Arclight Guide and Best Build

Character

Isekai Train Simulation and Strategy RPG! Conductor, Your Trade Journey Awaits!

Arclight Introduction

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 Video guide

Arclight has no video guide yet.

Update tracker

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.

Isekai Train Simulation and Strategy RPG! Conductor, Your Trade Journey Awaits!

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

Arclight Attributes (level 90)

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.

Strength
Strength
107
Agility
Agility
145
Intellect
Intellect
123
Will
Will
100

Arclight Skills

Basic Attack

Seek and Hunt

BASIC ATTACK:

An attack with up to 5 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 16 Stagger.

DIVE ATTACK:

Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies.

FINISHER:

Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Physical DMG and recovers some SP.

BATK SEQ 1 Multiplier
23%
BATK SEQ 2 Multiplier
28%
BATK SEQ 3 Multiplier
59%
BATK SEQ 4 Multiplier
81%
BATK SEQ 5 Multiplier
107%
Finisher ATK Multiplier
900%
Dive ATK Multiplier
180%

[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).

Battle Skill

Tempestuous Arc

SP Cost: 100

Instantly blinks to the enemy's side to deal 2 slashes that deal some Physical DMG. If the enemy has active Electrification, consume the Electrification to unleash an additional attack that deals Electric DMG and recovers some SP.

SEQ 1 DMG Multiplier
101%
SEQ 2 DMG Multiplier
101%
SEQ 2 Stagger
5
Additional ATK DMG Multiplier
405%
Additional ATK Stagger
5
SP Recovery
40

[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.

Combo Skill

Peal of Thunder

Cooldown: 3s

Blinks to the enemy's side to unleash a flurry of slashes that deals Physical DMG and recovers some SP.

Trigger: When an enemy suffers Electrification or after an enemy's Electrification is consumed.

DMG Multiplier
350%
SP Recovery
10
Stagger
5

[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.

Ultimate

Exploding Blitz

Energy cost: 90

Performs a short forward dash while wreathed in arcs of electricity to deal Electric DMG and apply Electric Infliction to all enemies in the path. The lingering arcs explode after a short while, dealing another hit of Electric DMG. If the enemy has active Electric Infliction, consume the Electric Infliction and forcibly apply Electrification.

Cooldown
15
SEQ 1 DMG Multiplier
350%
SEQ 1 Stagger
10
SEQ 2 DMG Multiplier
550%
SEQ 2 Stagger
10

[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.

Arclight Talents

Base Talent

Blade of the Wildlands

Assign to Manufacturing Cabin to grant weapon EXP material production efficiency +10/20%.
Base Talent

Hanna Traditions

Assign to Reception Room to grant operators a small Clue 6/Clue 6 Rate-UP: Hannabit Circuit (activates upon assignment; effects of the same type cannot stack)
Combat Talent

Wildland Trekker

Battle skill Tempestuous Arc improved: Triggering the additional effect 3 time(s) grants the team Electric DMG Dealt +0.05/0.08% for every point of Arclight's Intellect. This effect has a 15s duration and cannot stack.
Combat Talent

Hannabit Wisdom

30/50% chance to ignore an Arts Infliction applied on her.

[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.

Arclight Potential (dupes)

P1

Child of the Storm

Potential 1

Battle skill Tempestuous Arc improved: Triggering additional effects recovers another 10 SP.
P2

Speed Battler

Potential 2

Agility +15, Intellect +15.
P3

Hanna

Potential 3

Talent Wildland Trekker improved: DMG Boost effect increased to 1.3 times the original.
P4

Aldertone's Teachings

Potential 4

Ultimate Exploding Blitz improved: Ultimate Energy cost -15%.
P5

Servant of the Wildlands

Potential 5

Talent Wildland Trekker improved: Trigger requirement is reduced to 2 time(s).

Arclight Lore

"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.

Arclight Voice Actors

ENG
-
JPN
-
CN
-
KR
-

Arclight Gallery

Review

Arclight Ratings

Enabler
T1

Umbral Monument

Arclight Pros & Cons

Pros

  • 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.

Cons

  • 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 Review

Kit Intro

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.

Combo

"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.

Battle Skill

"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.

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.

Ultimate

"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.

Basic Attack

"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.

Gameplay

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

Arclight Best Weapons

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.

