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Database Reference

Contingency Contract Indigo Test Criteria Dashboard

Every Contingency Contract: Indigo Test Criterion with its score, in-game effect and the operators it favours: 39 criteria in 23 columns, 34 confirmed, 7 unlocking Nov 12.

Cards follow the in-game board from left to right and are coloured by category (Ambient, Edit, Team). Each one lists the operators whose kit is least punished by it, and the Contract Fit overview below flips that around per operator. Schedule, missions, shop and clear videos are on theContingency Contract hub.

39
Total Criteria
27
Criterion Groups
20 / 30
Reward target / plate
48
Week 1 max risk
Ambient(11)Edit(14)Team(9)KeyLockedPhase 2 (Nov 12)

How the Indigo Board Works

Pick at most one criterion per column; the score on each card adds to your Total Test Criteria. 20 pays the last risk mission and earns the Indigo Cleansed medal, and 30 plates it. Week 1 tops out at 48.

The Locked Criteria on the right of the board show "Key Criteria Required" until you select one Key Criterion. Silence and Combo Lock are the Keys for now, a third arrives in Phase 2 on Nov 12, and picking any Key unlocks every Locked Criterion at once. See the filterable criteria board on the hub for the same data by column, and the Indigo dates and rewards breakdown for the schedule, the Vitrified Indigo math and the Week 1 Risk 48 clears.

Edit

Thrill

Col 1
Thrill
ThrillⅠ
+1risk

DMG dealt by enemies +30%.

Thrill
ThrillⅡ
+2risk

DMG dealt by enemies +80%.

Favoured operators (14)
EmberEmberCatcherCatcherPurrchenaPurrchenaSnowshineSnowshineXaihiXaihiArcaneArcaneArdeliaArdeliaFluoriteFluoriteLiinoLiinoPerlicaPerlicaTangtangTangtangTyphoeusTyphoeus
Ambient

Withering

Col 2
Withering
Withering
+1risk

No Healing Masses are generated between waves.

Favoured operators (7)
EmberEmberCatcherCatcherPurrchenaPurrchenaSnowshineSnowshineXaihiXaihiArdeliaArdeliaLiinoLiino
Team

Decapitate

Col 3
Decapitate
DecapitateⅠ
+1risk

DMG taken by the controlled operator +50%.

Decapitate
DecapitateⅡ
+2risk

DMG taken by the controlled operator +100%.

Favoured operators (12)
CatcherCatcherEmberEmberSnowshineSnowshinePurrchenaPurrchenaArcaneArcaneFluoriteFluoritePerlicaPerlicaTangtangTangtangTyphoeusTyphoeusWulfgardWulfgardXaihiXaihiYvonneYvonne
Ambient

Volatile Gains

Col 4
Volatile Gains
Volatile Gains
+3risk

After an operator casts an ultimate, the Ultimate Energy of the entire team resets to zero.

Favoured operators (7)
LiinoLiinoSiSiArgent FlowArgent FlowAvywennaAvywennaEstellaEstellaFluoriteFluoriteMi FuMi Fu
Phase 2

Phase 2 criterion

Col 4P2
Phase 2 criterion
Phase 2 criterion
+1risk

Unlocks Nov 12.

Team

Myolysis

Col 5
Myolysis
MyolysisⅠ
+1risk

0.1s after an operator consumes Vulnerability or Arts Infliction, their DMG Dealt is -30% for 10s.

Myolysis
MyolysisⅡ
+2risk

0.1s after an operator consumes Vulnerability or Arts Infliction, their DMG Dealt is -80% for 10s.

Favoured operators (3)
Zhuang FangyiZhuang FangyiArclightArclightChen QianyuChen Qianyu
Ambient

Partition

Col 6
Partition
Partition
+1risk

Cannot switch the controlled operator once battle begins.

Favoured operators (18)
ArcaneArcaneArgent FlowArgent FlowCatcherCatcherDa PanDa PanEmberEmberEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteLiinoLiinoMi FuMi FuRossiRossiSiSi
Edit

Fruity Slippers

Col 7
Fruity Slippers
Fruity Slippers
+1risk

On-looking Rockhowlers (which cannot be attacked) occasionally throw Banana Peels into the arena. Up to 5 can exist at once, each lasting 15s.

