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https://static.tvtropes.org/pmwiki/pub/images/arknights_guard.png
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.

Centurion

Default DP cost range (without potential upgrades): 17 - 24 DP

https://static.tvtropes.org/pmwiki/pub/images/aoeguard.jpg
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, since their starting performance can be rather unimpressive. This allows them to better hold their ground against Zerg Rushes, 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.
  • 6★ Operators of this archetype: Blaze, Gavial the Invincible
  • 5★ Operators of this archetype: Broca, Fuze, Savage, Specter
  • 4★ Operators of this archetype: Estelle
  • 3★ Operators of this archetype: Popukar

  • Chainsaw Good: 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.
  • Glass Cannon: 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 Herd-Hitting Attacks, they're also especially dangerous in Zerg Rushes. 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 Lightning Bruiser.
  • Herd-Hitting Attack: 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 Magikarp Power, and require a bit of investment to really make them shine.
  • Magikarp Power: 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.

Arts Fighter

Default DP cost range (without potential upgrades): 18 - 21 DP

https://static.tvtropes.org/pmwiki/pub/images/arts.jpg
Arts Fighter Guards specialize in 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.
  • 6★ Operators of this archetype: Surtr, Viviana
  • 5★ Operators of this archetype: Amiya (Guard), Astesia, Sideroca
  • 4★ Operators of this archetype: Mousse

  • Magic Knight: Describes their hat quite nicely. It is the main reason to be brought into battle.

Fighter

Default DP cost range (without potential upgrades): 7 - 11 DP

https://static.tvtropes.org/pmwiki/pub/images/brawlers.jpg
Fighter Guards live and breathe the Death of a Thousand Cuts trope. They deal comparatively the least amount of damage in this class, 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 Overshadowed by Awesome (though they were eventually buffed).
  • 6★ Operators of this archetype: Chongyue, Mountain
  • 5★ Operators of this archetype: Flint, Indra
  • 4★ Operators of this archetype: Beehunter, Jackie

  • Power Fist: 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.
  • Rapid-Fire Fisticuffs: As their icon shows, Fighters literally beat their opponents down with their own fists.

Swordmaster

Default DP cost range (without potential upgrades): 17 - 23 DP

https://static.tvtropes.org/pmwiki/pub/images/dualstrike.jpg
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 Anti-Air in a pinch.
  • 6★ Operators of this archetype: Ch'en, Degenbrecher, Irene
  • 5★ Operators of this archetype: Bibeak, Tachanka
  • 4★ Operators of this archetype: Cutter

  • Double Tap: Swordmaster Guards hit twice on each attack, which affects how buffs and enemy DEF stats apply to them comparing to other Guard types.
  • Necessary Drawback: 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.
  • Non-Indicative Name: For Tachanka, who doesn't use a sword at all.

Dreadnought

Default DP cost range (without potential upgrades): 3 DPnote , 13 - 19 DP

https://static.tvtropes.org/pmwiki/pub/images/duelist.jpg
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.
  • 6★ Operators of this archetype: Lessing, Nearl the Radiant Knight, Skadi
  • 5★ Operators of this archetype: Flamebringer, Franka, Morgan
  • 4★ Operators of this archetype: Conviction, Matoimaru
  • 3★ Operators of this archetype: Melantha
  • 1★ Operators of this archetype: Castle-3

Soloblade

Default DP cost range (without potential upgrades): 20 - 26 DP

https://static.tvtropes.org/pmwiki/pub/images/lonewolf.jpg
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.
  • 6★ Operators of this archetype: Hellagur, Zuo Le
  • 5★ Operators of this archetype: Akafuyu, Rathalos S Noir Corne
  • 4★ Operators of this archetype: Utage

  • Achilles' Heel:
    • 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.
    • 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.
  • Early-Installment Weirdness: 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.
  • Iaijutsu Practitioner: 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.
  • I Work Alone: 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.
  • Katanas Are Just Better: Soloblades usually have some form of a katana as their main weapon. This is reflected in their symbol as well.
  • Life Drain: 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.
  • Loophole Abuse: They can't be healed by conventional means, but passive regeneration effects like those of Bard Supporters or specific units will still work.note 
  • Non-Indicative Name: 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 when Mushas got renamed to Soloblades during Here a People Sows, which introduces Zuo Le, who comes from Yan (the China-equivalent on Terra).
  • Orwellian Retcon: 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.
  • Turns Red: 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.

