Arknights: Endfield Tier List
Rankings aggregated from cross-checked community meta across multiple sources · updated 2026-07-10. Rankings reflect current community meta and will be refined with our own analysis.
How this list is graded
Operators are ranked by real endgame performance in the current patch — damage output or team value, flexibility across content, and investment cost. T0 warps the meta, T1 is excellent everywhere, T2 solid with the right team, T3 needs heavy support. NEW entries wait for stable data before final placement. A lower tier never means unplayable: a well-built favorite clears everything.
Meta Ranking
Detailed Operator Analysis
Why each operator sits at its tier — role, core mechanic, and strengths/weaknesses.
Gilberta is a pure crowd-control support, not a damage dealer, yet she sits at SS-tier thanks to her ability to bunch enemies together with Lift and slap the whole group with a short but devastating Arts Susceptibility debuff. Her passive talent, Messenger's Song, buffs her entire team on top of that, making her a near-universal include whenever a fight calls for grouping or field control. She earns T0 because her value isn't locked behind one specific DPS combo — she just works, in almost any comp.
Zhuang Fangyi is a melee Electric main-carry with extremely high damage output, using her Combo Skill to consume existing Electrification Infliction stacks on an enemy and then forcibly reapply Electrification to the target. As a 6-star Arts operator, her entire kit loops around this consume-then-reapply Electrification cycle to maximize single-target damage. She's T0 because she's a genuine hypercarry — invested properly, she puts out some of the highest single-target damage in the game.
Rossi is a Hybrid DPS dealing both Physical and Heat damage, playing more like a Striker than a typical Guard: she dashes in with her Combat Skill to deal Physical damage, Lift enemies, and stack Vulnerability layers on the target. Her flow is set-up-then-burst — pile on debuffs first, then unload big damage. She's T0 because dealing two damage types at once lets her slip past enemy resistances, and her Guard-with-a-twist kit gives her both durability and burst power that's rare for the class.
Camille is a 6-star Polearm Vanguard, filling a hybrid support/sub-DPS role rather than a standalone hyper-carry. Her core mechanism: she charges to the front line, uses her Skill to apply Heat Infliction/Susceptibility to enemies, and recovers team SP, then falls back so a DPS can capitalize on the Heat she just set up. That in-and-out rotation gives Camille real value for pacing combos and refilling SP, but her actual power hinges on the DPS she's paired with — hence the NEW tag for now, until more testing nails down her ceiling.
Mi-Fu is a 6-star Great Sword Guard, a close-range Crush DPS whose core mechanic is burning through enemy Vulnerability stacks to unleash high-multiplier Crush damage. She applies Physical Susceptibility/Vulnerability herself via her Combo Skill, then fires off a 3-stage Battle Skill that consumes those stacks for the payoff. Because she's fully self-sufficient — building and cashing in her own debuff without needing anyone else to set it up — she's both flexible to slot in and packs a high damage ceiling, earning her T1 standing.
Tangtang is a flexible Handcannon Caster who mainly fills a Sub-DPS/Support role with strong crowd control, and can slot into more than one position in a team. Her core loop is Whirlpool-into-Waterspout: the Combo Skill 'River, To Me!' spawns Whirlpool puddles (capped at 2), which are then converted into Waterspouts. She's T0 because that role flexibility, combined with strong AoE control, lets her slot into almost any comp and still pull her weight.
Perlica is a 5-star Caster who works as an Electric-Infliction support/sub-DPS. Her Battle Skill lays Electric Infliction over a small area to deal direct damage and open the door for debuffs, then her Combo Skill auto-triggers to cash in on that effect without extra input. Being only 5-star yet still landing in T1 speaks to how well she blends offense and support, making her an easy, flexible slot in almost any team.
Laevatain is a 6-star Sword Striker built as an explosive hyper-carry: her talent applies and consumes Heat Infliction on enemies, converting it into a stacking resource called Melting Flame that snowballs her damage. Because she generates that resource entirely through her own talent, she isn't tied to a dedicated support cast — she just needs time to stack before detonating, which is exactly why she's a top-tier burst carry without quite being a plug-and-play meta-definer.
Yvonne is a burst single-target assassin: she piles up Cryo or Nature Infliction stacks on an enemy, with support from teammates like Xaihi or Estella, then forcibly detonates the whole stack into one massive burst of damage. She's a controlled single-target DPS rather than a sustained one, so her damage output leans heavily on stacks built up beforehand. She's T0 because, once the setup is done right, her detonation delivers some of the highest burst damage in the game, even though reaching that ceiling asks for team coordination.
