Arclight is a 5-star character in Arknights: Endfield (AKE). Arclight wields a Sword and belongs to the Vanguard class. Arclight also has access to the Electric element. This guide provides a comprehensive overview of Arclight's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Arclight check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.
Arclight has no video guide yet.
Last review update
Patch 1.0
Last major build/calcs update
Patch 1.0
Last profile update*
February 18th, 2026
*Profile update means smaller edits to the guide that don't require new calculations.
To learn more about Arclight check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.
Profile
Review
Build
Teams & Synergies
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.
Seek and Hunt
An attack with up to 5 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 16 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Physical DMG and recovers some SP.
[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).
Tempestuous Arc
SP Cost: 100
[Electrification]: An enemy with Electrification takes more Arts DMG. A non-Electric Infliction + Electric Infliction = Electrification.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Peal of Thunder
Cooldown: 3s
Trigger: When an enemy suffers Electrification or after an enemy's Electrification is consumed.
[Electrification]: An enemy with Electrification takes more Arts DMG. A non-Electric Infliction + Electric Infliction = Electrification.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Exploding Blitz
Energy cost: 90
[Electrification]: An enemy with Electrification takes more Arts DMG. A non-Electric Infliction + Electric Infliction = Electrification.
[Electric Infliction]: Electric Infliction is a type of Arts Infliction. Up to 4 stacks of Electric Infliction can be applied and stacking triggers Electric Burst. A non-Electric Infliction + Electric Infliction = Electrification.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Blade of the Wildlands
Hanna Traditions
Wildland Trekker
Hannabit Wisdom
[Arts Infliction]: Arts Infliction are special Arts debuffs inflicted upon the enemy. There are 4 elements of Arts Inflictions: Heat Infliction, Electric Infliction, Cryo Infliction and Nature Infliction. Up to 4 stacks of Arts Infliction of the same element can be applied.
Child of the Storm
Potential 1
Speed Battler
Potential 2
Hanna
Potential 3
Aldertone's Teachings
Potential 4
Servant of the Wildlands
Potential 5
"I am Ekut. Callsign Arclight. I am not a trained weaver of words, but I wish you well and may you flow like a rising river, Endfielders."
Arclight is a Songseeker who joined Endfield Industries at the recommendation of Aldertone Orisha. She now serves as a field operator and a technical consultant for machinery and vehicles.
No one roaming the wildlands could escape the grip of starvation and disasters, no matter how clever or capable they may think themselves to be. Misfortune struck Arclight hard. The wildlands consumed her entire family, leaving her the only survivor. However, fortune also smiled upon her when a group of Hannabit Circuit Songseekers found and saved her from the brink of death.
The Hannabit Circuit accepted her. There, she quickly learned how to survive in a harsh landscape and follow the example of the Paragons from hannas to help those in need. Today, she roams the wildlands to teach more souls the way of surviving in the unforgiving world of Talos-II.
Arclight may come across as cold and brusque at first, but her minimalist philosophy has proven exceptionally effective for surviving in the wildlands.
Review
Umbral Monument
Low Combo Skill cooldown, making for constant buff uptime on items that demand SP recovery.
Frequent Combo and Battle Skill usage leads to a lot of stagger application, which can help with buff alignment in certain rotations.
SP Recovery on her Battle Skill makes her an effective Ultimate Energy battery.
Provides both Electric Infliction and Electrification with her Ultimate, easing skill use requirements for certain teams and rotations.
Always primed for optimal performance.
Provides weaker buffs for Electric teams than her peers, needs secondary, not primary building to maximise it, and has split damage types diminishing her personal contribution.
Is a net SP drain on teams and consumes Electrification - one of the strongest reactions - making resource management and buff alignment difficult.
Ultimate Electrification is often worse than those of other Operators owing to low Arts Intensity, demanding more complex rotations.
Excessively reliant on all of her Potentials, needing all 5 to truly have comfortable rotations.
The wind never stops, so you better keep up.
Arclight is a 5-star, Electric, Sword Vanguard, sporting one of the lowest Combo Skill cooldowns in the game and able to be constantly attacking, all the while providing decent Electric DMG bonuses for her team.
