Last updated: 16/August/2026

Introduction
Arcane is a 6-star character in Arknights: Endfield (AKE). Arcane wields an Arts Unit and belongs to the Caster class. Arcane also has access to the Nature element. This guide provides a comprehensive overview of Arcane's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
Video guide
Arcane has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Update tracker
Last review update
Patch 1.4
Last major build/calcs update
Patch 1.4
Last profile update*
16/August/2026
*Profile update means smaller edits to the guide that don't require new calculations.
To learn more about Arcane check the sections below. Use the tabsto quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.
Profile
The yellow color shows the Primary Attribute and the green Secondary Attribute. Both of those attributes, on top of their normal bonuses, provide additional ATK to the character.
Artillery Interdiction
An attack with up to 5 sequences that deals Nature DMG. As the controlled operator, Final Strike also deals 17 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Nature DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher that deals massive Nature DMG and recovers some SP.
Jadecrushing Grid
SP Cost: 100
Creates a Jadecrushing Grid beneath the target that deals Nature DMG and applies Nature Infliction to enemies within the area of effect.
Intellect ≥ Will, Array Arcana: INT is ACTIVE.
Array Arcana: INT: Deals more DMG.
Will > Intellect, Array Arcana: WILL is ACTIVE.
Creates a Jadecrushing Grid beneath the target that deals DMG and applies Nature Infliction.
Array Arcana: WILL: When dealing DMG, the array also pulls in enemies within the area of effect.
Trigger:
Yinglung Stance IV
Cooldown: 18s
Intellect ≥ Will, Array Arcana: INT is ACTIVE.
Arcane charges at the target and sets up 4 Tactical Doubles that apply Nature Susceptibility and Cryo Susceptibility and deal Nature DMG to the target and nearby enemies, and also apply Imprisonment on the said target. When Imprisonment ends, the Tactical Doubles will attack the said target to deal Explosion DMG.
Imprisonment: A debuff that slows all actions.
Array Arcana: INT:
Hitting an enemy under Imprisonment with Arcane's battle skill returns some SP, ends the Imprisonment early, deals Explosion DMG, applies another instance of Nature Susceptibility and Cryo Susceptibility, and deals multiple hits of bonus DMG after a short delay.
Combo skill cooldown is shorter
Will > Intellect, Array Arcana: WILL is ACTIVE.
Arcane charges at the target and sets up 4 Tactical Doubles that deal Nature DMG and apply another stack of Arts Infliction of the same element, Nature Susceptibility, and Cryo Susceptibility to the target and nearby enemies, and also apply Imprisonment on the said target. When Imprisonment ends, the Tactical Doubles will attack the said target to deal Explosion DMG.
Imprisonment: A debuff that slows all actions.
Array Arcana: WILL:
Applying Imprisonment by casting a combo skill will also slightly pull in enemies near the target.
The attribute of Will can further increase the effects of Nature Susceptibility and Cryo Susceptibility applied by the combo skill.
Trigger: Intellect ≥ Will, Array Arcana: INT is ACTIVE. When Nature Infliction or at least 2 stacks of non-Nature Arts Infliction are applied on an enemy. Will > Intellect, Array Arcana: WILL is ACTIVE. When an Arts Infliction is applied on an enemy.Array Arcana: INT
Array Arcana: WILL
Gloompurge
Energy cost: 100
Arcane creates a Gloompurger Array that immediately deals Nature DMG to enemies within the area of effect (AOE).
When hitting an enemy within the Gloompurger Array with a Finisher or a Final Strike performed by the controlled operator, the Gloompurger Array unleashes a Cluster Strike that deals Area DMG to the said enemy. This effect triggers up to 2 times.
After triggering Cluster Strike 2 times, the ultimate is switched to Gloompurge Arcana.
Gloompurge Arcana: Deals Nature DMG to enemies within a large AOE.
Intellect ≥ Will, Array Arcana: INT is ACTIVE.
When created, the Gloompurger Array also forcibly applies Corrosion to enemies in the AOE.
Will > Intellect, Array Arcana: WILL is ACTIVE.
