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Catcher Build: Gear, Weapon & Teams

Catcher

All Catcher coverage

2 reports

Every guide, build, and analysis we have published about Catcher, newest first. Check each post's date before applying its numbers, balance changes and new gear move the maths between versions.

Catcher gets a standalone tag archive once there are 4 or more posts. Meanwhile, browse all tag archives.

Levelling Catcher? The Catcher progression path lists every breakthrough and skill material in order.

Character Profile

“Need defensive cover? I shall give you my best.”

GenderMale
RacePerro
BirthdayAugust 16
AffiliationEndfield Industries

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.

Expertise
EngineeringCooking
Interests
Everyday LifeExercise
Dislikes
Fashion
Voice ActorsEN Kevin Andrew RiveraJP Ryuichi KijimaCN Yu KailongKR Kim Hye-seong

Catcher Lore & Story

Endfield Industries assessment
PHYSIOLOGICAL STRENGTHStandard
COMBAT SKILLStandard
TACTICAL ACUMENStandard
ARTS ASSIMILATIONStandard

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

From the operator archive

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.

Fluorite

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.

Estella

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.

Antal

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

Catcher build settings

Choose a Body piece to add its stats.

Choose a Hand piece to add its stats.

Choose a Kit piece to add its stats.

Choose a Kit piece to add its stats.

Combat state

His retaliation bash only fires when an enemy attacks him with the shield raised, so it is a reactive row rather than a rotation staple. Leave the target on No target for pre-mitigation build comparisons.

Final Build ATK
2,521.74
Strength
392.00
Will
106.00
DEF
12.00
Max HP
9,781.00
Physical DMG
+0.00%
Crit Rate
5.00%
Crit DMG
+50.00%

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
ActionMultiplierNon-critCritExpected
Basic TacticsHis four-sequence chain, dash, dive and the Staggered-target Finisher.
Basic Attack Chain (1-3)
288.00%7,262.6110,893.927,444.18
Final Strike (Sequence 4)
160.00%4,034.786,052.184,135.65
Finisher
Staggered x1.3
1 active multiplier
  • Stagger Multiplier ×1.30
900.00%29,504.3644,256.5430,241.97
Dash Attack
106.00%2,673.044,009.572,739.87
Dive Attack
180.00%4,539.136,808.704,652.61
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%10,086.9615,130.4410,339.13
Timely SuppressionA two-hit punch that also Shields him and one teammate.
Timely Suppression SEQ 1
55.00%1,386.962,080.441,421.63
Timely Suppression SEQ 2
225.00%5,673.928,510.875,815.76
Timely Suppression (both hits)
280.00%7,060.8710,591.317,237.39
Textbook AssaultTwo Weakening slashes, a Knock Down slam, then the Talent 2 shockwaves.
Textbook Assault SEQ 1 (slash, Weaken)
200.00%5,043.487,565.225,169.57
Textbook Assault SEQ 2 (slash, Weaken)
270.00%6,808.7010,213.056,978.92
Textbook Assault SEQ 3 (slam, Knock Down)
400.00%10,086.9615,130.4410,339.13
Talent 2 shockwaves (x3)
3 shockwaves of 45.00% ATK off the final hit
135.00%3,404.355,106.523,489.46
Textbook Assault total (3 hits + 3 shockwaves)
1005.00%25,343.4938,015.2325,977.07

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

Name:Catcher iconCatcher
Rarity:★★★★
Profession:Defender
Weapon:Claymores
Main Attribute:StrStr
Sub Attribute:WillWill

Talent Priority

This priority list applies to talents only after Lv 9.

