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1%% IMPORTANT NOTE TO EDITORS: As per site guidelines, please do not change character folder images without consulting the Image Pickin' Forums (https://tvtropes.org/pmwiki/conversations.php?topic=images) for image approval first.
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3%% Attention: Please refrain from adding MeaningfulName entries under operator sections unless those names are actually of significance ''in-universe'' for said operators. Names that are references to real-world subjects should be treated as Fridge Brilliance unless they can be worked into a trope related to a given character.
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5%%Attention: Please refrain from using the WhyWontYouDie trope for situations where Operators are resilient to being killed; that is not the correct use of the trope. The trope is meant for a character saying the stock phrase or something similar.
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7[[WMG:[[center: [- ''VideoGame/{{Arknights}}'' '''[[Characters/{{Arknights}} Characters]]'''\
8'''Operators:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | '''Guards''' ([[Characters/ArknightsGuardsAToH A-H]] | [[Characters/ArknightsGuardsIToQ I-Q]] | [[Characters/ArknightsGuardsRToZ R-Z]]) | [[Characters/ArknightsDefenders Defenders]] ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToG A-G]] | [[Characters/ArknightsCastersHToM H-M]] | [[Characters/ArknightsCastersNToZ N-Z]])\
9[[Characters/ArknightsMedics Medics]] ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \
10'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsAllies Allied Factions]] | [[Characters/ArknightsEnemies Enemy Factions]]\
11[[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] ([[Characters/ArknightsNationsAToK A-K]] | [[Characters/ArknightsNationsLToS L-S]] | [[Characters/ArknightsNationsTToZ T-Z]]) | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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13[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/arknights_guard.png]]
14'''Guards''' are a step up from Vanguards. Whereas Vanguards provide logistical support with their DP generation, Guards are the "muscles" of any team, boasting high damage that lets them deal with groups of weaker foes, or big, tanky ones that Vanguards and Defenders may struggle to make a dent in. Guards are classified based on their attack type and purpose.
15!!'''Centurion'''
16!!!'''Default DP cost range (without potential upgrades):''' 17 - 24 DP
17[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/aoeguard.jpg]]
18'''Centurion''' Guards are specialized in decimating herds of enemies. Their special trait allows them to hit many enemies at once, only capped by their block count, which is increased to 3 at Elite 2, necessitating them being promoted as soon as possible, [[MagikarpPower since their starting performance can be rather unimpressive]]. This allows them to better hold their ground against {{Zerg Rush}}es, and they also tend to have much better survivability compared to many other Guard subclasses for this reason. On E2, they normally gain 1 block extra, making them capable of hitting all 3 enemies they block at once. Their DP Cost is also high for Guards, but they can function as an offensively-oriented Defender and their ASPD is also normal. If you need a tanky unit that can both take a hit and deal it right back, then Centurion Guards are for you.
19* [-'''6★ Operators of this archetype:''' Blaze, Gavial the Invincible-]
20* [-'''5★ Operators of this archetype:''' Broca, Fuze, Savage, Specter-]
21* [-'''4★ Operators of this archetype:''' Estelle-]
22* [-'''3★ Operators of this archetype:''' Popukar-]
23----
24* ChainsawGood: All of them excepting Estelle (who uses her fists to somehow deal [=AoE=] damage, though given her voice lines, it's just as likely she's accidentally hitting targets with her horns) and Fuze (who uses a gun), use chainsaws or weapons that behave like them, justifying their symbol.
25* GlassCannon: Each of them have high or decent attack stats. They also all have skills (and talents in Popukar, Savage, and Broca's cases) which allow them to deal even more damage. Due to their [[HerdHittingAttack Herd-Hitting Attacks]], they're also especially dangerous in {{Zerg Rush}}es. Despite this and their good HP, their defense stats are all mediocre (sans Estelle who flat-out has bad defense) and their resistance stats are all 0. Though Savage's talent, most of Blaze's skills, and to a lesser extent Broca's talent down the "Glass" part and boost the "Cannon" part, and Gavial the Invincible is a straight up LightningBruiser.
26* HerdHittingAttack: A Centurion will have the ability to attack all blocked enemies, and can block at least 2 enemies. The problem is that they tend to be hit with MagikarpPower, and require a bit of investment to ''really'' make them shine.
27* MagikarpPower: Centurions are unfortunately pretty underwhelming right off the bat. Their starting block value of 2 means they can't do much damage with their passive trait, and their lackluster default skills don't help. However, as they are promoted, they steadily gain better stats and skills, along with increased block, which substantially increase their damage output, as well as allowing them to fill in for Defenders where needed. To this end, they ''have'' to be promoted to Elite 2, though, which bumps up their (already-high) DP cost in addition to the literal mountains of resources needed to raise them that high in the first place.
28
29!!'''Arts Fighter'''
30!!!'''Default DP cost range (without potential upgrades):''' 18 - 21 DP
31[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/arts.jpg]]
32'''Arts Fighter''' Guards specialize in [[MagicKnight dealing Arts damage instead of Physical damage]], allowing them to better deal with high-DEF enemies. Other than that, their performance is largely similar to Dreadnought Guards.
33* [-'''6★ Operators of this archetype:''' Surtr, Viviana-]
34* [-'''5★ Operators of this archetype:''' Amiya (Guard), Astesia, Sideroca-]
35* [-'''4★ Operators of this archetype:''' Mousse-]
36----
37* MagicKnight: Describes their hat quite nicely. It is the main reason to be brought into battle.
