
Character Profile
“Need defensive cover? I shall give you my best.”
Catcher (full name Ruy van Catcher) is a defensive specialist on Operations Team Z7, where he handles cover duty and logistical support. He grew up in a military family within the Talos-II General Chamber of Commerce, and a childhood accident that brought him pain and illness ended up tempering him into a reliable warrior rather than breaking him. Though he is the youngest on his team, he carries himself with surprising maturity, backing up teammates without being asked and even cooking personalized camp meals, with weapon upkeep, battlefield cooking, and steady training among his strengths.
Catcher Lore & Story
OripathyOripathy positive (infected), based on medical examination reports.
Operator Catcher (ID name: Ruy van Catcher) was born to a military family in the Civilization Band. Following Operator Akekuri's applications, Catcher is now a member of Operations Team Z7.
Existing operational feedback reports indicate that Mr. Catcher is the most reliable operator of Z7. He has never been absent from duty, always hands in his reports on time, does not engage in habits of vice, and is an exceptional team player. However, we have noticed that Mr. Catcher has a tendency to place extremely severe demands on himself (which may be a result of his childhood influences). Simply put, he often forces himself to take on operational duties and goals that were not originally assigned to him. When assigning tasks to Mr. Catcher, we advise referencing, where possible, the recommendations of Op Team Z7 Captain Akekuri.Martin Marvin Malen, Assistant, HR Division, Endfield Industries
That's right. You can't pick a bone with our omni-butler. Sometimes I suspect he writes a review report after every operation — and even reads the ones he wrote earlier. Why? Because I don't think any ordinary person could remember that they forgot to bring a flashlight three operations ago. I know I couldn't.
Catcher is so simple and straightforward that he felt kinda unreal... He's got control over his face, just as good as Antal. His expressions hardly change... Yeah, except for that time when I accidentally threw some cream cake onto his greatsword. It was a cream cake I left lying around for a week... I saw Catcher frowning at me for the first time. He's incredibly restrained and controlled.
He is an expert in solving difficult issues and appreciates the importance of being a listener. However, he is a human of few words, and his social skills are potentially worrying. Fortunately, he knows how to roast fowl fillets, and the flavor in on par with those roasted by my own grandmother. Hence, there is nothing to worry about — people who can roast fowl properly can handle anything that comes their way.
Catcher lore: why his family sends weapons · All operator backstories
Archive text from in-game operator files. Endfield Hub is a fan-made resource, not affiliated with Hypergryph or Yostar.
Catcher Gear Damage Calculator
Every Catcher row is Physical. His combo Shield and the Potential 1 strike scale off DEF, so the calculator tracks DEF from armor, Talent 1 and Potential 2 alongside ATK.
Level 90 · Skill Rank 12 · Talent nodes maxed · Potential 0
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Final Build ATK excludes the temporary regional buff granted near teleportation points. Move away from a waypoint before comparing this value with the in-game operator sheet.
Shield, Protection and returns at this build
Catcher is a Defender, so this is where most of his value sits. The Timely Suppression Shield is a flat base plus 5.06 per point of DEF, which is why armor DEF and Will (through Talent 1) matter more than ATK for a support build.
