal City, redirects incoming Self-Driving Carts into another direction and gives them a momentary burst of MSPD. | |
Introduced in Episode 11, summons Allerdale who creates a short-lasting Barrier on a friendly unit and others nearby. | |
Introduced in Mizuki & Caerula Arbor, can be used to heal friendly units. | |
Introduced in Where Vernal Winds Will Never Blow, buffs the ASPD and MSPD of enemies, which can stack without a limit. Will be deployed on top of the first Yumen Catastrophe Defense passed through by a Shanhaizhong Relayer or Harbinger. | |
Introduced in Hortus de Escapismo, can be used to temporarily block Monastery Inhabitants, preventing them from straying into dangerous areas. | |
Introduced in Hortus de Escapismo, can be used to repair a broken Makeshift Walkway. | |
Introduced in So Long, Adele, creates Pure White Steam in the vicinity when broken by friendly units (and only friendly units) once deployed. Can be redeployed after being broken, with the redeployment time shortened whenever a Pure White Steam is created. | |
Introduced in Zwillingstürme im Herbst, will be attacked by friendly units, having a very high aggression level, and transfers all damage taken into the Aspect of Creation, which will release them as a damaging Physical projectile. Will self-destruct after being deployed for a while and can be redeployed. | |
Introduced in The Rides to Lake Silberneherze, can be used to instantly light up an Emergency Heater. | |
Introduced in Here A People Sows, can be used to contain the spread of Blight on Farmlands. Certain enemies can wear down and eventually destroy Throttle Valves, however. | |
Introduced in Here A People Sows, can be used to clear Blighted Farmlands or spreading Blight to the frontal Farmland depending on the state of the Farmland behind it over time. The Pumping Station's range can be extended by deploying a friendly unit behind it. | |
Featured in the Babel event, continuously fires a beam straight ahead that deals Arts damage to friendly units and heals enemies caught in its path. Destroying the Door is the only way to damage "Amiya", but it has a low aggression level and Amiya can rotate them every so often. | |
Introduced in Episode 14, spawns a Beacon on the spot when destroyed. | |
Featured in Episode 14, he is automatically deployed as part of the story in 14-10. | |
Introduced in Path of Life, friendly ranged units can be deployed on the Carapace, which can block (and be attacked by) enemies; if the Carapace is destroyed, the Operator on it will be knocked out as usual, but have their redeployment time reduced. | |
Introduced in Path of Life, launches the namesake towards its deployment direction that instantly destroys Excrescent Carapaces and removes Nethersea Brand in its path, as well as Stunning and knocking away enemies struck. | |
Introduced in Adventure That Cannot Wait for the Sun, creates a purified Crystal which be used to connect separate clusters of Crystals and expediting their cleanup process. | |
Introduced in Adventure That Cannot Wait for the Sun, removes all Crystals straight ahead shortly after deployment and can be redeployed. |
Static
Static devices are permanently placed on the operation's map and can be used at the player's discretion through the device's skills. Not all static devices are useful for the player; some are hostile to friendly units and are activated on their own without the player's intervention.
All static devices are invulnerable with exceptions noted in the table below.
- For a list of static devices in Integrated Strategies, see Device (unit type)/Integrated Strategies#Static.
- For a list of static devices in Stationary Security Service, see Device (unit type)/Stationary Security Service#Static.
- For a list of static devices in Reclamation Algorithm, see Device (unit type)/Reclamation Algorithm#Static.