Favoured operators (11)
ArcaneArcaneCatcherCatcherEmberEmberFluoriteFluoritePerlicaPerlicaPurrchenaPurrchenaSnowshineSnowshineTangtangTangtangTyphoeusTyphoeusWulfgardWulfgardYvonneYvonne
Team

Whittle Down

Col 8
Whittle Down
Whittle DownⅠ
+1risk

DMG dealt by enemies ignores shields, and 20% of it is converted to Max HP Reduction. After the controlled operator takes DMG, their HP Treatment is reduced by 40% for 4s.

Whittle Down
Whittle DownⅢ
+3risk

DMG dealt by enemies ignores shields, and 50% of it is converted to Max HP Reduction. After the controlled operator takes DMG, their HP Treatment is reduced by 90% for 6s.

Favoured operators (11)
CatcherCatcherEmberEmberPurrchenaPurrchenaSnowshineSnowshineArcaneArcaneFluoriteFluoritePerlicaPerlicaTangtangTangtangTyphoeusTyphoeusWulfgardWulfgardYvonneYvonne
Ambient

Binding

Col 9
Binding
BindingⅠ
+1risk

The stamina bar is replaced with 5 Stamina Points. Each dodge consumes 1, and 1 regenerates every 8s.

Binding
BindingⅢ
+3risk

Dodging cannot be performed.

Favoured operators (12)
CatcherCatcherEmberEmberSnowshineSnowshineArcaneArcaneFluoriteFluoritePerlicaPerlicaPurrchenaPurrchenaTangtangTangtangTyphoeusTyphoeusWulfgardWulfgardXaihiXaihiYvonneYvonne
Team

Lethargy

Col 10
Lethargy
Lethargy
+3risk

Enemy HP +120%. Operator Battle Skill DMG Dealt -60%.

Favoured operators (8)
ArclightArclightArgent FlowArgent FlowAvywennaAvywennaChen QianyuChen QianyuFluoriteFluoriteLaevatainLaevatainMi FuMi FuZhuang FangyiZhuang Fangyi
Ambient

Aggro Focus

Col 10
Aggro Focus
Aggro Focus
+1risk

Enemies attack the controlled operator more often.

Favoured operators (5)
CatcherCatcherEmberEmberSnowshineSnowshinePurrchenaPurrchenaXaihiXaihi
Ambient

Time Limit

Col 11P2
Time Limit
Time LimitⅠ
+1risk

Timer -45s.

Time Limit
Time LimitⅡ
+2risk

Timer -90s.

Time Limit
Time LimitⅢ
+3risk

Effect shown when Phase 2 opens on Nov 12.

Favoured operators (18)
AkekuriAkekuriAleshAleshArcaneArcaneArclightArclightCamilleCamilleDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteLiinoLiinoMi FuMi FuPogranichnikPogranichnik
Ambient

Silence

Col 12Key
Silence
Silence
+2risk

SP Regen Rate +30%, SP Recovery from skills +100%. All operators must cast their battle skill once before any operator can cast theirs again (only the first sequence of a battle skill counts). Selecting it unlocks all Locked Criteria.

Favoured operators (8)
ArclightArclightArgent FlowArgent FlowAvywennaAvywennaChen QianyuChen QianyuFluoriteFluoriteLaevatainLaevatainMi FuMi FuZhuang FangyiZhuang Fangyi
Ambient

Combo Lock

Col 13Key
Combo Lock
Combo Lock
+2risk

Combo Skill DMG Dealt +50%. While not under a Combo Lock, every 2 combo skills cast add a 10s Combo Lock to the combo skill queue that blocks later combo skills. Selecting it unlocks all Locked Criteria.

Favoured operators (9)
Argent FlowArgent FlowTyphoeusTyphoeusArclightArclightChen QianyuChen QianyuEstellaEstellaLaevatainLaevatainLiinoLiinoSiSiZhuang FangyiZhuang Fangyi
Phase 2

Phase 2 criterion

Col 14KeyP2
Phase 2 criterion
Phase 2 criterion
+2risk

Unlocks Nov 12.

