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Operator Guide

TYPHOEUS BUILD GUIDE: WEAPONS, GEAR, TEAMS

T
Endfield Hub Team
#Arknights Endfield#Nature Striker#Arts Unit
Typhoeus Build Guide: Weapons, Gear, Teams
Table of Contents

Typhoeus is a 6-star Nature Striker in Arknights: Endfield, released September 2, 2026 on the Winter Hunt banner in Version 1.5. She equips an Arts Unit (not a bow class), scales on Agility, and deals most of her damage through aerial Nature Bursts.

She is the first Endfield operator whose kit actively wants her off the ground. She hovers, she shoots downward, and while she is airborne she ignores ground attacks entirely. For a game where most threats are melee packs that walk at you, that is a defensive layer welded onto a damage window.

She arrived on September 2, 2026 on the Winter Hunt banner, Phase 1 of Version 1.5, and this guide has been rewritten now that she is playable. The pre-release version worked from her skill text alone. This version works from a week of single-target testing and damage calculations: how her Signs are actually generated, which gear set wins, how far ahead her signature weapon really is, and which four-operator teams post the best numbers. Where a figure comes from those calculations, I say so, and where something is still my own inference, I say that too.

Typhoeus promotional art for Arknights Endfield Version 1.5, a purple-haired Sarkaz operator with dark curved horns holding a large mechanical greatbow

Endfield Hub is a fan-made resource and is not affiliated with Hypergryph or Yostar.


Update (September 13, 2026): Typhoeus is live and this guide has been rewritten against launch testing. The mechanics section now describes how Signs and Hunting Arrows really work, the gear section moves to the new Deep Rampart set, the weapon table carries measured damage percentages, and the team section ranks four tested comps by team DPS. We have also added a section on how her Battle Skill handles the shield stacks on the new Snowy Forest enemies.

New here? Start with her Typhoeus character page for base stats, skills, potentials and materials with an interactive damage calculator, then use this guide for weapons, gear and rotation. For partners, see Typhoeus best teams, and for the pull decision, see is Typhoeus worth it.


TL;DR

  • Her weapon class is Arts Unit, not a new bow class. The greatbow is her model. Her gear slot takes the same weapons Zhuang Fangyi and Ardelia use.
  • About 73 percent of her damage is Nature Bursts. Basic attacks are 12 percent, the Battle Skill 9 percent, and the Combo Skill and Ultimate 3 percent each. Level the Battle Skill first and treat the rest as low priority.
  • Signs come from Nature Bursts and consumed Infliction stacks, not from raw hits. Every Nature Burst anyone on the team triggers is one Sign. Every Nature Infliction stack her aerial attacks eat is another, plus Ultimate energy.
  • Hunting Arrows are the engine. She starts with 4, each arrow fires a guaranteed Nature Burst, the Combo Skill refills all 4, and the Ultimate hands back 2.
  • Deep Rampart is the set. Single target wants Bonekrusha Poncho T1 plus Deep Rampart Gauntlets and two Comms for Ultimate Gain. Multi-target swaps to Deep Rampart Armor, Gauntlets, Comms and a Qingbo Bamboo Cutter.
  • Umbra of Frigid Eventide is far ahead. Setting the signature at 100 percent of her personal damage, Suffering’s End lands at 76, Oblivion at 68 and Detonation Unit at 63.
  • Best team is Typhoeus, Arcane, Xaihi, Gilberta, which bursts the Effigy boss in about 30 seconds. Swap Xaihi for Perlica and you get the highest calculated single-target DPS instead, about 71K, within seconds of it. Every strong team runs Arcane.
  • Her Battle Skill strips the shield stacks on the new 1.5 enemies. Everyone else needs a finisher to clear them.
  • Agility main, Will sub is confirmed on her launch stat panel.

Who Typhoeus is, and why “Arts Unit” matters more than “great bow”

Start with a correction, because it changes what you can actually equip her with.

When the 1.5 preview program aired, the community read her animations and concluded Endfield was adding a bow class. It did not. Her profile lists her weapon type as Arts Unit, the same equipment category that already covers Zhuang Fangyi, Ardelia, Arcane, Gilberta, Xaihi, Perlica and Antal. The greatbow is her character model and her attack animation. The thing that goes in her weapon slot is an Arts Unit, and every Arts Unit you have already farmed is a legal option for her.