When created, the Gloompurger Array also targets enemies with Arts Infliction within its AOE, and applies another Arts Infliction stack of the same element to them.
Pluck the Mountain, Boil the Sea
Assign to Growth Chamber to grant rare mineral growth rate +20/30%.
Botanophile
Assign to Growth Chamber to grant vitrified plant growth rate +20/30%.
Tactical Planning
When Arcane's Intellect ≥ Will, switch skill type to Array Arcana: INT. If not, then switch to Array Arcana: WILL.
Attribute requirements for the 2 types of Array Arcana only include effects from operator levels, talents, potentials, and attribute bonuses provided by equipped gear and weapons.
Promote to E2 to activate the upgraded effect below.
When Arcane's Intellect ≥ Will, switch skill type to Array Arcana: INT. If not, then switch to Array Arcana: WILL.
Ultimate Gloompurge improved:
Array Arcana: INT: During the ultimate, Arcane gains 24% Arts Amp.
Array Arcana: WILL: When Gloompurger Array (ultimate sequence 1) and Gloompurge Arcana (ultimate sequence 2) deal DMG to the enemy, they also apply [Will × 0.02%] Nature Susceptibility and Cryo Susceptibility (max: 12.8%) for 10s. This effect cannot stack.
Attribute requirements for the 2 types of Array Arcana only include effects from operator levels, talents, potentials, and attribute bonuses provided by equipped gear and weapons.
Weapon Honing
Corrosion applied by Arcane lasts 5/10s longer, and Max Resistance Reduction is increased to 1.05/1.10 times the original.
Watcher of the Sea
Potential 1
Combo skill Yinglung Stance IV improved:
DMG Multiplier is increased to 1.3 times the original.
Array Arcana: INT: Hitting an enemy under Imprisonment with Arcane's battle skill returns 10 additional SP.
Array Arcana: WILL: Effects of Nature Susceptibility and Cryo Susceptibility applied +6%.
Heart of Ice Cold Ferrium
Potential 2
Intellect and Will +15, Arts Intensity +16.
Wielder of Stone
Potential 3
Talent Weapon Honing improved: Corrosion applied by Arcane lasts 5s longer, and Max Resistance Reduction is increased by 20% of the original.
Mind of Refined Steel
Potential 4
Ultimate Gloompurge improved: Ultimate Energy cost -15%.
Homeward Glance
Potential 5
Ultimate Gloompurge improved:
Array Arcana: INT: During the ultimate, Arcane gains 16% Arts Amp. DMG Multiplier of Gloompurge Arcana (ultimate sequence 2) is increased to 1.3 times the original.
Array Arcana: WILL: Further increases the effects of Nature Susceptibility and Cryo Susceptibility applied by Gloompurger Array (ultimate sequence 1) and Gloompurge Arcana (ultimate sequence 2) by +7%. After casting Gloompurge Arcana (ultimate sequence 2), if combo skill Yinglung Stance IV is still in its cooldown, immediately shorten the length of the cooldown by 30%.
Arcane lore is currently missing. It will be added soon!

Review
2-in-1 unit, who can be played as a main DPS (INT form) or as an enabler (WILL form) to existing teams.
Absurdly strong damage output on INT form, especially on the 2nd Ultimate cast, and top-class utility on WILL Form, be it grouping, debuffs or Inflictions.
Capable of maintaining near constant Corrosion on enemies (which is buffed too!), ensuring maximum RES reduction at all times.
Is that Longcat on her idle animation!?
Demands multiple gear sets to swap between INT and WILL forms, and can feel overly reliant on her Signature weapon for best performance.
Need for 2 Final Strikes (or Finishers) to access her second Ultimate is cumbersome, slowing down rotations.
Low Susceptibility duration is awkward to work around, where it’s easy to have it drop for critical bursts if not properly set-up.
Shows that it is, in fact, possible to butt heads with Chen of all people.