Edit

Light Protection

Col 15Lock
Light Protection
Light ProtectionⅠ
+1risk

Enemy resistance to all elements is now 25.

Light Protection
Light ProtectionⅢ
+3risk

Enemy resistance to all elements is now 60.

Favoured operators (21)
PogranichnikPogranichnikPurrchenaPurrchenaRossiRossiAkekuriAkekuriAleshAleshAntalAntalArcaneArcaneArclightArclightArdeliaArdeliaArgent FlowArgent FlowCamilleCamilleCatcherCatcher
Edit

Blood Rush

Col 16Lock
Blood Rush
Blood RushⅠ
+1risk

If an enemy has no Vulnerability or Arts Infliction stacks for 5s, it regenerates 3% Max HP per second.

Blood Rush
Blood RushⅢ
+3risk

If an enemy has no Vulnerability or Arts Infliction stacks for 5s, it regenerates 10% Max HP per second.

Favoured operators (25)
AleshAleshAntalAntalArcaneArcaneArdeliaArdeliaArgent FlowArgent FlowAvywennaAvywennaCamilleCamilleDa PanDa PanEndministratorEndministratorEstellaEstellaFluoriteFluoriteGilbertaGilberta
Edit

Solid Body

Col 17Lock
Solid Body
Solid Body
+2risk

Interrupting an enemy's charging state requires 2 interrupting hits. A skill cast by an operator counts as only 1.

Edit

Hard Stacks

Col 17Lock
Hard Stacks
Hard Stacks
+3risk

When an enemy is defeated, all other enemies in the arena gain 3 shield stacks. These do not block Vulnerability, Arts Inflictions, Physical Statuses or Arts Reactions.

Favoured operators (26)
ArcaneArcaneArgent FlowArgent FlowLaevatainLaevatainLiinoLiinoSiSiTangtangTangtangTyphoeusTyphoeusAleshAleshAntalAntalArdeliaArdeliaAvywennaAvywennaCamilleCamille
Team

Apathy

Col 18Lock
Apathy
Apathy
+2risk

If the controlled operator does not perform a final strike or finisher within 10s, all operators suffer 30% Weakness (up to 3 stacks). A final strike or finisher by the controlled operator removes all stacks.

Team

Blunted Weapons

Col 19Lock
Blunted Weapons
Blunted Weapons
+3risk

Enemy HP +120%. Operator Basic Attack DMG Dealt -70%.

Favoured operators (28)
Argent FlowArgent FlowLiinoLiinoSiSiTyphoeusTyphoeusAvywennaAvywennaEstellaEstellaFluoriteFluoriteLaevatainLaevatainMi FuMi FuAleshAleshAntalAntalArcaneArcane
Phase 2

Phase 2 criterion

Col 19LockP2
Phase 2 criterion
Phase 2 criterion
+2risk

Unlocks Nov 12.

Phase 2

Phase 2 criterion

Col 20LockP2
Phase 2 criterion
Phase 2 criterionⅠ
+1risk

Unlocks Nov 12.

Phase 2 criterion
Phase 2 criterionⅡ
+2risk

Unlocks Nov 12.

Edit

Team Mangler

Col 21LockP2
Team Mangler
Team ManglerⅡ
+2risk

When the Armored Mangler enters battle, and when it reaches 50% HP, its next skill is a channeling skill that can only be interrupted after a while.

Team Mangler
Team ManglerⅢ
+3risk

Effect shown when Phase 2 opens on Nov 12.

Favoured operators (6)
Da PanDa PanEndministratorEndministratorLast RiteLast RiteMi FuMi FuYvonneYvonneZhuang FangyiZhuang Fangyi
Edit

Skyfall

Col 22Lock
Skyfall
SkyfallⅡ
+2risk

When the Cloud Obliterator enters battle, and when it reaches 50% HP, its next skill is a special skill.