That single fact does more work than it looks like. It means she is not gated behind a brand-new weapon pool with three options at launch. It means the Protocol Pass Arts Unit for this version, Suffering’s End, is available to her and is her best non-signature option. And it gives us a structural comparison: Zhuang Fangyi is also a Striker, also holds an Arts Unit, and also fights at 10.0m range. If you want a mental model for how Typhoeus will feel to position, Zhuang Fangyi is the closest thing on the roster.

The divergence is the vertical axis. Zhuang Fangyi stands at range and applies Electric. Typhoeus goes up. Her Battle Skill and her Ultimate both put her into a Hovering state, and while she is hovering she deals continuous damage and evades ground-based attacks. Nothing else on the roster does that. Against the melee-dense packs that fill most Endfield content, evading ground attacks is not a small bonus, it is a different way of taking a fight.

In lore she is a Sarkaz reconvener of Rhodes Island who travels Sami collecting and preserving the region’s stories. Her stream tagline, “Everything is a gift from Sami,” is aimed squarely at anyone who followed the original game’s Sami arc, and our Sami and Collapsals lore breakdown explains why that name has OG players convinced something followed her through the gate. If you want the full pre-reveal argument about her relationship to Typhon, we covered it in the Sarkaz Dream Traveler lore breakdown, the 1.5 preview program recap has the rest of the patch context, and her narrative event is unpacked in Typhoeus’s story quest: Amma and the Voice of Sami.

Signs, Hunting Arrows and Nature Bursts

Typhoeus is a Nature DPS who deals most of her damage through Arts Bursts, but not by stacking Inflictions the conventional way. Two resources run the whole kit, and the pre-release reading of both was wrong in ways that matter.

Typhoeus combat HUD showing the Hunting Arrow stack indicator highlighted beside her Sign gauge

Hunting Arrows empower her aerial attacks. You start every battle with 4. While she has arrows banked, each aerial attack during her Battle Skill spends one, gains base damage, and more importantly triggers a Nature Burst regardless of the target’s Infliction status. The final strike of her Battle Skill always counts as a Powered Shot even when the arrows have run out. Arrows refill from two places: her Combo Skill restores all 4, and her Ultimate restores 2.

Signs are the countdown to her Combo Skill. She holds up to 8. When the gauge is full, her next basic attack becomes her Combo Skill, and it keeps offering until she uses it. Signs arrive two ways:

  1. Every Nature Burst triggered by anyone on the team grants 1 Sign. Her own arrow bursts count, so a full 4-arrow Battle Skill plus the Powered Shot finisher is 5 bursts and 5 guaranteed Signs.
  2. Every Nature Infliction stack her aerial attacks consume grants 1 Sign and Ultimate energy. The Sign gain is fixed per hit, but the energy gain scales with how many targets the hit lands on, which is why multi-target fights charge her Ultimate much faster.

Kit overview graphic: Hunting Arrows empower aerial attacks, Signs trigger the Combo Skill when full

Those are two separate conditions and they are easy to blur together. Arrows give you Nature Bursts. Infliction stacks give you Signs and energy. When one aerial attack satisfies both, the Nature Burst it fires gets a 30 percent damage bonus as a unique modifier. That bonus is worth chasing but it is not mandatory, and the rotation section explains when to take it and when to let it go.

Read the chain and the dependency is clear. Her damage is Nature Bursts. Bursts come from arrows. Arrows come from the Combo Skill. The Combo Skill needs 8 Signs, and 5 of those are guaranteed by the arrows themselves, so the team’s job is to supply the remaining 3 as Nature Infliction stacks. That is a much lighter ask than the pre-release theory implied, and it is why a single reliable applicator makes her feel complete.

Damage profile: why skill levels barely matter

Typhoeus damage profile pie chart: Arts Burst 73 percent, Basic 12 percent, Skill 9 percent, Combo 3 percent, Ultimate 3 percent

Nearly three quarters of her output is Nature Bursts, which use a static multiplier that skill levels do not touch. Her direct damage is small: 12 percent from basic attacks, 9 percent from the Battle Skill, 3 percent each from the Combo Skill and the Ultimate.

