Introduction
TL/DR How To Use
- Go to each Archetype labeled as "Core" and develop the highest rank that you have.
- If you can be bothered to read, read the Archetype notes and the "New Player Notes" in the ? pop-up on each Operator.
How to Use
- This is a tier list for new players of Arknights, to help you decide who to develop (to E1) first and recommendations for your first few E2s.
- The focus is on helping new players to complete Episode 4 (where the first set of efficient farming stages are) as quickly and resource-efficiently as possible.
- Here are things we take into consideration:
- Usefulness or sufficiency in early/ mid game stages (through Ep 4)
- Development cost efficiency
- Good RIIC base skills earned at E1 promotion
- Ease of use/ understanding
- Late game potential
- This is NOT an end game, nor max power/potential, nor overall usefulness Tier List. If you want that, you can find it here:
- A lower ranking does not necessarily mean an Operator is bad, or worse than another Operator. It simply means we believe the higher-ranked Operator to be a more useful or efficient Operator to develop early to clear through Ep 4.
- Archetypes are a way of grouping together/ categorizing Operators with similar attributes. For more details see:
- In this list, Archetypes are categorized by the importance of their inclusion in a roster balanced to successfully complete content through Episode 4 (and beyond)
- Core: Necessary to have in the roster or very highly recommended for almost every map.
- Situational: Not needed for every (or most) maps, but important to have when needed.
- Optional: Not necessary to complete early content, but can be a useful option.
- Each Archetype has notes important for new players to know.
- Any 2 Operators can be compared. (Comparisons are NOT limited to within-Archetype only).
- Blue borders indicate Operators that would be strong choices for a player's first few E2s.
- Click on the "Explanation" on each Operator to see "New Player Notes" and "Eval summaries" for each Operator.
- Red Stars indicate the Operator is Limited
- Operators that are given free by the story can be found here or here:
Other Resources Useful To New Players
- A list of gameplay guides can be found here:
- A guide explaining Operator Recruitment and a Filter showing recruitment tag results can be found here:
An Operator List that can be filtered and sorted can be found here:
Latest Additions/Changes
Latest Update: 05/04/2024: Zwillingstürme im Herbst
Virtuosa: Virtuosa is a very nice unit for new players. While she does need her E2, she does not need either expensive Masteries or an expensive Module, like many meta units do. Because the amount of infliction damage needed to trigger the effects is always the same, she is already very effective at her job without more expensive upgrades. Further, the fact the Necrosis Damage is effectively True Damage can help bypass many irritating mechanics which can otherwise throw new players off.
Viviana: Viviana probably has more value to a new player than veterans. Her kit is flawed which is trouble in the endgame, but those flaws don't become apparent until later in the game. For example, her lack of RES shred is hardly a problem through the first several story chapters! Early on, she is instead a bulky unit that deals good DPS at low investment levels. While she lacks the long term value and doesn't measure well against that "special" tier of meta unit, Viviana is still a perfectly good unit to begin your career with.
Baseline: Bassline is a good unit to start with. He works well at E1 and provides good bulk and sustain out of a core role. However, his main flaw is one that the 5★ Guardians have always faced. Gummy is cheaper, readily available, and usually just as good. Bassline is a totally reasonable promotion for new players, but it's usually recommended to promote Gummy instead and focus those resources elsewhere.
Caper: Caper is a pretty good starting unit thanks to her good damage and flexible range that works very well at an inexpensive E1. For a 4★, she's pretty great! Unfortunately, even the relatively low 150 Red Certificate cost is still a significant amount of sanity early on. While she is a good starting unit, she isn't a "special" one either so the additional sanity required becomes a questionable investment. Caper is a good unit, but it's probably best to stick to freer options like Shirayuki and Totter in the early going.
Lessing : As a new player, avoid spending your resources on Lessing. It can be tempting to favor a welfare 6★, but he just isn't good on top of costing quite a bit. His damage is poor and his 1-block nature with no upside is a huge early drawback. His special niche (which isn't a good one) isn't even available until E2 and requires Chapter 13 materials!
