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BEST ENDFIELD TEAMS FOR ALL 5 ELEMENTS

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#Arknights Endfield#Best Teams#F2P#Physical#Heat#Electric#Nature
Best Endfield Teams for All 5 Elements
Table of Contents

A strong Arknights Endfield team is not four good operators standing next to each other. It is one damage carry surrounded by three roles that exist only to make that carry hit harder: an enabler that applies elemental Infliction, an SP battery that fuels the whole squad, and an amplifier that stacks damage-taken debuffs on the target. Get those four slots right and even a fully free-to-play squad clears endgame content. Get them wrong and a limited 6-star deals a fraction of its potential.

This is the single reference for every element in the game, rebuilt for Version 1.5 Phase 1. Every team named here is a comp that appears on our team tier list, under the same name and at the same rank, so the two pages do not drift apart.

The biggest change since the last revision: Nature is no longer a support-only element. Typhoeus and Arcane are both SS carries, and Nature now owns two of the eight SS comps outright. If you read an older version of this guide that told you Nature has no standalone carry, that advice is out of date and the Nature section below replaces it.


TL;DR - Key Points

  • Nature is now a carry element. Typhoeus (1.5, aerial Nature Striker) and Arcane in INT stance are both SS, and Winter Hunt (Typhoeus, Arcane, Xaihi, Gilberta) posts the fastest tested clear in the game at roughly 30 seconds on Effigy.
  • Teams are role-based, not stat-based. Every top comp is one Carry plus an Enabler, an SP Battery, and an Amplifier. The support slot is worth more than the next carry you pull.
  • The strongest F2P team is now Heat, not Physical. Melt Queen (Laevatain, Wulfgard, Akekuri, Ardelia) is the only SS comp that is F2P-friendly, because it needs just one 6-star DPS to function. The Physical squad is still the best team you can build with zero limited pulls.
  • Electric: Zhuang Fangyi carry, Perlica enables, Arclight batteries. The fourth slot is Liino or Gilberta now, not Antal.
  • Heat: Laevatain carry, Wulfgard enables, Akekuri (free) or Camille (premium) batteries, Ardelia buffs.
  • Physical: Mi Fu or Endministrator carry, Chen Qianyu feeds Vulnerability, Pogranichnik batteries.
  • Cryo: the top comp runs two carries. Last Rite and Yvonne together is SS, not a trap.
  • Pogranichnik is the strongest Battle Skill battery in the game at 83 team SP per cycle, rising to 98 at max mastery.

How Team Building Works in Endfield

Before the element-by-element lists, understand the machine. Endfield combat rewards operators in synergy far more than operators in isolation. A 6-star DPS played solo is a fraction of the same operator played inside a built team, and elemental matchups stack on top of that. The biggest single upgrade to your account is almost never a new DPS. It is the support that unlocks the DPS you already own.

Every team fills four functional roles. Operators can cover more than one, which is what makes some units so valuable.

  • Carry (DPS): the operator that converts everything into damage. Examples: Typhoeus, Arcane (INT), Mi Fu, Laevatain, Zhuang Fangyi, Yvonne.
  • Enabler (Inflictor): applies the elemental Infliction stacks (or the Physical Vulnerability) that the carry consumes for burst. Examples: Chen Qianyu (Vulnerability), Wulfgard (Heat), Perlica (Electric), Xaihi (Cryo and Nature), Arcane in WILL stance (Nature).
  • SP Battery: an operator whose kit refunds team Battle Skill points, letting everyone cast far more often. Battle Skills cost 100 points to fire, so a battery is measured in how much of that bar it hands back per rotation.
  • Buffer / Amplifier: raises the damage the target takes through Susceptibility, Amp, or an Increased Damage Taken debuff. Examples: Gilberta, Ardelia, Liino, Xaihi, Lifeng.

A note on the fourth slot: “amplifier” and “healer” are not the same job, and the game’s own role labels blur them. Only Xaihi, Ardelia and Liino actually heal the team while buffing it. Camille self-heals only, and Ember and Snowshine are tanks that happen to sustain.