Arcane is a 6-star, Nature, Arts Unit Caster who introduces a brand new system to the game: the ability to swap forms based on her Attributes. All of her skills (with the exception of Basic Attack) have different functionality and even multipliers depending on whether Arcane’s INT or WILL is higher. If her INT is higher, then she takes on a main DPS role on a team, with high personal damage contribution and especially strong multipliers on her 2-part Ultimate. If her WILL is higher, then she takes on an enabler role, with additional effects like enemy grouping, stronger (and longer!) Susceptibility as well as the ability to duplicate Inflictions.
Keep in mind that this form change does not alter her primary and secondary attributes! Any gear bonuses that increase “primary attribute” will always increase INT, and WILL is a much lower increase to her ATK than INT owing to it being a secondary attribute. Although this does reduce her damage when being run in WILL form, this is made up by additional effects, like a bonus to her Susceptibility the higher her WILL is.
On top of this, Arcane also distinguishes herself from other operators by having an enhanced Corrosion. When combined with her ability to buff herself and debuff enemies alongside form specific bonuses, Arcane can fit in a large number of teams and be highly competitive no matter the scenario.
“Tactical Planning” is Arcane’s first Talent, and this is what determines what skills she uses. By default, it simply switches her “Array Arcana” - the skill type - depending on if her INT is >= her WILL.
At level 2 however, it has additional effects to her Ultimate:
For INT, it will give her a 24% Arts Amp buff during it. As her Ultimate is a 2-part skill, this can be active for skills that are cast between the first and second parts.
For WILL, when her 1st or 2nd Ultimate deal damage, she inflicts Nature and Cryo Susceptibility for 10 seconds, up to 12.8%, with 0.02% per point of WILL. This means that Arcane needs at least 640 WILL to max out this buff!
“Weapon Honing” is Arcane’s second talent, and it’s what makes her Corrosions so good: at max it will increase Corrosions applied by her by 10 seconds and makes it x1.1 times stronger.
This is strictly Arcane’s Corrosions. If another operator overwrites Arcane’s Corrosion, the duration extension will not carry over and it will refresh with a 15 second duration instead of 25.
Corrosion still retains the “highest” value of its RES reduction! If Arcane’s x1.1 Corrosion is weaker than that of another operator running Arts Intensity for example, her bonus will not carry over to the new Corrosion, as it would already be stronger regardless.
A large part of Arcane's rotations is setting up a 4-stack Corrosion, then extending it indefinitely with multiple low-level Corrosions. This retains the high RES reduction value from the higher stack (and Arcane’s passive if applicable), while lasting long enough that it stays up for most of the team’s damage.
As it lasts so long, the Corrosion is also constantly at max value, with no ramp-up needed if refreshed, making for an incredibly strong buff to both her personal damage in INT and team damage in WILL.
“Artillery Interdiction” is Arcane’s Basic Attack, and it is the only skill in her kit that does not change depending on her form.
It’s a standard 5-part string, both recovering 17 SP and dealing 17 stagger. Basic 3 can be animation cancelled, but there’s no meaningful gain in doing so.
It isn’t all that noteworthy generally, being about average across the board. In INT form teams, as Arcane is likely to be the best built operator for general damage (unlike a Tangtang on Bonekrusha with Battle Skill DMG %), she is often the preferable controlled operator, which means this skill does see use.
In WILL form teams however, other operators will have priority, both owing to being built for damage and due to additional effects (e.g. Yvonne Final Strike shortcutting or Last Rite’s fast Basic Attack cycling with animation cancels).
“Jadecrushing Grid” is Arcane’s Battle Skill, and regardless of what form she’s in, casting it will apply a Nature Infliction and deal some damage. This does have different form bonuses however:
Deals additional damage when cast, having a multiplier of 500% instead of 300%.
Pulls in enemies in a wide area to the centre of the skill.
Both are straightforward, but the range and speed of this skill makes the grouping effect especially useful on WILL form.
“Yinglung Stance IV” is Arcane’s Combo Skill, and it sees significant changes across forms.
Trigger requires a Nature Infliction or 2-stacks of non-Nature Arts Inflictions to be applied on an enemy, with a 12 second cooldown.
