Skip to content
Database — Consumables

ARKNIGHTS ENDFIELD CONSUMABLES DATABASE

T
Endfield Hub Team
Updated: 2026-03-09T05:06:27.415Z
Table of Contents

Every Arknights: Endfield run that punches above its level ends the same way: with a sticky inventory bar of consumables doing work in the background. The cooldowns are short enough to fit two or three pops inside a single boss fight, the buff durations are long enough to carry through an entire stage, and the per-item effect numbers are large enough that a single Yazhen Spray or Ginseng Meat Stew can swing a fight outright. Most players figure this out only after dying to a fight they had the gear to survive — the consumables were sitting in the inventory unused because no one bothered to read the tooltips.

This database catalogues every one of the 65 consumables in the Global server build of Arknights: Endfield with its raw stats, charge count, duration, healing values, buff magnitudes, special effects, and the exact crafting ingredients you need at the Production Station. The numbers come directly from the game's item tables and are verified against in-combat tooltips — the percentages and flat values shown below are what you will see ticking on your screen, with no rounding and no estimation. Pair it with the rest of the database and the practical advice in the consumables guide when you need a faster overview than scrolling the full table.

The 65 items split cleanly into two categories that behave very differently. Tactical consumables (43 items) are reactive combat tools — instant or six-second heals, revive items, dispel sources — used mid-fight with a fixed charge count. Consumable-type items (22 items) are food-based proactive buffs that run for a flat 300 seconds and stack with your gear and operator passives. The headline numbers most players come here for are the top of each list: Jincao Infusion at 20% Max HP plus 1,648 instant flat healing, Yazhen Spray (L) at 5% HP plus 412 per second over six seconds, Ginseng Meat Stew at ATK +180 with Crit Rate +11.44%, and Wuling Fried Rice at a flat DEF% +68.32% — the single largest defensive buff in the entire database.

The full filterable, sortable database is below the analysis, and the search bar lets you jump straight to any item by name. Read on first if you want the meta picture — which items are actually worth a slot on a 300-second buff timer, which pre-combat combos stack cleanly, and how the crafting economy at the Production Station decides what is realistic to keep in your loadout.

Quick Answer

For raw healing, lean on Jincao Infusion (★★★★★, 20% Max HP + 1,648 instant, Shared) as the team-wide instant top-up and Yazhen Spray (L) (★★★★★, 5% HP + 412/s over 6s) as the highest sustained heal-over-time in the database. For damage, the pre-boss combo is Ginseng Meat Stew (ATK +180, Crit Rate +11.44%) stacked with Simmered Xiranite Ball (Crit Rate +20.54%) for roughly 32% crit on top of your gear. For tanking, Wuling Fried Rice (DEF% +68.32%) plus Pan-Fried Double Crisp (DMG Reduction +29.12%) layers defensively in a way nothing else in the database matches.

The two niche slots worth keeping crafted are the revive items — Arts Tube (★★★★, 30% HP + Revive, Shared) and Arts Vial (★★★, 10% HP + Revive, Shared) — and the Arts-dispel line of Meat Stir-Fry, Pulled Slug Meat, and Secret Stimulating Tisane, all three of which double as heals on top of cleansing Arts Inflictions. Everything else in the 65-item database is documented in full below, with filter chips for type, quality, and effect, plus sortable columns for every numeric field.

What Consumables Actually Do in Arknights: Endfield

Consumables are essential items in Arknights: Endfield that provide temporary buffs, healing, or other beneficial effects during combat and exploration. Every consumable use shares a short global cooldown of roughly one second before the next can be used, regardless of category — that prevents chaining instant heals to bypass damage spikes but does not stop you from sequencing different items in a tight rotation. The 300-second buff timer on food-type consumables runs independently of that cooldown, so you can pre-buff with two or three different items in succession before entering a fight and have all of them ticking simultaneously.