Device | Use |
---|---|
Damages and Stuns surrounding enemies at the cost of some DP. | |
Reveals nearby invisible enemies when activated. | |
Introduced in Episode 05, periodically fires a bolt straight ahead that damages the first friendly unit hit by the bolt. | |
Introduced in Episode 06, periodically releases a frigid wave that inflicts Cold to friendlies caught in its wake. There is also a friendly variant named FrostNova's Originium Ice Crystal, introduced in Episode 08. | |
Introduced in Episode 07, periodically releases a pulse of Originium energy that deals True damage to all units caught in its wake. Sarkaz Guerrilla Casters and Fighters take no damage from the pulses and will be enhanced instead. There is also a friendly variant named Patriot's Originium Altar, appearing in Episode 08. | |
Introduced in Episode 08, prevents allied units from moving through and reroutes enemies like Roadblocks until destroyed by friendly units, who can attack it but has a low aggression level. | |
Introduced in Episode 08, will release fireballs that deal Arts damage and inflicts Burning Breath to the four cardinal directions if not destroyed by friendly units first, which has a high aggression level. | |
Introduced in Code of Brawl, can be activated once charged at the cost of DP to increase the Unit Limit. Can be attacked by enemies; the player will lose 1 Life Point if a Command Terminal is destroyed. | |
Introduced in Darknights Memoir, generates a strong airflow that increases/decreases the ATK of friendly units and the MSPD of enemies depending on their direction towards the airflow. | |
Introduced in Twilight of Wolumonde, attacks enemies with a percentage-based Arts attack and heals friendly units once captured by deploying friendly units adjacent to it. Certain enemies can contest Gramophones, eventually turning them hostile. | |
Introduced in The Great Chief Returns, increases the DEF of adjacent friendly units and can be cleared by Rhodes Island Temporary Employees to create Stumps. | |
Introduced in Mansfield Break, temporarily Stun enemies and imprisons freed Prisoner enemies caught in its wake at the cost of some DP. Can be attacked by enemies. | |
Introduced in Contingency Contract Lead Seal, reroutes enemies like Roadblocks until destroyed by enemies, who can attack them if it blocks one. | |
Introduced in Operation Originium Dust, blocks Sandstorms and reroutes enemies like Roadblocks. Can be damaged by Sandstorms (unless once reinforced) and attacked by enemies if it blocks one. | |
Featured in Old Plate Ruins (Multivariate Cooperation: Defence Protocols), can be used by the upper player to deal massive True damage and Stun enemies on the lower layer. | |
Featured in Ancient Ruined Tower (Multivariate Cooperation Defence Protocols), can be used by the upper player to spawn a Cheap/Remodeled Second-hand Drone on the lower layer. | |
Featured in Abandoned Factory (Multivariate Cooperation Defence Protocols), can be used by the upper player to temporarily stop noxious gas from being released on certain parts in the lower layer. | |
Introduced in A Walk in the Dust, spawns Air Support Drones when they are summoned by certain enemies. | |
Introduced in Under Tides, gradually removes Nervous Impairment when activated by a friendly unit or Automatic Maintenance Drone adjacent to it, the latter of which improving the Nervous Impairment removal rate. | |
Introduced in Episode 09, can be damaged by reducing its HP to 0 and collapsed by attacking it once damaged, severely damaging enemies in its way or instantly knocking out friendly units and leaving behind Battlefield Ruins on deployable tiles. Can be instantly collapsed with Demolition Devices, but can only be attacked/damaged by adjacent friendlies. | |
Introduced in Near Light, provides visibility to the nearby tiles which is expanded once activated at the cost of some DP. | |
Introduced in Guide Ahead, periodically generates SP to friendlies or replenish the ammunition used by certain enemies once captured by attacking it (which has a low aggression level), at which the Stop releases a pulse that damages and Stuns nearby hostiles. | |
Introduced in Lingering Echoes, emits a Realigned Flux to the direction it is facing. | |
Introduced in Lingering Echoes, redirects the Realigned Flux into another direction. | |
Introduced in Lingering Echoes, can be charged up by linking it with Realigned Fluxes; once fully charged, friendly units can be deployed on it, who emits a new Realigned Flux to the direction they are facing. | |
Introduced in Ideal City, spawns a Self-Driving Cart when its skill is used at the cost of DP. Certain Gears can change the Launchpoint's skill to become toggled, continuously spawning Carts as long as the player have enough DP until deactivated. | |
Featured in Trials for Navigator, greatly buffs the maximum HP, ATK, and DEF of friendly units for the current wave. Can only be activated after clearing the wave where the Entitative Program appears and then reaching the specified wave upon redoing the TN operation. | |