38
39!!'''Fighter'''
40!!!'''Default DP cost range (without potential upgrades):''' 7 - 11 DP
41[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/brawlers.jpg]]
42'''Fighter''' Guards live and breathe the DeathOfAThousandCuts trope. They deal comparatively the least amount of damage in this class, [[FragileSpeedster but make up for it with the sheer output of it]]. Excluding Mountain, Fighter Guards are rather niche in the current meta, however, due to their low health and weak DPS, causing them to be OvershadowedByAwesome (though they were eventually [[BalanceBuff buffed]]).
43* [-'''6★ Operators of this archetype:''' Chongyue, Mountain-]
44* [-'''5★ Operators of this archetype:''' Flint, Indra-]
45* [-'''4★ Operators of this archetype:''' Beehunter, Jackie-]
46----
47* PowerFist: If they're not pounding enemies with their knuckles, Fighters are usually equipped with a fist weapon, like Indra's trench knives or Flint's boxing gloves.
48* RapidFireFisticuffs: As their icon shows, Fighters literally beat their opponents down with their own fists.
49
50!!'''Swordmaster'''
51!!!'''Default DP cost range (without potential upgrades):''' 17 - 23 DP
52[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/dualstrike.jpg]]
53'''Swordmaster''' Guards deal their damage in combos of two, with each pair of hits counting as a single attack for the purpose of SP regeneration. While they have limited range by default, Swordmaster Guards typically possess skills that let them immediately launch an [=AoE=] attack in the highlighted range in front of them that hits both ground and airborne enemies, giving them burst damage capabilities and letting them fill in for AntiAir in a pinch.
54* [-'''6★ Operators of this archetype:''' Ch'en, Degenbrecher, Irene-]
55* [-'''5★ Operators of this archetype:''' Bibeak, Tachanka-]
56* [-'''4★ Operators of this archetype:''' Cutter-]
57----
58* DoubleTap: Swordmaster Guards hit twice on each attack, which affects how buffs and enemy DEF stats apply to them comparing to other Guard types.
59* NecessaryDrawback: Swordmasters often have massive burst damage packed into their skills, which is balanced out by needing to attack enemies to charge up SP to use them. The sole exception ia Degenbrecher, whose third skill charges SP automatically over time.
60* NonIndicativeName: For Tachanka, who doesn't use a sword at all.
61
62!!'''Dreadnought'''
63!!!'''Default DP cost range (without potential upgrades):''' 3 DP[[note]]1-star operators only[[/note]], 13 - 19 DP
64[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/duelist.jpg]]
65'''Dreadnought''' Guards boast very high damage and health, but are limited to 1 block. Their purpose is to be deployed in front of a strong enemy whom they will distract or defeat at a safe distance from your defenses.
66* [-'''6★ Operators of this archetype:''' Lessing, Nearl the Radiant Knight, Skadi-]
67* [-'''5★ Operators of this archetype:''' Flamebringer, Franka, Morgan-]
68* [-'''4★ Operators of this archetype:''' Conviction, Matoimaru-]
69* [-'''3★ Operators of this archetype:''' Melantha-]
70* [-'''1★ Operators of this archetype:''' Castle-3-]
71----
72
73!!'''Soloblade'''
74!!!'''Default DP cost range (without potential upgrades):''' 20 - 26 DP
75[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/lonewolf.jpg]]
76'''Soloblade''' Guards boast exceptional stats and can bully entire lanes by their lonesome, despite their 1 block. However, Soloblade Guards have the highest DP cost of all Guards and also cannot be healed by conventional Medics or Guardian Defenders, instead restoring HP on hit alongside attacking faster the closer they are to defeat.
77* [-'''6★ Operators of this archetype:''' Hellagur, Zuo Le-]
78* [-'''5★ Operators of this archetype:''' Akafuyu, Rathalos S Noir Corne-]
79* [-'''4★ Operators of this archetype:''' Utage-]
80----
81* AchillesHeel:
82** Elemental damage. Since they can't be healed, Wandering Medics can do nothing to help them as they get blasted with that kind of damage, unless it's Eyjafjalla the Hvít Aska with her S1 running.
83** In general, ranged damage and environmental damage like poison haze. If they cannot hit anything to compensate for the HP loss fast enough, they're dead weight. Their module somewhat alleviates this, as it grants them a reduction on received damage once they hit half HP.
84* EarlyInstallmentWeirdness: The first Soloblade Guard, Hellagur, has a talent that increases his ASPD when his HP is low; for some reason it is treated as a class trait instead of something unique to him, as the Soloblades released after him (Utage and Akafuyu) share the same talent, resulting in them not having a unique talent of their own and Hellagur having only one unique talent (regenerating HP while idle) for himself. Rathalos S Noir Corne and Zuo Le would later subvert this trend, as they both get half of the ASPD boost the first three Soloblade Guards reach at base, but have extra effects to compensate in the form of a DEF buff and a SP recovery speed boost, respectively. Since they also have second talents, it means both of their talents are unique.
85* IaijutsuPractitioner: With few exceptions, this is how they generally attack; by quickly drawing their blade to slash their target, and then sheathing it in a quick succession.
86* IWorkAlone: They are essentially to be seen as lone wolves, as their kit highly encourages the player to deploy them away from other operators since they have their own ways to heal; with Utage in particular having a kit that is made for assassinating heavy enemies, Akafuyu providing her own shield and defensive buffs, Rathalos S Noir Corne having DEF buff and ways to prevent damage during both skills, and Zuo Le having his own barrier and means to get it up more frequently.