Why debuffs stack: the multiplier buckets

The core theory that makes Endfield teams multiply rather than add is that different debuffs live in separate multiplier buckets, so they compound instead of overlapping. There are three that matter for team building, plus the resistance term:

  1. Susceptibility. Gilberta, Ardelia, Lifeng, Antal, Camille, Last Rite.
  2. Amplification (Amp). Liino, Xaihi, Antal, Arcane in INT stance. Physical has no access to Amp at all, which is worth knowing before you invest in a Physical account.
  3. Increased Damage Taken. Electrification and Breach both live here. This is the correction most players get wrong: they do not multiply against each other, they add. Electrification contributes 12 / 16 / 20 / 24 percent depending on Reaction Stage, and Pogranichnik’s Breach contributes about 20 percent Physical Damage Taken. Running both gets you the sum, not the product.
  4. Resistance, which is its own term rather than a damage-taken bucket. Corrosion reduces enemy total resistance by up to 24 points over 15 seconds, and Laevatain at 4 Melting Flame stacks ignores up to 80 percent of enemy Heat Resistance.

On top of all of that sits Stagger, a flat 1.3x while the enemy is staggered. Every burst you can move inside a Stagger window is free damage.

So the “best” fourth member is usually not a second carry. It is a unit that fills an empty bucket. For the deeper math, see the damage formula breakdown and the elemental reactions deep dive.

Elements and reactions in one minute

The game uses five damage types: Physical, Heat, Electric, Cryo, and Nature. Heat, Electric, Cryo, and Nature are the four Arts elements; Physical runs on its own system.

Applying an Arts element on top of a different element already on the enemy triggers a reaction and consumes stacks. Reactions always hit hardest at 4 stacks:

  • Combustion (Heat onto another element): burst plus a Heat damage-over-time, up to an 87 percent DoT multiplier.
  • Electrification (Electric onto another element): up to 24 percent Increased Arts Damage Taken, for 12 to 30 seconds by stage.
  • Solidification (Cryo onto another element): immobilizes the target for 6 to 9 seconds by stage.
  • Corrosion (Nature onto another element): shreds up to 24 points of total resistance over 15 seconds. Refresh before it expires and the reduction persists.
  • Shatter (a Physical status onto a Solidified enemy): consumes Solidification for a huge Physical hit, up to an 872 percent burst.

On the Physical side, Knockdown and Lift build Vulnerable stacks, cashed out by Crush or Breach. Crush scales at 1.5 plus 1.5 per stack, so a 3-stack cash-out is 6.0x and a 6-stack is 10.5x.


The Universal 4-Slot Template

Every comp below is a variation on the same skeleton. When you build your own teams, fill these four slots in this order and you will rarely go wrong:

  1. Carry matched to the element you are investing in.
  2. Enabler that applies that element’s Infliction (or Vulnerability for Physical).
  3. SP Battery whose trigger matches your carry’s playstyle.
  4. Buffer in an empty multiplier bucket, or a healer or tank for hard content.

The rule that still holds: do not run two carries that fight over the same resource. Two Vulnerability consumers, or two operators both trying to eat the same Infliction, starve each other. Cryo is the one real exception, and the Cryo section explains why.


Nature Teams (the new top of the meta)

Nature spent the game’s first year as a support package. Versions 1.4 and 1.5 changed that completely: Arcane arrived as a Nature Caster who carries in her INT stance, and Typhoeus arrived as the first operator who fights from the air. Nature now holds two of the eight SS comps as the carry element, including the fastest clear on the board.

Meta ceiling (Typhoeus): Winter Hunt = Typhoeus + Arcane + Xaihi + Gilberta. SS, roughly 30 seconds on Effigy.

  • Carry: Typhoeus, 6-star Nature Striker. Around 73 percent of her damage is Nature Bursts, which drives the single most counterintuitive build rule in the game: prioritise Nature stack sources over raw damage buffs. A support who lands two more free stacks per window does more for her than one adding 20 percent damage.
  • Enabler: Arcane in WILL stance, where she applies Nature Infliction and contributes Arts Susceptibility.
  • Support: Xaihi. She is the reason this comp is the fastest, not a filler 5-star. Her Combo applies Inflictions quickly enough to push Corrosion to tier 4, and her Amp values sit in Liino’s class out of a 5-star body.
  • Buffer: Gilberta, for Corrosion and Vulnerability.
  • Anti-synergy to respect: keep Ardelia out of this team. Her Combo Skill overwrites the higher-level Corrosion that Xaihi is setting up, so the “obviously good” support is a downgrade here.

Meta ceiling (Arcane): Corrosion Arcana = Arcane + Tangtang + Gilberta + Xaihi. SS, roughly 60 seconds, the AoE option.