Pogranichnik is a 6-star Sword Vanguard who plays as a support-leaning Physical damage dealer: he buffs the team's ATK/DMG, generates SP for the whole squad, and still deals damage himself. The playstyle has teammates stack four layers of Vulnerability on the enemy first, then his Battle Skill consumes that stack. That three-in-one package — buff, SP generation, and damage — makes him a hugely flexible T1 pick, even though hitting his best output still relies on the team building up Vulnerability first.
Chen Qianyu is a Physical, sword-wielding Guard who works as a sub-DPS built around applying Vulnerability rather than carrying damage herself. Her Ascending Strike Battle Skill launches enemies and opens the first Vulnerability stack, then her Combo Skill piles on more for other Physical operators — or her own Ultimate — to cash in. The frontline playstyle is flexible on its own, but she only reaches full value in a Physical-heavy team that can exploit those stacks, which is why she settles at T2.
Ardelia is an all-around buff support who inflicts long-lasting Physical and Arts Susceptibility on enemies through a three-step chain: her Combo Skill applies Corrosion to a target that doesn't yet carry Arts Infliction or Vulnerability stacks, and a Final Strike is then needed to complete the sequence. She isn't a big damage dealer herself — instead she amplifies the whole team's damage through that extended debuff window. She's T0 because the buff is universal, fitting nearly any comp, even though getting full value means executing her combo chain in the right order.
Xaihi is an Arts Supporter who handles team-wide healing and damage amplification. Her Battle Skill keeps it simple: it triggers a Final Strike for whichever operator she's controlling, heals them if they're below full HP, or applies a damage-amplifying buff — no complicated setup needed. That simplicity makes her a safe pick for almost any team, but it also caps her ceiling below supporters with deeper build-around mechanics, landing her at T2.
Avywenna is a Polearm Striker and the team's primary DPS. Her kit revolves around planting multiple 'Thunderlances' — 3 at once via Combo Skill, 1 more via Ultimate — then recalling them for a damage payoff. That stack-then-burst structure gives her a high ceiling, but she needs the setup window before cashing in, making T2 a fair landing spot.
Wulfgard is a flexible 5-star Caster specializing in Heat Infliction, functioning as a support-damage dealer with a viable dedicated-DPS build as an alternative. His Combo Skill triggers off any Arts Infliction to spread Heat damage strongly across an area, meaning he almost always has something to do regardless of which infliction type the team is running. He's T0 despite being only 5-star because his build flexibility and compatibility with any Arts Infliction let him slot into a huge range of team comps.
Last-Rite is a 6-star Great Sword Striker, a single-target burst damage dealer built entirely around stacking and consuming Cryo Infliction on her target. She uses a low-cost Battle Skill and leans on teammates like Xaihi, Ardelia, Perlica, or Akekuri to pile on extra Cryo Infliction, aiming for at least two layers before cashing them in. Her single-target ceiling is enormous, but that payoff depends on having Cryo-Infliction sources in the team — exactly why she's a monstrous T1 rather than a plug-and-play T0.
The male Endministrator is likewise the protagonist — a 6-star Sword lead operator playable from the very start, functioning as a Physical DPS and combo enabler. His Combo Skill inflicts Originium Crystal/Vulnerability on enemies, and his Battle Skill is then repeated to keep milking that effect. As another free, always-available protagonist with a steady combo loop that also lets the team benefit from the Vulnerability he applies, he earns his T1 spot with zero gacha investment required.
The female Endministrator is a 6-star Sword Guard — the protagonist herself, selectable right from the prologue (and swappable roughly every 24 hours). She plays as a Physical hybrid DPS/support with a "set up then detonate" rhythm: her Battle Skill or Combo Skill first tags enemies with Originium/Seal marks, then she triggers them for damage. Being the free, always-available protagonist with that flexible setup-and-burst kit is exactly why she's one of the most accessible T1 picks in the game.
Arclight is a sword-wielding, Electric-focused Vanguard who slots her damage in between her teammates' attacks. One of the lowest Combo Skill cooldowns in the game means she weaves Combo Skill and Battle Skill into the fight very frequently, especially whenever Electrification triggers. Her base job as a Vanguard is still SP generation, so her damage is a bonus layer that peaks with steady Electrification uptime — flexible, but conditional enough to land at T2.