Although Arclight has limited ways to build Electric Infliction and Electrification (only through her Ultimate), whenever Electrification is applied, her Combo Skill triggers. Her Battle Skill can then consume the Electrification and trigger it again, refunding some of the SP spent in the process.
This results in a loop of applying and consuming the reaction, weaving in Combo and Battle Skills between ally attacks. After enough uses of her Battle Skill, she buffs all Operators for a short period, so aligning this with a team's burst is critical to getting the most out of her.
Despite being a Vanguard, Arclight isn't a particularly good SP battery. Even with her P1 - which increases the SP recovery on her Battle Skill - she is a net drain of a team's resources.
On the other hand, the fact that she recovers - not returns - SP when her Battle Skill consumes Electrification is a significant value add. Many of the teams she runs in can struggle to build enough Ultimate Energy to align with their rotations, requiring a high number of team Battle Skill casts to sustain them.
Many other Vanguards have their SP recovery tied to Ultimates, making them more inflexible in openers as they haven't had the time to build enough Ultimate Energy themselves.
Arclight then fits the battery niche perfectly, being a character that demands frequent Battle Skill uses for her buff and refunds much of the SP spent for it, leading to consistent team-wide Ultimate Energy generation throughout a fight.
"Peal of Thunder" is Arclight's Combo Skill, and it sees very frequent use. It's triggered whenever Electrification is applied or consumed, and she will unleash a flurry of Physical DMG slashes while recovering some SP (10 at M1 and above).
This skill is unique in many ways. It boasts some of the lowest Combo Skill cooldowns in the game, at 3 seconds (M3 does not reduce this), making weapon and set effects that demand SP recovery easy to maintain. It also differs in its properties: unlike other Combo Skills it does not generate 10 Ultimate Energy for Arclight, but only 5 per cast instead. As she can get 2 uses of it per Electrification it adds up to being the same, but this often demands Battle Skill usage.
Its timestop is also absolute. Where other Combo Skill timestops have no effect on Operators' cooldowns, Arclight's does, meaning that it cannot be used to "shorten" cooldowns relative to buffs/debuffs.
"Tempestuous Arc" is Arclight's Battle Skill, being the key to her high team-wide Ultimate Energy generation. By itself, it's unremarkable, dealing negligible amounts of Physical DMG and nothing else.
If, however, the enemy has Electrification, then it will consume it and deal an additional attack that has its own stagger build, deals Electric DMG and recovers SP (up to 40 at M3). This has the added benefit of triggering Peal of Thunder, which then recovers even more SP.
This skill's recovery is further enhanced by Arclight's P1, giving it another 10 SP in recovery when triggering the additional attack.
Despite its SP recovery, even with it at P1 and with 2 Combo Skills - one from the Electrification being applied and another from it being consumed - Arclight remains a net drain on SP, generating up to 70 SP but using 100.
Even then, it's still worth using, as it has an effective cost of 40 to 30 SP (depending on Potentials), while still generating the same 6.5 Ultimate Energy that a 100 SP cost Battle Skill does. It's with proper use of this skill that Arclight can function as an Ultimate Energy battery, and is needed to activate one of her Talents.
"Wildland Trekker" makes it so that when her Battle Skill's additional effect is triggered 3 times, it buffs the entire team's Electric DMG by 0.08% per point of Arclight's Intellect, lasting 15 seconds. This is further enhanced by her P3, being boosted by x1.3, and her P5, requiring only 2 triggers for its effect.
As Arclight is likely to run Frontiers, which has many Secondary Attribute boosting pieces, she can reach well over 450 in Intellect without any artificing, having anywhere between 35% to well over 50% in Electric DMG bonus depending on investment level.
Despite the high number, it's difficult to make proper use of this buff without Potentials, as it demands multiple Electrifications to be consumed. With 3 casts of her Battle Skill, she needs her Ultimate to sustain reactions without sacrificing team damage, as Electrification should ideally be up for burst periods (not to mention the steep SP cost).