Arcane’s stance is decided by her stat sheet, not by a button: whichever of Intellect or Will is higher wins. INT makes her a Corrosion DPS who contributes Arts Amp, and her Gloompurge ultimate force-applies Corrosion and shreds resistance. WILL makes her a controller and enabler who contributes Arts Susceptibility instead. Commit fully on her gear. Split INT and WILL and she does neither job. Note that the two SS Nature comps run her in opposite stances: WILL in Winter Hunt, INT in Corrosion Arcana. Full details in the Arcane build guide.

Electric hybrid: Corrosion Volley = Typhoeus + Arcane + Perlica + Gilberta. S tier, roughly 57 seconds and about 71K single-target.

Budget Nature: Frostbound Hunt = Typhoeus + Fluorite + Xaihi + Liino. A tier, and the cheapest way to field Typhoeus if you do not own Arcane.

Rotation summary: apply Nature Infliction from two sources, let Corrosion climb to stage 4, and fire Typhoeus inside the window. Her Ultimate costs 200 SP and takes about 20 cycles to come up, so it is a payoff you plan around rather than spam. Talent priority for her is Skill, then Ultimate, then Combo, then Basic.

Nature’s support half did not go away, it just stopped being the whole story. Ardelia is still the single most plug-and-play buffer in the game, because her Corrosion shred applies both Physical and Arts Susceptibility, which no one else does. Gilberta appears in more high-tier comps than any other operator. Layering one of them onto another element’s squad is still correct. It is now in addition to running Nature as a carry, not instead of it.

For the full pairing chart, see Typhoeus best teams and the Typhoeus build guide.


Electric Teams (highest sustained damage)

Electric produces the most consistent damage in the game, and its support core is close to fixed: Perlica and Arclight travel together in almost every Electric team. What changed in 1.4 and 1.5 is the fourth slot. Antal used to hold it. He does not any more.

Meta ceiling: Dawnstar Authority = Zhuang Fangyi + Liino + Perlica + Arclight. SS.

  • Carry: Zhuang Fangyi. Her kit summons blades capped at 9, and her final hit lands for 6 times a single strike. Her Ultimate costs 240 SP, which is why the battery slot is not optional.
  • Enabler: Perlica, the primary Electric Infliction source who forces Electrification.
  • Battery: Arclight. He returns 8 points on Combo (10 at max mastery) and 30 from his Battle Skill (40 at max). His Ultimate returns nothing to the team, so do not build your rotation around it as a refill.
  • Buffer: Liino, and this is the upgrade. Her Cosmovoice Stance grants both Electric and Nature Amp, scaling with Will up to 40 percent and reaching 60 percent at max mastery, plus a flat 10 percent team ATK. Her Electric Skill Recovery talent also refunds 10 SP every time another Electric operator casts a Battle Skill, which is real battery value that does not show up in any published SP table.

Alternate ceiling: Wuling Authority = Zhuang Fangyi + Perlica + Arclight + Gilberta. Also SS. Take this one if you own Gilberta but not Liino.

F2P option: Standard Electric = Avywenna + Akekuri + Perlica + Antal. A tier, and the place Antal still earns his slot as a cheap 4-star Susceptibility and Amp source. Avywenna is an excellent 5-star carry, though she is not the only sub-6-star DPS in the game: Da Pan is a 5-star Physical Striker and Estella anchors a starter Cryo comp.

Mid-budget: Premium Electro = Avywenna + Perlica + Arclight + Gilberta. S tier.

Rotation summary: apply Perlica’s Electric Infliction, have Zhuang Fangyi convert it into Electrification and summon blades, and top up SP with Arclight’s Battle Skill. Fire Ultimates once blade count is high. The habit to build: consume Electrification, then reapply. Do not overwrite stacks before they are cashed out.

More on this archetype in Zhuang Fangyi team optimization and the Liino team guide.


Heat Teams (the best F2P ceiling)

Heat is the most forgiving archetype in the game and, as of 1.5, the one that gives free players a genuine SS-tier team.

F2P core: Melt Queen = Laevatain + Wulfgard + Akekuri + Ardelia. SS, and the only SS comp flagged F2P-friendly, because it needs exactly one 6-star DPS to function.