The effects span a wider range than most players realise on first look. HP restoration runs from a baseline 20% Max HP at the entry tiers to 50% on the strongest single instant heals; buff consumables push ATK and DEF percentages well into the double digits; the dispel and revive lines occupy niche slots that swing entire fights when the situation calls for them. Quality runs from ★★ to ★★★★★, and higher quality items provide stronger effects with the gap between ★★★★ and ★★★★★ usually being the difference between a daily-driver consumable and one worth saving for a boss attempt.

One detail worth knowing before you commit to a loadout: Endfield consumables are deterministic. The recipe inputs always produce one output with fixed stat values — there is no critical-craft chance, no quality roll, and no failure state. The number of charges, duration, and effect magnitude shown in this database are exactly what you will see in-game every time, which means consumable planning is trivially predictable. Count your ingredient inventory, divide by recipe cost, and you know exactly how many uses you have for a given run.

Tactical Items vs Food Consumables

The category split decides where each item slots into your loadout. Tactical items are reactive combat tools used mid-fight with a fixed charge count, typically two or three uses per stage. They cover instant healing, six-second heal-over-time effects, operator revives, and Arts dispel — anything you might need to react to in real time as a fight develops. The 43 Tactical items in the database are the ones you carry to handle the unexpected, not the ones you plan around.

Consumable-type items, in contrast, are food-based proactive buffs lasting 300 seconds. You pop them before entering the boss room so the full duration carries through combat — the timer starts the moment you use the item, not the moment a fight begins, so timing matters. The 22 items in this category stack with each other and with your gear set bonuses, which is why pre-boss buff stacking is the highest-leverage thing you can do with the consumable slot on a serious attempt. A character running two food buffs walks into a fight with effectively three sets of stat passives layered on top of their build.

Stat buffs from food consumables persist across operator deaths and revives — the buff is tied to your save state, not the operator's HP bar — so a wipe and recovery does not waste the timer. Heal-over-time effects from Yazhen Sprays and similar Tactical items, on the other hand, end the moment the receiving operator is downed, so the unused ticks are lost. This is why combining a revive item like Arts Tube with an HoT only matters if you can keep the operator alive long enough to actually consume the duration.

The Top Healing Items, Ranked

Heal-over-time consumables run for six seconds in Endfield, and the Yazhen Spray line dominates the top of the healing chart because the percent-Max-HP component scales with whatever health pool your operators actually have. At 15,000 HP — a reasonable mid-game tank pool — a 5% trigger restores 750 HP per tick on top of the flat 412/s number, which compounds into a heal that outclasses every instant item by total volume over the six-second window. The catch is that the operator has to survive those six seconds for the full value to land.

Instant healing wins when survival is in doubt. The Jincao line, both the ★★★★★ Infusion and the ★★★★ Tisane, dumps the entire heal in a single tick and is Shared — meaning it applies to every operator on your team, not just the one you are controlling. That makes Jincao Infusion the highest-value healing item in the database on a per-use basis when you are running a full squad, because one use effectively heals three or four characters at once.

Item Effect Shared Verdict
Yazhen Spray (L) ★★★★★ 5% HP + 412/s × 6s No Best sustained HoT — HP% scales with your pool
Jincao Infusion ★★★★★ 20% HP + 1,648 instant Yes Best instant heal — shared means full team benefits
Yazhen Spray (S) ★★★★ 5% HP + 391/s × 6s No Near-identical to L; craft this as your daily driver
Arts Tube ★★★★ 30% HP + Revive Operator Yes Only 2 uses; keep one slot for operator revival
Jincao Tisane ★★★★ 20% HP + 1,564 instant Yes Budget alternative to Infusion for dungeon runs

The practical takeaway: craft Yazhen Spray (S) as your everyday HoT — the gap to the ★★★★★ version is a single tick per second (412 vs 391/s) and the ingredient cost is meaningfully lower, so the (S) is the better value for routine play. Save the ★★★★★ Jincao Infusion for boss attempts where the Shared instant heal is worth the premium ingredients. And always carry one Arts Tube charge regardless of build: a revive is irreplaceable, and the 30% HP restoration on top of the revive means the recovering operator is functional immediately instead of soft-locked at sliver health.