It applies 4% Nature and Cryo Susceptibility to enemies for 4 seconds.
Enemies have the “Imprisonment” effect applied, slowing their movement for 4 seconds.
When Imprisonment ends, an additional volley will be fired by clones at the enemy for extra damage and stagger.
If a Battle Skill lands before the 4 seconds from Imprisonment expire, it will forcefully end it early, but deal additional damage, return 30 SP and replace (not extend!) the Susceptibility effect with another matching its value and lasting 3 seconds.
By “replace”, that means that if a Battle Skill lands after 2 seconds have passed, the total Susceptibility duration would be 5 seconds (2 seconds from cast, then 3 from the replaced instance). If it lands just before it expires at 4 seconds, then it could last up to 7 seconds (4 from the cast, then 3 from the replaced instance).
In summary, this skill gives a short-lived Susceptibility effect and, where possible, should be “detonated” early with a Battle Skill cast for the damage and SP return.
As the Susceptibility duration runs out quickly, weaving this skill right before an Ultimate cast is ideal to maximise damage.
Trigger requires any Arts Infliction being applied on an enemy, with an 18 second cooldown.
It applies 4% Nature and Cryo Susceptibility to enemies for 6 seconds, but this can be enhanced by 8% (to 12% total), scaling with WILL.
640 WILL in total is required to max out the effect.
When it deals damage, it will add one stack of the Arts Infliction that triggered it to enemies hit - effectively duplicating them.
Enemies have the “Imprisonment” effect applied, slowing their movement for 6 seconds.
Imprisoned enemies will also be partially pulled into the centre of the skill.
When Imprisonment ends, an additional volley will be fired by clones at the enemy for extra damage and stagger.
Unlike INT form, this one cannot be ended early, but has a longer base Susceptibility effect - both in damage and duration. As it's effectively a “free” Infliction every 18 seconds, it is incredibly strong, and can significantly accelerate rotations on the teams Arcane is a part of.
“Gloompurge” is Arcane’s Ultimate, and most of its functionality is similar across both forms:
On cast, it will immediately deal a burst of damage and set-up a “Gloompurger Array”. Every Finisher or Final Strike by the controlled operator will then trigger a “Cluster Strike”, up to 2 times.
It’s only once 2 Cluster Strikes have activated that the second Ultimate, “Gloompurger Arcana” is unlocked, dealing a hefty burst of damage on cast.
During the period between the first and second Ultimates, Arcane will not build any Energy!
Depending on the form, it has additional effects:
The 24% Arts Amp effect from Arcane’s Tactical Planning Talent activates, with all skills used by her between the first and second casts being buffed.
On cast, the Gloompurger Array applies forced Corrosion to all enemies in range.
Gloompurger Arcana has significantly enhanced multipliers, up to 1440% at M3.
The bulk of Arcane’s damage is loaded on her Ultimate: be the Array, Cluster Strikes or Arcana, maximising buff and debuff uptimes around them is very important. The Finisher/Final Strike requirement can be awkward to work with, but make sure that the Arcana portion lands in stagger where possible.
The up to 12.8% Nature and Cryo Susceptibility effect that scales with WILL from Arcane’s Tactical Planning Talent activates, lasting 10 seconds after the Gloompurger Array and Arcana deal damage.
On cast, the Gloompurger Array will duplicate an existing Arts Infliction stack on enemies in range.
Unlike the INT form, Arcane’s WILL Ultimate is mostly for its utility. As the Infliction duplication effect happens on cast, there can be scenarios where even if the Arcana portion is unlocked quickly, holding back until the 10 seconds Susceptibility have elapsed to reapply it after can be best. In practice, most enemies are dying shortly after (in fact killing enemies without relying on the second cast can be best for fast clears, owing to time spent in the Ultimate cutscene!), so when to use the Arcana cast can vary from team to team.
Arcane’s Ultimate Energy cost of 100 is very steep for her INT form, but her frequent Combo Skill uses can help make up for this. Keep in mind that as Arcane returns 30 SP to get the additional effects on her Combo Skill, this increases her Energy Gain Efficiency demands.