Lord

Default DP cost range (without potential upgrades): 14 - 20 DP

https://static.tvtropes.org/pmwiki/pub/images/ranged.jpg
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.
  • 6★ Operators of this archetype: SilverAsh, Thorns, Qiubai
  • 5★ Operators of this archetype: Ayerscarpe, Lappland, Leto
  • 4★ Operators of this archetype: Arene, Frostleaf, Luo Xiaohei
  • 3★ Operators of this archetype: Midnight

  • Jack of All Stats: 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.
  • Magic Knight: Not to the height of Arts Fighters, obviously, but most Lord Guards have a skill or talent that allows them to output additional Arts damage.
  • Sword Beam: The default method of attack for Lords (SilverAsh, Ayerscarpe, and Leto instead commands his pet falcon, 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.

Instructor

Default DP cost range (without potential upgrades): 13 - 17 DP

https://static.tvtropes.org/pmwiki/pub/images/support.jpg
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.
  • 6★ Operators of this archetype: Pallas
  • 5★ Operators of this archetype: Bryophyta, Doc, Swire, Whislash
  • 4★ Operators of this archetype: Dobermann

  • Support Party Member: 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.
  • Whip of Dominance: Many of the Instructor Guards (such as Dobermann, Pallas, and Whislash) use whips in combat, reflecting their role as a incredibly strict and authoritative instructors. This is even invoked with the "Instructor's Beloved Whip" collectible that raises EXP earned in battle.

Liberator

Default DP cost range (without potential upgrades): 10note  - 12 DP

https://static.tvtropes.org/pmwiki/pub/images/liberator_1.jpg
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.
  • 6★ Operators of this archetype: Młynar
  • 5★ Operators of this archetype: Tequila

  • Gathering Steam: 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.
  • Stone Wall: 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 Bruisers who couple their defenses with extremely hard-hitting attacks.

Reaper

Default DP cost range (without potential upgrades): 22 - 23 DP

https://static.tvtropes.org/pmwiki/pub/images/sub_reaper_icon.png
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.
  • 6★ Operators of this archetype: Executor the Ex Foedere
  • 5★ Operators of this archetype: Highmore, La Pluma
  • 4★ Operators of this archetype: Humus

  • Achilles' Heel: 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.
  • Herd-Hitting Attack: They can attack multiple enemies in a wide area in front of them.
  • I Work Alone: 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.
  • Life Drain: Since they cannot be healed directly, this is the main way they regain HP.
  • Mechanically Unusual Fighter: The T-shaped form of their range almost resembles that of a Spreadshooter with less range.

Crusher

Default DP cost range (without potential upgrades): 22 - 24 DP

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.
  • 6★ Operators of this archetype: Hoederer
  • 5★ Operators of this archetype: Wind Chimes
  • 4★ Operators of this archetype: Quartz

  • Achilles' Heel: 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 Scratch Damage will be doing legitimately significant damage per hit to a Crusher, whittling down their HP.
  • Armor-Piercing Attack: 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.
  • BFS: So far, all Crushers favor some sort of greatsword, which justifies their slow attack speed somewhat, as well as their ability to hit multiple enemies at once.
  • Damage-Sponge Boss: To offset their complete lack of any defensive stat, Crushers have immense amounts of HP.
  • Glass Cannon: 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.
  • Mighty Glacier: Crusher Guards have an incredibly slow attack speed, but boast ludicrously high HP and ATK stats that are in the thousands.
  • No-Sell: As their DEF is already 0 to begin with, they are completely unaffected by any DEF debuffs or Corrosion.
  • Situational Sword: 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.