  • Carry: Laevatain. She absorbs Heat Infliction into Melting Flame stacks up to 4, and at max stacks she ignores up to 80 percent of enemy Heat Resistance for 20 seconds. Her Ultimate costs 300 SP, the highest in the game, and she still reaches it in about four cycles because she generates 90 Ultimate SP per cycle, the roster high by a margin of 26. That self-sufficiency is the real reason mono-Heat is so forgiving.
  • Enabler: Wulfgard, a 5-star. He applies AoE Heat Infliction and forces Combustion.
  • Battery: Akekuri, a standard-pool 4-star. Her value is her Ultimate, not her Combo: her Combo is the weakest in the roster at 7.5 points, while her Ultimate dumps 58 points to the team, rising to 80 at max mastery. Level her Ultimate first and this team holds up far longer than its rarity suggests.
  • Buffer: Ardelia, for Corrosion plus dual Physical and Arts Susceptibility, and healing.

Meta ceiling: Sanguine Pyre = Laevatain + Camille + Wulfgard + Ardelia. SS.

Camille is the upgrade over Akekuri, but not for the reason usually given. By raw throughput Akekuri actually generates more team SP than he does (65.5 per cycle against his 48). His edge is twofold: his Ultimate comes up in 13 cycles against her 24, so his contribution arrives roughly twice as often, and he brings Heat Susceptibility, a Weaken debuff and double Link, none of which she has. Weaken is worth understanding correctly: it cuts the enemy’s output, it is not a damage buff for your team.

Rotation summary: enablers apply Heat Infliction, Laevatain absorbs it into Melting Flame through her Final Strikes, and her absorption triggers Camille’s Combo for damage and SP. Each cast fuels the other.

See best SP battery: Pogranichnik, Akekuri, Camille and Camille best teams.


Physical Teams (the zero-limited-pulls answer)

Physical is the archetype you can build without spending a single limited pull, because the protagonist is a free Physical DPS and the supporting cast is standard-banner or story-given. It is no longer the top F2P team on the tier list, but it remains the best team available to an account that has pulled nothing.

Zero limited pulls: Pure Physical Gold = Endministrator + Chen Qianyu + Pogranichnik + Lifeng. S tier.

  • Carry: Endministrator, the free protagonist, a Crush-focused DPS.
  • Enabler: Chen Qianyu, a 5-star who applies Physical Vulnerability.
  • Battery: Pogranichnik, the strongest Battle Skill battery in the game. He returns 83 team SP per cycle, rising to 98 at max mastery, split across Combo (23), Battle Skill (30) and Ultimate (30). He is the only operator in the roster the data flags as genuinely SP-rich. He also applies Breach for about 20 percent Increased Physical Damage Taken, which adds to Electrification rather than multiplying with it.
  • Buffer: Lifeng, for 12 percent Physical Susceptibility at max mastery over 12 seconds, rising to 17 percent at Potential 1. He does not group; that is Gilberta and Mi Fu.

Worth being honest about the cost: this comp wants two standard-banner 6-stars, so “free” here means “no limited banner”, not “no pulls”.

Meta ceiling: Fists of No Regrets = Mi Fu + Chen Qianyu + Pogranichnik + Lifeng. SS.

Mi Fu transforms this squad. Her damage spikes when Chen Qianyu feeds her Vulnerability, because Trail and Mangle, the second move of her Battle Skill, consumes 3 to 6 Vulnerability stacks with a minimum of 3. At the Crush scaling of 1.5 plus 1.5 per stack, that is 6.0x at three stacks and 10.5x at six. Feeding her to six is the whole game.

Hybrid: Sin & Crush = Mi Fu + Rossi + Camille + Chen Qianyu. A tier, a Heat and Physical mix with two carries that do not compete for the same resource.

Rotation summary: feed Vulnerability with Chen Qianyu, cash out the Crush finisher inside a Stagger window for the flat 1.3x, and rush the Ultimate so you fit two combo loops per Stagger.

Do not: run Endministrator and Mi Fu together, or add Da Pan as a third Crush user. Multiple Crush and Vulnerability consumers starve one another.

See Mi Fu best teams, the Physical team meta breakdown, and the Rossi team comps guide.


Cryo Teams (single-target boss killers)

Cryo is the specialist archetype for boss content, delivering enormous single-target burst while Solidification locks the target in place.

Meta ceiling: Cryo-Nature Executioners = Last Rite + Yvonne + Gilberta + Ardelia. SS, roughly 52 seconds single-target.

This comp is the exception to the one-carry rule, and it is worth stating plainly because older guides (including an earlier version of this one) warned against it. Running Last Rite and Yvonne together is the top-ranked Cryo team, not a trap. The two Cryo leads trigger Solidification spikes off each other rather than competing, and Gilberta plus Ardelia keep the resistance shred and Susceptibility running underneath. The thing to actually manage is stack order: let one carry consume before the other reapplies.