87* KatanasAreJustBetter: Soloblades usually have some form of a katana as their main weapon. This is reflected in their symbol as well.
88* LifeDrain: Their default attacks give them HP as well, although it is a fixed amount and does not actually scale with the damage dealt, instead scaling with their promotion level.
89* LoopholeAbuse: They can't be healed by conventional means, but passive regeneration effects like those of Bard Supporters or specific units will still work.[[note]]As a rule of thumb, any source of healing that doesn't make a green number appear is fair game.[[/note]]
90* NonIndicativeName: For Hellagur, who isn't from Higashi (the Japan-equivalent on Terra) at all, though he wields a nodachi that was gifted by his late Higashinese friend. {{Subverted|Trope}} when Mushas got renamed to Soloblades during ''Here a People Sows'', which introduces Zuo Le, who comes from Yan (the China-equivalent on Terra).
91* OrwellianRetcon: The Musha Guard archetype got renamed into the Soloblade Guard during ''Here a People Sows''. This was accompanied with the Soloblade module designation being changed from MUS to SBL.
92* TurnsRed: All Soloblade Guards have a passive talent which causes their ASPD to scale up depending on how low their HP is, which synergizes with their on-hit healing.
93
94!!'''Lord'''
95!!!'''Default DP cost range (without potential upgrades):''' 14 - 20 DP
96[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/ranged.jpg]]
97'''Lord''' Guards are units with a longer range and a capability of hitting aerial enemies and those they are not blocking, at which their ATK on hit is lowered to 80%. They however normally have a skill that can sidestep this penalty. They also have some RES and their DP Cost is moderate with 20 being the highest. They are also capable of holding not-too-busy-lanes as some of them can deal Arts damage.
98* [-'''6★ Operators of this archetype:''' [=SilverAsh=], Thorns, Qiubai-]
99* [-'''5★ Operators of this archetype:''' Ayerscarpe, Lappland, Leto-]
100* [-'''4★ Operators of this archetype:''' Arene, Frostleaf, Luo Xiaohei-]
101* [-'''3★ Operators of this archetype:''' Midnight-]
102----
103* JackOfAllStats: This archetype tends to have other cool gadgets aside from a longer range and an ability to reach aerial units. Tanking, crowd-control, dealing Arts damage and having additional RES is all seen among these Guards.
104* MagicKnight: Not to the height of Arts Fighters, obviously, but most Lord Guards have a skill, talent or module that allows them to output additional Arts damage.
105* SwordBeam: The default method of attack for Lords ([=SilverAsh=], Ayerscarpe, and Leto instead commands his pet falcon, [[FlechetteStorm launch knives]], and fire arrows, respectively, to attack from afar), allowing them to fill in for Snipers when necessary, especially on stages where Snipers are banned.
106
107!!'''Instructor'''
108!!!'''Default DP cost range (without potential upgrades):''' 13 - 17 DP
109[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/support.jpg]]
110'''Instructor''' Guards have relatively average stats overall, but have the ability to buff their allies through the use of their talent and skills. These operators must fulfill a certain criteria (i.e rarity, block count, or being in a certain range) for their supportive buffs to take effect. They also have an extended attack range of 2 tiles and deal 120% damage to unblocked targets, though this still does not allow them to hit aerial enemies.
111* [-'''6★ Operators of this archetype:''' Pallas-]
112* [-'''5★ Operators of this archetype:''' Bryophyta, Doc, Swire, Whislash-]
113* [-'''4★ Operators of this archetype:''' Dobermann-]
114----
115* SupportPartyMember: As the archetype's name implies, these Guards are strongest when buffing a supporting a particular lineup of Operators. Specific details on who and how they buff are under their individual entries.
116* WhipOfDominance: Many of the Instructor Guards (such as Dobermann, Pallas, and Whislash) use whips in combat, reflecting their role as a [[DrillSergeantNasty incredibly strict and authoritative instructors]]. This is even invoked with the "Instructor's Beloved Whip" collectible that raises EXP earned in battle.
117
118!!'''Liberator'''
119!!!'''Default DP cost range (without potential upgrades):''' 10[[note]]No 4-star operator released yet to have this lower bound cost[[/note]] - 12 DP
120[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/liberator_1.jpg]]
121'''Liberator''' Guards do not normally attack or block, instead gradually building up ATK as they stand by. They'll be able to block and put their increased ATK to use once they activate a skill, but will have to build up power again once it ends. They also have exceptionally high defensive stats for a Guard.
122* [-'''6★ Operators of this archetype:''' Młynar-]
123* [-'''5★ Operators of this archetype:''' Tequila-]
124----
125* DifficultButAwesome: Liberators don't contribute much by default, as they neither block nor attack when their skill is inactive (exception like Mlynar exists, but even that's largely incidental). Timing when to activate their skill is thus of paramount importance to maximize their uptime and benefit, and Liberators tend to have very good damage capability in return, with Mlynar capable of wiping an entire mob or even killing a tough boss in one go.
126* GatheringSteam: Their low base ATK is offset by their trait gradually increasing their ATK over 40 seconds, capping at ''+200%'' compared to the base value. It takes a while for this to fully charge and completely resets when their skills end, but it lets them wreak incredible damage during that precious window.
127* StoneWall: Despite their inability to attack or block, Liberators have extremely high HP and DEF along with above-average RES, making them very hard to knock out while they charge. When their skills are active, they instead become {{Lightning Bruiser}}s who couple their defenses with extremely hard-hitting attacks.