Earthshaker

Default DP cost range (without potential upgrades): TBA

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.
  • 5★ Operators of this archetype: Odda

Shared Tropes

  • Attack! Attack! Attack!: 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 (though some Guards can do Arts damage to combat this).
  • Balance Buff: 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.
  • Com Mons: 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.
  • Jack of All Stats: 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.
  • Made of Iron: 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.

Operators

Crossover operators

Crossover characters, denoted by a star (★) in their section headers, can be found here.

     Doc (★) 

Doc / Gustave Kateb

Introduced: Operation Lucent Arrowhead
Voiced by: Alex Ivanovici
Artist:

https://static.tvtropes.org/pmwiki/pub/images/doc_arknights.png
He won't let you fall until he's the one.
Click here to see Elite 2 appearance.
Doc, Team Rainbow Operator, has finished loading his Stim Pistol.
Rarity: ★★★★★
ID:
Subclass: Instructor
Tags: Healing, Support
Skills: Violence Against Violence, Stim Pistol
Talents: Military Doctor, Sympathetic Activation
Affiliation: Team Rainbow - Rhodes Island
Race: Unknown (Human)
Birthday: September 16
Height: 177cm

"Codename Doc, Team RAINBOW. I'll protect you."

  • Animal Motif: 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.
  • Armor-Piercing Attack: His talent causes his attacks to ignore a portion of an enemy's DEF.
  • Badass Longcoat: Dons one for his Exhibition skin.
  • Barrier Warrior: His Elite 2 talent converts overheal on allies into extra barrier that decays over time.
  • Call-Back: His Elite 2 promotion line is from his operator video in Rainbow Six Siege.
    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.
  • Combat Medic: He's capable of both dishing out damage and healing allies if he's equipped with his second skill.
  • Deadly Doctor: He employs his medical knowledge into combat, which translates to his first talent giving him Armor-Piercing Attack.
    If you can hold a scalpel, you can hold a gun. Never doubt the steadiness of a surgeon's hands. (talk 2)
  • Healing Shiv: 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.
  • Heal Thyself: His first skill is him using his Stim Pistol on himself, which heals him and decreases his attack interval.
  • Helmets Are Hardly Heroic: He opts to take off his helmet to reveal his full face instead of his masked-and-helmed look in Rainbow Six Siege.
  • It Only Works Once: 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.
  • More Dakka: He swaps to his MP-5 when his first skill is active.
  • One-Steve Limit: An unusual downplayed example since your avatar is mainly known as the Doctor.
  • Ornamental Weapon: His SG-CQB shotgun can be seen holstered on his hip in his base art, but he doesn't use it in gameplay.
  • Shout-Out: 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 the Medic.
  • Silver Fox: He has visible greying hairs, which does nothing to detract from his looks.
  • Temporary Online Content: He can only be recruited for the duration of "Operation Lucent Arrowhead".
  • You Don't Look Like You: Averted. His appearance is very close to what he looks like in Rainbow Six Siege, only with a different art style.

     Fuze (★) 

Fuze / Shuhrat Kessikbayev

Introduced: Operation Lucent Arrowhead
Voiced by: Gabriel Furman
Artist:

https://static.tvtropes.org/pmwiki/pub/images/fuze_arknights.png
Chaos is his best friend.
Click here to see Elite 2 appearance.
Fuze, Team Rainbow Operator, ready to be deployed with his shotgun.
Rarity: ★★★★★
ID:
Subclass: Centurion
Tags: AoE, Survival
Skills: Firepower Scouting, Cluster Charge
Talents: Bulletproof Shield
Affiliation: Team Rainbow - Rhodes Island
Race: Unknown (Human)
Birthday: October 12
Height: 180cm

"RAINBOW operator, codename Fuze. I've said everything I need to, let's get to it."

  • It Only Works Once: He can only use his Cluster Charges three times for every deployment.
  • Luckily, My Shield Will Protect Me: 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.
  • Situational Sword: 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.
  • Temporary Online Content: Much like his fellow Spetsnaz operator Tachanka, Fuze is the welfare operator of "Operation Lucent Arrowhead".