This is even more important when considering that some of the teammates she’s likely to run with - like Tangtang - also have SP return effects, further reducing the total amount of Energy in a rotation.
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
Combo Skill | 3 | 10 | 30 |
SP Return | 90 | 6.5 | -5.85 |
Sum | 69.65 | ||
Ultimate Gain Efficiency | 43.58% | 100 |
On a standard rotation, Arcane will get her Battle Skill return once, whereas Tangtang is going to consume 2/1 Whirlpools (for 40/20 SP return), creating a total deficit of 90 SP.
This would demand 43.58% in Ultimate Gain Efficiency. Thankfully, both the Battle Pass’ Junction Point and her own Signature provide 46.4%, which more than clears the requirement.
A 2/2 Whirlpool rotation can be done too, and it would still be within threshold (but this is not recommended, as Whirlpools are better saved for the stagger/burst period):
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
Combo Skill | 3 | 10 | 30 |
SP Return | 110 | 6.5 | -7.15 |
Sum | 68.35 | ||
Ultimate Gain Efficiency | 46.31% | 100 |
Without other sources of SP return, the requirements are a lot more lenient:
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
Combo Skill | 3 | 10 | 30 |
SP Return | 30 | 6.5 | -1.95 |
Sum | 73.55 | ||
Ultimate Gain Efficiency | 35.97% | 100 |
Even at P1, with the 10 SP increased return, such a threshold can still be met without issue:
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
Combo Skill | 3 | 10 | 30 |
SP Return | 100 | 6.5 | -6.5 |
Sum | 69 | ||
Ultimate Gain Efficiency | 44.93% | 100 |
Keep in mind however, that on a 2/2 Whirlpool set-up with Tangtang for example, or if greater SP return is present, this may demand a Battle Skill cast before the first Ultimate use:
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
Combo Skill | 3 | 10 | 30 |
SP Return | 120 | 6.5 | -7.8 |
Sum | 67.7 | ||
Ultimate Gain Efficiency | 47.72% | 100 |
At P4, with the 15% reduction to her Ultimate Energy cost, it’s possible to get to it with only 2 Combo Skills, or 3 Combo Skills but only 600 SP.
Ability | Uses | Energy | Total |
Battle Skill | 7 | 6.5 | 45.5 |
Combo Skill | 2 | 10 | 20 |
SP Return | 100 | 6.5 | -6.5 |
Sum | 59 | ||
Ultimate Gain Efficiency | 44.07% | 85 |
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
Combo Skill | 3 | 10 | 30 |
SP Return | 100 | 6.5 | -6.5 |
Sum | 62.5 | ||
Ultimate Gain Efficiency | 36.00% | 85 |
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
Combo Skill | 2 | 10 | 20 |
SP Return | 100 | 6.5 | -6.5 |
Sum | 52.5 | ||
Ultimate Gain Efficiency | 61.91% | 85 |
The SP requirement is still strict, as 2 Combo Skills and 6 Battle Skills would demand an Ultimate Gain Efficiency armor piece, but it can be an option if pushing for faster rotations.
With the amount of damage Arcane can do, it can at times be optimal to give up on damage and build for more Ultimate Gain Efficiency for a faster burst:
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
Combo Skill | 2 | 10 | 20 |
SP Return | 30 | 6.5 | -1.95 |
Sum | 57.05 | ||
Ultimate Gain Efficiency | 75.29% | 100 |
At such a level, using even a single Redeemer Kit alongside an Ultimate Gain Efficiency weapon could allow for a 6 Battle Skill, 2 Combo Skill rotation. Although this would lose damage when compared to a LYNX Slab off-piece, it could still allow for faster kills depending on the encounter.