The practical consequence is that her skill materials go one place. Level the Battle Skill, because the bonus damage multiplier on her buffed Nature Bursts scales with it. The Combo Skill and Ultimate are low priority for damage and can wait until you have spare materials. This is unusual for a limited carry and it makes her cheap to bring online.

Typhoeus’s kit, skill by skill

Basic attack: Wildlands Huntress

A chain of up to five shots dealing Nature damage. On the ground it is filler between hover windows. Like most operators she has a lengthy recovery after the final shot, so dodge-cancel the last basic attack rather than sitting through it.

Battle skill: Piercing Arrows of the Woods

She enters the Hovering state and performs a series of aerial attacks. Each one spends a Hunting Arrow if she has one and fires a Nature Burst, each one consumes a Nature Infliction stack on the target if there is one for a Sign and energy, and the finisher is always a Powered Shot.

Typhoeus battle skill animation, entering the hovering state and firing aerial basic attacks at ground enemies

This is where her damage lives. A full set of arrows is 5 Nature Bursts and 5 Signs before any teammate contributes anything. After she descends there is a long landing animation, and it can be cancelled. Between the landing cancel and the basic-attack dodge cancel, you save a meaningful chunk of every loop.

Combo skill: Rampant Thorns

Available at 8 Signs. She drops an area that deals Nature damage over time, slows enemies inside it, and increases the Nature Burst damage they take by 10 percent, multiplicative with every other source. It consumes all her Signs, refills all 4 Hunting Arrows, and resets her aerial attack count.

Typhoeus combo skill at eight Signs, dropping a Nature damage-over-time area that slows enemies

Three payoffs on one button: the debuff zone, the arrow refill, and the attack-count reset that lets her keep shooting from the air. The damage of the combo itself is only 3 percent of her total. Its job is to reload her.

Ultimate: Call of the Mountain

She deals Nature damage in an area in front of her and enters Hovering. It resets her aerial attack count, refills 2 Hunting Arrows, and gives her next 5 aerial attacks a small bonus damage effect.

Typhoeus ultimate, dealing area Nature damage then hovering and calling down Hail of Arrows strikes

The pre-release reading of this as a damage spike was wrong. The Ultimate is about 3 percent of her damage. You cast it for the two arrows and for the fact that it puts her in the air without spending SP, which in some rotations saves a Battle Skill cast. Think of it as a half-reload with a free hover attached.

The rotation loop

Unlike most DPS who build to one huge nuke, Typhoeus deals very consistent damage through a short, modular loop. The loop has three steps and the order is the whole trick.

Rotation loop graphic: 1 Skill and use Hunting Arrows, 2 Combo and use Hunting Arrows, 3 apply Nature Inflictions until Signs plus Nature Inflictions reach 8

  1. Battle Skill, dump all 4 Hunting Arrows. That is 5 Nature Bursts and 5 guaranteed Signs.
  2. Combo Skill, dump all 4 arrows again. The combo fires from the air, resets her attack count and reloads her. Five more bursts.
  3. Have teammates apply Nature Infliction until Signs plus available Infliction stacks reach 8. Then go back to step 1.

The minimum is 2 Nature Infliction stacks per window. One burst consuming a stack takes her to 6 Signs, and consuming both takes her to 8. In that case none of the bursts are buffed. The more stacks the team lands in each window, the more of her bursts get the 30 percent bonus, and at a full 4 stacks she reaches her Combo Skill before needing another Battle Skill, so all 4 bursts of the next volley are buffed.

Typhoeus triggering her combo skill while hovering, staying airborne and resetting her aerial basic attack count

One tempting mistake: sitting on the first Combo Skill so that a couple of stacks land first and you get two buffed bursts per loop. It costs you energy and it costs you 4 whole bursts. The buffed bonus is not worth a delayed reload. Take the combo the moment it is up.

The two animation cancels belong to the loop as well. Dodge-cancel the final basic attack, and cancel the landing animation when she comes down from the Battle Skill.

Her Battle Skill strips the 1.5 shield stacks

Version 1.5 introduced a new enemy family in the Snowy Forest, the witchcraft creations the patch notes list as Woodcraft Slug and Woodcraft Wanderer, and they carry a mechanic no earlier enemy had. Above each one sits a lock icon over a segmented bar: shield stacks. While the stacks are up, the enemy is protected, and the standard way to clear them is to land a finisher, which means committing an operator to a full combo string on a target that is trying to interrupt you.