     Luo Xiaohei (★) 

Luo Xiaohei

Introduced: It's Been A While
Voiced by: Kana Hanazawanote  and Shan Xin (Japanese), Shan Xin (Chinese)
Artist: 九日九号

https://static.tvtropes.org/pmwiki/pub/images/luo_xiaohei_kitty.png
A lot of what you say flies over his head, but his heart will always take it in.
Click here to see Elite 2 appearance.
Executor-in-Training Luo Xiaohei, here to protect his friends with all he has.
Rarity: ★★★★
ID:
Subclass: Lord
Tags: DPS
Skills: Tail Afterimage, Broken Blade
Talents: Executor-in-Training
Affiliation: Yan
Race: Feline/Elfin
Birthday: November 1
Height: Unknown

"Hello, Doctor, my name's Xiaohei, and I'm a spirit."
A cat spirit and Executor in training from The Legend Of Luo Xiao Hei, having come into the care of Lee's Detective Agency after coming to Terra and later joined Rhodes Island.
  • Abhorrent Admirer: Played for Laughs when he complains about Medic operators chasing him around, implied to be from his Cuteness Proximity tendencies.
    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)
  • Armor-Piercing Attack: 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.
  • Big Eater: 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.
    Doctor, I'm here! Huh? Is there something on my face? Ah, I just finished eating, haha. (added to squad)
    Doctor, are you eating something secret there? (idle)
    What are you still working for, Doctor? It's almost food time! (trust tap)
  • The Cameo: He appears in Suzuran and Rockrock's collab skins alongside one of his Hei Xu perched on the operator's head.
  • Catapult Nightmare: Shown in the event trailer as he wakes up from his dream of being separated from Xiaobai.
  • Cat Boy: Unusual for his world, but his cat ears let him pass as a Feline in Terra.
  • Child Soldier: Discussed in his profile as something Rhodes Island does not want for him.
    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)
  • Contrived Coincidence: 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.
  • Cuddle Bug: Likes to hop on people's shoulders in his cat form as a way of showing affection.
  • Cuteness Proximity: His cat form has this effect on the Doctor.
    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)
  • Extra-ore-dinary: 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.
  • Flash Step: Is capable of teleporting long distances, and puts this to use as seen in the event trailer.
  • Friend to All Living Things: Tries to stop Emperor from killing the musbeast he found in Penguin Logistics' hideout wall in "It's Been A While". Fortunately, the gun Emperor used turns out to be a lighter, and simply opted to adopt said musbeast (much to the barkeeper's annoyance).
  • Good Is Not Soft: As stated in his introduction.
    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.
  • Guest Fighter: Of The Legend Of Luo Xiao Hei.
  • Hates Being Touched: Downplayed. He hates getting his ears touched without permission, but has no problems with personal contact that he initiates himself.
    Doctor, don't mess with my ears! (tap)
  • It's All My Fault: Says this word for word and then some if the mission fails.
    It's all my fault for being so weak, Doctor... (mission failed)
  • Moveset Clone: His talent is a carbon copy of Saga's Preaching.
  • Mystical White Hair: Has white hair in his human form, and the power he wields does not exist in Terra. Subverted in that his original hair color is black; his hair turned white after he lost his space-manipulation powers.
  • Odd Friendship: In his Operator Record, Xiaohei ends up running into and eventually befriending Mountain despite their age gap and vastly different backgrounds.
  • Pint-Sized Powerhouse: Gave Lee a thrashing when the latter found him after he came to Terra in "It's Been A While".
  • Ridiculously Cute Critter: Can take the form of a small black cat that triggers Cuteness Proximity in other people, and he can also split his tail into small creatures known as Hei Xu.
  • Speaks Fluent Animal: Is able to communicate with other animal species, which was how he got the cloudbeast to behave itself in "It's Been A While".
  • Temporary Online Content: 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.
  • Unskilled, but Strong: His profile states that he has potential but has yet to receive any formal education.
  • Voluntary Shapeshifting: Can shapeshift between his human form and cat form.
  • Wrong Context Magic: 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.

