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Guard

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This article is about the Operator class. For the NPC, see Guard (NPC).
Guard
Guard.png
Roles
Damage dealer
No. of Operators
82
In Other Languages
Chinese
近卫

Guard is one of the eight Operator classes in Arknights.

Overview[edit]

Guards have high HP and ATK which gives them high DPS output. They often have good synergy with the other classes, especially Defenders who can block enemies to be pummeled by Guards or with each other to deal even more damage with coordinated attacks.

The only weakness that most Guards have is a lack of base RES, making them noticeably vulnerable to enemy Casters and Arts Guards.

Branches[edit]

Icon Information

Dreadnought
Blocks 1 enemy
Strong melee attacker with high ATK and HP

Centurion
Attacks all blocked enemies
Multi-target melee attacker hitting targets equal to their block count

Lord
Can launch Ranged Attacks that deal 80% of normal ATK
All-around melee attacker using a ranged attack that deals 0.8× damage when not blocking enemies, capable of hitting aerial enemies

Arts Fighter
Deals Arts damage
Melee Arts attacker; most skills involve some form of self-survivability or defensive enhancements

Instructor
Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%
Supportive melee Operator with extended range and dealing 1.2× damage when attacking enemies they are not blocking, and augments friendly units with their skills/talent(s), usually melee ones

Fighter
Blocks 1 enemy
Melee attacker with a very fast attack interval

Swordmaster
Normal attacks deal damage twice
Melee attacker delivering two strikes in each attack, typically having skills that specialize in instant bursts of damage or utility, and which typically charge their SP only by attacking

Soloblade
Can't be healed by other units. Recovers 30/50/70 self HP every time this operator attacks an enemy
Very strong melee attacker that cannot be actively healed but recovers some HP in each attack and become more effective as they lose HP through Tenacity

Liberator
Normally does not attack and has 0 Block; When skill is inactive, ATK gradually increases up to +200% over 40 seconds. ATK is reset when the skill ends
Very strong melee attacker that only attacks and block enemies during skill activations with an ATK buff over time outside skill activations that resets upon the skill expiring; skills typically involve attacking several enemies in a large range

Reaper
Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 HP for every enemy hit during attacks, up to Block count
Sweeping melee attacker that hits all targets in range and cannot be actively healed but recovers HP for each enemy hit by attacks that are capped to the block count

Crusher
Attacks all blocked enemies
Very strong but completely defenseless multi-target melee attacker hitting targets equal to their block count, receiving all damage directly to their HP pool

Earthshaker
Attacks deal 50% ATK as AOE Physical damage to enemies around the target.
Melee attacker that deals half-strength area-of-effect damage to enemies around the primary target in each attack

Primal
Blocks 2 enemies, and can inflict Elemental damage
Melee attacker capable of inflicting Elemental damage on enemies

Mercenary
Can consume DP to enhance combat capabilities.
Melee attacker that can consume DP to empower their skills

Interactions[edit]

OperatorSubjectInteraction
Pepe
Perfuse With Lotus Increases the ATK of Guards by 16% (+4% Pot. 3) while Pepe is deployed.

Wild Mane
Forward March Lowers the DP costs of all undeployed Guards by 1 when Wild Mane is deployed for the first time. At Elite 2, Forward March takes effect whenever Wild Mane is deployed and can reduce the undeployed Guards' DP cost by a maximum of 5.

Trivia[edit]

  • Out of all eight classes, Guard has the most members; with the introduction of class branches, Guard have the most branches as well, of no less than 13 as of The Masses' Travels.

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