Skyfall
SkyfallⅢ
+3risk

The Cloud Obliterator casts a special skill on entering battle. At 50% HP it casts another and dispels all Vulnerability, Arts Inflictions, Physical Statuses and Arts Reactions from itself (once).

Favoured operators (6)
Da PanDa PanEndministratorEndministratorLast RiteLast RiteMi FuMi FuYvonneYvonneZhuang FangyiZhuang Fangyi
Edit

Reactive Formula

Col 23Lock
Reactive Formula
Reactive Formula
+1risk

The Cloud Obliterator's missiles create a corrosion pool where they land, applying Corrosion to operators inside it.

Favoured operators (14)
EmberEmberXaihiXaihiArcaneArcaneArdeliaArdeliaCatcherCatcherFluoriteFluoriteLiinoLiinoPerlicaPerlicaPurrchenaPurrchenaSnowshineSnowshineTangtangTangtangTyphoeusTyphoeus

Operator Fit Overview: Indigo

The same matching from the other direction: every guide operator and the Indigo criteria their kit is best suited to. Each criterion is a penalty or enemy buff, so an operator is "favoured" when their kit sidesteps or shrugs it off. The matching uses each operator's kit traits against the in-game effect text; it is a planning aid, not a ranking.

Argent Flow
Argent Flow
6★ DPS
Electric

Favoured by 9 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • 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.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Si
Si
6★ Support
Cryo

Favoured by 7 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • 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.
Purrchena
Purrchena
5★ Tank
Physical

Favoured by 13 criteria

  • 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.
  • 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.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Typhoeus
Typhoeus
6★ DPS
Nature

Favoured by 12 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • 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.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Liino
Liino
6★ Support
Electric

Favoured by 11 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • 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.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • WitheringWithering · Brings its own sustain, so losing the Healing Masses between waves barely matters.
Arcane
Arcane
6★ DPS
Nature

Favoured by 12 criteria

  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • 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.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Mi Fu
Mi Fu
6★ DPS
Physical

Favoured by 11 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • 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.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • SkyfallSkyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
  • Team ManglerTeam Mangler · Burst damage handles the Armored Mangler during its long channel.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Camille
Camille
6★ Support
Heat

Favoured by 5 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Pogranichnik
Pogranichnik
6★ Support
Physical

Favoured by 5 criteria

  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Rossi
Rossi
6★ DPS
Physical

Favoured by 4 criteria

  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Zhuang Fangyi
Zhuang Fangyi
6★ DPS
Electric

Favoured by 9 criteria

  • MyolysisMyolysis · Rarely consumes Vulnerability or Arts Infliction, so the damage penalty seldom triggers.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • SkyfallSkyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
  • Team ManglerTeam Mangler · Burst damage handles the Armored Mangler during its long channel.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Laevatain
Laevatain
6★ DPS
Heat

Favoured by 8 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Xaihi
Xaihi
5★ Support
Cryo

Favoured by 8 criteria

  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • 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.
  • Aggro FocusAggro Focus · Can hold aggro on the controlled operator and survive the focus fire.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • 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.
Last Rite
Last Rite
6★ DPS
Cryo

Favoured by 7 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • SkyfallSkyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
  • Team ManglerTeam Mangler · Burst damage handles the Armored Mangler during its long channel.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Yvonne
Yvonne
6★ DPS
Cryo

Favoured by 13 criteria

  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • 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.
  • SkyfallSkyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
  • Team ManglerTeam Mangler · Burst damage handles the Armored Mangler during its long channel.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Ardelia
Ardelia
6★ Support
Nature

Favoured by 7 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • 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.
Antal
Antal
4★ Support
Electric

Favoured by 4 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Lifeng
Lifeng
6★ Sub-DPS
Physical

Favoured by 4 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Chen Qianyu
Chen Qianyu
5★ Sub-DPS
Physical

Favoured by 6 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • MyolysisMyolysis · Rarely consumes Vulnerability or Arts Infliction, so the damage penalty seldom triggers.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Endministrator
Endministrator
6★ DPS
Physical

Favoured by 8 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • 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.
  • SkyfallSkyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
  • Team ManglerTeam Mangler · Burst damage handles the Armored Mangler during its long channel.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Tangtang
Tangtang
6★ DPS
Cryo