#1Basic
#2Skill
#3Combo
#4Ultimate

Recommended Builds

View All Builds

Top Weapons

OBJ Heavy BurdenOBJ Heavy Burden109.2%R9
Former FineryFormer Finery105.4%R9
OBJ Heavy BurdenOBJ Heavy Burden100%R4
Former FineryFormer Finery97.8%R4
ExemplarExemplar95.6%R9

Recommended Teams

EndministratorChen QianyuPogranichnikCatcher
EndministratorChen QianyuAkekuriCatcher

Gear Configurations

View All Gear Sets
P 0
EndministratorChen QianyuPogranichnik
Frontiers Armor T3Frontiers Armor T3
Eternal Xiranite Gloves T1Eternal Xiranite Gloves T1
Frontiers Extra O2 TubeFrontiers Extra O2 Tube
Frontiers Extra O2 TubeFrontiers Extra O2 Tube

Frontiers 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 FocusAggro Focus · Can hold aggro on the controlled operator and survive the focus fire.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • WitheringWithering · Brings its own sustain, so losing the Healing Masses between waves barely matters.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.

Catcher overview

Catcher is a 4-star Defender in Arknights: Endfield who fights with a Claymores and deals Physical damage. The main attribute is Strength and the secondary attribute is Will. In the story, Catcher is a Perro affiliated with Endfield Industries. The Endfield personnel file rates combat skill as Standard and tactical acumen as Standard.

On the Endfield Hub general tier list, Catcher currently sits in C tier. 4-star Physical Greatsword Defender. His combo shields him and a teammate off his DEF, his battle skill grants Protection and retaliates with Vulnerability, and his Ultimate Knocks Down. Enabler: shields and his Vulnerability feed are not captured by our damage model.

How Catcher's kit plays

Catcher's basic attack, Basic Tactics, is a chain of up to 4 sequences dealing Physical damage, and its Final Strike adds 22 Stagger when Catcher is the controlled operator. Used next to a Staggered enemy, it becomes a finisher that deals massive Physical damage and recovers some SP. The Battle Skill, Rigid Interdiction, costs 100 SP. Catcher raises a shield that can block attacks, grants Protection to self and nearby operators, and immediately returns some SP. When attacked while the said shield is raised, perform a retaliation bash that deals Physical DMG and applies 1 stack of Vulnerability to the attacking enemy.

The Combo Skill is Timely Suppression. Its cooldown is 35s, dropping to 33s at its highest level. It is a powerful downward punch that deals Physical DMG to the enemy, while granting shields to self and another teammate (controlled operator prioritized). The Ultimate, Textbook Assault, needs 80 Ultimate Energy. Catcher swings the greatsword to perform 2 consecutive slashes to deal Physical DMG and apply Weaken, followed by a powerful downward slam that deals massive Physical DMG and applies Knock Down to all enemies within the area of effect.

Catcher carries 2 talents: Resilient Defense and Comprehensive Mindset. At its highest rank, Resilient Defense works like this: For every 10 Will, DEF +1.2.

Building Catcher

In the weapon comparison above, OBJ Heavy Burden ranks first at R9 (109.2%), ahead of Former Finery (105.4% at R9) and Exemplar (95.6% at R9). Even at R4, OBJ Heavy Burden still scores 100%. The listed gear loadout is Frontiers Armor T3, Eternal Xiranite Gloves T1 and two copies of Frontiers Extra O2 Tube. Every piece is broken down in the Catcher gear set breakdown, and the artificing planner covers planning the artificing on those pieces.

Across the 2 recommended teams, Endministrator and Chen Qianyu appear in every lineup, while Pogranichnik and Akekuri rotate through the remaining slots. Once talents pass level 9, the priority for Catcher runs Basic, then Skill, then Combo, then Ultimate. To compare Catcher with the rest of the roster, open operator builds or check where each partner lands on the tier list. The Catcher damage calculator on this page runs the numbers for any gear loadout.

Loading calculator...