Standard: Cryo Burst Control = Yvonne + Tangtang + Xaihi + Gilberta. S tier, roughly 60 seconds on bosses.

  • Carry: Yvonne, whose Battle Skill consumes Cryo and Nature Infliction to force Solidification and bank Ultimate energy. Her Ultimate costs 220 SP.
  • Enabler: Tangtang, a 6-star Cryo Caster and an SS operator in her own right, often skipped because she reads as a support.
  • Support: Xaihi, for Cryo and Nature Amp, Infliction, and healing.
  • Buffer: Gilberta.

Hybrid: Arrowfall Cryo = Typhoeus + Perlica + Xaihi + Gilberta. S tier, a Cryo shell around a Nature carry.

Starter: Cryo Core Starter = Estella + Snowshine + Alesh + Endministrator. B tier, but a real early-game answer.

One correction worth carrying: Alesh is the second strongest Battle Skill battery in the game, at 70 team SP per cycle and 85 at max mastery, behind only Pogranichnik. He sits at B tier because of his overall kit, not his SP generation. If you are short a battery on a budget account, he is a much better answer than his tier placement suggests.

Rotation summary: build Cryo Infliction, force Solidification, maximize stacks, then detonate into the Ultimate, which enhances basic attacks with stacking Crit.


Best F2P Team

Two different questions get asked here, and they have two different answers.

“What is the strongest team I can realistically build as a free player?” Melt Queen: Laevatain, Wulfgard, Akekuri, Ardelia. It is the only F2P-friendly comp in the SS band, because it needs exactly one 6-star DPS and the rest of the shell is a story-given 5-star, a standard 4-star, and a widely available support.

“What is the strongest team I can build without a single limited pull?” Pure Physical Gold: Endministrator, Chen Qianyu, Pogranichnik, Lifeng. Endministrator is free, and nothing in the comp comes off a limited banner. It is S tier and it clears current endgame content when geared.

If you are choosing where to spend standard pulls, Pogranichnik is still the highest-impact target on the board, because the best battery in the game upgrades every carry you will ever own.


Best Teams for Endgame

Two endgame modes shape team choices, and they reward different things.

Umbral Monument and general boss content favor single-target and burst: Cryo (Last Rite and Yvonne together), Nature (Typhoeus), and mono-Physical (Mi Fu). Solidification and Stagger windows let you dump burst into one target. Bring a tank like Ember or Snowshine for the hardest stages.

Contingency Contract is different and important to understand: its meta is defined by rotating modifiers, not by a fixed best team. When the active modifiers reward reactions, Combustion and Crush teams tend to score highest, but the modifiers change each season. Never fold Contingency Contract rankings into your evergreen element judgments. A carry that is top-tier for CC one season can be mediocre the next purely because the board shifted.

One gearing rule that catches people in every mode: never put two operators on Eternal Xiranite. The team damage buff does not stack, and the second copy is wasted.

For live rankings, cross-check the team tier list and the operator tier list, which are updated per patch rather than baked into this evergreen guide.


What Changes on September 24

Version 1.5 Phase 2 arrives on September 24, 2026. It adds one new playable operator, and she is free.

Purrchena is a 5-star Physical Defender given away at max potential through the Purry Big Feline! RAWR! event, alongside a max-potential 5-star sword. She matters to this page for one reason: her Ultimate applies Arts Susceptibility, and her Battle Skill recast applies Nature Infliction at no SP cost. That is a free budget applicator for exactly the resource the Typhoeus Nature shell eats, arriving three weeks after Typhoeus herself.

She is not playable yet, so she does not appear in any ranked comp above. Her proc rates confirm on release and we will fold her in once she is live. Our Purrchena team guide covers where she is likely to slot.

Phase 2 also brings a Yvonne rerun on the new RE-Factor Headhunting banner type. The full RE-Factor rules are still pending an official announcement, so treat any specific guarantee mechanics you read elsewhere as unconfirmed.


