ID card
Kale#8042
Current supports
Proviso Lv80 S2M3
Lee Lv70 S3M3
Gnosis Lv90 S2M3
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
Specialists are primarily melee operators that... specialize in doing one thing really well. Most of them have good DPS capabilities, but aren't plug-and-play the same way dedicated DPS operators like guards are.
Trait: Can attack multiple enemies up to Block count; Can be deployed on Ranged Tiles
Also known as: Pusher specialists (referred to this way because Push Stroker is stupid)
Difficulty: Beginner-advanced
Pusher specialists can push enemies away with their skills. Like Centurion guards, they can attack enemies up to their block count, which is 2. Usually, you're going to use them to push things into holes, but they can also be used to stall or disrupt enemy attacks. Their attack is fairly high, so they can do a decent amount of damage as well. In contrast to Hookmasters, Pushers are equipped to block enemies directly, though they can be deployed on ranged tiles as well.
Trait: Can Shift enemies by using skills; Can be deployed on Ranged Tiles
Also known as: Puller specialists
Difficulty: Beginner-advanced
Hookmaster specialists can pull enemies towards them with their skills. They can only attack one enemy at a time, but they have an attack range of 3 tiles in front of them and can hit aerial enemies. They're usually used to pull things into holes, but they can also disrupt enemies by pulling them. They can also be used as ranged DPS. In contrast to Pushers, Hookmasters are equipped to attack from a distance, though they can be deployed on melee tiles as well.
Trait: Significantly reduced Redeployment Time
Also known as: Fast-redeploy specialists
Difficulty: Beginner-advanced
Executor specialists have the shortest redeployment time of any archetype, at 18 seconds. They also have skills that activate when they're deployed. Their stats are average, with buffs coming from their skills, so they're intended to be deployed around the map for short durations rather than left on the field. Depending on the operator, they can soak damage, assassinate targets, or debuff enemies.
Trait: Deals Damage to all targets within range. 50% chance to dodge Physical and Arts attacks and is less likely to be targeted by enemies
Also known as: Stalker or controller specialists
Difficulty: Intermediate
Ambusher specialists are the only operators to intrinsically have a block count of 0. They have relatively high attack with respectable defense and RES, supported by negative enemy targeting priority and 50% Physical and Arts dodge. They can attack all enemies in their range, and many of them have crowd control capabilities to support themselves and your team. They're best used in large crowds of enemies, where they can pick them off or stall them before they reach your frontline. However, their inability to block, slow attack speed, and relatively small range means they usually need help to pick off any survivors.
Trait: Continually loses HP over time
Also known as: Sacrificial specialists
Difficulty: Advanced
Geek specialists are ranged operators with relatively low DP cost, but they're very tricky to use in multiple aspects. They lose HP constantly, which will kill them if it's not dealt with. To justify this, they offer powerful buffs for allies... but it comes at the cost of friendly fire damage or negative status effects! Buffs in general are typically overkill for casual players, especially when they come with so many caveats, but they can come in very handy in advanced gameplay. Geeks can also be used as makeshift snipers, as they have good attack, can inflict crowd control with their normal attacks, and have skills that increase their own attack speed.
Trait: Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 DP are consumed every 3 seconds (automatically retreats without sufficient DP)
Also known as: DP-drain or tax specialists
Difficulty: Intermediate-advanced
Merchant specialists have great stats, low DP cost, a shortened redeployment cooldown of 25 seconds, and skills that charge fast and last forever (making them stronger field combatants than Executor specialists). But it comes at the cost of them taking 3 DP every 3 seconds and not giving it back when they're retreated. As a result, you can't gain DP naturally while they're on the field, so it's usually best to retreat and redeploy them as needed instead of leaving them there.
Trait: Can use traps to assist in combat, but traps cannot be placed on tiles already occupied by an enemy
Also known as: Trapper specialists
Difficulty: Advanced
Trapmaster specialists have the same range and a similar stat loadout as Marksman snipers, but their main feature is traps that can be placed anywhere on the map. The traps inflict additional damage and sometimes negative status effects. Only a certain number of traps can be held and deployed at once, but they refresh quickly through skills, and they don't count towards the deployment limit. Traps are triggered whenever an enemy steps on them, and they can't be deployed on tiles with someone on them. Using Trapmasters effectively requires good timing and familiarity with enemy pathing on a map. While the traps can dish decent damage, they won't be able to defeat tougher enemies without team support.
Trait: Does not retreat upon receiving lethal damage, instead swaps to a Substitute (Substitute has 0 Block). Swaps back to the original after 20 seconds
Also known as: Substitute specialists
Difficulty: Advanced
Dollkeeper specialists are strong combat units with 2 block and decent HP and defense. When they're knocked out, they instead switch to a substitute that can attack but can't block enemies, which will stick around for 20 seconds before switching back to the original (fully healed, but without any SP). Their skills offer them increased damage at the cost of their HP, so careful planning is needed to make sure they switch out with their substitute at optimal times. Additionally, their substitutes can still be knocked out, which will remove them from play completely, so they don't do well with ranged enemies that attack faster than they can switch back and forth.