128
129!!'''Reaper'''
130!!!'''Default DP cost range (without potential upgrades):''' 22 - 23 DP
131[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/sub_reaper_icon.png]]
132'''Reaper''' Guards combine elements from Soloblade and Centurion Guards. They cannot be healed by conventional means, but can deal damage to all enemies in a small row in front of them, healing for each enemy hit up to a maximum based on their block count.
133* [-'''6★ Operators of this archetype:''' Executor the Ex Foedere-]
134* [-'''5★ Operators of this archetype:''' Highmore, La Pluma-]
135* [-'''4★ Operators of this archetype:''' Humus-]
136----
137* AchillesHeel: Like the other enmity archetypes (Soloblade Guard and Juggernaut Defender), Reaper Guards cannot be healed conventionally, leaving them vulnerable to elemental damage, ranged damage, or enviromental damage unless the player has units that can indirectly heal them, like all Bard Supporters or Eyjafjalla the Hvít Aska.
138* HerdHittingAttack: They can attack multiple enemies in a wide area in front of them.
139* IWorkAlone: Like Soloblade Guards, players are encourage to deploy Reaper Guards away from other operators due to their self-sufficiency and ability to clear waves of enemies.
140* LifeDrain: Since they cannot be healed directly, this is the main way they regain HP.
141* MechanicallyUnusualFighter: The T-shaped form of their range almost resembles that of a [[Characters/ArknightsSnipers Spreadshooter]] with less range.
142
143!!'''Crusher'''
144!!!'''Default DP cost range (without potential upgrades):''' 22 - 24 DP
145'''Crusher''' Guards are fairly similar to Centurion Guards, being able to attack multiple enemies equal to their block count. What differentiates them is the fact that they boast ''extremely'' high HP and ATK... but ''zero DEF'', as well as slower ASPD.
146* [-'''6★ Operators of this archetype:''' [[spoiler:Hoederer]]-]
147* [-'''5★ Operators of this archetype:''' Wind Chimes-]
148* [-'''4★ Operators of this archetype:''' Quartz-]
149----
150* AchillesHeel: Enemies with rapid attack speeds, as their high HP but 0 DEF/RES stats means they will easily shred their HP bars very fast. This is particularly noticable with physical enemies, as while Arts generally deals similar damage to most units, physical foes that'd normally be doing ScratchDamage will be doing legitimately significant damage per hit to a Crusher, whittling down their HP.
151* ArmorPiercingAttack: Downplayed. Crushers don't have any means of ignoring DEF stats, but due to their extremely high ATK power, they can pretty much offset high DEF thresholds.
152* {{BFS}}: So far, all Crushers favor some sort of greatsword, which justifies their slow attack speed somewhat, as well as [[HerdHittingAttack their ability to hit multiple enemies at once]].
153* DamageSpongeBoss: To compensate for their complete lack of any defensive stats, Crushers have an immensive HP pool, essentially making them run off HP-based survivability.
154* GlassCannon: They boast ludicrous amounts of HP and ATK, but their DEF and RES is literally 0. To put it in a concrete way, this means that all damage they receive will directly deduct their HP (it will be True Damage) unless they are granted buffs to these stats. One common strategy with them is to station them perpendicular to a Defender or other tanky melee Operator so that the Defender can block the enemies and the Crusher can strike them without worry.
155* MightyGlacier: Crusher Guards have an incredibly slow attack speed, but boast ludicrously high HP and ATK stats that are in the thousands.
156* NoSell: As their DEF is already 0 to begin with, they are completely unaffected by any DEF debuffs or Corrosion.
157* SituationalSword: Their high HP and lack of defensive stats makes them suitable for fighting enemies who inflict Arts or True damage. Most other Guards have relatively low RES and much less HP than Crushers, meaning that in terms of percentage of HP they take more damage from Arts attacks. An Arts attack that might knock off large chunk of another Guard's HP will do far less overall to a Crusher, and as True damage ignores all types of defensive stats Crusher Guards' high HP pool allows them to soak up damage better than other Guard types.
158
159!!'''Earthshaker'''
160!!!'''Default DP cost range (without potential upgrades):''' TBA
161'''Earthshaker''' Guards are an offshoot of the other area-of-effect Guards, with their attacks dealing splash damage to all enemies in a radius around their main target, although the blast only deals 50% of their ATK. They have a moderately slow ASPD.
162* [-'''5★ Operators of this archetype:''' Odda-]
163----
164
165!!Shared Tropes
166* AttackAttackAttack: Guards with the "DPS" tag will have something in their toolkit to help them deal staggering amounts of damage to single targets; this could be a boost in ASPD or ATK, but so long as the target they're fighting doesn't have high DEF, they'll do fine ([[MagicKnight though some Guards can do Arts damage]] to combat this).
167* BalanceBuff: Fighter Guards as a whole (namely Indra, Beehunter, Flint and Jackie) were buffed with the December 17, 2020 update on the Chinese server, giving them all increased attack and HP, helping relieve their squishiness and low DPS against high-defense enemies. This was likely done to scale them with Mountain, himself a very strong 6-star Fighter introduced in the same update. Instructor Guards received a buff to their stats and trait when Pallas was released, and Dreadnought Guards are slated to receive Modules to improve their performance.
168* ComMons: ''The'' most common Operator type, with a breadth of star rating that goes virtually all the way up and down the range. When rolling the headhunting gacha, it is not terribly uncommon to see at least one of these folks pop up.