Just aligning Ultimates though is itself demanding of her P4 and/or sacrificing team-buffing sets, as sustaining the Ultimate Energy for it isn't easy (e.g. using Redeemer's over Frontiers).
It is a strong buff however, and is much easier to manage as Arclight's Potentials increase.
"Hannabit Wisdom" is Arclight's second talent and is rather unremarkable. It gives her a 50% chance to ignore Arts Inflictions applied to her, being a minor defensive boost that can help with survivability against certain enemies.
"Exploding Blitz" is Arclight's Ultimate, costing 90 Ultimate Energy (76.5 at P4) and is the only way that she has to apply Inflictions and Reactions.
It's a 2-part skill, where she will dash through and attack enemies, immediately applying 1 Electric Infliction. After a short while, lingering sparks along the path will detonate, where if the enemy has Electric Inflictions it will consume them to forcibly apply Electrification.
This is important to keep in mind, as if the Electric Infliction from the 1st part of the Ultimate triggers a reaction, there will be no second Electrification applied by the Ultimate, as there would be no active Electric Infliction on the enemy.
A key property of this ability is that the Electrification it applies scales with the number of Inflictions consumed. Consuming 4 stacks would lead to a 4-stack Electrification, despite it being forced.
This isn't as useful as one might think, as Arclight isn't built for Arts Intensity, so the damage increase effect is comparatively weak. In some Operators' cases, like Perlica, Potentials can further enhance the strength of their Electrification, making even a 1-stack forced Electrification from them stronger than a 4-stack from Arclight if properly built.
Still, as it applies both an Electric Infliction and Electrification, it's an SP-friendly way to sustain her own Combo and Battle Skill use, as well as other Operators' Combo Skill triggers and/or item and set effects - such as getting an Arts Burst between the Electric Infliction and forced Electrification from the Ultimate.
It also has a long area of effect, although it can be hard to aim, so swapping to Arclight for a brief period to position for it in situations where multiple enemies need to be hit is recommended.
"Seek and Hunt" is Arclight's Basic Attack, and unfortunately, it's rather weak. Although she is an Electric Agent, this skill deals only Physical DMG, Finisher included.
The 4th hit of its sequence - a long sword boomerang throw - can be animation cancelled as soon as it deals a tick of damage to enemies. This means that in practice, Arclight's Basic Attack string can be looped surprisingly fast.
One might think that if the priority then is SP generation and stagger build, it could have some use, but as she is frequently casting her Combo and Battle Skill, these interruptions mean that in practice it ends up being far slower than that of others in her team.
Arclight’s gameplay is all about cycling through her skills: use her Combo Skill when Electrification is applied, then use her Battle Skill to consume it for another Combo Skill use, eventually building up to her Wildland Trekker talent buffs.
Ideally, the Battle Skill should be used as late as possible, so that currently active Operators can benefit from the Arts DMG taken buff that Electrification provides, but unless other Operators' Combo and Battle Skills are being used in this period, it isn't all that significant.
As her Ultimate provides Electric Inflictions and Electrification separately, it can be useful to time it around Final Strikes or before staggers to set-up for buffs, being a perfect opportunity use Arclight's Battle Skill for Wildland Trekker activation right before a burst period, especially as other characters are likely to supply more potent Electrifications than Arclight owing to the difference in Arts Intensity.
The delay between the Electric Infliction and forced Electrification is useful too, as it can be used to set-up Arts Bursts by other Operators to trigger weapon and set effects.
The skill barrier to Arclight is understanding when and when not to use her Battle Skill. If it's consuming an Electrification right before a burst, it may trigger Wildland Trekker, but mean that the team loses out on the much more valuable Arts DMG taken multiplier from the reaction.
To sustain Wildland Trekker without P5, she needs 3 uses of her Battle Skill, and this is important to track. It'd demand 4 total Electrifications to be inflicted on enemies - 3 for Arclight to consume and 1 that remains on the enemy for the burst. With the high amount of stagger that she builds, doing so is unfeasible without her Ultimate, which is unlikely to align without her P4 and/or Ultimate Gain Efficiency pieces.
