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In the current meta of Arknights, most operators are fairly well-balanced and play effectively in most circumstances, with clearly-defined strengths and weaknesses appropriate for their classes. And then there are these guys, operators with extremely broken aspects that resoundingly turns the game's many challenges into a laughing stock. Having just one of them can give you a significant edge, whereas you may struggle to make do without them.

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    Vanguards 
  • Myrtle shines as an excellent 4* operator due to her ability to generate DP really fast, actively heal other operators, and passively heal other vanguards. Not only does she generate more DP than most other operators in her subclass, Myrtle is also bar none the cheapest to deploy Cost-wise, clocking in at 8 DP at max potential. This is particularly useful in challenge and Contingency Contract stages that limit DP generation or increase the DP cost of operators. To balance this out, her stats are rather poor. Her DP generation is manually-triggered, and happens gradually instead of instantly like other Vanguards', and also renders her unable to attack or block enemies due to her Trait.
  • Following in the same footsteps as Myrtle, Elysium emerged as the premier DP dispenser in the game, generating up to a whopping 18 points with his S1, and 20 through his S2, and he's only marginally more expensive to deploy than her. As icing on the cake, Elysium also passively reduces the cost for all Sniper operators, making him invaluable if you're looking to place down more expensive units like Meteorite or Executor, and the ASPD increase he offers them can turn some (Exusiai, wink wink!) into literal murder machines. Not to mention, his S2 grants him conditional True Sight on up to four enemies, making him the only operator aside from SilverAsh to be able to see cloaked units as of this writing.
  • Texas is by far considered one of the most powerful Vanguards in the game, mainly due to her Sword Rain skill, which is a massive AoE stun centered around her that also deals Arts damage while giving a huge DP boost at the same time. Not only does this make her extremely good at wiping out hordes of weaker enemies, but also gives her a lot of utility against high defense enemies and bosses as well. Swapping out vanguards like her for defenders comes pretty close due to the quick succession in which enemies spawn, but with swapping out Texas once you need a defender in her place is somewhat easier as you can activate the skill and stun the enemies, giving you time to do it.
  • Siege is hands down the most powerful Vanguard in the game, as she combines the strongest aspects of all Vanguard archetypes. She has rather high defense and HP and is block 2, allowing her to tank enemies on her own. Her high attack power and second and third skills that boost her attack even further allow her to wipe out entire waves of enemies. Her Elite 1 skill in particular is gamebreaking, since it hits all enemies in the tile Siege attacks and gives bonus DP every time it's used. Combined with her Elite 2 passive ability that gives her bonus SP for every enemy unit that dies next to her, and she can rapidly ramp up your DP count to call in additional operators.
    Snipers 
  • Meteorite is the perfect girl for those looking to deal obscene amounts of AoE damage from long range. Not only does she pack a significant punch by herself, her talent, Blast Attachment Refit, allows her grenade shots to crit, for damages somewhere in the low two thousands at Elite 2 without anyone holding her hands. When supported with buffs, Meteorite can hit for upwards of six thousand and change. This means Meteorite firing randomly into a crowd can obliterate most of them in a single shot, doubly so with the burst damage proc from Buckshot. It stands to reason that an Elite 2 Meteorite with Mastery 3 Buckshot is so commonly used to cheese harder maps and Annihilation stages. Her second skill, High-Explosive Shell, is also of high tactical value due to its DEF reduction effects, which gives her better viability against tough enemies. Overall, while Meteorite might take a lot of investment to reach full strength, she's a veritable one-woman nuke machine if you give her the upgrades she need. Observe!
  • Executor is considered to be the best short range AoE damage dealer, period, due to a combination of staggeringly-high raw damage in conjunction with his trait that lets him deal 150% damage to enemies in the first row, widespread cone of fire, and talent that lets him ignore up to 175 DEF of anyone he hits. Meanwhile, both of his skills are extremely powerful. His first skill seems deceptively simple, with decent attack boost...and the ability to apply his trait to all enemies in range. This is quite a big deal since that trait is multiplicative, and it applies to attack boost he got from this skill, which cracks up his damage per shot up by a lot, allowing him to crack through heavy armor with ease, not to mention that it now applies to everything in range and not just enemies in front of him. It also has pretty quick charge-up time and long duration, allowing him to have good uptime with it. His second skill, meanwhile, massively increases his DPS by reducing his attack delay and making his attack hit twice, which pairs extremely well with any attack buffs he can get and thus allowing him to burst down enemies in extremely short amount of time...which is good, because like SilverAsh and Eyjafjalla's skill 3 this skill has horrible charge-up time. Executor also has extremely high HP and defense for a sniper, allowing him to take a lot more damage without needing a medic to watch over him.