169* JackOfAllStats: Guards aren't as tough as Defenders but have better offenses, and aren't as cheap as Vanguards but can hold their ground better. Some of them even have ranged attacks to serve as long-ranged melee tile units when needed.
170* MadeOfIron: The "Survival" tag is almost ''universally'' associated with Guards. These operators will usually have some sort of tool in their kit to keep them active for a longer period of time, which can range from self-healing to somehow buffing their HP, RES, or DEF...or in extreme cases, prevent their health from going below 1 HP.
171
172!!Operators
173[[index]]
174* [[Characters/ArknightsGuardsAToH A through H]]
175* [[Characters/ArknightsGuardsIToQ I through Q]]
176* [[Characters/ArknightsGuardsRToZ R through Z]]
177
178[[/index]]
179
180!!Crossover operators
181Crossover characters, denoted by a star (★) in their section headers, can be found here.
182
183[[folder: Doc (★)]]
184!!Doc / Gustave Kateb
185!!!'''Introduced:''' Operation Lucent Arrowhead\
186'''Voiced by:''' Alex Ivanovici\
187'''Artist:''' Ubisoft
188[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doc_arknights.png]]
189[[caption-width-right:350:He won't let you fall until he's the one.]]
190[[caption-width-right:350:[[labelnote:''Click here to see Elite 2 appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/doc_elite_2.png[[/labelnote]]]]
191->''Doc, Team Rainbow Operator, has finished loading his Stim Pistol.''
192->'''Rarity:''' ★★★★★
193->'''ID:'''
194->'''Subclass:''' Instructor
195->'''Tags:''' Healing, Support
196->'''Skills:''' Violence Against Violence, Stim Pistol
197->'''Talents:''' Military Doctor, Sympathetic Activation
198->'''Affiliation:''' Team Rainbow - Rhodes Island
199->'''Race:''' Unknown (Human)
200->'''Birthday:''' September 16
201->'''Height:''' 177cm
202
203->''"Codename Doc, Team [[https://rainbowsix.fandom.com/wiki/Rainbow RAINBOW]]. I'll protect you."''
204----
205* AnimalMotif: Doves for his '''Exhibition''' skin, appropriate for a field medic. He is surrounded by a flock of doves, and some appear in his skill animations.
206* ArmorPiercingAttack: His talent causes his attacks to ignore a portion of an enemy's DEF.
207* BadassLongcoat: Dons one for his '''Exhibition''' skin.
208* BarrierWarrior: His Elite 2 talent converts overheal on allies into extra barrier that decays over time.
209* CallBack: His Elite 2 promotion line is from his operator video in ''VideoGame/RainbowSixSiege''.
210-->''I've learned from experience that the place to save lives is in the field, not an office. And sometimes the only way to save a life, is to take one.''
211* CombatMedic: He's capable of both dishing out damage and healing allies if he's equipped with his second skill.
212* DeadlyDoctor: He employs his medical knowledge into combat, which translates to his first talent giving him ArmorPiercingAttack.
213-->''If you can hold a scalpel, you can hold a gun. Never doubt the steadiness of a surgeon's hands.'' (talk 2)
214* HealingShiv: His Stim Pistol functions as one, with him either shooting himself up with his first skill or shooting it at an ally with his second skill.
215* HealThyself: His first skill is him using his Stim Pistol on himself, which heals him and decreases his attack interval.
216* HelmetsAreHardlyHeroic: He opts to take off his helmet to reveal his full face instead of his masked-and-helmed look in ''VideoGame/RainbowSixSiege''.
217* ItOnlyWorksOnce: Both of his skills are limited to 3 uses per deployment, making it necessary to retreat and redeploy him once he has expended all of his charges.
218* MistakenEthnicity: When he was WalkingTheEarth after "Operation Lucent Arrowhead", some locals mistook him for a Gaul loyalist due to his French accent.
219* MoreDakka: He swaps to his MP-5 when his first skill is active.
220* OneSteveLimit: An unusual downplayed example since ''[[PlayerCharacter your avatar]]'' is mainly known as the Doc'''tor'''.
221* OrnamentalWeapon: His SG-CQB shotgun can be seen holstered on his hip in his base art, but he doesn't use it in gameplay.
222* ShoutOut: The longcoat and doves in his skin, coupled with him being primarily a field medic but also willing to fight when necessary, bear some strong resemblances to [[VideoGame/TeamFortress2 the Medic]].
223* SilverFox: He has visible greying hairs, which does nothing to detract from his looks.
224* TemporaryOnlineContent: He can only be recruited for the duration of "Operation Lucent Arrowhead".
225* YouDontLookLikeYou: Averted. His appearance is very close to what he looks like in ''VideoGame/RainbowSixSiege'', only with a different art style.
226[[/folder]]
227
228[[folder: Fuze (★)]]
229!!Fuze / Shuhrat Kessikbayev
230!!!'''Introduced:''' Operation Lucent Arrowhead\
231'''Voiced by:''' Gabriel Furman\
232'''Artist:''' Ubisoft
233[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fuze_arknights.png]]
234[[caption-width-right:350:Chaos is his best friend.]]
235[[caption-width-right:350:[[labelnote:''Click here to see Elite 2 appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/fuze_elite_2.png[[/labelnote]]]]
236->''Fuze, Team Rainbow Operator, ready to be deployed with his shotgun.''