The Top Damage Buff Consumables

Damage buffs all run on the same 300-second timer, stack additively with gear and talents, and stack with each other — different buff items are not exclusive. The ranking below is what each item contributes on its own, which matters because the slot cost is constant: every pre-fight buff you use is one of the small handful of consumable slots you have to pop before the timer starts, so a higher-magnitude item is strictly better than a low-magnitude one regardless of category.

Ginseng Meat Stew is the headline pre-boss food because it is the only consumable in the database that stacks a flat ATK number with a Crit Rate percentage — both halves contribute, and the combination is harder to replace with a single substitute than any pure-ATK or pure-Crit alternative. Simmered Xiranite Ball is the single highest crit-rate buff in the entire database at +20.54% on a ★★★★ item, which means a crit-scaling build can still hit a usable ceiling without the ★★★★★ ingredient burn.

Item Effect Best For
Ginseng Meat Stew ★★★★★ ATK +180, Crit Rate +11.44% All DPS — dual stat spike before any boss
Simmered Xiranite Ball ★★★★ Crit Rate +20.54% Highest single crit rate buff in the database
Fortifying Infusion ★★★★ Crit Rate +9.1%, All DMG +18.19% Crit builds — double-stat amp
Jakub's Legacy ★★★★ ATK% +27% High base-ATK operators where % scales better
Kunst Tube ★★★★ DMG Dealt +24.65% Universal amp regardless of build type

The rule for picking between these on a single character: read which substat your build leans on hardest before picking the food. A high base-ATK operator with low Crit Rate gains more from Jakub's Legacy at +27% ATK% than from Ginseng's flat +180, because the percent scales with the larger base. A crit-built operator with already-capped ATK gains more from Simmered Xiranite Ball than from a generic DMG Dealt buff. Kunst Tube is the safe default when you do not have a strong opinion — universal damage scaling means you cannot mis-pair it with the operator's build.

The Top Defensive Consumables

Defensive consumables stack two distinct mitigation types: percent-DEF buffs that multiply your defensive stat before the damage formula resolves, and flat DMG Reduction that takes a chunk off the final number after defense applies. Both layers compound, which is why the top combo on the defensive side — Wuling Fried Rice plus Pan-Fried Double Crisp — produces results that no single item in the database matches. Layered defense is the dominant strategy against physical-heavy bosses.

Wuling Fried Rice at ★★★★★ is the highest DEF scaling in the entire database at DEF% +68.32%. Essential for tanky operators against physical-heavy bosses, and the only consumable in the database that pushes effective defense into a tier where it materially changes incoming hit values rather than just shaving a small percentage. Pan-Fried Double Crisp at ★★★★ contributes DMG Reduction +29.12% — the highest flat damage reduction in the database, stacking on top of DEF to dramatically cut incoming damage. Together they form the layered defensive baseline for any fight where survival is the bottleneck rather than damage output.

The hidden value pick on the defensive list is Mystery Soda at ★★★. Triple effect on a ★★★ — DEF% +18.1%, DMG Reduction +10.82%, and Healing +12.13% — make it the best value defensive consumable in the database when measured against ingredient cost. The ★★★ tier means it crafts from common field drops rather than premium ingredients, so it slots cleanly into routine play without burning Wuling rice variants you might be saving for boss attempts.

Revive, Dispel & Ultimate Generation

Three utility niches sit outside the heal/buff/defense framing and decide specific fights on their own. The first is Arts Infliction dispel, available only through three items: Meat Stir-Fry at ★★★★★ (also heals 10% HP + 975 flat), Pulled Slug Meat at ★★★★ (also heals 334/s × 6s), and Secret Stimulating Tisane at ★★★ (also heals 10% HP + 504 flat). All three double as heals, so they never waste a consumable slot — they cleanse and restore HP in the same use. Critical vs. bosses with Arts debuff patterns where a stuck Infliction will tick a character down even when out of combat.

