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Arknights: Guide to 3 Star GT-HX1

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Map Conditions

If you are looking for the guide for the Challenge Mode of this Operation, you can find it here:

This map has many Corrosive Ground tiles, which will halve the defense of Operators deployed on them.  

On Challenge Mode, Deployment Cost of Ranged Operators are tripled.


The enemy composition consists of mostly Originium Slugs, with Hounds coming in midway, and then Swordsmen and Corrosive Slugs entering near the end en masse.

Note: There aren't many ranged enemies outside of the Corrosive Slugs.  This makes ranged Operators much safer.

GT-HX-1 Map

Team Compositon

team comp

The team composition is pretty flexible, but there are a few notes:

  • Slow Supports will offer a lot of breathing room, especially against Hounds.
  • The AoE Casters will take too long to dispatch the Hounds on the top lane, so an ST sniper is preferred.
  • Due to the Corrosive Tiles, having good Ranged Damage is invaluable.

Thus, this is the recommended team composition for this strategy:

  • 1 ST medic (Second Medic Optional)
  • 1 Slow Support
  • 1 AoE Sniper
  • 3 Defenders
  • 1 DP-Recovery Vanguard
  • 1 AoE Caster
  • 2 ST Snipers

The Game Plan

There are two major choke points/kill zones for this strategy, marked in green. The top choke point tile is actually not corrosive, so set up a DP-Recovery Vanguard on the top green spot early to rake in the DP.

chokepoints

Next, placed a ranged DPS like an ST sniper at "ST" on the image to catch the branching enemies.  The first wave should consist of slugs, so dispatching them should not be a problem.

pt2

Bring in the slow Support facing left at "SP", another ST Sniper under the Vanguard at "ST2", and then the AoE Archer on the bottom at "AoE".

pt3

Notes: the support is not as necessary if the other Operators' DPS is high enough, but it will make the run more consistent/provide more breathing room. Although the top lane will later get swarmed with enemies, the ST Sniper's attack speed is crucial to dispatching them; AoE Casters attack too slowly.

At around the 26 enemy kill mark, Hounds will spawn on the top lane.  Stalling them out with a defender in the top left at "D1" can buy time for the other operators.  Next, swap out the vanguard with a strong 3-block defender at "D2".  When possible, place a defender down on the bottom at "D3".

1_3

A self-heal defender can stall for longer.

When there is enough DP, bring in an AoE Caster at "AoE2". Try to bring them in before the 60 kill mark, when the Corrosive Slugs and Swordsmen will begin to spawn. The majority of corrosive slugs will path on the bottom lane, so place a Medic on the bottom tile at "M1" to draw the slugs' aggro and heal-tank it.

1_5

The rest of the setup should be relatively stable at this point. If the bottom Defender threatens to die, they can either be replaced with another Defender off cooldown, or replace the toplane AoE DPS with a second medic on the bottom at "M2".

end

The end-game setup. You're almost there!  Notice how Gitano is gone from the AoE spot.

Alternative Strategies and Examples

One alternative is making use of DP-on-Kill Operators on the non-corrosive tiles in front left (like Vigna or Grani, assuming they are sufficiently leveled. The DP-on-kill Operators can run while building up the backline defensive, then retreated to make room for the other Operators.

Example Clear

This example clear by 小狼XF demonstrates a low-star clear of GT-HX-1 in a video. (Note, this example is from the community and not officially sponsored by GamePress.

https://www.bilibili.com/video/av54746103/?spm_id_from=333.788.videocard.2

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