237->'''Rarity:''' ★★★★★
238->'''ID:'''
239->'''Subclass:''' Centurion
240->'''Tags:''' [=AoE=], Survival
241->'''Skills:''' Firepower Scouting, Cluster Charge
242->'''Talents:''' Bulletproof Shield
243->'''Affiliation:''' Team Rainbow - Rhodes Island
244->'''Race:''' Unknown (Human)
245->'''Birthday:''' October 12
246->'''Height:''' 180cm
247
248->''"[[https://rainbowsix.fandom.com/wiki/Rainbow RAINBOW]] operator, codename Fuze. I've said everything I need to, let's get to it."''
249----
250* ItOnlyWorksOnce: He can only use his Cluster Charges three times for every deployment.
251* LuckilyMyShieldWillProtectMe: He still carries around his ballistic shield, and his idle animation in base has him pulling it out and holding it in front of him. In gameplay, this translates to his talent giving him a chance to resist ranged physical damage.
252* MechanicallyUnusualFighter: He can attack air units - normal for Team Rainbow members, a first for Centurion Guards.
253* SituationalSword: His Cluster Charges require him to be facing a high ground tile that must ''also'' have walkable terrain behind it, rendering the skill useless if he's deployed in operations that lack high ground tiles.
254* TemporaryOnlineContent: Much like his fellow Spetsnaz operator Tachanka, Fuze is the welfare operator of "Operation Lucent Arrowhead".
255[[/folder]]
256
257[[folder: Luo Xiaohei (★)]]
258!!Luo Xiaohei
259!!!'''Introduced:''' It's Been A While\
260'''Voiced by:''' Creator/KanaHanazawa[[note]]human form only[[/note]] and Shan Xin (Japanese), Shan Xin (Chinese)\
261'''Artist:''' 九日九号
262[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/luo_xiaohei_kitty.png]]
263[[caption-width-right:350:A lot of what you say flies over his head, but his heart will always take it in.]]
264[[caption-width-right:350:[[labelnote:''Click here to see Elite 2 appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/luo_xiaohei_not_kitty.png[[/labelnote]]]]
265->''Executor-in-Training Luo Xiaohei, here to protect his friends with all he has.''
266->'''Rarity:''' ★★★★
267->'''ID:'''
268->'''Subclass:''' Lord
269->'''Tags:''' DPS
270->'''Skills:''' Tail Afterimage, Broken Blade
271->'''Talents:''' Executor-in-Training
272->'''Affiliation:''' Yan
273->'''Race:''' Feline/[[spoiler:Elfin]]
274->'''Birthday:''' November 1
275->'''Height:''' Unknown
276
277->''"Hello, Doctor, my name's Xiaohei, and I'm a spirit."''
278A cat spirit and Executor in training from ''WebAnimation/TheLegendOfLuoXiaoHei'', having come into the care of Lee's Detective Agency after coming to Terra and later joined Rhodes Island.
279----
280* AbhorrentAdmirer: PlayedForLaughs when he complains about Medic operators chasing him around, implied to be from his CutenessProximity tendencies.
281-->''What are you doing here? There's these Medic Operators who keep chasing my tail all the time saying they wanna study me! I need to lay low! Still, why are you hiding here too? You're not slacking off, right, Doctor?'' (talk 1)
282* ArmorPiercingAttack: When he attacks enemies below 50% HP with his second skill, Xiaohei will launch a second attack that ignores a portion of the enemy's DEF.
283* BigEater: He likes to eat, and Hung is worried about a whole bag of food being not enough for him when he leaves for the Rhodes Island landship.
284-->''Doctor, I'm here! Huh? Is there something on my face? Ah, I just finished eating, haha.'' (added to squad)
285-->''Doctor, are you eating something secret there?'' (idle)
286-->''What are you still working for, Doctor? It's almost food time!'' (trust tap)
287* TheCameo: He appears in Suzuran and Rockrock's collab skins alongside one of his Hei Xu perched on the operator's head.
288* CatapultNightmare: Shown in [[https://www.youtube.com/watch?v=x8jdkbWY99g the event trailer]] as he wakes up from his dream of being separated from Xiaobai.
289* CatBoy: Unusual for his world, but his cat ears let him pass as a Feline in Terra.
290* ChildSoldier: Discussed in his profile as something Rhodes Island does not want for him.
291-->''Though Xiaohei has performed well in missions, not faltering even when facing powerful enemies, we are reluctant to allow him to participate in combat. As he becomes more experienced in battle and more proficient in his skills, we find our unease only growing. He is at the age when children are most receptive to knowledge, and no matter what, we do not wish for his classes to take place on the battlefield.'' (archive file 3)
292* ContrivedCoincidence: In "It's Been A While", Lee assigned Xiaohei to the task of finding a lost pet to give him something to do outside of Hung's house. Said pet turns out to be owned by an Oripathy patient that refuses to leave until she finds him, resulting in Xiaobai and A'Gen volunteering to find the pet - leading to their reunion with Xiaohei.
293* CuddleBug: Likes to hop on people's shoulders in his cat form as a way of showing affection.
294* CutenessProximity: His cat form has this effect on the Doctor.
295-->''Though you had many questions for him, you were not able to ask a single one, as the way he gently rubs against your ankles makes you want to do nothing but pet his furry little head.'' (Elite 2 promotion record)
296* ExtraOreDinary: Wields the ability to manipulate metal. This manifests both in combat and in his base skill '''Spiritshaping: Metal''', which increases his chance of getting byproducts when he processes any material with a base 8 morale cost.
297* FlashStep: Is capable of teleporting long distances, and puts this to use as seen in the event trailer.
