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Fuze
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★★★★★
Fuze |
||
| Class | ||
| Branch | ||
| Faction | ||
| Position | Melee | |
| Tags | AoE Survival | |
| Trait | Attacks all blocked enemies[note 1] | |
| How to obtain | Operation Lucent Arrowhead – Spec Ops Notes | |
| Operator | File | Story | Overview | Dialogue | Gallery | Trivia |
Fuze
Internal name
char_4126_fuze
In Other Languages
Simplified Chinese
导火索
Traditional Chinese
導火索
Japanese
フューズ
Korean
퓨즈
Character Voices
Gabriel Furman
Basic Info
Gender
Male
Combat Experience
Unknown
Place of Birth
Unknown
Date of Birth
October 12th
Unknown
Height
180 cm
Infection Status
Medical tests have confirmed that no infection is present.
Physical Exam
Physical Strength
Standard
Mobility
Normal
Endurance
Standard
Tactical Acumen
Excellent
Combat Skill
Excellent
Originium Arts Assimilation
■■
| “ | Chaos is only an enemy if you're unable to adapt. | ” |
Fuze is a crossover 5★ Team Rainbow Centurion Guard Operator in Arknights. He is one of the four Operators in Rainbow Six Siege introduced in Operation Lucent Arrowhead.
Stats[edit]
Range
■□ |
Attributes
| 1213 – 1556 | 1556 – 1995 | 1995 – 2660 | – | |
| 321 – 446 | 446 – 604 | 604 – 795 | +40 | |
| 122 – 175 | 175 – 237 | 237 – 290 | +40 | |
| 0 | 0 | 0 | – |
| 80 seconds | |
| 21 / 23 / 25 | |
| 2 / 3 | |
| 1.2 seconds |
Potential
DP cost -1 |
Redeployment time -10 seconds |
DP cost -1 |
Improves Ballistic Shield |
DP cost -1 |
| Total Cost |
|---|
Promotion
| |
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Talent[edit]
| Ballistic Shield | |
|---|---|
| Gains 17% ranged Physical resist | |
| Gains 20% (+3%) ranged Physical resist | |
| Gains 27% ranged Physical resist | |
| Gains 30% (+3%) ranged Physical resist | |
Skills[edit]
Force Recon Auto RecoveryManualToggled |
|---|
| Lv. | Description |
| ||
|---|---|---|---|---|
| Attack range +1, ATK +10%, ASPD +60 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
15 | 55 | –
| |
| Attack range +1, ATK +11%, ASPD +60 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
15 | 54 | –
| |
| Attack range +1, ATK +12%, ASPD +60 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
15 | 53 | –
| |
| Attack range +1, ATK +13%, ASPD +70 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
18 | 52 | –
| |
| Attack range +1, ATK +14%, ASPD +70 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
18 | 51 | –
| |
| Attack range +1, ATK +15%, ASPD +70 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
18 | 50 | –
| |
| Attack range +1, ATK +17%, ASPD +75 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
21 | 49 | –
| |
| Attack range +1, ATK +22%, ASPD +80 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
22 | 48 | –
| |
| Attack range +1, ATK +25%, ASPD +85 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
23 | 47 | –
| |
| Attack range +1, ATK +30%, ASPD +90 Skill activation grants 100 ammo and the skill ends when all ammo is used (Can manually deactivate skill) |
25 | 45 | –
|
Cluster Charge Auto RecoveryManual |
|---|
| Lv. | Description |
| ||
|---|---|---|---|---|
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 380% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 10 | 40 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 390% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 10 | 39 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 400% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 10 | 38 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 410% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 13 | 37 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 420% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 13 | 36 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 430% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 13 | 35 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 440% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 16 | 34 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 450% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 17 | 33 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 460% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 18 | 32 | –
| |
| Upon skill activation, places a Cluster Charge on the high-ground tile in front, causing 5 explosions on the passable tile behind it; Each explosion deals 480% of ATK as Physical damage to surrounding targets. Skill can only be used when this unit is facing a high-ground tile with a passable tile behind it; Can only be used 3 times per deployment | 20 | 30 | –
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| Additional information | ||||
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Skill upgrades
Operator Modules[edit]
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Operator Fuze has demonstrated a remarkable aptitude for swift and fierce enemy suppression in combat. The Field Operations Department has thus passed the following resolution: This operator shall be appointed a Guard Operator during field operations. In witness whereof, This badge is hereby conferred upon the above named, whether this band of soldiers needs such recognition notwithstanding. |