Typhoeus's Battle Skill stripping the shield stacks on Snowy Forest witchcraft creations, lock icon and segmented bar above each enemy

The segmented bars beside the lock icons are shield stacks. Typhoeus’s aerial attacks remove them without a finisher.

Typhoeus does not need the finisher. Her Battle Skill strips the shield stacks as part of her normal aerial attack loop, so the target is exposed by the time her arrows are spent and the rest of the team can go to work. In the current Snowy Forest content that is the difference between building the whole squad around one finisher-capable operator and simply playing her rotation. Our Snowy Forest and Gloomwald’s Rage prep guide covers the zone itself.

Best weapons

Her signature is Umbra of Frigid Eventide, a 6-star Arts Unit from the Deep Cold Arsenal Issue weapon banner that runs alongside Winter Hunt. Its card carries an Agility Boost line, an Attack Boost line, and the Detonate weapon skill, and it is the only Agility-main Arts Unit in the game.

Umbra of Frigid Eventide weapon card showing a 6-star Arts Unit with Agility Boost, Attack Boost and Detonate lines

Now that her Agility scaling is confirmed, the gap between the signature and everything else is measurable, and it is large. The percentages below are her personal damage in a single-target rotation with the signature set to 100 percent. The first figure is at P0, the second at P5.

WeaponRarityPersonal damage (P0 / P5)Why it lands where it doesVerdict
Umbra of Frigid Eventide6-star100% / 125%The only Agility Arts Unit, so it is the only weapon matching her main stat. Nothing else closes the gap.Best in slot, by a wide margin
Suffering’s End6-star76% / 83%The Version 1.5 Protocol Pass Arts Unit. Carries a generic damage bonus her gear does not provide.Best non-signature option
Oblivion6-star68% / 76%Zero main or secondary stat for her, but its generic Arts damage bonus is exactly what she is short on.Usable placeholder
Detonation Unit6-star63% / 70%Looks right on paper because it shares the Detonate skill, but it has no generic damage bonus, and her gear does not supply one either.Weaker than it looks

Two things the table settles. First, Detonation Unit is not the cheap way to approximate her signature. It trails Oblivion despite Oblivion giving her nothing on the stat line, because generic damage is what her kit is starved of. Second, the Protocol Pass weapon is a real option. A Suffering’s End Typhoeus is a functional carry, and the signature is a 24 percentage point upgrade on top rather than a requirement. If you are weighing the ticket spend, our Umbra of Frigid Eventide pull analysis works through the Deep Cold Issue pity math and who should skip.

Opus: Etch Figure, Junction Point and OBJ Arts Identifier were the pre-release fallbacks. None of them appear in the tested rankings, and with Suffering’s End available from the pass there is no reason to reach for them.

If you are deciding on the weapon banner, run your balance through our pity calculator first, and remember the featured guarantee does not carry between banners.

Best gear sets

The pre-release recommendation was Qingbo for its Combo Skill cooldown reduction. Testing moved her onto Deep Rampart, the set added in Version 1.5, with one situational swap.

SituationPiecesWhy
Single targetBonekrusha Poncho T1, Deep Rampart Gauntlets, Deep Rampart Comms, Deep Rampart CommsShe needs extra Ultimate Gain in single-target rotations, and the Comms pieces provide it. You give up a little raw stat for it, and it is worth the trade.
Multi-targetDeep Rampart Armor, Deep Rampart Gauntlets, Deep Rampart Comms, Qingbo Bamboo CutterMultiple targets feed her Ultimate energy for free, so the Ultimate Gain pieces come off. A Qingbo Bamboo Cutter as the fourth piece beats a full four-piece Deep Rampart by a small margin.
PlaceholderAIC FieldworkGeneric damage and Ultimate Gain with no condition to miss. Fine while Deep Rampart pieces are being farmed.

Xiranflow, Hot Work and Tide Surge were all pre-release candidates. None of them appear in the tested Typhoeus builds. Hot Work does show up in these teams, but on Ardelia for its Arts Intensity, not on Typhoeus.

One practical warning while you plan. Only sixteen of the named sets have real level-70 T4 pieces. Aburrey’s Legacy, AIC Heavy, AIC Light, Armored MSGR, Catastrophe, Mordvolt Insulation, Mordvolt Resistant and Roving MSGR are T3 only, so do not design a Typhoeus build around them no matter how well the set effect reads. Deep Rampart is the exception worth chasing, and our gear sets database now carries its pieces and builds. Our gear priority guide has the wider farming picture.