For WILL form, the specific thresholds would depend on the rotation of the operator that Arcane is supporting (e.g. Yvonne, Last Rite, etc). Owing to the longer Combo Skill cooldown, it’s not uncommon for her to only get 2 uses of it, and the free Inflictions that she provides can keep many rotations down to 600 SP. When considering operators like Tangtang’s SP return, this can increase her requirements by a fair bit:
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
Combo Skill | 2 | 10 | 20 |
SP Return | 80 | 6.5 | -5.2 |
Sum | 53.8 | ||
Ultimate Gain Efficiency | 85.88% | 100 |
In such situations, Arcane can make use of the Eternal Xiranite set, with an Ultimate Gain Efficiency armor and gloves (89.15% when combined with Battle Pass or Signature weapons) to meet such thresholds.
Not all rotations need to be this strict, like those without Tangtang, or which have higher Battle/Combo Skill counts, for example:
Ability | Uses | Energy | Total |
Battle Skill | 6 | 6.5 | 39 |
Combo Skill | 2 | 10 | 20 |
SP Return | 0 | 6.5 | 0 |
Sum | 59 | ||
Ultimate Gain Efficiency | 69.50% | 100 |
In such cases, it’s possible to use weapons like Detonation Unit and make up for the loss in Ultimate Gain Efficiency with gear pieces.
The exact value of each will depend on the team comp, as Energy breakpoints will change depending on the team as a whole, so adapting builds to a given rotation is best.
Arcane has 2 distinct playstyles that change depending on what form she’s using.
For INT form, as the majority of her damage is loaded on Ultimate, setting up for the most damage during it is the priority.
This will usually involve building 4 Arts Infliction stacks, then using her Battle Skill to apply a 4-stack Corrosion, then building up on Energy for her Ultimate. After which, work the rotation in such a way that teammate buffs/debuffs alongside a Combo Skill can be used prior to the second Ultimate, Gloompurge Arcana cast goes off so as to maximise its damage.
The rotation will often follow:
Apply 2 stacks of an Arts Infliction
Use Arcane’s Combo Skill, but do not use her Battle Skill
Apply another 2 stacks of the same Arts Infliction
Use Arcane’s Combo Skill and “detonate” it with her Battle Skill for the additional effects
Apply another 2 stacks of an Arts Infliction
Use Arcane’s Combo Skill, after which Ultimate should be ready, and upon use this refreshes Corrosion
Make use of the personal Amp effect while Ultimate is ready to fit in a Battle Skill to detonate her Combo Skill and begin landing Final Strikes/Finishers
Once her second Ultimate is ready, make sure to trigger one more Combo Skill before use for its Susceptibility effect, then unload
If needed and SP allows for it, make use of her Battle Skill before using the second Ultimate to squeeze in some extra damage
The raw damage that she can dish out is likely enough to clear most encounters in a single rotation.
The only weakness she has is low stagger build and the need for multiple Final Strikes/Finishers before using the second Ultimate, which does slow down things somewhat, but it does have a silver lining as it means Arcane’s burst is accommodating of multiple stagger thresholds (320, 340, etc.) as all that really matters is getting her Ultimate Cluster Strikes and Arcana hits before a stagger ends.
As for WILL form, her exact value to a team can range on how she’s built and the exact comp that is being used.
Yvonne for example, benefits greatly from the free Inflictions that Arcane can provide. Although her Ultimate Energy thresholds remain the same, Arcane allows for very comfortable SP positive rotations while providing more frequent and long lasting buffs, especially with her Ultimate’s Susceptibility.
A Last Rite team on the other hand, isn’t as limited by SP and Cryo Infliction application, so it may be worthwhile to give up a 3+ stack Combo Skill on Last Rite early on and instead make use of it to apply a 4-stack Corrosion, exploiting the higher multiplier that she has on its effect for an even stronger RES reduction.
The only important aspect of Arcane’s gameplan routing in WILL form is to work around her Combo Skill’s rather short Susceptibility period. As it lasts only 6 seconds, try to time it around ally bursts, stacking it with the bonus application from her Ultimate and Talent to get the most damage out.
Build

For this Endfield review and some additional content (e.g., rotations), we worked alongside Lin-0. Any calculations and derived data are our own.
The percentages show the performance of the weapon based on calculations, but in some cases, some Weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).