- Timely Suppression Shield
- 810 + 5.06 x 12 DEF, then Shield applied +67.20%; to Catcher and one teammate (controlled operator first)
- 1,455.84
- Shield duration
- Potential 3 adds 5s
- 10.00s
- Rigid Interdiction Protection
- To Catcher and nearby operators while his shield is raised
- 90.00%
- Textbook Assault Weaken
- Cuts the enemy's damage for 8s; it does not raise your team's damage
- 30.00%
- SP returned on Rigid Interdiction cast
- Returned immediately when the shield goes up
- 30
- Ultimate Energy from Timely Suppression
- Per combo skill cast
- 10
- Ultimate Energy cost
- Potential 4 cuts it by 10%
- 80
- Timely Suppression cooldown
- Seconds, at Skill Rank 12
- 33s
| Action | Multiplier | Non-crit | Crit | Expected |
|---|---|---|---|---|
| Basic TacticsHis four-sequence chain, dash, dive and the Staggered-target Finisher. | ||||
Basic Attack Chain (1-3) | 288.00% | 7,262.61 | 10,893.92 | 7,444.18 |
Final Strike (Sequence 4) | 160.00% | 4,034.78 | 6,052.18 | 4,135.65 |
Finisher Staggered x1.3 1 active multiplier
| 900.00% | 29,504.36 | 44,256.54 | 30,241.97 |
Dash Attack | 106.00% | 2,673.04 | 4,009.57 | 2,739.87 |
Dive Attack | 180.00% | 4,539.13 | 6,808.70 | 4,652.61 |
| Rigid InterdictionThe shield itself deals nothing; the bash fires when an enemy hits him while it is raised. | ||||
Retaliation Bash (Rigid Interdiction) Only when he is attacked with the shield raised; applies 1 Vulnerability stack | 400.00% | 10,086.96 | 15,130.44 | 10,339.13 |
| Timely SuppressionA two-hit punch that also Shields him and one teammate. | ||||
Timely Suppression SEQ 1 | 55.00% | 1,386.96 | 2,080.44 | 1,421.63 |
Timely Suppression SEQ 2 | 225.00% | 5,673.92 | 8,510.87 | 5,815.76 |
Timely Suppression (both hits) | 280.00% | 7,060.87 | 10,591.31 | 7,237.39 |
| Textbook AssaultTwo Weakening slashes, a Knock Down slam, then the Talent 2 shockwaves. | ||||
Textbook Assault SEQ 1 (slash, Weaken) | 200.00% | 5,043.48 | 7,565.22 | 5,169.57 |
Textbook Assault SEQ 2 (slash, Weaken) | 270.00% | 6,808.70 | 10,213.05 | 6,978.92 |
Textbook Assault SEQ 3 (slam, Knock Down) | 400.00% | 10,086.96 | 15,130.44 | 10,339.13 |
Talent 2 shockwaves (x3) 3 shockwaves of 45.00% ATK off the final hit | 135.00% | 3,404.35 | 5,106.52 | 3,489.46 |
Textbook Assault total (3 hits + 3 shockwaves) | 1005.00% | 25,343.49 | 38,015.23 | 25,977.07 |
Calculator assumptions
Every number uses a Level 90 Catcher with all skills at Rank 12 and his talent nodes unlocked through breakthrough 4. His base ATK, Strength, Will, Max HP, damage multipliers, Shield coefficients, Protection, Weaken, talents and potentials are all read from the committed client tables.
Strength is his main attribute and Will is his secondary attribute. The ATK formula weights them at 0.005 and 0.002 respectively after every flat source and Main/Sub Stat Boost has been applied, then truncates both before calculating Final Build ATK. His talent nodes grant Strength only; Potential 2 adds DEF +20 and Will +10.
DEF. His base DEF is 0, so his DEF comes from gear (every T4 armor, glove and kit piece carries a flat DEF line), Potential 2 and Talent 1. Talent 1 grants DEF +1.0 (Rank 1) or +1.2 (Rank 2) for every 10 Will; the calculator counts whole steps of 10 Will after the Sub Stat Boost. DEF affects only the Shield and the Potential 1 strike here, not his ATK-based rows.
Timely Suppression deals 55% then 225% ATK and Shields Catcher and one teammate (the controlled operator first) for 810 plus 5.06 times his DEF, for 10s (15s at Potential 3). Thunderberge's "Shield applied" line multiplies that Shield. Its second line, an extra Shield after the combo skill provides HP treatment, never fires for him because his combo grants a Shield rather than treatment.
Rigid Interdiction grants 90% Protection to him and nearby operators and returns 30 SP on cast. Its 400% retaliation bash only fires when an enemy attacks him while the shield is raised, and applies 1 Vulnerability stack. Textbook Assault is 200% and 270% slashes that apply 30% Weaken for 8s, then a 400% slam with Knock Down; Talent 2 adds 3 shockwaves of 45% ATK at Rank 2 (2 of 30% at Rank 1). Weaken lowers the enemy's damage, so it is listed as defense, not as a team damage buff.