Base Stats (Level 1)

STR
STR
21.6
AGI
AGI
9.8
WISD
WISD
8.8
WILL
WILL
11.5
MaxHP
MaxHP
500.0
ATK
ATK
30.0
DEF
DEF
0.0

Stats by Level

LevelSTRAGIWISDWILLMaxHPATK
121.69.88.811.550030
1037.318.616.621.1100557
2054.728.425.431.8156688
3072.138.234.242.52128118
4089.548.042.953.22689148
50106.957.851.763.93250179
60124.267.660.574.63811209
70141.677.469.285.34372239
80159.087.278.096.04934270
90176.497.086.8106.75495300

Skills

Timely Suppression

COMBO TRIGGER: When an enemy starts charging up a skill, or when the controlled operator is attacked and falls below X% HP. A powerful downward punch that deals Physical DMG to the enemy, while granting shields to self and another teammate (controlled operator prioritized). DEF can further increase Shield points.
Combo SkillCombo Skill
SEQ 1 DMG Multiplier: 25% → 55%SEQ 2 DMG Multiplier: 100% → 225%Stagger: 10Base Shield: 360 → 810Shield Increase per Defense: 2.25 → 5.06Shield Duration (s): 10Ultimate Energy Gain: 10Stagger: 10 → 10Cooldown: 35s → 33sUltimate Energy Cost: 0Charge: 1s
LvSEQ 1 DMG MultiplierSEQ 2 DMG MultiplierBase ShieldShield Increase per DefenseCooldown
125%100%3602.2535s
227%110%4322.735s
330%120%5043.1535s
432%130%5763.635s
534%140%6123.8335s
637%150%6484.0535s
739%160%6844.2835s
842%170%7204.535s
944%180%7564.7335s
1047%193%7744.8435s
1151%208%7924.9535s
1255%225%8105.0633s

Rigid Interdiction

Raises a shield that can block attacks, grants Protection to self and nearby operators, and immediately returns some SP. When attacked while the said shield is raised, perform a retaliation bash that deals Physical DMG and applies 1 stack of Vulnerability to the attacking enemy.
Normal SkillNormal Skill
DMG Multiplier: 178% → 400%Stagger: 20Protection: 90%SP Return: 30Stagger: 20 → 20Cooldown: 0sSP Cost: 100Charge: 1s
LvDMG Multiplier
1178%
2196%
3213%
4231%
5249%
6267%
7285%
8302%
9320%
10342%
11369%
12400%

Textbook Assault

Swings the greatsword to perform 2 consecutive slashes to deal Physical DMG and apply Weaken, followed by a powerful downward slam that deals massive Physical DMG and applies Knock Down to all enemies within the area of effect.
Ultimate SkillUltimate Skill
SEQ 1 DMG Multiplier: 89% → 200%SEQ 1 Stagger: 5SEQ 2 DMG Multiplier: 120% → 270%SEQ 2 Stagger: 5SEQ 3 DMG Multiplier: 178% → 400%SEQ 3 Stagger: 10Weakness Effect: 20% → 30%Weakness Duration (s): 8Stagger: 5 → 5Cooldown: 15sUltimate Energy Cost: 80Charge: 1s
LvSEQ 1 DMG MultiplierSEQ 2 DMG MultiplierSEQ 3 DMG MultiplierWeakness Effect
189%120%178%20%
298%132%196%20%
3107%144%213%20%
4116%156%231%20%
5125%168%249%20%
6134%180%267%25%
7143%192%284%25%
8151%204%302%25%
9160%216%320%25%
10172%231%342%30%
11185%249%369%30%
12200%270%400%30%