  • Exusiai is one for Snipers. While she deals fairly mediocre damage, she makes up for this with More Dakka. A lot of dakka in fact, and then some when she's promoted. All of her skills make her superb at dealing massive amounts of burst damage, melting through anyone with low to mediocre defenses out of existence, which the game provides plenty of. Having Exusiai alone can free up a lot of spots in your defense, due to her obscene damage output. There are some players out there who use her as the standard sniper unit in their team.
  • Schwarz, true to her profession, specializes in assassinating high value targets, particularly ones that have very high defense. Her first passive talent gives each of her regular attacks a chance to deal additional damage of up to 160% and ignore 20% of her target's DEF. On top of that, her third skill, which is the one primarily used for her, increases her damage further by up to 180% and guarantees her talent procs on every attack when activated. Combined with her extremely high base attack stat, and Schwarz can deal insane amounts of damage to single targets that overwhelms their armor, normally being able to deal 2000+ damage to enemies with 2000 DEF or higher. On top of that, she also has a second talent that passively buffs the attack speed of all other Snipers on the map. The only drawback is that her firing range narrows to a single three tile line in front of her when her S3 is active, basically restricting her attack range to that of Ifrit's and making landing consistent shots difficult unless the target is immobile or being blocked by someone.
    Guards 
  • Lappland. Just, Lappland. She follows the same ranged Guard archetype as SilverAsh, but whereas he's specialized in doing a lot of damage, she is unique for her Power Nullifier passive that's unlocked at Elite 1 and lasts 5 seconds at Elite 2note . Remember those pesky Sarkaz Casters? Or the Infused Originium Slugs that blow up on death and taking out your operators as well? How about the always annoying Defense Crushers that stun your defenders like a joke? Lappland seals all of their annoying skills on hit. All of them. In addition her second skill lets her deal Arts damage as though she was a caster. Lappland single-handedly renders an incredible variety of enemy types near harmless because of Spiritual destruction, and she's capable of nearly trivializing the entirety of Chapter 6 due to the Yeti Squadron's reliance on their special abilities. Even on CN builds of the game, she's still one of the premier ranged Guards you could pull, due to the on-hit nature of her talent compared to similar sealing effects of Fast-Redeploy Specialists, who need to be manually deployed with careful timing in order to maximize their effectiveness.
  • In the current meta, SilverAsh is Game Breaker personified. He does a lot of things and does them very well.
    • As a Guard, he makes for an awesome tank that can also attack at range, especially since his second skill gives him a hefty DEF steroid and high HP recovery to let him survive for far longer than many other guards could. At max level, this skill gives SilverAsh defenses that can make even the hardiest Defender green with envy and allow him to replace them if necessary or defend isolated lanes due to his regenerating health.
    • SilverAsh is also a surprisingly powerful duelist that also happens to be able to attack at range. This is due to the fact that at M3, his S1 allows it to be triggered in just two attacks, causing every third hit to strike for a massive 290% of SilverAsh's attack power. It is a powerful skill if one opts for a SilverAsh with more consistent damage output, preferably behind someone else for additional protection while defending lanes. If necessary, he also can tank fairly well due to being a Guard with good HP and DEF like any good duelist.
    • However, while both S1 and S2 has their uses, it pales in comparison especially once he unlocks his final skill, True Silver Slash. To put it simply, it drops his DEF but grants a ridiculous attack steroid, massively widens his attack range, and grants his attacks AoE properties. With it, he can deal high (read: insane) AoE damage over a huge range with a similarly huge duration without the 20% damage reduction usually found within the Ranged Guard subclass - even better since SilverAsh is a ground unit, which means much more flexible placement in the field than high ground units. To put things into perspective of just how busted this skill is, True Silver Slash has such a high damage output that he can comfortably burst down most of the enemy types in the current meta, regardless of their resistances - even melting through the likes of Defense Crushers. Sure, it has a long cooldown, but many Annihilation or challenge maps can be cleared simply by deploying and pointing him in the right direction.
