Energy

From Arknights Terra Wiki
Jump to navigation Jump to search

Energy is a unique enemy mechanic in Arknights, introduced in Come Catastrophes or Wakes of Vultures.

Overview

Members of a gang hired by the corrupt bank of Davistown somehow have access to experimental thermal energy equipment that can augment their physical abilities once charged up by absorbing heat from the surroundings, with some even used thermal-powered weapons. This is represented by a yellow meter below the enemies' HP, with different enemies having different Energy cap.

For every point of Energy the enemy has, their ATK and DEF will be increased by 10% and 20%, respectively, making them considerably more dangerous and resilient as they build up Energy. Furthermore, should the enemy's Energy is maxed out, they will enter an Overload state for some time, during which their ASPD, DEF, and RES are further increased by 120, 200%, and 30, respectively; once Overload ends, their Energy will be depleted.

Enemy Energy cap Overload duration
Paramilitary Gangster sprite.png
Paramilitary Gangster Leader sprite.png
10 10 seconds
Paramilitary Thief sprite.png
Paramilitary Thief Leader sprite.png
5
Paramilitary Sniper sprite.png
Paramilitary Sniper Leader sprite.png
Paramilitary Axeman sprite.png
Paramilitary Axeman Leader sprite.png
Paramilitary Defender sprite.png
Paramilitary Defender Leader sprite.png
20 20 seconds
Paramilitary Bombardier sprite.png
Paramilitary Bombardier Leader sprite.png
30

Interactions

Waste Heat Vents increase the Energy of enemies within their range by 1 every second once activated.

Enemy Interaction
Radioactive Originium Slug sprite.png
Radioactive Originium Slug α sprite.png
Their explosion upon defeat increases the Energy of all enemies present by 1.
Paramilitary Thief sprite.png
Paramilitary Thief Leader sprite.png
Since they do not attack, the Overload ASPD buff is redundant for them.
Paramilitary Sniper sprite.png
Paramilitary Sniper Leader sprite.png
Can stop and increase the Energy of enemies in a radius of 2.2 tiles (including self) by 1 every second (lasts 5 seconds, 5/28 seconds cooldown).
Paramilitary Axeman sprite.png
Paramilitary Axeman Leader sprite.png
Drains 1 Energy from other enemies in a radius of 2.2 tiles around self every second, unless if the enemy is in the Overload state.
Paramilitary Defender sprite.png
Paramilitary Defender Leader sprite.png
Spawns with 15 Energy but loses 1 Energy every 10 seconds.
Paramilitary Bombardier sprite.png
Paramilitary Bombardier Leader sprite.png
Spawns with 25 Energy but loses 1 Energy every 5 seconds.