Favoured by 11 criteria

  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • 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.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Avywenna
Avywenna
5★ DPS
Electric

Favoured by 6 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Gilberta
Gilberta
6★ Support
Nature

Favoured by 3 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Perlica
Perlica
5★ Support
Electric

Favoured by 10 criteria

  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Da Pan
Da Pan
5★ DPS
Physical

Favoured by 8 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • 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.
  • SkyfallSkyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
  • Team ManglerTeam Mangler · Burst damage handles the Armored Mangler during its long channel.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Wulfgard
Wulfgard
5★ Support
Heat

Favoured by 9 criteria

  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Arclight
Arclight
5★ Support
Electric

Favoured by 7 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • MyolysisMyolysis · Rarely consumes Vulnerability or Arts Infliction, so the damage penalty seldom triggers.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Ember
Ember
6★ Tank
Heat

Favoured by 9 criteria

  • 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.
  • 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.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • 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.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
Snowshine
Snowshine
5★ Tank
Cryo

Favoured by 9 criteria

  • 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.
  • 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.
Akekuri
Akekuri
4★ Support
Heat

Favoured by 2 criteria

  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Alesh
Alesh
5★ Support
Cryo

Favoured by 5 criteria

  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Light ProtectionLight Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Estella
Estella
4★ Sub-DPS
Cryo

Favoured by 5 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • Combo LockCombo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Catcher
Catcher
4★ Tank
Physical

Favoured by 10 criteria

  • 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.
Fluorite
Fluorite
4★ Support
Nature

Favoured by 12 criteria

  • Blunted WeaponsBlunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
  • BindingBinding · Ranged or durable, so limited or no dodging hurts far less.
  • Blood RushBlood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
  • Fruity SlippersFruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
  • Hard StacksHard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
  • LethargyLethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
  • Reactive FormulaReactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
  • SilenceSilence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Volatile GainsVolatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
1Re-Ignition criteria archiveJune 19 to July 23, 2026: all 46 criteria from the first season with the operators each favoured.
Arknights Endfield Contingency Contract Re-Ignition official recap infographic: global battle overview and Test Criteria selection statistics
Re-Ignition Event Recap

Which Test Criteria Players Actually Picked

Gryphline's official recap for the Re-Ignition season logged 1,151,318,633 Test Criteria selected across 80,703,159 operations, an average of 14.3 per battle. The three most-picked criteria were Thrill, Partition, and Whittle Down, the cheap-risk nodes that barely change a run. The least-picked were Battle Chill I, Heat Loss I, and Re-Construct I.

Infographic (c) Gryphline / Hypergryph, shared for community reference. Full breakdown in the Contingency Contract Re-Ignition event recap.

Ambient

Overclock

Key
Overclock
Overclock
+3risk

Length of Operator Combo Skill Cooldown -60%; Battle Skill DMG Dealt -60%

Favoured operators (4)
ArclightArclightChen QianyuChen QianyuLaevatainLaevatainZhuang FangyiZhuang Fangyi
Ambient

Partition

Lock
Partition
Partition
+2risk

Cannot switch controlled operator once battle begins.

Favoured operators (17)
EndministratorEndministratorArcaneArcaneArgent FlowArgent FlowCatcherCatcherDa PanDa PanEmberEmberLaevatainLaevatainLast RiteLast RiteMi FuMi FuRossiRossiSiSiSnowshineSnowshine
Ambient

Hypoxia

Hypoxia
Hypoxia
+1risk

Stamina Regen Rate -50%.

Mire
Mire
+3risk

Dodge cannot be performed.

Cannot perform dodge

Favoured operators (12)
CatcherCatcherEmberEmberSnowshineSnowshineTyphoeusTyphoeusArcaneArcaneFluoriteFluoritePerlicaPerlicaPurrchenaPurrchenaTangtangTangtangWulfgardWulfgardXaihiXaihiYvonneYvonne
Ambient

Thermolysis

Lock
Thermolysis
Thermolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Heat-type skills can dispel the Solidification.