Basic Tactics

BASIC ATTACK: An attack with up to 4 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 22 Stagger. DIVE ATTACK: Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies. FINISHER: Basic attack performed near a Staggered enemy becomes a finisher that deals massive Physical DMG and recovers some SP.
Attack1Attack1
BATK SEQ 1 Multiplier: 35% → 79%Cooldown: 0sUltimate Energy Cost: 0Charge: 1s
LvBATK SEQ 1 Multiplier
135%
239%
342%
446%
549%
653%
756%
860%
963%
1067%
1173%
1279%
Attack2Attack2
BATK SEQ 2 Multiplier: 39% → 87%Cooldown: 0sUltimate Energy Cost: 0Charge: 1s
LvBATK SEQ 2 Multiplier
139%
242%
346%
450%
554%
658%
762%
865%
969%
1074%
1180%
1287%
Attack3Attack3
BATK SEQ 3 Multiplier: 54% → 122%Cooldown: 0sUltimate Energy Cost: 0Charge: 1s
LvBATK SEQ 3 Multiplier
154%
259%
365%
470%
576%
681%
786%
892%
997%
10104%
11112%
12122%
Attack4Attack4
BATK SEQ 4 Multiplier: 71% → 160%Stagger: 22 → 22Cooldown: 0sUltimate Energy Cost: 0Charge: 1s
LvBATK SEQ 4 Multiplier
171%
278%
385%
492%
599%
6107%
7114%
8121%
9128%
10137%
11147%
12160%
Power AttackPower Attack
Finisher ATK Multiplier: 400% → 900%Cooldown: 0sUltimate Energy Cost: 0Charge: 1s
LvFinisher ATK Multiplier
1400%
2440%
3480%
4520%
5560%
6600%
7640%
8680%
9720%
10770%
11830%
12900%
Plunging Attack EndPlunging Attack End
Dive ATK Multiplier: 80% → 180%Cooldown: 0sUltimate Energy Cost: 0Charge: 1s
LvDive ATK Multiplier
180%
288%
396%
4104%
5112%
6120%
7128%
8136%
9144%
10154%
11166%
12180%

Talents (Passive Skills)

Resilient DefenseResilient Defense
Lv1Requires: BT1 (Lv.20)Cost: 12× Protoprism Protoprism2400× T-Creds T-Creds
For every 10 Will, DEF +1.
Lv2Requires: BT2 (Lv.30)Cost: 40× Protoprism Protoprism8600× T-Creds T-Creds
For every 10 Will, DEF +1.2.
Comprehensive MindsetComprehensive Mindset
Lv1Requires: BT2 (Lv.30)Cost: 48× Protoprism Protoprism10000× T-Creds T-Creds
Ultimate Textbook Assault improved: Final hit creates X shockwave(s), each dealing 30% ATK of Physical DMG.
Lv2Requires: BT3 (Lv.40)Cost: 28× Protohedron Protohedron24000× T-Creds T-Creds
Ultimate Textbook Assault improved: Final hit creates X shockwave(s), each dealing 45% ATK of Physical DMG.

Factory Skills (Manufacturing)

Silent Caretaker α (Lv1)
Assign to Control Nexus to grant all operators' Mood Regen +8%
Control Nexus
Silent Caretaker β (Lv2)
Assign to Control Nexus to grant all operators' Mood Regen +12%
Control Nexus
Grounded Approach β (Lv1)
Assign to Growth Chamber to slow Mood Drop of all operators in it by 14%
Growth Chamber
Grounded Approach γ (Lv2)
Assign to Growth Chamber to slow Mood Drop of all operators in it by 18%
Growth Chamber

Potentials

Potential 1
Battle skill Rigid Interdiction and ultimate Textbook Assault improved: After hitting the enemy, deals another strike that deals [300 + DEF×5] of Physical DMG.
Cost: Catcher's Token1× Catcher's Token
Potential 2
DEF +20, Will +10.
Cost: Catcher's Token1× Catcher's Token
Potential 3
Combo skill Timely Suppression improved: Shield duration +5s.
Cost: Catcher's Token1× Catcher's Token
Potential 4
Ultimate Textbook Assault improved: Ultimate Energy cost -10%.
Cost: Catcher's Token1× Catcher's Token
Potential 5
Battle skill Rigid Interdiction improved: Hitting an enemy while the shield is active returns 10 SP.
Cost: Catcher's Token1× Catcher's Token

Catcher potentials and upgrade costs

Catcher has 5 Potential ranks, and each one changes something specific. Potential 2 grants DEF +20, Will +10. Potential 3 improves the combo skill Timely Suppression: Shield duration +5s.

Potential 4 improves the ultimate Textbook Assault: Ultimate Energy cost -10%. Potential 5 improves the battle skill Rigid Interdiction: Hitting an enemy while the shield is active returns 10 SP.