     Tachanka (★) 

Tachanka / Aleksandr Senaviev

Introduced: Operation Originium Dust
Voiced by: Vlado Stokanic
Artist: Cenm0note 

https://static.tvtropes.org/pmwiki/pub/images/char_459_tachak_1.png
If the machine gun still isn't enough firepower, just launch some grenades into the mix.
Click here to see Elite 2 appearance.
Click here to see his Crossover: Lord skin
Tachanka, a member of Team Rainbow, is ready to lay down suppressive fire.
Rarity: ★★★★★
ID: No. 459
Subclass: Swordmaster
Tags: Nuker, DPS
Skills: Incendiary Grenades, Spray and Pray
Talents: Heavy Firepower
Affiliation: Team Rainbow - Rhodes Island
Race: Unknown (Human)
Birthday: November 3
Height: 183cm

"RAINBOW Operator, codename Tachanka. I'm ready. Where do you want me?"
The 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.
  • Affectionate Nickname: While Tachanka is already a codename, the other Rainbow operators also often calls him "Lord".
  • Beware the Nice Ones: 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.
  • Cool Helmet: Beside his signature Maska-1SCh, his skin gives his a Kulah khud as a gift from Picale for his help to Long Spring.
  • Grenade Launcher: 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.
  • Hidden Depths: 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.
  • Husky Russkie: Is the biggest member of Team Rainbow, and also happens to be the most well-equipped to take on any enemies directly.
  • Mechanically Unusual Fighter: 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.
  • Mighty Glacier: Just like in Rainbow Six Siege. 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.
  • Mythology Gag: His Elite 2 promotion line is taken right out of Rainbow Six Siege as a reference to his rework in said game.
    They told me I'd died. They were wrong. I was reborn.
  • Old Soldier: His relative easygoingness toward the new world he's in is mostly because he's Seen It All 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 Soviet Invasion of Afghanistan, and saw first hand what foreign interference does to the locals.
  • One-Steve Limit: Averted. The diminutive of his first name is "Sasha", which is the same as Faust's real name.
  • Temporary Online Content: 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.
  • Tranquil Fury: 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.
  • Unusual Pets for Unusual People: 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.
  • Vodka Drunkenski: Implied. His Elite 2 base skill produces Ursus Specialty Beverage when he is garrisoned in the Control Center with 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.
  • You Are Better Than You Think You Are: Gives an encouraging speech to Ash after Miarow's death in "Operation Originium Dust" to pull her out of her It's All My Fault mindset.
  • You Shall Not Pass!: At the climax of "Originium Dust", the heroes get overwhelmed by a large numbers of Originiutants and would likely too late stop the Big Bad. Tachanka ends up holding the line against the Zerg Rush so the other can execute their strategy plan. He actually plans to take them all alone, but Rangers stays behind with him.

Integrated Strategies operators

These 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.

     Sharp 

Sharp

Introduced: Integrated Strategies 1: Ceobe's Fungimist
Voiced by: Taiten Kusunoki (Japanese), Liu Ruoban (Mandarin Chinese), Ben Starr (English)
Artist: Kumatangent

https://static.tvtropes.org/pmwiki/pub/images/char_508_aguard_1.png
Rarity: ★★★★★
ID: No. 508
Subclass: Dreadnought
Tags: DPS, Survival
Skills: Drawing Sword
Talents: Invisible Blade
Affiliation: Rhodes Island
Race: Pythia

  • A Day in the Limelight: Sharp plays a major role in the "Break the Ice" event, pulling a Big Damn Heroes on multiple occasions and eventually dueling the insanely-dangerous Degenbrecher to a close-fought loss, in the process stalling her long enough for the Doctor to disrupt Enciodes' plan.
  • Consummate Professional: 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. This is why Degenbrecher considers him a Worthy Opponent, too.
  • Expy: His appearance, battle-hardened combat experience and prowess, his preference to do things quietly, and his legendary status evokes that of Snake. His English voice actor even gives him a baritone that sounds similar to that of David Hayter's Snake.
  • Glass Cannon: 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.
  • Old Soldier: 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.
  • One-Man Army: 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 Degenbrecher, who is also this.

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