On the flipside, with only 2 Battle Skill casts needed (at P5), one may need to delay Arclight's Battle Skill or, again, rely on her Ultimate for Electrification, as otherwise Wildland Trekker may fall off by the time an enemy staggers or burst is due to land.
This means that to get the most value out of Arclight, one needs to adapt rotations to her current investment level, with SP, Ultimate Energy and reaction alignment all factoring into her gameplan.
Build
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 Arclight 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.
Stat 1 Boost - 9/9
Will: +156
Stat 2 Boost - 9/9
Attack: +39.00%
Passive Boost - 4/9
Attack: +16.00%
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Attack: +31.20%
Passive Boost - 9/9
Sec. Attribute: +14.00%
A 5-star alternative to Thermite Cutter, which works very similarly, but instead of granting generic ATK% instead provides Physical and Electric DMG% when Arclight recovers SP, making it more specific, and in a lot of cases weaker even in Electric/Physical teams, due to DMG% being less desirable than ATK%. One redeeming quality of this weapon though, is that its passives are much better suited to Arclight’s kit than Thermite Cutter, thanks to it having Agility.
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Attack: +31.20%
Passive Boost - 9/9
Sec. Attribute: +14.00%
If you're less interested in building your Arclight to support the team, Twelve Questions is her best personal damage option, although it doesn't beat out Thermite Cutter or OBJ by much.
Stat 1 Boost - 9/9
Main Attribute: +132
Stat 2 Boost - 9/9
Physical DMG Bonus: +43.30%
Passive Boost - 4/9
Attack: +16.00%
If you have none of the options above available, you can use Eminent Repute as a stat stick thanks to its strong passives for Arclight. Keep in mind though, she cannot activate its Weapon Effect.
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Physical DMG Bonus: +34.70%
Passive Boost - 9/9
Attack: +14.00%
Another stat stick Arclight can use for its passive stats, even though she can't activate its Weapon Effect. Not as strong as Eminent Repute, but something to equip if you have nothing else.
Stat 1 Boost - 9/9
Agility: +93
Stat 2 Boost - 9/9
Physical DMG Bonus: +26.00%
Passive Boost - 9/9
Last resort option if you're lacking any of the choices above. Has the correct passive stats, but all at much lower base values, setting it significantly behind all other choices.
The solo percentage shows how the set and gear impact Arclight 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.
Between the pre-release version of Endfield and 1.0, there was some major balance adjustments. The two major ones that have affected some of the %'s on a few of our build guides are the major buff to Physical Status effects (namely Breach and Crush), and the the nerf to Bonus DMG% vs Staggered gear pieces. All other character buffs/nerfs have also now been factored in but they have minimal impact on %'s. Note - no recommendations have changed as a result of this update, only the relative differences between weapons, sets and pieces was affected.
Combo Skill CDR +15%. When the wearer recovers SP with a skill, the team gains DMG +16% for 12s. This effect cannot stack.
Best set for Arclight in most teams after factoring in the buffs it provides to her teammates, even if wearing it results in a major reduction of her own personal damage. What makes it strong is the 3P bonus, which grants a DMG% buff to the whole team almost permanently thanks to Arclight's Combo spam. The other benefit of this set is its focus on boosting Secondary Attributes, something which may or may not be impactful to your Arclight depending on how optimized your gameplay is. In teams where you align her talent Wildland Trekker, with your team's burst, investing heavily into Intellect makes sense, but if you're not specifically timing it, boosting Arclight's own damage can be stronger.
Armor
Gloves
Kit
Kit
Attack +15%. When the wearer casts a combo skill, gain 1 stack of Bonekrushing Smash that grants DMG +30% to the next battle skill cast. Bonekrushing Smash can stack 2 time(s).
If you're playing Arclight in a more damage-focused role and are fine giving up the team-based benefits of Frontiers, Bonekrusha will grant her more personal damage thanks to its damage-focused 3P and superior damage choices on gear pieces.
Note: To get the listed results out of this set, you'll need to make optimal use of Stagger windows to take advantage of both kits having DMG% vs Stagger. If you can't, this set’s performance will notably drop.
