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Elemental Injury
Elemental Injury is a gameplay mechanic in Arknights, introduced in Under Tides.
Overview[edit]
Elemental Injury is an auxiliary damage independent from HP that inflicts various negative statuses upon reaching a certain threshold. Originally, Elemental Injury could only be inflicted on friendly units; as of Expeditioner's Joklumarkar, it can also be inflicted on enemies by certain Operators, notably Ritualist Supporters, Primal Casters, Primal Protector Defenders, Primal Guards, and those with the Δ Operator Module (although not always).
Elemental Injury is displayed as a circular depleting meter above the unit's HP meter, which is only visible when they have taken Elemental Injury. If a single unit suffers from multiple Elemental Injuries at once, only the type with the highest value will be displayed. Once Elemental Injury reaches 1000 for friendly units and normal/elite enemies or 2000 for boss enemies (the meter is depleted), it will explode/burst and trigger a burst effect that varies depending on the type of Elemental Injury (see table below), after which the unit enters the cooldown state where they are immune to further Elemental Injuries and the Elemental Injury they suffered are cleared over the cooldown period, both of which applies to all types of Elemental Injuries if the unit suffers from multiple.
Enemies have the Effect Resistance/ERST attribute, which reduces Elemental Injury taken by a percentage (e.g. 10 ERST = -10% Elemental Injury taken). Prior to the release of Episode 15, there are no enemies with >0 ERST.
| Elemental Injury | Burst effect | Cooldown
|
|---|---|---|
| 10 sec.
| ||
Friendly: The victim takes 800 Physical damage and has -100 DEF (stacks). |
10 sec.
| |
Friendly: The victim takes 1200 Arts damage and has -20 RES for 10 seconds. Enemy: The victim takes 7000 Elemental damage and has -20 RES for 10 seconds. |
10 sec.
| |
| 15 sec.
|
Recovery[edit]
Wandering Medics remove Elemental Injury on friendly units as they heal them equal to half the Wandering Medic's ATK and can heal friendlies with full HP to remove the Elemental Injury on them.
| Operator | Source | Target | Value
|
|---|---|---|---|
Soundless Sustenance |
Friendly units within healing range once active |
| |
| Replenishing Mist | Healed target, lasts 4 seconds and can be stacked up to 3 times |
| |
| Sustenance from the Reaper | Self on attack for each enemy hit (capped to block count) |
| |
| Midst Markets, Dragons Dwell | Self per second when there are at least 4 Operators on the field; also applies to all Operators while skill |
|
Reduction[edit]
| Operator | Source | Target | Value
|
|---|---|---|---|
| Volcanic Ash Remedy | Friendly units within range | 12%; multiplied while
| |
| I Am the Camp | Friendly units with >50% Elemental Injury taken within range |
| |
Safe Zone |
Friendly units within range |
|
Trivia[edit]
- Prior to the Ending a Grand Overture update in the Global server, the official English localization occasionally uses different capitalization of "damage" to distinguish between the mechanic ("Elemental Damage") and the damage type ("Elemental damage"), but it is not consistent in this. This confusion possibly originated from the use of 元素损伤 (Yuánsù sǔnshāng) for Elemental Injury and 元素伤害 (Yuánsù shānghài) for Elemental damage in the original Chinese texts; 损伤 and 伤害 had the same meaning of "damage" despite the different characters for different contexts.
- If Elemental Injury is inflicted to a hostile device that can be targeted by friendly units, the meter will always appear similarly to that of a friendly unit.