Skill levels, stats and essence

Skill levels. Battle Skill first, everything else later. Around 73 percent of her damage is Nature Bursts on a static multiplier, and the Battle Skill is the one skill whose level changes what her buffed bursts do.

Main attribute. Confirmed on her launch panel: Agility main, Will sub. That is a first for an Arts Unit user and it is why her signature has no substitute on the stat line.

Ultimate Gain. Her single-target build carries Ultimate Gain pieces because her Ultimate reloads 2 arrows and re-enters Hover for free. In multi-target content the energy comes from hitting several targets per aerial attack and the pieces can go. Her fourth potential lowers the Ultimate’s cost, which lets her drop the Ultimate Gain pieces in single target as well.

Essences. Agility and ATK lines are correct now that the main stat is confirmed. Generic damage lines matter more on her than on most carries because her gear provides none. Our essence guide covers the triple-slot rules and the artificing planner will tell you what you can afford to make.

Potentials

Her potentials are mostly generic damage, with two exceptions that change how you gear her. The percentages are her personal damage over P0.

PotentialCumulative personal damageWhat it does
P1+13.3%A substantial ATK buff. The single biggest step.
P2+19.4%Generic damage.
P3+23.6%Reduces her Combo Skill cooldown. Barely moves rotations, because the gate is her teammates’ cooldowns, mainly Arcane’s.
P4+33.7%Reduces her Ultimate cost. Lets her skip Ultimate Gain gear for pure damage pieces.
P5+46.2%One extra Hunting Arrow from her Ultimate, which slightly extends the rotation and adds one more Nature Burst.

If you are stopping somewhere, P1 is the value pick and P4 is the one that reshapes her build.

Best teams for Typhoeus

Every good Typhoeus team answers the same question first: who is putting Nature Infliction on the target for her to eat? Only a handful of operators can, and they are not equal.

OperatorFree InflictionBuffs and debuffsNotes
ArcaneStack on Combo and Ultimate; Battle Skill (100 SP)22.8% SusceptibilityMore debuffs with her signature or Detonation Unit. The core of every top team.
GilbertaStack on Ultimate; Battle Skill (100 SP)30 to 42% SusceptibilityMore buffs with her signature. High stagger.
FluoriteStack on Combo and Ultimate; Battle Skill (100 SP)NoneLong combo cooldown, and her Battle Skill’s application is delayed.
AntalStack on Combo; needs his Battle Skill (100 SP)NoneDebuffs with Detonation Unit. Pays the 100 SP tax once a minute.
ArdeliaBattle Skill only (100 SP)Corrosion, Arts damage taken on Corrosion, healingBetter used as the debuffer than the stack source.

The tested comps are below. If you want the partner-by-partner breakdown, our Typhoeus best teams post covers it in depth. Note that the first row is ranked on a timed clear and the rest on damage calculations, which are different measurements: a team can post a lower calculated DPS and still finish the fight first.

TeamSingle-target team DPSRotationNotes
Typhoeus, Arcane, Xaihi, Gilbertanot calculated~30s Effigy burstThe team to build. Xaihi’s Combo Skill drives Corrosion to tier 4. Do not run her with Ardelia.
Typhoeus, Arcane, Gilberta, Perlica~71K57sHighest calculated DPS, seconds behind on the clock, easier to pilot.
Typhoeus, Arcane, Ardelia, Liino~69K75sClose behind on a longer rotation. Shines in multi-target.
Typhoeus, Arcane, Fluorite, Perlica~56K55sFluorite for Gilberta: three free stacks per rotation instead of two, no team buff.
Typhoeus, Gilberta, Fluorite, Perlica~47K65sThe no-Arcane version. Functional, clearly weaker.

All figures are single-target with every signature weapon equipped, 6-star operators at P0 and 5-star operators at P5. They ignore stagger multipliers on purpose, because Contingency Contract rarely lets you burst inside a stagger window. DPS is also not clear time, and a shorter rotation can still one-rotation most content.