Potential 1 adds a follow-up strike after a battle-skill or Ultimate hit for 300 plus 5 times his DEF as Physical DMG. That is a flat base, not ATK times a multiplier. The calculator runs it through the same chain as his other hits (Physical and generic DMG lines, crit, Staggered, Defense and Resistance) but leaves out skill-scoped DMG lines and Link, because it is the potential's own hit rather than the skill's. That treatment is our reading of the text, not a stated rule.
Ordinary hits run the complete Talos Wiki damage chain. Every row is Physical, so a target's Physical Resistance applies to all of them. He applies no Arts Infliction, so Arts Intensity reaches none of his rows. Expand any row to inspect the active factors.
Still excluded: the SpecialBonus regional buff from teleportation waypoints, Crush or other damage teammates deal by consuming his Vulnerability, Stagger and poise values, rotation timing and DPS over time, multi-target hits, Greatsword weapon lines his kit cannot trigger (Khravengger's Cryo lines, Seeker of Dark Lung's Arts Burst line, Amaranthine Tassel's Susceptibility and Crush lines), and any Protection, Shield or DMG Reduction from teammates.
Basic Info
Talent Priority
This priority list applies to talents only after Lv 9.
Recommended Builds
View All BuildsTop Weapons
Recommended Teams
Gear Configurations
View All Gear SetsFrontiers 4-piece grants Will, lowers Combo Skill cooldown, and amplifies team damage after SP recovery. Pairs well with Former Finery.
Contingency Contract: Indigo Fit
Indigo Test Criteria this kit handles well. Every criterion is a penalty or enemy buff, and Catcher sidesteps or shrugs these off. See the Indigo criteria dashboard for every criterion, or the Contingency Contract hub for schedule, rewards and Risk 48 clears.
Aggro Focus · Can hold aggro on the controlled operator and survive the focus fire.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Withering · Brings its own sustain, so losing the Healing Masses between waves barely matters.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
Base Stats (Level 1)
Stats by Level
| Level | STR | AGI | WISD | WILL | MaxHP | ATK |
|---|---|---|---|---|---|---|
| 1 | 21.6 | 9.8 | 8.8 | 11.5 | 500 | 30 |
| 10 | 37.3 | 18.6 | 16.6 | 21.1 | 1005 | 57 |
| 20 | 54.7 | 28.4 | 25.4 | 31.8 | 1566 | 88 |
| 30 | 72.1 | 38.2 | 34.2 | 42.5 | 2128 | 118 |
| 40 | 89.5 | 48.0 | 42.9 | 53.2 | 2689 | 148 |
| 50 | 106.9 | 57.8 | 51.7 | 63.9 | 3250 | 179 |
| 60 | 124.2 | 67.6 | 60.5 | 74.6 | 3811 | 209 |
| 70 | 141.6 | 77.4 | 69.2 | 85.3 | 4372 | 239 |
| 80 | 159.0 | 87.2 | 78.0 | 96.0 | 4934 | 270 |
| 90 | 176.4 | 97.0 | 86.8 | 106.7 | 5495 | 300 |
Skills
Timely Suppression
| Lv | SEQ 1 DMG Multiplier | SEQ 2 DMG Multiplier | Base Shield | Shield Increase per Defense | Cooldown |
