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Guard: Liberator
| Guard branches | ||||||
|---|---|---|---|---|---|---|
| Dreadnought | Centurion | Lord | Arts Fighter | Instructor | Fighter | Swordmaster |
| Soloblade | Liberator | Reaper | Crusher | Earthshaker | Primal Guard | Mercenary |
| “ | 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. | ” |
| —Trait description |
Liberator is a branch of the Guard class in Arknights.
Unlike other Guards, Liberators will only attack and block enemies when their skill is active; they are disarmed and cannot block enemies otherwise. They boast a surprisingly very high HP, decent DEF, the ability to block two enemies (when the skill is active) or three at Elite 2, and an attack range covering their frontal and side tiles, but with a below-average ATK at first glance; Liberators have their ATK periodically increased when their skill is not active, up to 200% (i.e. tripled) after 40 seconds (thus their ATK increases at a rate of 5% every second), which will reset when their skill expires after being activated.
Modules[edit]
Liberator
| Module | Information |
|---|---|
LIB-X
|
Strategies[edit]
- Liberators are essentially useless when their skills are inactive, but are capable of massive damage once they go on the attack. Hence, knowledge of the enemy formations and when they will appear, as well as the Guard's skill cycles, is key to using them to their full potential.
- Liberators have surprisingly high HP, DEF, and RES which makes them fairly useful for baiting and tanking ranged attacks. Mlynar's and Tequila's talent supports this use case by retaliating with some damage when attacked.
Tips[edit]
- Liberators' low base ATK and high ATK scaling from their trait means that ATK buffs are not as effective as increasing their damage output, as they will scale additively with their trait's ATK scaling and have diminishing returns.
- Because Liberators cannot block enemies by themselves without skills, additional ground units, especially Defenders, are recommended to hold off enemies while they charge up.
- Even if their skill becomes ready before then, note that it takes 40 seconds for a Liberator's trait to fully charge. Although their skill can be activated early if needed, optimal damage will only occur if the Guard is allowed to fully charge their trait before attacking.
- Despite being counterintuitive, Operators that can provide SP is recommended to help Liberators to charge up them skills faster (though keep in mind the tip above).
