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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.
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.
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 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.
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.
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.
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
+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.
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
+3risk
Enemy HP +120%. Operator Basic Attack DMG Dealt -70%.
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 ManglerⅢ
+3risk
Effect shown when Phase 2 opens on Nov 12.
Favoured operators (6)
Da PanEndministratorLast RiteMi FuYvonneZhuang Fangyi
Edit
Skyfall
Col 22Lock
SkyfallⅡ
+2risk
When the Cloud Obliterator enters battle, and when it reaches 50% HP, its next skill is a special skill.
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 PanEndministratorLast RiteMi FuYvonneZhuang Fangyi
Edit
Reactive Formula
Col 23Lock
Reactive Formula
+1risk
The Cloud Obliterator's missiles create a corrosion pool where they land, applying Corrosion to operators inside it.
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
6★ DPS
Electric
Favoured by 9 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
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.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Si
6★ Support
Cryo
Favoured by 7 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
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.
Purrchena
5★ Tank
Physical
Favoured by 13 criteria
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.
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.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Typhoeus
6★ DPS
Nature
Favoured by 12 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
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.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Liino
6★ Support
Electric
Favoured by 11 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
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.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Withering · Brings its own sustain, so losing the Healing Masses between waves barely matters.
Arcane
6★ DPS
Nature
Favoured by 12 criteria
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
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.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Mi Fu
6★ DPS
Physical
Favoured by 11 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
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.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Skyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
Team Mangler · Burst damage handles the Armored Mangler during its long channel.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Camille
6★ Support
Heat
Favoured by 5 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Pogranichnik
6★ Support
Physical
Favoured by 5 criteria
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Rossi
6★ DPS
Physical
Favoured by 4 criteria
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Zhuang Fangyi
6★ DPS
Electric
Favoured by 9 criteria
Myolysis · Rarely consumes Vulnerability or Arts Infliction, so the damage penalty seldom triggers.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Skyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
Team Mangler · Burst damage handles the Armored Mangler during its long channel.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Laevatain
6★ DPS
Heat
Favoured by 8 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Xaihi
5★ Support
Cryo
Favoured by 8 criteria
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
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.
Aggro Focus · Can hold aggro on the controlled operator and survive the focus fire.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
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.
Last Rite
6★ DPS
Cryo
Favoured by 7 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Skyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
Team Mangler · Burst damage handles the Armored Mangler during its long channel.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Yvonne
6★ DPS
Cryo
Favoured by 13 criteria
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
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.
Skyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
Team Mangler · Burst damage handles the Armored Mangler during its long channel.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Ardelia
6★ Support
Nature
Favoured by 7 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
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.
Antal
4★ Support
Electric
Favoured by 4 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Lifeng
6★ Sub-DPS
Physical
Favoured by 4 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Chen Qianyu
5★ Sub-DPS
Physical
Favoured by 6 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Myolysis · Rarely consumes Vulnerability or Arts Infliction, so the damage penalty seldom triggers.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Endministrator
6★ DPS
Physical
Favoured by 8 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
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.
Skyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
Team Mangler · Burst damage handles the Armored Mangler during its long channel.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Tangtang
6★ DPS
Cryo
Favoured by 11 criteria
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
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.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Avywenna
5★ DPS
Electric
Favoured by 6 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Gilberta
6★ Support
Nature
Favoured by 3 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Perlica
5★ Support
Electric
Favoured by 10 criteria
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Da Pan
5★ DPS
Physical
Favoured by 8 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
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.
Skyfall · Burst damage brings the Cloud Obliterator down quickly between its special skills.
Team Mangler · Burst damage handles the Armored Mangler during its long channel.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Wulfgard
5★ Support
Heat
Favoured by 9 criteria
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion and the healing cut.
Arclight
5★ Support
Electric
Favoured by 7 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Myolysis · Rarely consumes Vulnerability or Arts Infliction, so the damage penalty seldom triggers.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Ember
6★ Tank
Heat
Favoured by 9 criteria
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.
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.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
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.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Snowshine
5★ Tank
Cryo
Favoured by 9 criteria
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.
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.
Akekuri
4★ Support
Heat
Favoured by 2 criteria
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Alesh
5★ Support
Cryo
Favoured by 5 criteria
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Estella
4★ Sub-DPS
Cryo
Favoured by 5 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Catcher
4★ Tank
Physical
Favoured by 10 criteria
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.
Fluorite
4★ Support
Nature
Favoured by 12 criteria
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Binding · Ranged or durable, so limited or no dodging hurts far less.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Decapitate · Durable or ranged, so the extra damage on the controlled operator stays manageable.
Fruity Slippers · Fights from range or soaks the hits, so a slip on a Banana Peel is less punishing.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Reactive Formula · Ranged or self-sustaining, so the Corrosion pools do little.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Whittle 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.
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.
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.
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.
Whenever operators cast battle skill 2 times, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.
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.
Whenever operators cast combo skill 2 times, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.
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.
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).
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.
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