|---|---|---|---|---|---|
| 1 | 25% | 100% | 360 | 2.25 | 35s |
| 2 | 27% | 110% | 432 | 2.7 | 35s |
| 3 | 30% | 120% | 504 | 3.15 | 35s |
| 4 | 32% | 130% | 576 | 3.6 | 35s |
| 5 | 34% | 140% | 612 | 3.83 | 35s |
| 6 | 37% | 150% | 648 | 4.05 | 35s |
| 7 | 39% | 160% | 684 | 4.28 | 35s |
| 8 | 42% | 170% | 720 | 4.5 | 35s |
| 9 | 44% | 180% | 756 | 4.73 | 35s |
| 10 | 47% | 193% | 774 | 4.84 | 35s |
| 11 | 51% | 208% | 792 | 4.95 | 35s |
| 12 | 55% | 225% | 810 | 5.06 | 33s |
Rigid Interdiction
| Lv | DMG Multiplier |
|---|---|
| 1 | 178% |
| 2 | 196% |
| 3 | 213% |
| 4 | 231% |
| 5 | 249% |
| 6 | 267% |
| 7 | 285% |
| 8 | 302% |
| 9 | 320% |
| 10 | 342% |
| 11 | 369% |
| 12 | 400% |
Textbook Assault
| Lv | SEQ 1 DMG Multiplier | SEQ 2 DMG Multiplier | SEQ 3 DMG Multiplier | Weakness Effect |
|---|---|---|---|---|
| 1 | 89% | 120% | 178% | 20% |
| 2 | 98% | 132% | 196% | 20% |
| 3 | 107% | 144% | 213% | 20% |
| 4 | 116% | 156% | 231% | 20% |
| 5 | 125% | 168% | 249% | 20% |
| 6 | 134% | 180% | 267% | 25% |
| 7 | 143% | 192% | 284% | 25% |
| 8 | 151% | 204% | 302% | 25% |
| 9 | 160% | 216% | 320% | 25% |
| 10 | 172% | 231% | 342% | 30% |
| 11 | 185% | 249% | 369% | 30% |
| 12 | 200% | 270% | 400% | 30% |
Basic Tactics
| Lv | BATK SEQ 1 Multiplier |
|---|---|
| 1 | 35% |
| 2 | 39% |
| 3 | 42% |
| 4 | 46% |
| 5 | 49% |
| 6 | 53% |
| 7 | 56% |
| 8 | 60% |
| 9 | 63% |
| 10 | 67% |
| 11 | 73% |
| 12 | 79% |
| Lv | BATK SEQ 2 Multiplier |
|---|---|
| 1 | 39% |
| 2 | 42% |
| 3 | 46% |
| 4 | 50% |
| 5 | 54% |
| 6 | 58% |
| 7 | 62% |
| 8 | 65% |
| 9 | 69% |
| 10 | 74% |
| 11 | 80% |
| 12 | 87% |
| Lv | BATK SEQ 3 Multiplier |
|---|---|
| 1 | 54% |
| 2 | 59% |
| 3 | 65% |
| 4 | 70% |
| 5 | 76% |
| 6 | 81% |
| 7 | 86% |
| 8 | 92% |
| 9 | 97% |
| 10 | 104% |
| 11 | 112% |
| 12 | 122% |
| Lv | BATK SEQ 4 Multiplier |
|---|---|
| 1 | 71% |
| 2 | 78% |
| 3 | 85% |
| 4 | 92% |
| 5 | 99% |
| 6 | 107% |
| 7 | 114% |
| 8 | 121% |
| 9 | 128% |
| 10 | 137% |
| 11 | 147% |
| 12 | 160% |
| Lv | Finisher ATK Multiplier |
|---|---|
| 1 | 400% |
| 2 | 440% |
| 3 | 480% |
| 4 | 520% |
| 5 | 560% |
| 6 | 600% |
| 7 | 640% |
| 8 | 680% |
| 9 | 720% |
| 10 | 770% |
| 11 | 830% |
| 12 | 900% |
| Lv | Dive ATK Multiplier |
|---|---|
| 1 | 80% |
| 2 | 88% |
| 3 | 96% |
| 4 | 104% |
| 5 | 112% |
| 6 | 120% |
| 7 | 128% |
| 8 | 136% |
| 9 | 144% |
| 10 | 154% |
| 11 | 166% |
| 12 | 180% |
Talents (Passive Skills)
Factory Skills (Manufacturing)
Potentials
Breakthrough (Ascension)
Favorability Attribute Bonuses
Skill Level Up Materials
Character Level-up Requirements
| From → To | EXP Required | Gold |
|---|---|---|
| 1 → 20 | 22,860 | |
| 20 → 40 | 248,540 | |
| 40 → 60 | 475,710 | |
| 60 → 80 | 465,230 | |
| 80 → 90 | 579,950 | |
| Total | 1,792,290 |
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