Favoured operators (5)
AkekuriAkekuriCamilleCamilleEmberEmberLaevatainLaevatainWulfgardWulfgard
Ambient

Biolysis

Lock
Biolysis
Biolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Nature-type skills can dispel the Solidification.

Favoured operators (5)
ArcaneArcaneArdeliaArdeliaFluoriteFluoriteGilbertaGilbertaTyphoeusTyphoeus
Ambient

Electrolysis

Lock
Electrolysis
Electrolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Electric-type skills can dispel the Solidification.

Favoured operators (7)
LiinoLiinoPerlicaPerlicaAntalAntalArclightArclightArgent FlowArgent FlowAvywennaAvywennaZhuang FangyiZhuang Fangyi
Ambient

Withering

Withering I
ⅠWithering I
+1risk

Only 1 Healing Mass is generated between waves.

Withering II
ⅡWithering II
+2risk

No Healing Masses are generated between waves.

Favoured operators (7)
EmberEmberCatcherCatcherLiinoLiinoPurrchenaPurrchenaSnowshineSnowshineXaihiXaihiArdeliaArdelia
Ambient

Time Limit

Time Limit I
ⅠTime Limit I
+1risk

Timer -100s.

Time Limit II
ⅡTime Limit II
+2risk

Timer -200s.

Time Limit III
ⅢTime Limit III
+3risk

Timer -300s.

Favoured operators (18)
LiinoLiinoRossiRossiAkekuriAkekuriAleshAleshArcaneArcaneArclightArclightCamilleCamilleDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteMi FuMi Fu
Ambient

Physicolysis

Lock
Physicolysis
Physicolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Physical-type skills can dispel the Solidification.

Favoured operators (9)
CatcherCatcherChen QianyuChen QianyuDa PanDa PanEndministratorEndministratorLifengLifengMi FuMi FuPogranichnikPogranichnikPurrchenaPurrchenaRossiRossi
Ambient

Tremor

Key
Tremor
Tremor
+3risk

Operators' DMG Dealt +100% for any DMG not dealt by Basic Attack, Battle Skill, Combo Skill, or Ultimate. Battle Skill DMG Dealt -60%.

Favoured operators (21)
TyphoeusTyphoeusWulfgardWulfgardAleshAleshAntalAntalArcaneArcaneArdeliaArdeliaAvywennaAvywennaCamilleCamilleDa PanDa PanEndministratorEndministratorFluoriteFluoriteGilbertaGilberta
Ambient

Synced Growth

Synced Growth
Synced Growth
+2risk

Whenever the controlled operator is restored for 10% Max HP or acquires a shield with 20% Max HP, every enemy in the battlefield is also restored for 8% Max HP.

Favoured operators (13)
ArcaneArcaneArgent FlowArgent FlowDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteMi FuMi FuRossiRossiSiSiTangtangTangtangTyphoeusTyphoeusYvonneYvonne
Edit

Thrill

Thrill I
ⅠThrill I
+1risk

DMG Dealt by enemies +30%.

Thrill II
ⅡThrill II
+2risk

DMG Dealt by enemies +80%.

Favoured operators (14)
PurrchenaPurrchenaSnowshineSnowshineCatcherCatcherEmberEmberLiinoLiinoXaihiXaihiArcaneArcaneArdeliaArdeliaFluoriteFluoritePerlicaPerlicaTangtangTangtangTyphoeusTyphoeus
Edit

Effect Barrier

Effect Barrier
Effect Barrier
+1risk

Vulnerability or Arts Infliction of the same element can only be applied to the same enemy once every 5s.

Favoured operators (2)
RossiRossiZhuang FangyiZhuang Fangyi
Edit

Regeneration

Lock
Regeneration I
ⅠRegeneration I
+1risk

An enemy under crowd control effects regenerates 5% Max HP per second.

Regeneration II
ⅡRegeneration II
+2risk

An enemy under crowd control effects regenerates 15% Max HP per second.