The second niche is operator revival, available only through two items: Arts Tube (★★★★, 30% HP, Shared) and Arts Vial (★★★, 10% HP, Shared). Both items are Shared, meaning the revive applies to any fallen team member, and both are limited to two uses per stage. Arts Tube is the superior pick when you can afford to craft it because the 30% HP restoration post-revive is the difference between a revived operator being functional immediately and one that gets re-killed before they can move. Always bring one in hard content; the worst-case scenario without a revive is a full wipe from one mistake.

The third niche is ultimate generation, which is underrated by most players and almost always worth a slot on ult-heavy team compositions. Perplexing Medication contributes +23.76% Ult Gain, and Bamboo Sprouts and Meat contributes +21.10% Ult Gain layered with +35.45% Treatment Received. Bamboo Sprouts in particular is a hidden top-tier pick for healer-carry teams — the Treatment Received multiplier amplifies every heal your healer outputs, effectively scaling all your other healing consumables on top of the ult bonus. If your team revolves around an ult cycle or a healer who carries the run, both of these are slot-justified.

Recommended Pre-Combat Combos

Buff consumables last 300 seconds, and the entry cost to using one is a single inventory slot plus the ingredients to craft it. That makes stacking multiple buffs the highest-leverage pre-combat move available — the only resource you spend is craft time, and the payoff scales linearly with the number of compatible buffs you pop. Three patterns produce results that visibly change the difficulty of the fight on the other side of the load screen.

The first is Maximum DPS Burst: Ginseng Meat Stew plus Simmered Xiranite Ball stacks roughly 32% bonus Crit Rate on top of +180 ATK. Best setup for single-target boss kills, especially for crit-scaling operators where the Crit Rate ceiling is the actual damage bottleneck. The combination is one ★★★★★ and one ★★★★, so the ingredient cost is high but the swing on a single-target attempt is the largest single damage delta any consumable combo in the database produces.

The second is Tanky Survival: Wuling Fried Rice plus Pan-Fried Double Crisp combines a 68% DEF boost with 29% DMG reduction in layered defensive stacking. Add an Arts Tube for revival safety and you have an attempt that survives mistakes the gear alone would not survive. The DPS-side counterpart still has to come from gear and operator skills, but the survival window is wide enough that you can play the fight at a slower, safer pace.

The third is Healer Amplification: Bamboo Sprouts and Meat plus Jincao Infusion. The Treatment Received +35.45% from Bamboo Sprouts amplifies every heal your healer outputs, and Jincao Infusion's Shared instant heal becomes a team-wide top-up that lands at scaled value. Extreme sustain for prolonged fights — the kind where you cannot out-DPS the boss and have to outlast it instead. This is the combo that makes endless-mode and survival content feel meaningfully easier.

Crafting Consumables at the Production Station

Every consumable in this database is crafted at the Production Station using materials gathered throughout Talos-II. The station unlocks through the main story chapter where you first reach the Dijiang ship base, and from that point every recipe becomes craftable as long as you have the ingredients — there is no separate unlock per recipe at the lower tiers. Higher-tier consumables (★★★★ and ★★★★★) require facility upgrades that gate behind chapter progression and ship-tier requirements, so if a recipe is missing in your station UI you usually need to clear the relevant story node or upgrade your Manufacturing Cabin first.

Low-tier items (★★ to ★★★) lean on common field drops like Buckflower, Citrome, and Yazhen plants — these can be set up in an infinite planting loop in your Growth Chamber for free ongoing production, and the loop pays for itself within a few in-game days. High-tier items (★★★★★) converge on a small set of premium ingredients: Redjade Ginseng for Ginseng Meat Stew and other top-tier DPS food, Thorny Yazhen for Yazhen Spray (L) and the top healers, Wuling rice variants for Wuling Fried Rice's massive DEF buff, and high-tier Buckflower and Citrome strains for buff foods. Plant these in the same loop and the upfront grow time is longer but the surplus keeps your endgame loadout stocked indefinitely.