The top team: Arcane, Xaihi, Gilberta

Run Arcane in her WILL state here. Arcane and Gilberta supply the free Nature stacks, Gilberta’s gravity well groups the pack so the aerial Nature Bursts hit more than one target, and Xaihi holds the fourth seat for one specific reason: her Combo Skill applies Inflictions fast enough to push Corrosion to tier 4, which Liino cannot do, and she brings Liino-class Amp out of a 5-star body. Keep Ardelia out of this team, because her Combo Skill overwrites the higher-level Corrosion Xaihi is setting up. Gilberta still needs Delivery Guaranteed to cast her Ultimate twice per rotation.

The highest-DPS team: Arcane, Gilberta, Perlica

Arcane puts a free stack on her Combo and Ultimate, Gilberta adds a free stack on her Ultimate and the biggest Susceptibility debuff in the game, and Perlica keeps everyone’s SP moving. Typhoeus gets two free Infliction sources per window plus 22.8 to 42 percent Susceptibility on the target. Gilberta uses her Ultimate twice per rotation here, so she needs an Ultimate Gain weapon: Delivery Guaranteed, which is a little over 10 percent team damage ahead of Monaihe. Our Arcane build guide has her stance rules.

Ardelia and Liino with Arcane

Arcane is the only stack source in this team, so the rotation runs long, but it is simple and it scales hardest with extra targets because more enemies hit means more Ultimate energy. Ardelia takes the slot Perlica had in the other teams: feed her 100 SP for a massive, long-duration debuff, and let Liino supply Electric during her Ultimate. Ardelia runs Hot Work for Arts Intensity with her own Dreams of the Starry Beach. Liino goes Will-max to push the Amp on her Ultimate, and her signature is around 10 percent team damage over her Protocol Pass weapon. See our Liino build guide for the rest of her kit.

Fluorite instead of Gilberta

The rotation is nearly identical, except you press Fluorite’s Combo where you would have pressed Gilberta’s. Fluorite supplies three free stacks per rotation to Gilberta’s two, at the cost of zero team buffing. She needs Ultimate Gain to keep pace: OBJ Velocitous with an enhanced essence and Type 50 Yinglung pieces gets her there, and if you do not want to invest, full Ultimate Gain gear works because her own damage is not the point.

Budget: Antal and Fluorite, no 6-star supports

Antal is Arcane at home. Put him on the Qingbo set to shorten his Combo cooldown, give him Detonation Unit, and pay his 100 SP Battle Skill at the start of each rotation. Then cast Fluorite’s Battle Skill and you have two stacks on the target, the same opening Arcane would have given you. Fluorite’s application is delayed, so get used to casting it slightly early. This is the team for a roster with no other 6-stars, and the rotation shape is the same as everything above.

Purrchena, the free 5-star Defender arriving in Phase 2 on September 24, applies Nature Infliction on her free Battle Skill recast. She was not part of the launch testing, but on paper she is a fifth free stack source. Our Purrchena build guide covers how she slots in. Zhuang Fangyi shares Typhoeus’s range and weapon class but feeds her nothing, so treat that pairing as a positioning preference rather than a comp.

Rotation direction

The full team rotations have a lot of moving parts, but they all reduce to the same miniature loop.

  1. Basic attack to open.
  2. Apply Nature Infliction. Arcane Battle Skill and Combo, Perlica Combo, Gilberta Combo whenever it procs.
  3. Typhoeus Battle Skill, dump all Hunting Arrows.
  4. Typhoeus Combo Skill from the air.
  5. Dump all Hunting Arrows again.

Then repeat, with two additions as the fight goes on. In the second loop, her Battle Skill will give her enough energy to cast her Ultimate, and you want to squeeze that in before the Combo. In the third loop Arcane’s Ultimate comes online, and after that the burst phase stacks everything: Typhoeus Battle Skill, Perlica Ultimate, Arcane Battle Skill again at 100 SP, Gilberta Ultimate, and Typhoeus Ultimate after two arrows, followed by the rest of her volley.

Habits to build: cast the Combo Skill before you land, dodge-cancel the last basic attack, and cancel the landing animation.

