"Gate"
This article pertains to a subject that is not yet released in the Global server of Arknights. |
This enemy's name, description, and trait(s) are tentative translations which may not represent the official English localization and will be updated when Sarkaz's Furnaceside Fables is announced or released in the Global server of Arknights. |
The "Gate" is an elite enemy in the Integrated Strategies game mode of Arknights.
Overview
A strange entity resembling a sentient portal, Gates have formidable HP and powerful melee Arts attacks that make them dangerous foes in combat, although their defenses are very low to compensate. However, their true danger lies in their ability to "abduct" the last deployed Operator when defeated, instantly knocking them out and rendering them unable to be deployed until the player enters the next floor, but to make up for this, said Operator will be automatically promoted upon returning (if able and not already) as if they are sent away on a Scout. Thus, extreme care is advised when a Gate is present, as to ensure they they don't end up abducting a key Operator or catching the player off-guard. Fortunately, while a Gate is on the field, the edges of the screen will display a hazy, purple pulsing effect to make their presence known, and the player can also use Gates strategically to promote Operators for free.
Stats
HP | ATK | DEF | RES | MSPD | Atk. int. | E-RES | ERST |
---|---|---|---|---|---|---|---|
50000 A+ | 1000 A | 300 C | 10 C | 0.7 B | 3.5 C | 0 E | 0 E |
Weight | 5 |
---|---|
Life Point penalty | 1 |
Vulnerabilities
Silence | Stun | Sleep | Freeze | Levitate | Frighten | Fear |
---|---|---|---|---|---|---|
Immune | Immune | Immune | Immune | Immune | Vulnerable | Vulnerable |