Introduced in Dorothy's Vision, will restore SP when an Experiment Product comes in contact with them and becomes activated as the corresponding R-Series Power Armor enemy should their SP is fully restored. | |
Introduced in Episode 11, continuously expels Corruption in the vicinity that also inflicts Necrosis Damage once at below 50% HP. When destroyed, a Rot Eater will emerge from the Twigs; it will also self-destruct once all other enemies are defeated. | |
Introduced in Where Vernal Winds Will Never Blow, able to block a large number of enemies to stall them until destroyed. | |
Introduced in Episode 12, generates DP and increases the DP cap when destroyed. | |
Introduced in Hortus de Escapismo, periodically drop Rolling Rocks that damages friendly units and Monastery Inhabitants, and reduces the durability of Makeshift Walkways in its path, and explodes when blocked or in contact with walls for even more damage. | |
Introduced in Hortus de Escapismo, reduces the Panic of Monastery Inhabitants in the vicinity and can be used to greatly reduce their Panic at the cost of DP. Can be attacked by enemies; if destroyed, its ruin further increases the Panic of Inhabitants in the vicinity instead. | |
Introduced in So Long, Adele, renders adjacent friendly units immune to both types of Steam and creates Pure White Steam on the target's position when attacking ground enemies. | |
Introduced in Come Catastrophes or Wakes of Vultures, releases hot wind several tiles ahead for a short time when charged up that deals Arts damage over time to all units and reduces the MSPD of enemies but causes those who are subject to the Energy mechanic to generate 1 Energy whenever the Waste Heat Vent damages them. Can be charged up by having friendly units attack the Vent, who can attack it (without dealing damage) and it having a low aggression level. | |
Introduced in Episode 13, periodically emits a pulse that turns Blood Ambers caught in its wake into Bloodborn Spawns. | |
Introduced in Episode 13, spawns an Anti-Witchcraft Repositionable Bomb at the cost of DP when its skill is fully charged; only one Bomb can be present at a time for each Loading Point. | |
Introduced in Episode 13, periodically spawns Blood Ambers and releases a blood mist that turns the Ambers into Bloodborn Spawns. If Duq'arael, "Regent's Crimson" is defeated while the Throne is present, he will respawn from it indefinitely; once destroyed, Duq'arael will enter his Second Form. | |
Introduced in Zwillingstürme im Herbst, can be used once charged up by having friendly units attack every Node on the map (which has a low aggression level) and a variation is in effect to switch the variation. Sometimes has a shield that blocks all Physical and Arts attacks from a specific direction. | |
Introduced in Zwillingstürme im Herbst, releases all damage taken by the deployed Aspect of Annihilation as a projectile that deals Physical damage to enemies coming into contact with it. Will periodically relocate into different positions on the map. | |
Introduced in The Rides to Lake Silberneherze, renders surrounding friendly units immune to Cold/Freeze and can counteract the Frigid environment, but must be lit up by attacking the Heater first (which has a very high aggression level) or using a Flint on it. The lit Heater will extinguish over time unless if a friendly is on the right of it. | |
Introduced in Operation Lucent Arrowhead, obstructs the line of sight of enemies with Straight Shots, preventing them from using it towards friendlies behind the Barricade or blocking the Shot if the friendly is Exposed. Can be repaired or reinforced with a Block Reinforcement Device, with the latter boosting its HP and DEF. | |
Introduced in Operation Lucent Arrowhead, unleashes an explosion dealing Physical damage and Stunning friendly units and enemies caught in its wake as well as instantly destroying unreinforced Barricades when destroyed; the Explosive will not be attacked but can be affected by collateral damage. | |
Introduced in the Babel event, periodically fires a projectile straight ahead that deals Arts damage to friendly units and heals enemies in its path until destroyed. | |
Introduced in Episode 14, initially must be disabled to stop Torrent Beam Activators from firing red beams and later must be charged and activated to have the Activator fire golden beams. | |
Introduced in Episode 14, initially fire red beams that damage friendly units until the Core Amplifiers are disabled, and later fire golden beams that damage enemies and being the only reliable way to damage and eventually defeat the Kindling Revenant after a Core Amplifier is charged and activated. | |
Introduced in Path of Life, must be charged by deploying friendly units on the adjacent high ground tiles; once charged, friendly units on high ground tiles within the Beacon's area-of-effect have their attacks also inflicting Burn Damage and enemies have their MSPD reduced. |