The solo percentage shows how the weapon impacts Arcane performance if you look at their damage in the vacuum, while the team percentage shows the impact of the weapon when taking into account full team, including buffs etc.
The Battle Pass option is recommended over any other option due to the weapon's second line providing 46.4% Ultimate Gain Efficiency, which is greatly appreciated in either form and matches her Signature's bonuses. It also provides her with an unconditional 19.6% Nature DMG Dealt, as well as up to 33.6% ATK (16.8% per stack, capped at 2) when applying either Arts Susceptibility or Arts Inflictions for 20 seconds. In INT form, the former can be attained through her Combo Skill, whereas in WILL form, both are triggered on any Combo Skill as it simultaneously applies Susceptibility and builds an Infliction. On both INT and WILL form, although her Susceptibility effect shows up as a single debuff, it applying both Nature and Cryo Susceptibility means that it builds 2 stacks in a single cast, allowing her to have full uptime of this effect.
For WILL Arcane, as her Combo Skill and Ultimate apply Inflictions on top of existing ones, that yields an Arts Burst, activating Detonation Unit’s effect, but be mindful of Combo Skills triggered by reactions. The Secondary Attribute Bonus on its third line means that it's still possible for Arcane to meet her 640 WILL requirements to max out her Talent and Combo Skill bonuses and not sacrifice too much Ultimate Gain Efficiency with the Eternal Xiranite set. Although this weapon won’t work for all teams and rotations, it’s a viable alternative that should be better than the Battle Pass weapon for team buffing value, and at higher Potentials it could exceed the value of even a P0 Signature.
Although INT Arcane could technically make use of Oblivion, her steep Ultimate Gain Efficiency demands mean that running this weapon would require not only a Redeemer Seal, but also Gilberta (or Tacticals/future operators) for extra Ultimate Gain Efficiency bonuses if one is to maintain Hot Work's set effect. Even then, SP return from characters like Tangtang can still make it difficult to hit thresholds, As a result, while this can be a functioning alternative, its requirements are so strict that it isn’t recommended, and even then, may fall behind the Battle Pass weapon depending on the investment level.
Gilberta's Battle Pass Weapon can be used for support WILL form Arcane in some teams that uses her Battle Skill to apply Nature Inflictions, providing the team with some extra Arts DMG buff.
Generic support option with a potent ATK % buff for Cryo operators on the team when running WILL form Arcane. The lack of Ultimate Gain Efficiency and Secondary Attribute bonus however can lower its value, with extended rotations and/or weaker buffs as balancing out stats to hit 640 WILL is difficult. This can see use in full Ultimate start rotations, but falls sharply in utility on cold starts due to these issues.
The solo percentage shows how the set and gear impact Arcane performance if you look at their damage in the vacuum, while the team percentage shows the impact when taking into account full team, including buffs etc.
The best pick for INT form Arcane: the Arts Intensity bonus is welcome, given that she’s likely to be the one applying and maintaining Corrosion, and the 50% in Nature DMG bonus when triggering it is an unmatched gain. Although it does only lasts for 10 seconds, her Ultimate’s forced Corrosion will activate it, and her rotations are going to either be going into her second Ultimate Gloompurge Arcana within that period, or re-applying Corrosion with a Battle Skill mid-Ultimate state, so all of her meaningful burst benefits from the effect. It also happens to have perfectly matching stats with Intellect and Will, making it an ideal pick.
Armor
Gloves
Kit
Kit
Redeemer SealFor WILL Arcane, the Eternal Xiranite pieces released alongside Arcane are tailor made for her. With INT being her primary attribute and both her Signature as well as the Battle Pass weapon increasing it, she can be reliant on the Secondary Attribute Bonus lines from Bracing Slabs to hit her targets. She needs at least 640 WILL to max out her Talent and Combo Skill bonus effects, and between the matching stats and Secondary Attribute Bonus, she clears this easily. The DMG Dealt effect from Eternal Xiranite pieces also helps her add more value to a team, so it’s the best general pick.
Armor
Gloves
Kit
Kit
Arcane gear pieces calculations aren't available yet. They will be added soon.