Diamante: Avoid Diamante as a new player. The 600 Red Certificate cost is a massive one and any special value he brings won't be realized until much later in the game. He needs another unit to be effective which just further adds to the cost, and even in the best scenario, the results still aren't anything special. Diamante is a late game unit to experiment with, and not a unit to begin your career with.
U-Official: U-Official is a joke unit and not one you should ever consider for serious use. Her stun is mostly a self-sabotage on an extremely long cycle. On very rare occasions she might see some use as a no-deploy slot "flash bang" or as a low cost cycle in SSS, but in 99.9% of the game she has negative value and should not be seriously considered.
Tier List
Filter Tier
Filter Rarity
Filter Archetype Priority Category
Core
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Optional
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Situational
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Filter by Class or Archetype
Caster AoE / Splash Caster
Caster Burninator / Blast Caster
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Caster Chain Caster
Caster Charge / Mystic Caster
Caster Drone / Mech-Accord
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Caster Modal / Phalanx Caster
Caster ST / Core Caster
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Defender Arts Protector
Defender Duelist
Defender Enmity / Juggernaut
Defender Fortress
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Defender Healing / Guardian
Defender Normal / Protector
Defender Sentinel Protector
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Guard AoE / Centurion
Guard Arts Fighter
Guard Brawler / Fighter
Guard Crusher
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Guard Dualstrike / Swordmaster
Guard Duelist / Dreadnought
- Typically used as heli-drop assassinations or placed in front of a blocker for DPS
- Their low Block Count (and to a lesser extent their low survivabililty) makes them easy to replace and overall less useful than other Archetypes
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Guard Enmity / Musha
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Guard Ranged / Lord
- A very strong archetype because of its abilities to block-2, extended range, and can hit aerials, which gives new players more flexiblity in placements and covering mistakes.
- Recommended to have at least 1 (and more is ok)
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Guard Reaper Guard
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Guard Support / Instructor
- Generally weak on their own, their strength is in buffing other Operators, and so they typically require strong teams and large rosters to be used effectively.
- Unfortunately, current members of this archetype do not have buffs strong enough to warrant their general use. New players should avoid this archetype.
Medic AoE / Multi-target Medic
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Medic Incantation
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Medic ST / Medic
Medic Wandering Medic
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Medic Wide-Range / Therapist
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Sniper Aftershock / Flinger
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Sniper Anti-Air / Marksman
- Gets extended range at e1, prioritizes aerial enemies. Generally excellent at dealing damage against low DEF, with pretty hard falloffs as DEF rises (except Platinum).
- Recommend 1 in early stages, and 2 are recommended moving into mid game.
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Sniper AoE / Artilleryman
Sniper Boomstick / Spreadshooter
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Sniper Close Range / Heavyshooter
Sniper Heavyweight / Besieger
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Sniper Long-Range / Deadeye
Specialist Ambusher
Specialist DP-Drain / Merchant
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Specialist Fast-Redeploy / Executor
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Specialist Puller / Hookmaster
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Specialist Pusher / Push Stroker
Specialist Sacrificial / Geek
Specialist Substitute / Dollkeeper
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Specialist Trapmaster
Supporter Artificer
Supporter Aura / Bard
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Supporter Buffer / Abjurer
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Supporter Debuffer / Hexer
Supporter Slower / Decel Binder
- Slower supporters help to give you more time to deal with enemies. They are particularly useful against enemies that cannot or should not be blocked.
- It is recommended to raise one, but getting a better option doesnt necessarily mean you will gain much by replacing what you have. (until is time to E2 a worthy one)
Supporter Summoner
Vanguard Agent
Vanguard DP-On-Kill / Charger
- Often used with other Vanguards to provide exta killing power early and adding to the DP generation.
- Having pretty high damage, they can be used to duel at no cost since thier DP is refunded when they are retreated
- You shouldnt be relying on the DP from this archetype to deploy your team.
Vanguard Flagbearer / Standard Bearer
Vanguard Skill-DP / Pioneer
- Your bread and butter for dealing with rush-heavy maps. Produces DP so you can put down other Operators faster.
- It is recommended to have 2 in a squad, as you often need to hold more than one lane.
- Mostly drops out of the meta at end game where Standard Bearer Vanguards + Bagpipe rule
Vanguard Summoner / Tactician
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