    • He naturally reduces the redeployment timer of everyone else, which becomes more effective as he's promoted, which give players more breathing room in case they need to redeploy faster. At Elite 2, he also confers True Sight, making Detectors redundant and ruining the days of every enemy with invisibility. He's one of the only two operators who can do this in the game as of the time of writing, aside from Elysium, who needs to have his S2 running and can only see up to four cloaked enemies at a time, whereas SilverAsh does it passively and without an upper limit on how many he can reveal at once.
    • To put things into perspective: while Hypergryph had been hard at work introducing 4 and 5-star Moveset Clones of the other operators on this page, none so far have been able to ape SilverAsh's repertoire, especially his True Silver Slash (seeing as it's a S3, odds are nobody under 6-star ever will), which makes him a one-of-a-kind Game Breaker in the current meta.
  • Ch'en is also a hilariously overpowered operator. All of her skills are strong, but her second and third abilities in particular are just absurd, dealing massive amounts of damage in a snapnote  to either all enemies in a highlighted range in front of her (S2), or to a single target (S3). Whereas SilverAsh pummels enemies to dust with his True Silver Slash, Ch'en just outright deletes them. Her second skill at Level 3 mastery can be used immediately upon deployment, leading to some incredible strategies, helidropping or otherwise. In addition, her Scolding talent turns her into an SP battery as well, giving her important utility beyond being a fast reaction nuker.
  • Blaze. While her second talent is not too noteworthy, her skill 2 is what makes her pull her weight. It's nothing as flashy as Truesilver Slash, Chi Xiao or Full Moon, but that doesn't stop it from still being extremely powerful despite being a consistent damage skill. Essentially, it increases her attack and defense dramatically, while also having an infinite duration and increasing her range by one more tile. This allows her to attack behind a Defender or any other operator for that matter, opening up new strategies - she can even attack through walls. The only drawback is that that it takes a long time to activate, but this can easily be circumvented with proper planning. Blaze becomes even more deadly when she ranks up to Elite 2, which enables her to attack and block 3 enemies simultaneously. Along with all her pros, her talent 1 allows her to heal herself and temporarily refuse to go under half health the first time her health reaches 25%, which gives her a second chance even if she does take severe damage.
  • As if Blaze wasn't strong enough, Specter with her S2 firing puts everyone else to shame. Put simply, for as long as her S2 is active, Specter cannot die, period. In certain aspects, she can even be considered Blaze's superior, as her survivability is tied to a skill instead of a one-time talent, meaning she can shrug off death multiple times per level, completely at the player's discretion instead of automatically firing when below a certain health percentage. As the cherry on top, her self-stun after her S2 expires can be a blessing in disguise, since her threat priority will go down and melee enemies will not attack her, allowing Specter a moment of respite. Her mettle was put to the test during Contingency Contract, where certain enemies are massively buffed such that they can take out supremely tough Defenders like Hoshiguma in a single tap. In fact, some high-risk strategies basically demand that you have Specter, as any other tank will not work. As such, Specter stands as the queen of tanks in the current meta, so long as her S2 can be consistently activated. The only crimp to her kit is the relatively short duration of her S2, even when fully mastered, at a cap of 15 seconds, which can be troublesome when fighting beefy enemies without damage support from other operators. If you lack Specter and a difficult event rolls over (Contingency Contract, for example), you're probably gonna be in for a bad time.
  • On a good day, Hellagur will just not die. Not only does he have supremely high ATK and HP compared to his fellow Guards, Hellagur also has innate Life Drain on hit. This means the more he attacks something, the more health he regains for himself. His Elite 1 talent comes into play when he's hurt, which scales his ASPD buff inversely proportional to his remaining HP. At Elite 2, his ASPD is effectively doubled when he's at 30% remaining HP, which translates into self healing coming in at an alarming rate, on top of his Regenerating Health when not blocking anything. His absurd 75% physical dodge chance with his S2 active is just further icing on the cake. While he does have some considerable drawbacks to him, such as his exorbitant DP cost and inability to be healed by most healersnote , if managed properly, Hellagur can bully most lanes by his lonesome despite his 1 block, and stands to be one of the most popularly-picked operators for Contingency Contract. After all, who needs healing when all of your enemies are dead?