How to Use the Database Below

The full 65-item database is below this section. Use the search bar to jump straight to any item by name, or use the filter chips to narrow by type (Tactical vs Consumable), quality tier (★★ to ★★★★★), or effect category (Healing, Buff, Both, Other). Filters combine — picking Tactical plus ★★★★★ plus Healing returns only the top-tier reactive heals — so you can build a shortlist for any specific question in a few clicks rather than scrolling the full table.

Every column header is sortable. Click any of Name, Quality, Type, Uses, Shared, Duration, Healing, or Buffs to sort the table by that field, and click again to reverse the order. The Ingredients column is intentionally unsorted because the comparison is meaningful only against your current ingredient inventory, not in absolute terms. On mobile, the table collapses to a card view that surfaces the same data per item — the same filters apply, and the search bar works identically.

Type:
Quality:
Effect:

Showing 65 of 65 consumables

Citromix (Rf.)

Tactical

★★★★★

Uses

3

Duration

6s

Healing

5.0% HP + 269/s + 1,614 flat

Jincao Infusion

Tactical

★★★★★

Uses

3

Duration

Instant

Healing

20.0% HP + 1,648 flat

Buckpill (Rf.)

Tactical

★★★★★

Uses

3

Duration

Instant

Healing

20.0% HP + 1,076 flat

Yazhen Spray (L)

Tactical

★★★★★

Uses

3

Duration

6s

Healing

5.0% HP + 412/s + 2,473 flat

Ginseng Meat Stew

Consumable

★★★★★

Uses

-

Duration

5m

Buffs

ATK +180, Crit 1144.0%

Meat Stir-Fry

Tactical

★★★★★

Uses

2

Duration

Instant

Healing

10.0% HP + 975 flat

Effect

Dispel Arts Inflictions and Arts Reactions

Valley Pie

Tactical

★★★★★

Uses

3

Duration

Instant

Healing

20.0% HP + 975 flat

Wuling Fried Rice

Consumable

★★★★★

Uses

-

Duration

5m

Buffs

DEF 6832.0%

Garden Stir-Fry

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

5.0% HP + 370/s + 2,220 flat

Chubby Lung Jellied Greens

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

5.0% HP + 370/s + 2,220 flat

Wuling Flame-Boyance

Consumable

★★★★☆

Uses

-

Duration

5m

Buffs

DEF +43

Effect

DMG Reduction +17.04%

Perplexing Medication

Consumable

★★★★☆

Uses

-

Duration

5m

Effect

Ultimate Gain Efficiency +23.76%

Pulled Slug Meat

Consumable

★★★★☆

Uses

2

Duration

6s

Healing

334/s + 2,004 flat

Effect

Dispel Arts Inflictions and Arts Reactions

Pan-Fried Double Crisp

Consumable

★★★★☆

Uses

-

Duration

5m

Effect

DMG Reduction +29.12%

Fortifying Infusion

Consumable

★★★★☆

Uses

-

Duration

5m

Buffs

Crit 910.0%

Effect

All Damage +18.19%

Superhot Fruit Preserves

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

2.0% HP + 72/s + 433 flat

Hub Emergency Ration

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

8.0% HP + 289 flat

Yazhen Spray (S)

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

5.0% HP + 391/s + 2,346 flat

Garden Fried Rice

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

20.0% HP + 1,312 flat

Simmered Xiranite Ball

Consumable

★★★★☆

Uses

-

Duration

5m

Buffs

Crit 2054.0%

Jakub's Legacy

Consumable

★★★★☆

Uses

-

Duration

5m

Buffs

ATK 2700%

Buckpill (S)

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

20.0% HP + 655 flat

Buckpill (L)

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

20.0% HP + 891 flat

Citromix (S)

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

5.0% HP + 164/s + 983 flat

Citromix (L)

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

5.0% HP + 223/s + 1,336 flat

Canned Citrome (A)

Tactical

★★★★☆

Uses

3

Duration

6s

Healing

223/s + 1,336 flat

Jincao Tisane

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

20.0% HP + 1,564 flat

Arts Tube

Tactical

★★★★☆

Uses

2

Duration

Instant

Healing

30.0% HP

Effect

Revive Operator

Kunst Tube

Consumable

★★★★☆

Uses

-

Duration

5m

Effect

DMG Dealt +24.65%

Bizarro Chili

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

20.0% HP + 891 flat

Buck Capsule (A)