298* FriendToAllLivingThings: Tries to stop Emperor from killing the musbeast he found in Penguin Logistics' hideout wall in "It's Been A While". [[spoiler:Fortunately, the gun Emperor used turns out to be a lighter, and simply opted to adopt said musbeast (much to the barkeeper's annoyance).]]
299* GoodIsNotSoft: As stated in his [[https://twitter.com/ArknightsEN/status/1643131283449552897 introduction]].
300-->''Luo Xiaohei, a small feline friend recommended by Lee. Kind, but not weak. Brave, yet not reckless. After some tests, he formally joined Rhodes Island as a guard operator.''
301* GuestFighter: Of ''WebAnimation/TheLegendOfLuoXiaoHei''.
302* HatesBeingTouched: Downplayed. He hates getting his ears touched without permission, but has no problems with personal contact that he initiates himself.
303-->''Doctor, don't mess with my ears!'' (tap)
304* ItsAllMyFault: Says this word for word and then some if the mission fails.
305-->''It's all my fault for being so weak, Doctor...'' (mission failed)
306* MovesetClone: His talent is a carbon copy of Saga's '''Preaching'''.
307* MysticalWhiteHair: Has white hair in his human form, and the power he wields does not exist in Terra. Subverted in that [[spoiler:his original hair color is black; his hair turned white after he lost his space-manipulation powers.]]
308* OddFriendship: In his Operator Record, Xiaohei ends up running into and eventually befriending Mountain despite their age gap and vastly different backgrounds.
309* PintSizedPowerhouse: Gave [[Characters/ArknightsSpecialistsAToM Lee]] a thrashing when the latter found him after he came to Terra in "It's Been A While".
310* RidiculouslyCuteCritter: Can take the form of a small black cat that triggers CutenessProximity in other people, and he can also split his tail into small creatures known as Hei Xu.
311* SpeaksFluentAnimal: Is able to communicate with other animal species, which was how he got the cloudbeast to behave itself in "It's Been A While".
312* TemporaryOnlineContent: As with all collab operators, he can only be obtained during "It's Been A While" and will be unobtainable for players that missed his event.
313* UnskilledButStrong: His profile states that he has potential but has yet to receive any formal education.
314* VoluntaryShapeshifting: Can shapeshift between his human form and cat form.
315* WrongContextMagic: His Spirit Ability garnered curiosity among other operators that tried and failed to learn the ability, even compared to a form of Arts that does not require an Arts Unit to cast.
316[[/folder]]
317
318[[folder: Tachanka (★)]]
319!!Tachanka / Aleksandr Senaviev
320!!!'''Introduced:''' Operation Originium Dust\
321'''Voiced by:''' Vlado Stokanic\
322'''Artist:''' [=Cenm0=][[note]]displayed as Ubisoft Montreal[[/note]]
323[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_459_tachak_1.png]]
324[[caption-width-right:350:If the machine gun still isn't enough firepower, just launch some grenades into the mix.]]
325[[caption-width-right:350:[[labelnote:''Click here to see Elite 2 appearance.'']]https://static.tvtropes.org/pmwiki/pub/images/char_459_tachak_2.png[[/labelnote]]]]
326[[caption-width-right:350:[[labelnote:''Click here to see his Crossover: Lord skin'']]https://static.tvtropes.org/pmwiki/pub/images/char_459_tachak_rainbow61.png[[/labelnote]]]]
327->''Tachanka, a member of Team Rainbow, is ready to lay down suppressive fire.''
328->'''Rarity:''' ★★★★★
329->'''ID:''' No. 459
330->'''Subclass:''' Swordmaster
331->'''Tags:''' Nuker, DPS
332->'''Skills:''' Incendiary Grenades, Spray and Pray
333->'''Talents:''' Heavy Firepower
334->'''Affiliation:''' Team Rainbow - Rhodes Island
335%%->'''Real name:''' Aleksandr Senaviev
336->'''Race:''' Unknown (Human)
337->'''Birthday:''' November 3
338->'''Height:''' 183cm
339
340->''"[[https://rainbowsix.fandom.com/wiki/Rainbow RAINBOW]] Operator, codename Tachanka. I'm ready. Where do you want me?"''
341The affectionately named "Lord" of Team Rainbow, Tachanka is a Spetzsnaz operative best known for his unparalleled defensive prowess and his jovial yet wisened attitude on the battlefield.
342----
343* AffectionateNickname: While Tachanka is already a codename, the other Rainbow operators also often calls him "Lord".
344* BewareTheNiceOnes: Tachanka is a nice fellow who enjoys joking and gets along well with others. However, he will not tolerate anyone hurting his friends and innocents. Plus there's his reaction upon learning what the Ursus Student Council went through during the Fall of Chernobog.
345* CoolHelmet: Beside his signature Maska-1SCh, his skin gives his a ''Kulah khud'' as a gift from Picale for his help to Long Spring.
346* GrenadeLauncher: Tachanka's first skill allows him to wield the Shumika against his enemies. Shots fired from the Shumika will burn a cross-shaped area in front of Tachanka that deals Arts damage to anything standing in or walking past this zone, while Tachanka himself will be able to ignore some of their DEF.
347* HiddenDepths: His potential token is a set of Matryoshka dolls made out of wood and Originium slug carapaces, showing the handicraft skills Tachanka often employs to make parts for his weapons.
348* HuskyRusskie: Is the biggest member of Team Rainbow, and also happens to be the most well-equipped to take on any enemies directly.