    Defenders 
  • Cuora, who is widely considered to be the most overpowered 4-star operator. Her absurdly high defense that eclipses even 6-star Defenders is just the beginning - he second skill boosts this even further, lets her go up to block 4, and causes her to rapidly regenerate her HP. Combined, these make her one of the most effective pure physical tanks in the game. The only other operators in the game that has a similar skillset are Vulcan and Nian, and they are broken in their own ways, but in comparison to them, Cuora is very easy to build due to her 4-star status, and is in the standard headhunting, whereas you may struggle to get Vulcan and Nian, who are both elusive.
  • Saria comes with powerful healing abilities that allow her to top off all nearby operators. As a support Defender, her healing output puts many dedicated Medics to shame. Basically, all of her skills offer immense utility depending on what map you're on, as they provide either strong emergency auto-healing (S1, S2), or rapid HP regeneration and applying an Arts RES debuff onto every enemy within range, on top of making them slower for the entire skill duration (S3). All of which happen across a very wide radius, and her S3 note  can outheal many stronger Medics when mastered due to it being applied per second, regardless of Saria's ASPD. Put simply, Saria is one of the more powerful and flexible support units you can get, and not for nothing is she consistently ranked among the top picks for Contingency Contract, one of the most difficult content releases to date. Due to this, she's actually a great unit to pick for stages with Poison Haze as well, such as the Medic/Defender Chip stages and the Tough Siege, where you sometimes (barring your Saria is leveled high enough) don't even need to bring a Medic because you have Saria holding an entire area all by herself, especially with her second skill. note 
    Twilight Raven: Saria is by far my most favorite operator. She offers tons of possibilities to make every maps get easier to tank enemies while keeping other operators in check within her healing tile.
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    Casters 
  • Ifrit, even though making proper use of her can be difficult due to her quirky range. To preface things, Ifrit deals obscene amounts of Arts damage in one puff, and if set up properly can hit all enemies at once in a single line with no upper penetration limit. This is further enhanced by her first talent that reduces the RES of all enemies that merely stand in her range. Her skills also deal lasting damage coupled with DEF/RES debuffs, and with her second talent that increases her SP gain, Ifrit becomes a Spam Attack monster. This is especially notable with her S2 Pyroclasm, a charge-type skill that buffs the damage of her next attack, while making it inflict afterburn and a significant DEF shred - if leveled up and coupled with her talent, she can easily fire this off almost every attack. Her single-line range can also be abused in maps with tight spaces such as in Tactical Drill Mission 4, where she can literally cook the Originium Slugs that attempt to Zerg Rush towards the goal. While a singular straight lane may seem restrictive at first glance, it ultimately doesn't matter if Ifrit hits only one or two tiles due to the sheer damage output and debuff utility she offers.
    Dreamy: Burn one tile, nothing is lost. Burn two tiles, great. Burn three tiles, you won the game.
  • Eyjafjalla is a single target Caster pretending to be an AoE Caster but ramped up to ridiculous levels with none of the drawbacks. While she's already strong for a Caster, her S2 and S3 are where she truly shines. On top of her talent buffing the ATK of all active casters, making her stronger than she already is, her S2 Ignition is a stacking charge type skill that deals Splash Damage on proc, which allows her to moonlight as an AoE Caster that does a better job than them, due to its fast SP regeneration and on-hit RES debuff. Her S3, Volcano, gives her a practical "Instant Death" Radius which basically melt anything walking near her and make Eyjafjalla the Caster equivalent to SilverAsh. At Mastery 3, Volcano can burn up to six enemies at once for massive damage with the only downside being a low duration of 15 seconds, which can be planned around easily. Honestly, Eyja just trivializes most boss fights, where even the hardiest of Guards and Defenders may struggle and even fail all for a cheaper cost then AoE Casters .