Levelling Catcher from 1 to 90 takes 1,792,290 EXP and 385,420 T-Creds in total. There are 4 breakthrough stages, unlocking at levels 30, 40, 50 and 60. Together they cost 60 Protoset, 33 Protodisk, 20 Tachyon Screening Lattice, 8 Bloodcap, 5 Red Bolete, 5 Ruby Bolete and 3 Pink Bolete, plus 126,100 T-Creds. The character progression planner tallies these against what you already own.

Raising all 4 skill groups through level 12 adds 688,800 T-Creds, and the largest material lines are 472 Protohedron, 328 Protoprism, 116 D96 Steel Sample 4 and 116 Metadiastima Photoemission Tube. Favorability bonuses add +60 Strength in total, spread over 4 breakthrough stages. In the base, the factory skills are Silent Caretaker and Grounded Approach. Assigned to the Control Nexus, Silent Caretaker β will grant all operators' Mood Regen +12%. Assigned to the Growth Chamber, Grounded Approach γ will slow Mood Drop of all operators in it by 18%. Every operator's base skills are compared in the operator base skills database.

Breakthrough (Ascension)

Stage 1 (Unlock Lv.30)
Protodisk8× ProtodiskPink Bolete3× Pink BoleteT-Creds1600× T-Creds
Stage 2 (Unlock Lv.40)
Protodisk25× ProtodiskRed Bolete5× Red BoleteT-Creds6500× T-Creds
Stage 3 (Unlock Lv.50)
Protoset24× ProtosetRuby Bolete5× Ruby BoleteT-Creds18000× T-Creds
Stage 4 (Unlock Lv.60)
Protoset36× ProtosetTachyon Screening Lattice20× Tachyon Screening LatticeBloodcap8× BloodcapT-Creds100000× T-Creds

Favorability Attribute Bonuses

BT160 Favor+10 StrStr
BT2150 Favor+15 StrStr
BT3300 Favor+15 StrStr
BT4300 Favor+20 StrStr

