Menu
Polymerization Preparation

Archetype Guide

Arknights has a large number of classes and subclasses, possibly to the extent of being confusing for new players. To add to the confusion, there weren't official subclass names until fairly recently, so there's a lot of information that uses fan-designated names that might not line up with the official ones. This is an attempt to address all of that.

Click on a class below:

Vanguards Guards Defenders Snipers Casters Medics Supporters Specialists

Casters

Casters are the Arts damage-based ranged DPS archetype. They can deal with tanky enemies that snipers might have issues with. As a consequence, they're more expensive and usually attack slower.

Core Casters

Trait: Deals Arts Damage
Also known as: Single-target casters
Difficulty: Beginner

Core casters are the cheapest of the casters, with the fastest attack speed (similar to Marksmen for the snipers). They're also very well-rounded - they can dish out high single-target damage on tough enemies, but they can also deal with light mobs fairly well.

Splash Casters

Trait: Deals AOE Arts Damage
Also known as: AOE casters
Difficulty: Beginner

Splash casters have fairly high attack and do splash damage at the cost of high DP and slow attack speed, analogous to Artillerymen for the snipers. Unlike the Artillerymen, they have a smaller attack range. They excel at dealing with dense mobs and chokepoints, particularly when those mobs include enemies with higher defense.

Blast Casters

Trait: Deals AOE Arts Damage in a long line
Difficulty: Intermediate

Blast casters have very high attack and can attack all enemies in their range, which is the 5 tiles in front of them. They're completely unmatched in situations where you can line them up over multiple lanes or in the back of a long corridor, but in maps that don't allow this, they might not be able to keep up due to their slow attack speed.

Chain Casters

Trait: Attacks deal Arts damage and jump to 3/4 other enemies. Each jump deals 15% less damage and inflicts a brief Slow
Difficulty: Beginner

Chain casters have attack stats between that of the Core and Splash casters, and the nature of their attacks also bridges the gap. They can chain between multiple targets around the enemy they're attacking, though this damage decays between jumps. They also slow enemies when they attack, which helps compensate for their slower attack speed. Their single-target DPS is middling, and they can't deal with enemy densities as high as the Splash casters, but they have the distinction of being able to massively increase their effective range through their chains.

Mech-Accord Casters

Trait: Controls a Drone to deal Arts damage to an enemy; When the Drone continuously attacks the same enemy, its damage will increase (up to 110% of the operator's ATK)
Also known as: Drone casters
Difficulty: Intermediate

Mech-Accord casters have the lowest base attack of the casters, but they also have a drone that attacks alongside them. Much of their power comes from this drone, which can get ridiculously powerful if it attacks the same enemy for long enough. This makes them better suited for focusing on one tough enemy instead of large groups.

Phalanx Casters

Trait: Normally does not attack, but has greatly increased DEF and RES; When skill is active, attacks deal AOE Arts Damage
Also known as: Modal casters
Difficulty: Intermediate-advanced

Phalanx casters have fairly good attack stats, but they don't attack unless their skills are active. When their skills are inactive, they instead have defense and RES comparable to a defender. They're easy to use if you only plan on using them to tank damage, but making use of their skills requires good timing and practice if they're constantly in danger of being attacked.

Mystic Casters

Trait: Attacks deal Arts damage; When unable to find a target, attacks can be stored up and fired all at once (Up to 3 charges)
Also known as: Charge casters
Difficulty: Advanced

Mystic casters have the highest base attack of the casters, but they also have the slowest attack interval. They compensate for this by storing attacks when they're not using them, then unleashing them all at once when an enemy comes in range. As such, their skills mainly revolve around quickly storing or preserving their charges. They do best when placed far back enough that they have time to build charges before an enemy comes into range, and they can often oneshot powerful enemies if used well.