  • Mostima is an AoE Caster with quite possibly some of the most potent crowd control in the game. Boasting one of the most potent slows in the game, Mostima passively reduces the speed of everything within her range, while her S2 Lock of Shattered Time basically stun-locks all enemies within range as they take constant Arts damage per second that's uncapped by her low ASPD - it's easily the longest stun in the entire game, 7 seconds long at Mastery 2. Mostima's S3, Key of Chronology, further accentuates her skills, granting her massively damaging AoE attacks that cover a huge area, while knocking back struck enemies and amplifying her passive slow effect. It's SilverAsh's True Silver Slash albeit with lower ASPD and lower DPS potential, however, it's true purpose is to turn Mostima into the ultimate crowd control Caster against a horde of enemies - even better, as it has no upper target limit, meaning everything that steps into her (huge!) skill range gets pelted to death with magical damage, while also being slowed down and pushed back, and having their skills interrupted each time they're hit. Her passively speeding up the SP generation speed for all Casters (which includes herself) is just icing on the cake. The trade off to all of this awesomeness is Mostima's naturally low ASPD and high DP cost, as well as the low up time of her skills, meaning that fielding of this Time Master a matter of timing in itself.
    Medics 
  • In terms of pure utility, Ptilopsis leaves all other Medics in the dust due to her passive talent, Skill Aura, which boosts the SP generation of every operator on the map, including Ptilopsis herself. This means your operators will be able to use their skills much quicker and more often, making Ptilopsis useful in every situation. Her skills are not to be overlooked either as they offer much flexibility. For one, while her skill 1 is a simple attack buff, it can be useful whenever consistent healing is needed as its cooldown is far lower than her second skill. As for the aforementioned skill 2, when activated, Enkephalin offers increased range and an incredible attack interval reduction - so much that player operators in her range are effectively immortal for the entire generous duration unless they get hit by a One-Hit Kill. Her S2 has a hefty cooldown, but it can effectively neuter the threat from even enemy DPS powerhouses if just activated at the right time.
  • Silence is another Medic who is considered to be useful on almost every map. She is a single-target healer, but once she reaches Elite 1, she gets to use her healing drone that can be plopped down on every available tile and heals every adjacent unit for 10 seconds. It will heal so fast that it counteracts Ifrit's healing drain her third skill has entirely. It opens the flexibility of your strategies immensely, since with healers, you'll want to funnel as many units in the range of said healer, and with Silence, you can ignore it and put them in groups since the drone can reach them.
    Supporters 
  • Angelina, a Caster disguised as a Supporter, this Vulpo will need a lot of investment and time to hit Elite 2 before she can operate at peak efficiency. Once she does, however, her capabilities and talents skyrocket, opening a whole host of possible new tactics and formations. For a dirt cheap DP cost, her Elite 2 skill, offers a highly damaging arts AoE burst with a good amount of duration at max level while also having comparable range with the likes of SilverAsh and Eyjafjalla all the while slowing them down. The only downside, however, is not being able to attack similar to her skill 2, which is ultimately offset with an extremely low cooldown which maybe reduced further with the help of other operators, allowing the skill to be readily available to handle each wave and assist in DPS when necessary. If we're talking about Angelina further, one must not forget about her double talents, which can easily be synergized with many operators that work off on attack speed boosts whether via skill or talents. This can make operators like Amiya, Exusiai, Silence hits/heal exponentially faster or off-setting some raised attack interval like Shirayuki. Her second talent, while it might not mean much, can help in tight situations, especially when paired with Perfumer, the only other global healer which can help sustain the squad in a high risk map like Annihilation 3 with the help of another healer.

  • However, a true game-breaker used to be Kal'tsit, when she was playable in the beta but removed later. It is quite understandable why:
    • She was the only medic that could attack directly by summoning an entity called Mon3tr that could be redeployed over and over again by 30 seconds. It could not be healed normally but she had passive innate skills that allowed her to heal it. Within her attack range, it would get a boost in between 18 or 80 percent (40 or 100 when promoted).
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    • Kal'tsit's second skill was a passive that allowed Mon3tr to attack all nearby enemies and reduces its deployment cooldown. Additionally, every heal that Kal'tsit gave to other operators also restored Mon3tr's health, up to 150% of the original amount at maximum skill level.
    • Her third skill (Kal'tsit being a 6*-equivalent like Amiya) caused Mon3tr to use powerful long-range Arts attacks at the cost of its health every second. This also buffed Kal'tsit's healing power and allowed her to directly heal Mon3tr.
    • Due to this, some fans say she was like Shining summoning SilverAsh (Or Hellagur or Utage, for that matter, as it could not be healed directly). Take a look for yourself.
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