Skill Level Up Materials

NormalSkill: Rigid Interdiction
Lv2Protoprism6× ProtoprismKalkodendra1× KalkodendraGold 1000
Lv3Protoprism12× ProtoprismKalkodendra2× KalkodendraGold 2700
Lv4Protoprism16× ProtoprismChrysodendra1× ChrysodendraGold 3200
Lv5Protoprism21× ProtoprismChrysodendra1× ChrysodendraGold 4200
Lv6Protoprism27× ProtoprismChrysodendra2× ChrysodendraGold 5400
Lv7Protohedron6× ProtohedronVitrodendra1× VitrodendraGold 8200
Lv8Protohedron8× ProtohedronVitrodendra1× VitrodendraGold 10500
Lv9Protohedron15× ProtohedronVitrodendra2× VitrodendraGold 18000
Lv10Mark of Perseverance1× Mark of PerseveranceProtohedron15× ProtohedronD96 Steel Sample 46× D96 Steel Sample 4False Aggela3× False AggelaGold 24000
Lv11Mark of Perseverance2× Mark of PerseveranceProtohedron24× ProtohedronD96 Steel Sample 416× D96 Steel Sample 4False Aggela6× False AggelaGold 30000
Lv12Mark of Perseverance3× Mark of PerseveranceProtohedron50× ProtohedronD96 Steel Sample 436× D96 Steel Sample 4False Aggela12× False AggelaGold 65000
UltimateSkill: Textbook Assault
Lv2Protoprism6× ProtoprismKalkodendra1× KalkodendraGold 1000
Lv3Protoprism12× ProtoprismKalkodendra2× KalkodendraGold 2700
Lv4Protoprism16× ProtoprismChrysodendra1× ChrysodendraGold 3200
Lv5Protoprism21× ProtoprismChrysodendra1× ChrysodendraGold 4200
Lv6Protoprism27× ProtoprismChrysodendra2× ChrysodendraGold 5400
Lv7Protohedron6× ProtohedronVitrodendra1× VitrodendraGold 8200
Lv8Protohedron8× ProtohedronVitrodendra1× VitrodendraGold 10500
Lv9Protohedron15× ProtohedronVitrodendra2× VitrodendraGold 18000
Lv10Mark of Perseverance1× Mark of PerseveranceProtohedron15× ProtohedronD96 Steel Sample 46× D96 Steel Sample 4False Aggela3× False AggelaGold 24000
Lv11Mark of Perseverance2× Mark of PerseveranceProtohedron24× ProtohedronD96 Steel Sample 416× D96 Steel Sample 4False Aggela6× False AggelaGold 30000
Lv12Mark of Perseverance3× Mark of PerseveranceProtohedron50× ProtohedronD96 Steel Sample 436× D96 Steel Sample 4False Aggela12× False AggelaGold 65000
ComboSkill: Timely Suppression
Lv2Protoprism6× ProtoprismKalkodendra1× KalkodendraGold 1000
Lv3Protoprism12× ProtoprismKalkodendra2× KalkodendraGold 2700
Lv4Protoprism16× ProtoprismChrysodendra1× ChrysodendraGold 3200
Lv5Protoprism21× ProtoprismChrysodendra1× ChrysodendraGold 4200
Lv6Protoprism27× ProtoprismChrysodendra2× ChrysodendraGold 5400
Lv7Protohedron6× ProtohedronVitrodendra1× VitrodendraGold 8200
Lv8Protohedron8× ProtohedronVitrodendra1× VitrodendraGold 10500
Lv9Protohedron15× ProtohedronVitrodendra2× VitrodendraGold 18000
Lv10Mark of Perseverance1× Mark of PerseveranceProtohedron15× ProtohedronMetadiastima Photoemission Tube6× Metadiastima Photoemission TubeFalse Aggela3× False AggelaGold 24000
Lv11Mark of Perseverance2× Mark of PerseveranceProtohedron24× ProtohedronMetadiastima Photoemission Tube16× Metadiastima Photoemission TubeFalse Aggela6× False AggelaGold 30000
Lv12Mark of Perseverance3× Mark of PerseveranceProtohedron50× ProtohedronMetadiastima Photoemission Tube36× Metadiastima Photoemission TubeFalse Aggela12× False AggelaGold 65000
NormalAttack: Basic Tactics
Lv2Protoprism6× ProtoprismKalkodendra1× KalkodendraGold 1000
Lv3Protoprism12× ProtoprismKalkodendra2× KalkodendraGold 2700
Lv4Protoprism16× ProtoprismChrysodendra1× ChrysodendraGold 3200
Lv5Protoprism21× ProtoprismChrysodendra1× ChrysodendraGold 4200
Lv6Protoprism27× ProtoprismChrysodendra2× ChrysodendraGold 5400
Lv7Protohedron6× ProtohedronVitrodendra1× VitrodendraGold 8200
Lv8Protohedron8× ProtohedronVitrodendra1× VitrodendraGold 10500
Lv9Protohedron15× ProtohedronVitrodendra2× VitrodendraGold 18000
Lv10Mark of Perseverance1× Mark of PerseveranceProtohedron15× ProtohedronMetadiastima Photoemission Tube6× Metadiastima Photoemission TubeFalse Aggela3× False AggelaGold 24000
Lv11Mark of Perseverance2× Mark of PerseveranceProtohedron24× ProtohedronMetadiastima Photoemission Tube16× Metadiastima Photoemission TubeFalse Aggela6× False AggelaGold 30000
Lv12Mark of Perseverance3× Mark of PerseveranceProtohedron50× ProtohedronMetadiastima Photoemission Tube36× Metadiastima Photoemission TubeFalse Aggela12× False AggelaGold 65000

Character Level-up Requirements

From → ToEXP RequiredGold
1 → 2022,860Gold 820
20 → 40248,540Gold 12,540
40 → 60475,710Gold 23,900
60 → 80465,230Gold 109,180
80 → 90579,950Gold 238,980
Total1,792,290Gold385,420
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