Team Comp Summary Table

ElementTeam nameTierMembersBest for
NatureWinter HuntSSTyphoeus / Arcane (WILL) / Xaihi / GilbertaFastest clear in the game
NatureCorrosion ArcanaSSArcane (INT) / Tangtang / Gilberta / XaihiNature AoE
NatureFrostbound HuntATyphoeus / Fluorite / Xaihi / LiinoBudget Typhoeus
ElectricDawnstar AuthoritySSZhuang Fangyi / Liino / Perlica / ArclightSustained high DPS
ElectricWuling AuthoritySSZhuang Fangyi / Perlica / Arclight / GilbertaSame, without Liino
ElectricStandard ElectricAAvywenna / Akekuri / Perlica / AntalF2P Electric
HeatMelt QueenSSLaevatain / Wulfgard / Akekuri / ArdeliaBest F2P team
HeatSanguine PyreSSLaevatain / Camille / Wulfgard / ArdeliaHeat ceiling
PhysicalFists of No RegretsSSMi Fu / Chen Qianyu / Pogranichnik / LifengPhysical ceiling
PhysicalPure Physical GoldSEndministrator / Chen Qianyu / Pogranichnik / LifengZero limited pulls
CryoCryo-Nature ExecutionersSSLast Rite / Yvonne / Gilberta / ArdeliaBoss killing
CryoCryo Burst ControlSYvonne / Tangtang / Xaihi / GilbertaSingle-target bosses
HybridCorrosion VolleySTyphoeus / Arcane / Perlica / GilbertaNature and Electric mix
HybridSin & CrushAMi Fu / Rossi / Camille / Chen QianyuHeat and Physical mix

Common Mistakes to Avoid

  • Treating Nature as support-only. The most out-of-date advice on the internet right now. Nature has two SS carries and the fastest clear in the game.
  • Stacking two carries that share a resource. Two operators fighting over Vulnerability or the same Infliction deal less combined than one carry with proper support. Cryo’s Last Rite plus Yvonne pairing is the exception, because they feed Solidification rather than competing for it.
  • Assuming every debuff multiplies. Electrification and Breach share the Increased Damage Taken bucket and add to each other. Spread your buffs across Susceptibility, Amp, and Increased Damage Taken to actually compound them.
  • Putting Ardelia in a Xaihi Corrosion team. Her Combo overwrites the higher-level Corrosion Xaihi is building. A good support in the wrong team is a downgrade.
  • Two operators on Eternal Xiranite. The buff does not stack.
  • Skipping the SP battery. Battle Skills cost 100 points, and almost nothing in the roster is self-sufficient. Without a battery your carry simply casts less.
  • Building Antal as your Electric fourth. He was correct a version ago. Liino or Gilberta is the answer now, with Antal kept for the F2P shell.
  • Copying a Contingency Contract team for regular content. CC comps are tuned to that season’s modifiers.

Frequently Asked Questions

What is the best team in Arknights Endfield? By tested clear speed, Winter Hunt (Typhoeus, Arcane, Xaihi, Gilberta) is the fastest at roughly 30 seconds on Effigy. There is no single best team overall because the game is element-based, but Nature, Electric and Heat all hold multiple SS comps in Version 1.5.

Is Nature a support-only element? No, and this is the most common out-of-date belief in the game. It was true before Version 1.4. Since then Arcane carries in her INT stance and Typhoeus is a full aerial Nature Striker, and Nature holds two of the eight SS team comps as the carry element. Nature’s supports (Ardelia, Gilberta, Xaihi) are still excellent, they are just no longer the only thing Nature does.

What is the best F2P team? Melt Queen: Laevatain, Wulfgard, Akekuri, Ardelia. It is the only SS comp that is F2P-friendly, because only the carry slot needs a 6-star. If you want the best team with no limited pulls at all, that is the Physical squad of Endministrator, Chen Qianyu, Pogranichnik and Lifeng.

How many DPS should a team have? One, in almost every case. Teams are built around a single carry plus an enabler, a battery, and a buffer. The exception is the SS Cryo comp, where Last Rite and Yvonne together trigger Solidification spikes off one another instead of competing.

What is an SP battery and why do I need one? Battle Skills cost 100 SP to fire, and a battery is an operator whose kit refunds a large share of that to the whole team every rotation. Pogranichnik is the strongest at 83 SP per cycle and 98 at max mastery, followed by Alesh at 70 and Akekuri at 65.5. Since most of your damage comes from skills, a battery raises the entire team’s output.

Do I need limited operators to clear the game? No. The Heat core needs one limited carry and the Physical squad needs none at all, and both clear current endgame content when geared. Limited units raise your ceiling, but the biggest upgrade for most accounts is a support, not a new carry.

Which element is best for beginners? Physical, because Endministrator is free and the whole support cast (Chen Qianyu, Pogranichnik, Lifeng) is obtainable without limited banners. Heat is the better second team.


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