1
Solo 102.30%
Team 101.90%

Stat 1 Boost - 9/9

Will: +156

Stat 2 Boost - 9/9

Attack: +39.00%

Passive Boost - 4/9

Attack: +16.00%

After the wielder's skill recovers SP or grants a Link state, the entire team gains ATK +8% for 20s. Max stacks for effects of the same name: 2. Duration of each stack counted separately.

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.

2
Solo 100%
Team 100%

Stat 1 Boost - 9/9

Agility: +124

Stat 2 Boost - 9/9

Attack: +31.20%

Passive Boost - 9/9

Sec. Attribute: +14.00%

After the wielder recovers SP by their own skill, the entire team gains Heat DMG dealt and Electric DMG dealt +8.4% for 20s. Max stacks for effects of the same name: 3. Duration of each stack is counted separately.

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.

3
Solo 103.10%
Team 95.70%

Stat 1 Boost - 9/9

Agility: +124

Stat 2 Boost - 9/9

Attack: +31.20%

Passive Boost - 9/9

Sec. Attribute: +14.00%

After the wielder consumes an Arts Reaction, ATK +21% for 20s. Max stacks for effects of the same name: 2. Duration of each stack is counted separately.

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.

4
Solo 97.40%
Team 94.10%

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%

After the wielder consumes Vulnerability stack(s), ATK +[8% + 4% x Stacks Consumed] while other Operators in the team gain half of this buff for 20s. Effects of the same name cannot stack.

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.

5
Solo 84.20%
Team 80.90%

Stat 1 Boost - 9/9

Agility: +124

Stat 2 Boost - 9/9

Physical DMG Bonus: +34.70%

Passive Boost - 9/9

Attack: +14.00%

After the wielder deals a Physical Status, ATK +21% for 20s. Max stacks for effects of the same name: 2. Duration of each stack is counted separately. Effect only triggers once every 0.1s.

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.

6
Solo 81.70%
Team 90.30%

Stat 1 Boost - 9/9

Agility: +93

Stat 2 Boost - 9/9

Physical DMG Bonus: +26.00%

Passive Boost - 9/9

After the wielder's Battle Skill hits the enemy, ATK +33.6% for 20s. Effects of the same name cannot stack.

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.

Arclight Best Gear Set

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.

1

Combo Skill CDR +15%. When the wearer recovers SP with a skill, the team gains DMG +16% for 12s. This effect cannot stack.

Description

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.

Pieces

Armor

Gear
Frontiers Armor T3Frontiers

Gloves

Gear
Eternal Xiranite GlovesEternal Xiranite

Kit

Gear
Frontiers Extra O2 TubeFrontiers

Kit

Gear
Frontiers Extra O2 TubeFrontiers
Alternative Pieces
  • Gear
    Eternal Xiranite Gloves
    - If your goal is to stack as much Intellect as possible for Wildland Trekker running double O2 Tube and Armor T3 is a must, leaving the Glove slot open. Arclight's Ultimate is high value in the Electric team, making Ultimate Gain a strong stat choice for gaining more timely access to it. One thing to consider though, is whether or not the Ultimate Gain actually gets you an extra Ultimate in a fight or lets you use it at a better time; if it doesn't, you may be better off with a different gear setup.
  • Gear
    Aethertech Gloves
    - Much more niche, but still a potential option is the choice to run Arts Intensity in order to boost Arclights' usually large Electrification debuffs. It's not easy to play around Arclight's Ultimate Electrification, especially with so much incentive to quickly consume it for cycling purposes, so only use this option if you know you'll get value from it.
  • Gear
    Frontiers Blight RES Gloves
    - The best gloves for Arclight's own personal damage. You can either run 4P Frontiers to maintain all the secondary Attribute % pieces or flex one of them out for even more damage if you're ok giving up potential team utility.
  • Gear
    Bonekrusha Mask
    - If you're already running Frontiers Blight RES Gloves, you can double down on damage by running Bonekrush Mask over an O2 tube. Just keep in mind that this will lower Arclight's talent Electric DMG% boost.
2

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).

Description

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.