Armor
Gloves
Kit
Kit
Keep in mind that the gear pieces below are being compared against having nothing equipped on the character at all. This means that in some cases, when you include Weapons, other pieces, outside buffs etc, the values of some pieces may change. For more accurate information, check the section above where we picked the best combination when you look at all pieces equipped.
Pieces marked with a star* can perform better than listed - this applies to:
A very valuable gain to Arclight’s SP recovery on Battle Skill’s additional attack. Considering how demanding she is of SP to sustain her Talent, this is a big help at easing resource requirements in rotations and improving her ability to work as an Ultimate Energy battery.
A small boost to Agility and Intellect, resulting in a minor damage increase and improvement to Wildland Trekker for Arclight but nothing game-changing.
A 30% boost to Wildland Trekker, skyrocketing the value of Intellect owing to the better scaling. Has no direct impact on gameplay, but increases Arclight’s value when buffs are properly aligned.
Reduces Arclight’s Ultimate Cost by -15% taking it from 90 energy to 76.5, improving accessibility and leading to far greater ability to build Electric Inflictions and forcibly apply Electrification on enemies. Not only does this make aligning Wildland Trekker far easier in rotations, it also allows for more frequent Combo and Battle Skills, leading to even more Ultimate Energy generation and in turn even more Ultimates.
Arguably a requirement for Arclight’s best rotations, cutting down her Wildland Trekker’s requirement from 3 to 2 Battle Skills. This allows for her to maintain it even without expending her Ultimate in certain teams, making supportive sets (like Frontiers) far more accessible and buff alignment easier to manage.
In this section we're showing the team setup used for the above calculations as well as the damage split for Arclight based 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.
Weapon
Gear




Weapon
Gear




Weapon
Gear




Battle Skill > Ultimate >= Combo Skill > Basic Attack
Teams and Synergies
Arclight 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.
With a full Electric team, and especially with Arclight present, getting 8 Battle Skills over the course of a full rotation is doable. This is due to the SP recovery when consuming Electrification from Arclight, as well as Antal's low SP requirements.
The gist of the team is to maintain Electric Inflictions and use most Combo Skills on cooldown, consuming Electrification with Arclight to sustain Ultimate Energy generation. Depending on the weapon, look to align Antal's Combo Skill with stagger to trigger Arts Burst effects.
From this point on, continue to loop Final Strikes, making sure to use Avywenna and Perlica's Combo Skills on cooldown, with Arclight's Combo Skill and Battle Skills whenever Electrification is applied.
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Final Strike (Staggers)
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The above list is in order of skills hitting. Ideally many of these are cast before (e.g. Arclight Battle Skill is cast before the Final Strike connects, but it only lands and consumes Electrification shortly after).
Gilberta's addition to the Electric team is a welcome one, as her ability to apply Corrosion and absurd amounts of Arts Susceptibility from her Ultimate makes a big difference. Having Arclight at P5 here is ideal, as sustaining the SP for 3 of her Battle Skills can be difficult.
Look to build up to 4 Electric Inflictions, then use Gilberta's Battle Skill to apply Corrosion, ideally giving a good 7 seconds+ between its application and the actual burst of damage so that it has time to ramp up. Make use of Arclight's Ultimate to apply Electric Infliction/Electrification in the lead-up to stun where possible, so as to get an accessible way to trigger Avywenna's Combo Skill and Wildland Trekker with Arclight's Battle Skill.
As Perlica's Combo Skill triggers Gilberta's Combo Skill, both can be used together. Timestop effects means that it's possible for Gilberta to slowly build up Vulnerability stacks, increasing the value of her Ultimate further.
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The above list is in order of skills hitting. Ideally many of these are cast before (e.g. Arclight Battle Skill is cast before the Final Strike connects, but it only lands and consumes Electrification shortly after).
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Arclight's best weapon choice when factoring in the team-based buffs it provides, but not the strongest for her own personal damage due to the main attribute being WILL, a stat she cannot use. Fortunately, the other passives are all fantastic, which, when combined with the Weapon Ekill, that she can easily maintain thanks to her spammable Combo Skill, makes this the weapon to target when playing her in most compositions.