349* MechanicallyUnusualFighter: Highly unusual for a Guard, Tachanka can best be described as a Dualstrike Ranged Guard. All of his attacks make use of either his trusty [=RP-46=] or the Shumika launcher, and while Tachanka won't prioritize aerial targets or have as much range as actual snipers, his two skills are reminiscent of typical Artilleryman Snipers and Exusiai, respectively.
350* MightyGlacier: Just like in ''VideoGame/RainbowSixSiege''. His talent '''Heavy Firepower''' buffs his attack range and DEF, but also increases his redeployment time by 20 seconds - making him very slow to get back into the battlefield if he dies or is retreated.
351* MythologyGag: His Elite 2 promotion line is taken right out of ''VideoGame/RainbowSixSiege'' as a reference to his rework in said game.
352-->''They told me I'd died. They were wrong. I was reborn.''
353* OldSoldier: His relative easygoingness toward the new world he's in is mostly because he's SeenItAll during his long service to Russia. His reaction to Ash claiming that they should have intervene in everything is that the local people who truly understand their situation should be the one who take action. It's implied that Tachanka has this opinion because he was first drafted into the Soviet Red Army during the [[https://en.wikipedia.org/wiki/Soviet%E2%80%93Afghan_War Soviet Invasion of Afghanistan]], and saw first hand what foreign interference does to the locals.
354* OneSteveLimit: Averted. The diminutive of his first name is "Sasha", which is the same as [[spoiler:Faust]]'s real name.
355* TemporaryOnlineContent: Like his fellow ''Siege'' operators, Tachanka can only be recruited during ''Operation Originium Dust''; in fact, he's the welfare operator for this event, given after clearing OD-4.
356* TranquilFury: Upon learning what happened to the Ursus Student council during the fall of Chernobog, Tachanka gave a quiet look of pure anger which scared the other operators. Since then, many operators avoid mentioning Chernobog since it's a sore subject for him.
357* UnusualPetsForUnusualPeople: During Team Rainbow's stay in Long Spring, Tachanka domesticated a small Originium Slug and named it Uman, and Ash walked in on him trying to feed it cabbage. It's implied to be the one sitting on Frost's head in an official chat sticker.
358* VodkaDrunkenski: Implied. His Elite 2 base skill produces ''Ursus Specialty Beverage'' when he is garrisoned in the Control Center with [[Characters/ArknightsOthers Ursus Student Self-Governing Group]] operators, which is used to buff Blitz's HR contacting speed and Frost's byproduct rate when she processes materials.
359* YouAreBetterThanYouThinkYouAre: Gives an encouraging speech to Ash after [[spoiler:Miarow's death]] in "Operation Originium Dust" to pull her out of her ItsAllMyFault mindset.
360* YouShallNotPass: At the climax of "Originium Dust", the heroes get overwhelmed by a large numbers of Originiutants and would likely too late stop the BigBad. Tachanka ends up holding the line against the ZergRush so the other can execute their strategy plan. He actually plans to take them all alone, but Rangers stays behind with him.
361[[/folder]]
362
363!!Integrated Strategies operators
364These operators can only be "recruited" when playing the Integrated Strategies mode and are unavailable elsewhere. Their unlock conditions are the same as any operator in this mode, but are recruited already at max level, though Integrated Strategies' promotion limiting still applies.
365
366[[folder: Sharp]]
367!!Sharp
368!!!'''Introduced:''' Integrated Strategies 1: Ceobe's Fungimist\
369'''Voiced by:''' Creator/TaitenKusunoki (Japanese), Liu Ruoban (Mandarin Chinese), Ben Starr (English)\
370'''Artist:''' Kumatangent
371[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_508_aguard_1.png]]
372->'''Rarity:''' ★★★★★
373->'''ID:''' No. 508
374->'''Subclass:''' Dreadnought
375->'''Tags:''' DPS, Survival
376->'''Skills:''' Drawing Sword
377->'''Talents:''' Invisible Blade
378->'''Affiliation:''' Rhodes Island
379->'''Race:''' Pythia
380----
381* ADayInTheLimelight: Sharp plays a major role in the "Break the Ice" event, pulling a BigDamnHeroes on multiple occasions and eventually [[spoiler:dueling the insanely-dangerous Degenbrecher to a close-fought loss, in the process stalling her long enough for the Doctor to disrupt Enciodes' plan]].
382* ConsummateProfessional: He's a very big proponent in not letting your emotions get in the way of your work, so he always takes his job very seriously and follows orders to the letter. [[spoiler: This is why Degenbrecher considers him a WorthyOpponent, too]].
383* {{Expy}}: His appearance, battle-hardened combat experience and prowess, his preference to do things quietly, and his legendary status evokes that of [[VideoGame/MetalGear Snake]]. His English voice actor even gives him a baritone that sounds similar to that of David Hayter's Snake.
384* GlassCannon: When his skill is activated, his defense drops to 0 while his damage per hit is massively multiplied. Downplayed due to getting a significant HP buff at the same time as well as having passive physical damage evasion from his talent, which often offsets the DEF loss.
385* OldSoldier: He's a former Sargon mercenary and a veteran of many battlefields, and mentions how he's seen many of his comrades die in the past.
386* OneManArmy: In the "Break the Ice", there's practically nothing that [=SilverAsh's=] forces can do against him, as he easily outmaneuvers and outfights even his most elite forces. Pretty much the only person that can stop Sharp is [[spoiler:Degenbrecher]], who is also this.
387[[/folder]]

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