How to build her by player type

  • The F2P player. Take Suffering’s End from the Protocol Pass, farm Deep Rampart, and run Antal plus Fluorite as your stack sources. She will work, and the signature is a measured 24 point upgrade waiting for you rather than a requirement.
  • The mid-spender. The weapon gap is no longer speculative. If you already own Arcane, the signature is the higher-value spend because your team is already at the top of the chart. If you do not own Arcane, Arcane first.
  • The whale. Signature, Deep Rampart, P1 for the ATK step and P4 to drop the Ultimate Gain pieces. P5’s extra arrow is the last nice-to-have.
  • The player with no Nature team. Build the applicator before you build her. Arcane is the ceiling, Gilberta the strong second, and Antal plus Fluorite the free floor. Pulling her into an empty Nature slot means playing the 47K team.

Common mistakes to avoid

  • Waiting for a bow weapon class. It does not exist. Equip an Arts Unit and stop holding a slot open.
  • Levelling every skill evenly. Three quarters of her damage does not scale with skill levels. Battle Skill first.
  • Delaying the first Combo Skill to fish for buffed bursts. You lose energy and four whole Nature Bursts. Take the reload.
  • Landing to cast the Combo Skill. It works from the air, and casting it airborne resets your attack count.
  • Casting the Ultimate for damage. It is 3 percent of her output. Cast it for the two arrows and the free hover.
  • Buying Detonation Unit as a stand-in. It trails Oblivion. Suffering’s End from the pass is the real substitute.
  • Sitting through animations. The final basic attack and the landing after her Battle Skill are both cancellable.
  • Chasing Roving MSGR for the Agility line. It is T3 only and its payoff is Physical damage. Two reasons it does nothing for her.

What is still untested

  1. Stagger multipliers. The team figures deliberately leave them out. Content that does let you burst inside stagger windows will reward the higher-stagger partners like Gilberta more than the table shows.
  2. Purrchena as a stack source. She arrives September 24 and applies Nature Infliction on a free recast. Nobody has measured her in a Typhoeus rotation yet.
  3. Deep Rampart’s full piece data. The set is not in our database yet, so the exact substat lines on each slot are still being catalogued.
  4. Multi-target scaling. The calculations are single-target. Her Ultimate energy scales with targets hit, so real AoE numbers should sit above every figure here.

Is Typhoeus worth pulling?

Short version below, and if you want the spending decision in full, our Typhoeus worth-it verdict works through the 120-pull floor, the off-rate pool, and how Winter Hunt collides with Yvonne’s rerun on September 24.

If you own Arcane, she is the Nature carry that slot has been waiting for. Every top team runs Arcane, and the two of them together are the highest single-target figure in the current testing.

If you keep losing runs to melee-dense content, or to the shielded Snowy Forest enemies, she is worth pulling on the utility alone. Hover evasion is a mechanic no other operator has, and stripping shield stacks without a finisher is a second one.

If you have no Nature Infliction applicator, Antal and Fluorite are free and they work. You will be playing the 47K team, which is functional rather than impressive, and the upgrade path runs through Arcane.

The weapon is a clean call now. The signature is a measured 24 percentage points ahead of the Protocol Pass weapon at P0, and the pass weapon is a real option in the meantime.

Frequently Asked Questions

What weapon type does Typhoeus use in Arknights: Endfield? Arts Unit. The greatbow is her character model, not her equipment class. Her gear slot takes the same Arts Unit weapons that Zhuang Fangyi, Ardelia, Arcane, Gilberta, Xaihi, Perlica and Antal use, so anything already sitting in your Arts Unit pool is a legal option for her.

What does Typhoeus’s archery range mean in Arknights: Endfield? There is no separate bow range stat. Typhoeus equips an Arts Unit and fights at ranged striker positioning like Zhuang Fangyi. Her aerial attacks fire downward during Hovering, which is why her range reads as archery even though her equipment class is Arts Unit.

Is Typhoeus an Agility operator? Yes. Her launch stat panel lists Agility as her main attribute with Will as the sub, which matches the Agility Boost line on her signature weapon Umbra of Frigid Eventide. She is the first Arts Unit user in the game to scale on Agility.

Which of Typhoeus’s skills should I level first? Her Battle Skill, Piercing Arrows of the Woods. Around 73 percent of her damage comes from Nature Bursts, which use a static multiplier, so most skill levels barely move her output. The exception is the Battle Skill, because the bonus damage multiplier her buffed Nature Bursts receive scales with its level.