Tactical

★★★★☆

Uses

3

Duration

Instant

Healing

891 flat

Sod-Turning Meat Soup

Consumable

★★★☆☆

Uses

-

Duration

5m

Buffs

ATK 1198.0%

Arts Vial

Tactical

★★★☆☆

Uses

2

Duration

Instant

Healing

10.0% HP

Effect

Revive Operator

Mini Sugar Painting

Consumable

★★★☆☆

Uses

-

Duration

5m

Buffs

ATK 1819.0%, Crit 910.0%

Kunst Vial

Consumable

★★★☆☆

Uses

-

Duration

5m

Effect

DMG Dealt +18.08%

Mystery Soda

Consumable

★★★☆☆

Uses

-

Duration

5m

Buffs

DEF 1810.0%

Effect

DMG Reduction +10.82% Treatment Bonus +12.13%

Firebuckle Powder

Tactical

★★★☆☆

Uses

3

Duration

Instant

Healing

20.0% HP + 470 flat

Cartilage Tack

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

2.0% HP + 72/s + 433 flat

Effect

Applies to entire team

Bamboo Sprouts and Meat

Consumable

★★★☆☆

Uses

-

Duration

5m

Effect

Ultimate Gain Efficiency +21.10% Treatment Received Bonus +35.45%

Edible Denstack

Consumable

★★★☆☆

Uses

-

Duration

5m

Buffs

ATK 665.0%, Crit 333.0%

Effect

All Damage +6.65%

Secret Stimulating Tisane

Tactical

★★★☆☆

Uses

2

Duration

Instant

Healing

10.0% HP + 504 flat

Effect

Dispel Arts Inflictions and Arts Reactions

Old Man John's Burger

Consumable

★★★☆☆

Uses

-

Duration

5m

Effect

Physical DMG Dealt +20.61%

Hazefyre Blossom

Consumable

★★★☆☆

Uses

-

Duration

5m

Effect

DMG Reduction +16.64%

Fluffed Jincao Powder

Tactical

★★★☆☆

Uses

3

Duration

Instant

Healing

20.0% HP + 1,278 flat

Citromix

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

5.0% HP + 117/s + 705 flat

Thorny Yazhen Powder

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

5.0% HP + 320/s + 1,917 flat

Jincao Drink

Tactical

★★★☆☆

Uses

3

Duration

Instant

Healing

1,278 flat

Cosmo-Melto Jelly

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

5.0% HP + 202/s + 1,210 flat

Simple Pain Relief Salve

Consumable

★★★☆☆

Uses

-

Duration

5m

Effect

DMG Reduction +12.17%

Buck Capsule (C)

Tactical

★★★☆☆

Uses

3

Duration

Instant

Healing

470 flat

Superhot Slug Gratin

Consumable

★★★☆☆

Uses

-

Duration

5m

Buffs

DEF 2979.0%

Canned Citrome (C)

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

117/s + 705 flat

Buck Capsule (B)

Tactical

★★★☆☆

Uses

3

Duration

Instant

Healing

655 flat

Yazhen Syringe (C)

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

320/s + 1,917 flat

Canned Citrome (B)