Favoured operators (8)
Da PanDa PanLaevatainLaevatainLast RiteLast RiteMi FuMi FuRossiRossiTyphoeusTyphoeusYvonneYvonneZhuang FangyiZhuang Fangyi
Edit

Toxic Residue

Lock
Toxic Residue I
ⅠToxic Residue I
+1risk

A defeated enemy will leave a patch of toxins on the battlefield. Operators caught within the patch take 2% Max HP of DMG per second.

Toxic Residue II
ⅡToxic Residue II
+2risk

A defeated enemy will leave a patch of toxins on the battlefield. Operators caught within the patch take 5% Max HP of DMG per second.

Favoured operators (14)
EmberEmberCatcherCatcherLiinoLiinoPurrchenaPurrchenaSnowshineSnowshineXaihiXaihiArcaneArcaneArdeliaArdeliaFluoriteFluoritePerlicaPerlicaTangtangTangtangTyphoeusTyphoeus
Edit

Rush

Rush
Rush
+2risk

Enemy movement speed +100%. Enemies also do not suffer more than 25% Max HP of DMG within 0.1s.

Favoured operators (22)
ArcaneArcaneGilbertaGilbertaLifengLifengPurrchenaPurrchenaTyphoeusTyphoeusArgent FlowArgent FlowLaevatainLaevatainMi FuMi FuPogranichnikPogranichnikSiSiTangtangTangtangAleshAlesh
Edit

Encasement

Lock
Encasement
Encasement
+1risk

For each Vulnerability or Arts Infliction stack that an enemy has, the said enemy receives DMG Taken (of the corresponding type) -10%. This effect is removed 0.1s after the Vulnerability or Arts Infliction ends.

Favoured operators (7)
Zhuang FangyiZhuang FangyiArclightArclightArgent FlowArgent FlowChen QianyuChen QianyuLaevatainLaevatainRossiRossiTyphoeusTyphoeus
Edit

Vitality

Vitality I
ⅠVitality I
+1risk

Enemy HP +50%.

Vitality II
ⅡVitality II
+2risk

Enemy HP +100%.

Vitality III
ⅢVitality III
+3risk

Enemy HP +200%.

Favoured operators (30)
ArcaneArcaneLiinoLiinoAntalAntalArgent FlowArgent FlowDa PanDa PanLaevatainLaevatainLast RiteLast RitePogranichnikPogranichnikSiSiWulfgardWulfgardYvonneYvonneAkekuriAkekuri
Team

Battle Chill

Lock
Battle Chill I
ⅠBattle Chill I
+1risk

Whenever operators cast battle skill 2 times, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Battle Chill II
ⅡBattle Chill II
+2risk

Whenever operators cast battle skill 1 time, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Favoured operators (6)
AleshAleshArclightArclightChen QianyuChen QianyuEstellaEstellaLaevatainLaevatainZhuang FangyiZhuang Fangyi
Team

Heat Loss

Lock
Heat Loss I
ⅠHeat Loss I
+1risk

Whenever operators cast combo skill 2 times, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Heat Loss II
ⅡHeat Loss II
+2risk

Whenever operators cast combo skill 1 time, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Favoured operators (8)
AleshAleshEstellaEstellaArclightArclightChen QianyuChen QianyuFluoriteFluoriteLaevatainLaevatainTyphoeusTyphoeusZhuang FangyiZhuang Fangyi
Team

Bent Edges

Bent Edges I
ⅠBent Edges I
+1risk

Whenever an operator casts an ultimate, Ultimate DMG Dealt by the said operator's subsequent ultimates -50%.

Bent Edges II
ⅡBent Edges II
+2risk

Whenever an operator casts an ultimate, Ultimate DMG Dealt by the said operator's subsequent ultimates -100%.

Favoured operators (7)
LiinoLiinoAvywennaAvywennaSiSiArgent FlowArgent FlowEstellaEstellaFluoriteFluoriteMi FuMi Fu
Team

Decapitate

Decapitate I
ⅠDecapitate I
+1risk

DMG Taken by the controlled operator +50%.

Decapitate II
ⅡDecapitate II
+2risk

DMG Taken by the controlled operator +100%.