Lifeng is a 6-star Polearm Guard who plays as a 'support damage dealer' — dealing solid Physical damage herself while also debuffing for the team. She opens her rotation with her Battle Skill to apply Physical Susceptibility and the first Vulnerability stack at once, then keeps up pressure through Combo Skill via Final Strike hits. Because part of her power comes from team-enabling debuffs rather than pure personal numbers, even at 6-star rarity she needs a team that can capitalize on that to reach full value — which keeps her at T2.
Akekuri is a 4-star Sword Vanguard, a universal support built around SP economy. Her Combo Skill restores SP simply by staggering enemies, so it can be triggered freely — especially on already-staggered targets — to keep the whole team's SP flowing. Just 4-star, but genuinely "universal" flexible support that fits comfortably into any team, which is exactly why she still earns her T1 spot.
Antal is a 4-star Arts Supporter — a pure support unit that's easy to pick up for F2P players. He's not meant to be actively piloted; instead his Battle Skill lays Focus plus Susceptibility on enemies to amplify/buff the whole team's damage. Landing in T1 at just 4-star comes down to being essentially "set and forget" — a stable damage amplifier for any team that needs almost no active input.
Alesh is nominally a Cryo-leaning sword Vanguard, but she plays more like a support than a true assassin — her main job is keeping the team's SP flowing steadily. She applies Cryo Infliction and consumes it via Freeze, mostly through her Battle Skill, mixing crowd control with reliable SP upkeep. Her core value sits in SP generation and Freeze utility rather than personal burst, making her a flexible but non-explosive support pick — a fair T2.
Ember is a 6-star Great Sword Defender who actually plays as a reactive, mostly off-field support. Standing off to the side, her Combo Skill auto-triggers whenever the frontline operator you're controlling takes damage, dishing out healing, team-wide shields, and Vulnerability on enemies with no extra input from you. That near-zero-effort, always-on safety net is exactly why she slots into virtually any team at T1.
Da Pan is a 5-star Greatsword Striker dealing Physical damage through his Combo Skill — but that combo only fires once the enemy is carrying 4 stacks of Vulnerable. His kit is refreshingly simple: let teammates build up Vulnerable, then cash it in with his combo for the payoff, so his damage leans almost entirely on the squad around him. Since he needs a support lineup dedicated to stacking Vulnerable to hit his ceiling, Da Pan lands at T3 — hits hard, but picky about company.
Snowshine is a Great Sword Defender who doubles as a full-team healer/protector while still landing physical damage between heal windows. She fights like a normal Defender on regular attacks, but her Combo Skill automatically triggers healing whenever an ally needs it, with no manual timing required. That tank/healer/damage hybrid is easy to use and flexible across compositions, but spreading across three jobs means none of them stands out — a fitting T2.
Estella is a 4-star Polearm Guard, a hybrid support/damage dealer: she opens with her Combat Skill for a line-shaped Cryo Infliction, then follows up with Physical hits that exploit the Physical Susceptibility she just applied. That Cryo-into-Physical hybrid flow gives her both support value and solid melee damage. She's T0 despite being only 4-star because few low-rarity operators deliver this kind of dual hybrid value so efficiently — cheap to invest in, yet punching well above her rarity's usual ceiling.
Fluorite is a Sub-DPS / Infliction support hybrid — a 4-star Caster fighting with a Handcannon, adding extra stacks of Cryo or Nature Arts Infliction to set up her payoff. Her playstyle rewards patience: she waits until the enemy is carrying 2 or more stacks of Cryo/Nature Infliction before firing her Combo Skill for full value. That payoff depends on Cryo or Nature Infliction already being in place, whether from her or teammates, so Fluorite only truly shines in the right elemental comp — strong payoff, narrow window, hence T3.
Catcher is a 4-star Physical Great Sword Defender of the Survivalist subtype — his job is shielding the team, applying Protection, and countering enemy attacks with his Battle Skill to inflict Vulnerable. He's a genuine defensive anchor for Physical-leaning teams, soaking hits while generating Vulnerable through his counters. But that value only really shows up inside a Physical-focused comp, and his 4-star rarity caps how high he can climb, so Catcher settles at T3 — dependable, but comp-locked.