What is Typhoeus’s signature weapon? Umbra of Frigid Eventide, a 6-star Arts Unit from the Deep Cold Arsenal Issue weapon banner running alongside Winter Hunt. In single-target testing it delivers roughly 100 percent of her personal damage against 76 percent for the Protocol Pass weapon Suffering’s End, 68 percent for Oblivion, and 63 percent for Detonation Unit.

Does Typhoeus need a specific teammate to work? She needs Nature Infliction stacks on the target. Each aerial attack that consumes a stack gives her a Sign and Ultimate energy, and her whole loop runs on reaching 8 Signs. Arcane, Gilberta, Fluorite and Antal all apply free stacks off their combo or Ultimate. Ardelia also applies Nature Infliction, but only through her 100 SP Battle Skill, so tested teams use her as the debuffer rather than the main stack source.

How does the Signs and Hunting Arrows system work? She starts a fight with 4 Hunting Arrows. Each arrow-enhanced aerial attack triggers a Nature Burst whether or not the target has Nature Infliction, and the final strike of her Battle Skill is always a Powered Shot. Signs come from two places: one for every Nature Burst anyone on the team triggers, and one for every Nature Infliction stack her aerial attacks consume. At 8 Signs her next basic attack becomes her Combo Skill, which spends the Signs, refills all 4 arrows and resets her aerial attack count.

What gear set should Typhoeus use? Deep Rampart, the new Version 1.5 set. For single-target fights run Bonekrusha Poncho T1 with Deep Rampart Gauntlets and two Deep Rampart Comms for the Ultimate Gain she needs. In multi-target fights, where extra energy comes free, run Deep Rampart Armor, Gauntlets and Comms with a Qingbo Bamboo Cutter, which edges out full Deep Rampart by a small margin.

Can Typhoeus stay in the air permanently? Long enough that it stops being the question. Her Combo Skill fires from the air and resets her aerial attack count, and her Ultimate re-enters the Hovering state without spending SP while handing back two Hunting Arrows. In practice her rotation is a steady loop of Battle Skill, arrows, Combo Skill, arrows, and the time on the ground between loops is what her teammates use to reapply Nature Infliction.

Does Typhoeus counter the shielded enemies in Version 1.5? Yes. The new Snowy Forest witchcraft creations carry shield stacks, shown as a lock icon over a segmented bar above the enemy. Other operators need to land a finisher to clear those stacks. Typhoeus’s Battle Skill strips them as part of her normal aerial attack loop, with no finisher setup required.

What is Typhoeus’s best team? Typhoeus, Arcane, Xaihi and Gilberta is the fastest tested team, bursting the Effigy boss in about 30 seconds. Xaihi takes that seat over Liino because her Combo Skill drives Corrosion to tier 4. Typhoeus, Arcane, Gilberta and Perlica is the highest calculated version, reaching about 71K single-target team DPS on a 57-second rotation with all signature weapons, and it finishes within seconds of the Xaihi team. Teams without Arcane fall to the 47K to 56K range.

Is Typhoeus worth pulling? If you own Arcane, yes. Every top Typhoeus team runs Arcane, and Gilberta or Fluorite as the second Nature Infliction source. Her damage is steady rather than bursty, she scales up in multi-target fights, and her Battle Skill strips the shield stacks on the new 1.5 enemies. If you own no Nature Infliction applicator, Antal and Fluorite are free ways to run her while you build toward Arcane.

Is Typhoeus the same character as Typhon from Arknights? Not the same person. The evidence points to her being Typhon’s Reconvener, sharing the hunting background and the weapon of choice while missing the horn ornaments Typhon inherited from her parents. Every confirmed Reconvener so far had Oripathy in their original identity, and Typhon does.

Final verdict

Typhoeus is the most mechanically interesting operator Endfield has added in a while, and after a week of testing the reason has sharpened. She is a Nature Burst engine with a three-step loop, her damage is steady rather than spiky, she gets stronger the more targets are in front of her, and she strips the new 1.5 shield stacks without asking her team to land a finisher.

Feed her Nature Infliction, level her Battle Skill and leave the rest, put her on Deep Rampart, and give her Umbra of Frigid Eventide if you can and Suffering’s End if you cannot. Then run Arcane next to her, because that is where every strong version of this team starts.


Endfield Hub is a fan-made resource and is not affiliated with Hypergryph or Yostar. Damage figures come from community single-target calculations that ignore stagger multipliers.

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