|---|
![]() |
Attributes increased: HP +100, ATK +50 Trait improved: While above 50% HP, reduces the amount of Physical damage taken by 20% | |
|---|---|---|
Attributes increased: HP +150, ATK +60 Ballistic Shield improved: Gains 30% ranged Physical resist, +3% DEF | ||
Attributes increased: HP +180, ATK +70 Ballistic Shield improved: Gains 32% ranged Physical resist, +6% DEF |
| Module Missions |
|
|---|
| Prerequisites |
| ||
|---|---|---|---|
| Have at least 50% Trust with Fuze. | |||
| Have at least 100% Trust with Fuze. |
| Description |
|---|
| "Buddy, you are NOT a chatty type, huh!" After the gazillionth attempt to start up a conversation without getting a reaction, the Cautus worker in a yellow pair-o'-ears helmet stops operating his control panel and gives the man beside him a pat on the shoulders. With the machine kicked into auto anyway, it's not like it needs nannying. Seeming to recognize as much, the man finally turns his head. His eyes are hidden behind a black visor, barely discernible. He remains silent, and simply extends two fingers on his right hand and gives his own helmet a few taps. "Go on and say somethin', will ya? Saaaaay—woooords—" Throughout this temporary worksite echoes the rumble of Originium electronics, more often than not a soundboard to rival a nomadic plate's engine layer. But the voicebox of a Rim Billy worker, like the workers themselves, is filled with a power that cuts through just about everything. The man appears a little confused. He feels around behind him, then unexpectedly pulls out a mirror. He takes a glance at his own reflection, then raps on his helmet again in the same manner as before. The worker doesn't get to respond before he sees, out of nowhere on the man's visor, a smiley face positioned right between where his eyes would be. There's a line of Victorian text below too, split by his nose into halves. The left side reads "I'M SHY," and the right, "AND QUIET." The worker tries as hard as he can to keep a straight face. His lower lip twitches side to side, his teeth grind over each other, and he doesn't leak a single word. But soon, he can't hold in anymore, snorts, and begins to laugh. "Probe has reached scheduled depth. Drill decelerating. Prepare to turn off and take samples." That's an announcement from Control Center 2. It sits 80m straight above them, and 50m above that are the natural caves of Camp 2 and tracks to the auxiliary shafts. Another 600m up is the surface, and outside from there are the Tallgann Mountains for miles and miles forever. The drill mentioned in the announcement is a fair way deeper into the earth than they are. "—Hold on, Number 2 is too deep. Abnormal tremors in 2's shaft walls. Calling emergency stop!" The second announcement comes hot on the heels of the first, as if some kind of prank. Something unwelcome has been welcomed. The worker throws himself onto the control panel, pounding a fist on the largest, roundest red button of them all. It's the one to emergency-dump the drill and inject extra polymer prep into the shaft walls. But the injector doesn't respond, and the Originium electronics continue to roar. A ginormous thud echoes through the worksite, seemingly not from deeper depths, but from times long, long ago. One thud becomes two, then three, then a string of them. The two watch as even the wall outside them finally begins to experience its own fierce tremors. Number 2 has drilled too deep and awakened something, and that something is heading for the sunlight. "Detonating all Cluster Charges!" The worker's never heard this voice before, but in an instant discerns that it has to be the man's shout. Perhaps because of this shout, or perhaps because of what it triggers elsewhere... The tremors cease. Silence seems to reign again for a while, until there comes another announcement urging evacuation. "Your tender said 'use of Originium explosives forbidden', so here I am." This may be the second time the man's opened his mouth today, and his voice is far quieter than a moment ago. "There's issues with your emergency injector system. Once we're up top, come with me to tell them, and then I'll take a look." "Er. Right. You got it." After experiencing an accident whose true severity will only be known later, a conversation finally ensues. "...What's with that light-up stuff in your visor though, eh? That's one hell of a lark, buddy." |
Base skills[edit]
| When this Operator is assigned to be the Trainer in the Training Room, Operators' Specialization training speed +10% for each Operator in the Base (excluding Assistants and Activity Room users, caps at 4 Operators) |
| When this Operator is assigned to a Factory, Productivity +20%; for every 1 Ursus Specialty Beverage, capacity limit +2 |
Changelog[edit]
|
Notes[edit]
- ↑ Although not acknowledged in-game, Fuze can attack aerial enemies despite being a melee Operator, like that of Hookmaster Specialists.