Surprisingly good for an early Potential. It’s got a wide range of effects: a x1.3 to Arcane’s Combo Skill multipliers (which makes up a decent amount of her total damage), an extra 10 SP return on the INT form Battle Skill’s detonation effect and a 6% boost to the Combo Skill’s Susceptibility on WILL form. As the SP return doesn’t cause any Energy breakpoint issues, it helps condense rotations slightly, and the increase to Susceptibility is a decent buff that’s similar - if not slightly better - than other similar Potentials.
A generic attribute increase. This doesn’t do much for WILL form Arcane, as she can already hit the stat caps for maximum buff value, but it’s a decent upgrade for INT form’s DPS. Even then, as this Potential also gives Arts Intensity on top of attributes it furthers her Corrosion’s strength, increasing both her supportive ability and personal damage.
A rather middling Potential: it enhances her Talent from a 10 second extension and x1.1 RES reduction bonus to Corrosion to 15 second extension and x1.2 RES reduction. For most teams, Arcane has little need for the additional duration, but the extra RES reduction is welcome, even if it's only a slight gain.
The standard Ultimate Energy cost reduction Potential. By itself this doesn’t do much, as with both the Battle Pass and her Signature weapon, she has enough to cover rotations, but it does open up the ability to push for 700 SP, 2 Combo Skill, or 600 SP, 3 Combo Skill rotations. The value ranges on the comp and encounter, but it can open up different set-ups which our calculations do not account for.
Easily Arcane’s strongest Potential: on INT form, it gives a ridiculous 16% additional Arts Amp during Ultimate and increases the Gloompurge Arcana’s damage by x1.3. Given it already was the bulk of her damage, this is a significant increase to her total output. As for WILL form, it increases the Susceptibility bonus by 7% and is an immediate 30% cut to her Combo Skill’s cooldown after using Gloompurge Arcana. It is better for INT, as most enemies are dead within a single rotation anyways, but WILL form could see greater benefits on more extended encounters (like Contingency Contract), and when paired with P4's cost reduction, could open up new rotations too.
Important! The graph generator tool we're using has some issues currently and it displays the 'rows' wrong visually. The percentages shown are fully correct though.
In this section we're showing the team setup used for the above calculations as well as the damage split for Arcanebased on where it comes from. The setup isn't always best in slot for each character and also please keep in mind that with different team members, Weapons, and Gear, the calculations will change.
Ultimate > Combo Skill > Basic Attack > Battle Skill
Teams and Synergies
Arcane teams aren't listed in any specific order- so they're not listed best to worst or vice versa. Check our Team Tier List for more information about best teams.
See the rotation in full at 30:36 on the embedded video!
See the rotation in full at 35:03 on the embedded video!
See the rotation in full at 38:35 on the embedded video!
See the rotation in full at 40:18 on the embedded video!
See the rotation in full at 41:51 on the embedded video!
Arcane gets a tremendous amount of value from her Signature weapon, both for INT and WILL forms. The 46.4% Ultimate Gain Efficiency in line 2 is almost mandatory for INT form rotations and opens up more condensed WILL form rotations even when SP return from teammates is a factor. The 25.6% ATK in line 3 helps make up for the loss of a damaging line 2, but the real value lies in its effects: a mind boggling 32% Arts DMG Dealt and 32% ATK when applying Arts Infliction and Arts Susceptibility respectively for 20 seconds when in INT form. With her Battle Skill triggering the former and her Combo Skill triggering the latter, this is easy enough to maintain and is miles ahead of the boost any alternative weapon can give her. For WILL form, it’s instead 9.6% Arts DMG Taken applied to enemies for 25 seconds when triggering an Arts Burst and then again when applying Arts Susceptibility, both of which can be accomplished by the Combo Skill and Ultimate casts. These are 2 separate instances of Arts DMG Taken which do stack with one another (for 19.2% total), being such a strong bonus that even at P0, it's almost comparable to that of a P3 Detonation Unit. Alternatives look almost pitiful in comparison, as Type 42: Solemn Phalanx is an incredibly strong weapon all around.