Tactical

★★★☆☆

Uses

3

Duration

6s

Healing

164/s + 983 flat

Citrome Powder

Tactical

★★☆☆☆

Uses

3

Duration

6s

Healing

88/s + 528 flat

Instant Bone Soup

Tactical

★★☆☆☆

Uses

3

Duration

Instant

Healing

8.0% HP + 188 flat

Effect

Applies to entire team

Buckflower Powder

Tactical

★★☆☆☆

Uses

3

Duration

Instant

Healing

352 flat

Yazhen Powder

Tactical

★★☆☆☆

Uses

3

Duration

6s

Healing

218/s + 1,311 flat

Stew Meeting

Tactical

★★☆☆☆

Uses

3

Duration

Instant

Effect

20

Jincao Powder

Tactical

★★☆☆☆

Uses

3

Duration

Instant

Healing

874 flat

Handmade Weirdrop

Consumable

★★☆☆☆

Uses

-

Duration

5m

Buffs

DEF 1788.0%

Meaty Buckflower Stew

Tactical

★★☆☆☆

Uses

3

Duration

Instant

Healing

20.0% HP + 436 flat

Mini Honey Slugpudding

Tactical

★★☆☆☆

Uses

3

Duration

Instant

Effect

8

Seš'qa Style Fillet

Consumable

★★☆☆☆

Uses

-

Duration

5m

Effect

All Attributes +15

If a search comes up empty, the reset button under the results counter clears the filters in one click rather than toggling each chip back to All. The sort state persists separately from filters, so the column you last sorted on stays sorted as you change which items the filters show — useful when you are scanning, for example, every ★★★★★ healing item ordered by Shared status to pick a team-wide vs single-target loadout.

Frequently Asked Questions

Frequently Asked Questions

What are the best consumables in Arknights: Endfield?

For healing: Jincao Infusion (★★★★★, 20% Max HP + 1,648 instant, Shared) is the best overall, while Yazhen Spray (L) (★★★★★, 5% HP + 412/s over 6s) leads sustained healing. For damage: Ginseng Meat Stew (ATK +180, Crit Rate +11.44%) and Simmered Xiranite Ball (Crit Rate +20.54%) are top picks. For defense: Wuling Fried Rice (DEF% +68.32%) and Pan-Fried Double Crisp (DMG Reduction +29.12%) are the strongest in their category.

What's the difference between Tactical and Consumable types?

Tactical items (43 items) are used mid-combat and have a fixed number of uses (typically 2–3). They provide instant healing, heal-over-time, or special effects like reviving operators. Consumable items (22 items) are food-based and provide stat buffs lasting 5 minutes (300 seconds). You pop them before a fight rather than during. The key distinction: Tactical = reactive combat tools, Consumable = proactive pre-battle buffs.

What does "Shared" mean for consumables?

A Shared consumable applies its healing effect to all operators on your team when used, not just the active operator. Examples include Jincao Infusion, Jincao Tisane, Arts Tube, and the Buck Capsule (A/B) lines. Non-Shared items only heal the operator you're currently controlling. In practice, Shared items are significantly more value-efficient in multi-operator teams — one use tops up everyone.

What's the difference between instant healing and heal-over-time?

Instant healing restores HP in a single tick the moment you use it — ideal when you're dangerously low and need immediate stabilization. Heal-over-time (HoT) items restore HP across 6 seconds, delivering higher total healing but only if you survive those seconds. HoT items like Yazhen Sprays outclass instant items at higher tiers because their % Max HP component scales with your operators' health pool — at 15,000 HP, a 5% trigger restores 750 HP per tick on top of the flat amount.

Which consumables can revive fallen operators?

Only two consumables in the entire database revive operators: Arts Tube (★★★★, 30% HP + revive, 2 uses, Shared) and Arts Vial (★★★, 10% HP + revive, 2 uses, Shared). Both are Shared, meaning the revive applies to fallen team members. Arts Tube is the superior option given its higher HP restoration post-revive. Always carry at least one in endgame content.

What consumables dispel Arts Inflictions?

Three consumables dispel Arts Inflictions and Arts Reactions: Meat Stir-Fry (★★★★★, also heals 10% HP + 975 flat), Pulled Slug Meat (★★★★, also heals 334/s × 6s), and Secret Stimulating Tisane (★★★, also heals 10% HP + 504 flat). These are essential in boss fights that apply persistent Arts debuffs — pop one to immediately cleanse your operator and restore HP simultaneously.

What are the best pre-boss consumables to pop before a fight?