Favoured operators (12)
EmberEmberCatcherCatcherPurrchenaPurrchenaSnowshineSnowshineArcaneArcaneFluoriteFluoritePerlicaPerlicaTangtangTangtangTyphoeusTyphoeusWulfgardWulfgardXaihiXaihiYvonneYvonne
Team

Poor Basics

Poor Basics
Poor Basics
+3risk

Operator's Basic Attack DMG Dealt -70%.

Favoured operators (28)
Argent FlowArgent FlowLiinoLiinoSiSiTyphoeusTyphoeusAvywennaAvywennaChen QianyuChen QianyuEstellaEstellaFluoriteFluoriteLaevatainLaevatainMi FuMi FuAleshAleshAntalAntal
Team

Restraint

Restraint I
ⅠRestraint I
+1risk

When an operator applies Vulnerability or Arts Infliction stacks, DMG Dealt (of the corresponding type) by the said operator -45% for 10s.

Restraint II
ⅡRestraint II
+2risk

When an operator applies Vulnerability or Arts Infliction stacks, DMG Dealt (of the corresponding type) by the said operator -90% for 10s.

Favoured operators (7)
Zhuang FangyiZhuang FangyiArclightArclightArgent FlowArgent FlowChen QianyuChen QianyuLaevatainLaevatainRossiRossiTyphoeusTyphoeus
Team

Whittle Down

Whittle Down
Whittle Down
+3risk

When operators take DMG, part of that DMG will be converted to Max HP Reduction. Conversion rates: 30% (for melee operators) / 50% (for ranged operators).

Favoured operators (5)
CatcherCatcherEmberEmberSnowshineSnowshinePurrchenaPurrchenaXaihiXaihi
Team

Weaken

Weaken I
ⅠWeaken I
+1risk

Operator Attributes -10%.

Weaken II
ⅡWeaken II
+2risk

Operator Attributes -20%.

Weaken III
ⅢWeaken III
+3risk

Operator Attributes -40%.

Favoured operators (17)
ArclightArclightLiinoLiinoAkekuriAkekuriAleshAleshCamilleCamillePogranichnikPogranichnikPurrchenaPurrchenaAntalAntalArcaneArcaneArdeliaArdeliaArgent FlowArgent FlowAvywennaAvywenna
Edit

Flash Freeze

Flash Freeze
Flash Freeze
+2risk

When an enemy applies Cryo Infliction to the controlled operator, the effect is directly converted to Solidification instead.

Favoured operators (11)
WulfgardWulfgardAkekuriAkekuriArcaneArcaneCamilleCamilleEmberEmberFluoriteFluoriteLaevatainLaevatainPerlicaPerlicaTangtangTangtangTyphoeusTyphoeusYvonneYvonne
Ambient

Re-Construct

Re-Construct Ⅰ
ⅠRe-Construct Ⅰ
+2risk

Heavy Ram and Heavy Sting enemies in the final wave are replaced by Heavy Ram α and Heavy Sting α.

Re-Construct Ⅱ
ⅡRe-Construct Ⅱ
+3risk

Heavy Ram and Heavy Sting enemies in the third and fourth waves are replaced by Heavy Ram α and Heavy Sting α.

Favoured operators (27)
LiinoLiinoArcaneArcaneArgent FlowArgent FlowDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteMi FuMi FuSiSiTangtangTangtangTyphoeusTyphoeusYvonneYvonne
Team

Encumbered

Encumbered
Encumbered
+1risk

Natural SP Recovery is temporarily paused when the controlled operator has not dealt a Final Strike to an enemy for 12 seconds.

Favoured operators (16)
LiinoLiinoMi FuMi FuAkekuriAkekuriAleshAleshArcaneArcaneArclightArclightAvywennaAvywennaCamilleCamilleDa PanDa PanEndministratorEndministratorLast RiteLast RitePogranichnikPogranichnik

Indigo layout, scores and Phase 2 slots come from the available game data; names and effects are transcribed from the in-game Test Criteria tooltips. Re-Ignition names, categories and icons are community-sourced (game8.co). Talos Hub is a fan-made resource, not affiliated with Hypergryph or Yostar.