Pieces

Armor

Gear
Bonekrusha Heavy ArmorBonekrusha

Gloves

Gear
Frontiers Blight RES GlovesFrontiers

Kit

Gear
Bonekrusha MaskBonekrusha

Kit

Gear
Bonekrusha MaskBonekrusha

Arclight Best Gear Pieces

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:

  • Ult gain efficiency pieces, granting new Ultimate breakpoints,
  • Arts Intensity boosting the efficacy of Electrification, Corrosion and Breach, rising overall team output even if personal damage is less impressive.
Armor
Solo 127.50%
Gear
Frontiers Armor T3  *
Solo 122.00%
Gear
Bonekrusha Heavy Armor  *
Solo 121.10%
Gear
MI Security Overalls
Solo 120.50%
Gear
Bonekrusha Heavy Armor T1
Solo 118.70%
Gear
MI Security Armor
Solo 118.70%
Gear
Swordmancer Heavy Armor  *
Solo 116.00%
Gear
Frontiers Armor T1
Solo 110.90%
Gear
Frontiers Armor T2
Solo 100%
Nothing equipped
Gloves
Solo 125.20%
Gear
Frontiers Blight RES Gloves
Solo 123.30%
Gear
Type 50 Yinglung Gloves
Solo 117.20%
Gear
MI Security Hands PPE
Solo 116.00%
Gear
Aethertech Gloves  *
Solo 112.40%
Gear
Pulser Labs Gloves
Solo 100%
Nothing equipped
Kit
Solo 123.90%
Gear
Bonekrusha Mask
Solo 119.90%
Gear
Type 50 Yinglung Knife T1
Solo 116.20%
Gear
Redeemer Tag T1
Solo 114.80%
Gear
LYNX Slab
Solo 114.10%
Gear
Swordmancer Flint
Solo 113.50%
Gear
Bonekrusha Figurine
Solo 111.80%
Gear
Frontiers Comm T1
Solo 111.40%
Gear
Frontiers Comm
Solo 110.60%
Gear
Frontiers Extra O2 Tube  *
Solo 110.30%
Gear
Aethertech Stabilizer  *
Solo 108.10%
Gear
Pulser Labs Calibrator  *
Solo 106.10%
Gear
Turbid Cutting Torch
Solo 100%
Nothing equipped

Arclight Dupes Calculations / Review

P1
Solo 100%
Team 100%
Battle skill Tempestuous Arc improved: Triggering additional effects recovers another 10 SP.

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.

P2
Solo 102.6%
Team 100.7%
Agility +15, Intellect +15.

A small boost to Agility and Intellect, resulting in a minor damage increase and improvement to Wildland Trekker for Arclight but nothing game-changing.

P3
Solo 103%
Team 101.1%
Talent Wildland Trekker improved: DMG Boost effect increased to 1.3 times the original.

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.

P4
Solo 109.5%
Team 102.6%
Ultimate Exploding Blitz improved: Ultimate Energy cost -15%.

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.

P5
Solo 112.6%
Team 105.5%
Talent Wildland Trekker improved: Trigger requirement is reduced to 2 time(s).

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.

Dupes information - visual

Arclight Calculations

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

Weapon
JET

Gear

Gear
Bonekrusha Poncho T1

Gear
Pulser Labs Gloves

Gear
Bonekrusha Figurine

Gear
Bonekrusha Figurine

Weapon

Weapon
OBJ Edge of Lightness

Gear

Gear
Bonekrusha Heavy Armor

Gear
Frontiers Blight RES Gloves

Gear
Bonekrusha Mask

Gear
Bonekrusha Mask

Weapon

Weapon
Detonation Unit

Gear

Gear
Tide Fall Light Armor

Gear
Eternal Xiranite Gloves

Gear
Eternal Xiranite Power Core

Gear
Eternal Xiranite Power Core

Weapon

Weapon
Wild Wanderer

Gear

Gear
Pulser Labs Calibrator

Gear
Pulser Labs Disruptor Suit

Gear
Pulser Labs Gloves

Gear
Pulser Labs Gloves

Arclight Damage Split

Arclight Skill Priority

Off Field:

Battle Skill > Ultimate >= Combo Skill > Basic Attack

Teams and Synergies

Arclight Best Synergies

  • Applies Electrification for free with her Combo skill, triggering Arclight's Combo skill once. Electrification can then be consumed by her Battle Skill, which triggers her Combo again, positioning Perlica as a free activator for Arclight
  • Perlica has outstanding supportive weapon choices, which nicely buff Arclight and the rest of the team
  • Arclight's own supportive weapon and sets buff Perlica back, allowing the two to buff each other in order to both deal more damage
  • Arclight consumes minimal SP herself and generates some back, freeing it up in some teams for Perlica to use on her Battle Skill to gain more damage
  • Avywenna doesn't consume Electric Infliction stacks or Electrification like most carries might, leaving them all for Arclight to consume herself
  • Avywenna benefits from Arclight's fantastic, supportive weapon and gear bonuses
  • Avywenna applies Electric Susceptibility to enemies boost the damage Arclight does as well
  • Avywenna doesn't require as much SP as other main damage dealers, leaving more for Arclight to use on Battle Skills if she has Electrification to consume
  • Antal applies Electric Susceptibility and Amp with his abilities, boosting Arclight damage potential signfiicantly
  • Antal doesn't require much SP to function, leaving more to Arclight's Battle Skills when Electrification is available
  • Antal can help stack up high stack sizes of Electric Infliction, which can then be consumed by Arclight's Ultimate for large Electrication damage taken debuffs on high-priority enemies
  • Antal provides Arclight's fantastic damage increases from his great supportive weapon and gear bonuses
  • Brings healing to Arclight and her team

Arclight Teams

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.

Team #1
Team Members
Avywenna
Avywenna
Arclight
Arclight
Perlica
Perlica
Antal
Antal

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.

Opening rotation

Final Strike

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.

Burst Rotation

Final Strike (Staggers)

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).

Extra things to look out for
  • This is also an SP friendly version, which gives up on an Arclight Combo Skill. If SP allows, then shift the rotation to happen earlier, with the addition of a Perlica Battle Skill after Arclight's Ultimate applies Forced Electrification and having the Final Strike that staggers and triggers Avywenna's and Perlica's Combo Skills happening after Arclight's Battle and Combo Skill.
  • The point being that then there isn't a need to hold back on using Arclight's Battle Skill, as Avywenna's Combo Skill would be triggered by the Electric Infliction applied by Perlica as opposed to the Ultimate's forced Electrification. This would lead to a Combo Skill trigger both from Arclight's Battle Skill and Perlica's Combo Skill, instead of just one as is the case above. Antal's Combo Skill can also be delayed to do this with no SP consumption, but this would mean giving up on an Arts Burst for weapon set triggers.
  • Note that the "Final Strike" here does not indicate that it is the only Final Strike, as depending on where you are in Basic Attack strings, it's likely that a Final Strike may occur between Arclight's Ultimate and the one indicated.
  • It's fine if not every Electrification is consumed by Arclight's Battle Skill, as SP economy may not allow for it. So long as there are enough Battle Skills being used to fuel Avywenna's Ultimate (and there is SP left for her own Battle Skill), it's enough.
  • Shifting the Finisher to the start of the stagger period can work too, as the SP recovery it provides could sustain additional Battle Skill casts to give more Ultimate Energy if required.
Team #2
Team Members
Avywenna
Avywenna
Arclight
Arclight
Perlica
Perlica
Gilberta
Gilberta

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.

Opening rotation

Final Strike

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.

Burst Rotation

Final Strike (Staggers)

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).

Extra things to look out for
    • Arclight's Ultimate can be used to apply an Electric stack and/or supply Electrification for Avywenna's Combo Skill trigger even when lacking in SP to do so with other Operators (e.g. from Perlica's Battle Skill).
    • It should always be used before Perlica's Combo Skill, as Electric Inflictions are being consumed for Corrosion, significantly lowering the value of Arclight's Electrification when compared to Perlica's, who's likely built for Arts Intensity (and gets even greater benefits if at P4+).
    • Note that the "Final Strike" here does not indicate that it is the only Final Strike, as depending on where you are in Basic Attack strings, it's likely that a Final Strike may occur between Arclight's Ultimate and the one indicated.
    • It's fine if not every Electrification is consumed by Arclight's Battle Skill, as SP economy may not allow for it. So long as there are enough Battle Skills being used to fuel Avywenna's Ultimate (and there is SP left for her own Battle Skill), it's enough. Using the SP recovery from the Finisher on a Perlica Battle Skill before Avywenna's Battle Skill is an option if running short on Ultimate Energy for Avywenna's Ultimate.
Team #3
Team Members
Wulfgard
Wulfgard
Arclight
Arclight
Perlica
Perlica
Antal
Antal