Buff consumables last 5 minutes — pop them before entering the boss room so the full duration carries through combat. For damage: Ginseng Meat Stew (ATK +180, Crit Rate +11.44%) stacked with Simmered Xiranite Ball (Crit Rate +20.54%) gives ~32% total crit rate bonus. For survival: Wuling Fried Rice (DEF% +68.32%) paired with Pan-Fried Double Crisp (DMG Reduction +29.12%) creates layered defenses that dramatically cut sustained damage intake.

How do you craft consumables in Arknights: Endfield?

Consumables are crafted at the Production Station using materials gathered throughout Talos-II. Each item's required ingredients are listed in the Ingredients column in the database above. Low-tier items (★★–★★★) use common field drops like Buckflower, Citrome, and Yazhen plants — these can be set up in infinite planting loops for free ongoing production. High-tier items (★★★★★) often require premium ingredients like Redjade Ginseng or Thorny Yazhen that must be purchased or farmed selectively.

Do consumable buffs stack with gear and operator talents?

Yes — all consumable buff effects stack additively with gear set bonuses, weapon passives, and operator talents. A Ginseng Meat Stew's +11.44% Crit Rate adds on top of whatever your gear already provides. Different buff consumables also stack with each other (e.g., Ginseng Meat Stew and Simmered Xiranite Ball together). The same consumable used twice does not stack — it only refreshes the duration. You cannot double the effect of a single item.

How do I unlock the consumable crafting bench?

The Production Station is unlocked through the main story chapter where you first reach the Dijiang ship base. Once unlocked, every consumable in this database becomes craftable as long as you have the ingredients. Higher-tier consumables (★★★★ and ★★★★★) require facility upgrades that gate behind chapter progression and ship-tier requirements. If you cannot see a recipe in-game, you usually need to clear the relevant story node or upgrade your Manufacturing Cabin first.

Does using a consumable trigger a global cooldown?

Yes — every consumable use shares a short global cooldown of roughly 1 second before the next can be used, regardless of type. This prevents chaining instant heals to bypass damage spikes. The 5-minute buff timer on food-type consumables, however, runs independently, so you can pre-buff with two or three different food items in succession before entering a fight. Tactical items used mid-combat respect both the global cooldown and their individual use-count limit (typically 2–3 charges).

Do consumable buffs persist when an operator dies and is revived?

Stat buffs from food consumables (5-minute duration) persist across operator deaths and revives — the buff is tied to your save state, not the operator's HP bar. Heal-over-time effects from Yazhen Sprays and similar tactical items end the moment the receiving operator is downed, so the unused ticks are lost. This is why combining a revive item like Arts Tube with an HoT only matters if you can keep the operator alive long enough to actually consume the duration.

Which ingredients should I farm for the highest-tier consumables?

Endgame consumables converge on a small set of premium ingredients: Redjade Ginseng (for Ginseng Meat Stew and other DPS food), Thorny Yazhen (for Yazhen Spray L and other top healers), Wuling rice variants (for Wuling Fried Rice's massive DEF buff), and high-tier Buckflower and Citrome strains (for buff foods). Set up an infinite planting loop in your Growth Chamber for these — the upfront grow time is long but yields enough surplus to keep your endgame loadout stocked indefinitely.

Can consumables fail or roll quality like in other games?

No — Endfield consumables are deterministic. The recipe inputs always produce one output with fixed stat values. There is no critical-craft chance, no quality roll, and no failure state. The number of charges, duration, and effect magnitude shown in this database are exactly what you will see in-game every time. This makes consumable planning trivially predictable: count your ingredient inventory, divide by recipe cost, and you know exactly how many uses you have for a given run.

If you came here for a specific build question rather than the full database, the consumables guide walks through pre-fight rotations end-to-end, and the rest of the database covers the gear, materials, and operator data that pair with these consumables in practice. The fastest pre-boss routine is still the same one most veterans land on: pop Wuling Fried Rice plus Pan-Fried Double Crisp for survival, Ginseng Meat Stew plus Simmered Xiranite Ball for damage, keep one Arts Tube charge in reserve for the revive, and walk into the fight with the timer already counting down on your buffs.

Share this intel

Help fellow pioneers master the Talos-II economy.