Arcane is a 6-star Nature Caster in Arknights: Endfield. She uses an Arts Unit and can switch between two builds based on her final attributes: Array Arcana: INT when Intellect is equal to or higher than Will, and Array Arcana: WILL when Will is higher than Intellect. The INT setup turns her into an AOE burst carry, while the WILL setup trades personal damage for grouping, extra Arts Infliction, and stronger Nature/Cryo Susceptibility.
This updated Arcane build guide covers her confirmed level 90 stats, full skill mechanics, best weapons, exact INT and WILL gear setups, team comps, promotion materials, rotation, and pull value. Her core data is now available, so the old placeholder sections for attributes, skill multipliers, materials, and Potentials have been replaced with confirmed values.
Who is Arcane and What is Their Playstyle?
Arcane is a reaction-focused Nature Caster who combines Nature Infliction, Corrosion, AOE damage, enemy control, and Nature/Cryo resistance pressure. Her playstyle changes with her final INT and WILL values. This check includes attributes from her level, talents, Potentials, weapon, and equipped gear.
With INT ≥ WILL, she enters Array Arcana: INT. This is her main DPS route. Her Battle Skill deals more damage, her Combo Skill has a stronger Battle Skill follow-up, and Gloompurge Arcana reaches a 1440% multiplier at Rank 12. Her Ultimate also forces Corrosion, allowing her to activate the Hot Work set without relying on another operator.
With WILL > INT, she enters Array Arcana: WILL. This setup lowers her personal multipliers but improves team control and reaction support. Her Battle Skill pulls enemies, her Combo Skill copies an Arts Infliction stack, and Will increases the Nature and Cryo Susceptibility she applies. At Rank 12, the Combo Skill can gain up to +8% bonus Susceptibility at 640 Will, on top of its 4% base value.
| Level 90 Attribute | Value | Build Impact |
|---|---|---|
| HP | 5495 | Solid base durability for a ranged Caster |
| ATK | 312 | Improves all damage before skill multipliers |
| Strength | 91 | Not a main build target |
| Agility | 93 | Not a main build target |
| Intellect | 176 | Higher natural attribute; makes INT Mode the default without gear changes |
| Will | 121 | Must be pushed above INT to activate WILL Mode |
| Critical Rate | 5% | No extra Critical Rate was listed in the provided build data |
| Attack Speed | 1 | Standard listed value |
| Attack Range | 10 meters | Comfortable ranged AOE coverage |
How Do Arcane's Skills Work?
Basic Attack: Artillery Interdiction
Artillery Interdiction has up to 5 Nature DMG sequences. At Rank 12, the fifth sequence reaches a 106% multiplier. Her Dive Attack deals AOE Nature damage and reaches 180%, while a Finisher against a Staggered enemy reaches 900% and restores SP.
The Finisher is especially important during her Ultimate. A Finisher or Final Strike performed by the controlled operator inside the Gloompurger Array triggers a Cluster Strike, up to two times per Ultimate.
Battle Skill: Jadecrushing Grid
Jadecrushing Grid costs 100 SP, deals AOE Nature damage, applies Nature Infliction, and deals 10 Stagger. At Rank 12, the INT version reaches a 500% multiplier, while the WILL version reaches 300%.
In INT Mode, this is a direct burst tool. The most important use is hitting a target under Imprisonment from Yinglung Stance IV. Doing so ends Imprisonment early, triggers its Explosion DMG, reapplies Nature and Cryo Susceptibility, deals delayed bonus damage, and returns up to 30 SP at Rank 12.
In WILL Mode, the grid pulls enemies whenever it deals damage. It is weaker on paper, but much better for keeping packs inside the team’s AOE fields.
Combo Skill: Yinglung Stance IV
Yinglung Stance IV charges toward the target, creates four Tactical Doubles, deals Nature damage, applies Imprisonment, and inflicts Nature Susceptibility plus Cryo Susceptibility. Imprisonment slows all enemy actions. At Rank 12, the skill has an 18-second cooldown, an 80% base multiplier, and a 120% Explosion multiplier.
In INT Mode, the trigger is Nature Infliction or at least 2 stacks of non-Nature Arts Infliction. Imprisonment and the first Susceptibility window last 4 seconds. Hitting the target with Jadecrushing Grid then triggers up to 500% bonus damage, returns SP, ends the control effect early, and creates another 2-second Susceptibility window.
In WILL Mode, the Combo Skill triggers whenever any Arts Infliction is applied. It adds another stack of the same element to the target and nearby enemies, slightly pulls the pack, and keeps Imprisonment and Susceptibility active for 6 seconds. At Rank 12, it applies 4% base Susceptibility plus up to 8% from Will, requiring 640 Will to reach the listed cap.
Ultimate: Gloompurge
Gloompurge costs 100 Ultimate Energy and creates a Gloompurger Array for 20 seconds. At Rank 12, the initial cast deals 180% Nature DMG. A Finisher or Final Strike inside the field triggers a Cluster Strike, up to two times, for a total listed multiplier of 360%. After both Cluster Strikes, the Ultimate changes into Gloompurge Arcana.
In INT Mode, the field forcibly applies Corrosion for 15 seconds. Her Weapon Honing talent extends Arcane-applied Corrosion by up to 10 additional seconds at Elite 3 and raises its maximum resistance reduction to 1.1 times the original value. At Elite 2, Tactical Planning also gives her 24% Arts Amp during the Ultimate. The Rank 12 Gloompurge Arcana finisher then lands at a huge 1440% multiplier.
In WILL Mode, the Array adds another matching Arts Infliction stack to affected enemies. At Elite 2, both parts of the Ultimate also apply Nature and Cryo Susceptibility equal to Will × 0.02%, capped at 12.8% for 10 seconds. The WILL finale has a lower 360% Rank 12 multiplier, confirming that this mode is designed for team support rather than hyper-carry damage.
Best Arcane Rotation
- INT carry: Apply Nature Infliction or 2 non-Nature Infliction stacks to trigger Yinglung Stance IV.
- Use Jadecrushing Grid on the Imprisoned target to trigger the Explosion, bonus damage, renewed Susceptibility, and SP refund.
- Activate team buffs, then cast Gloompurge. Its forced Corrosion activates the Nature side of the Hot Work set.
- Land two Finishers or Final Strikes inside the Array to trigger both Cluster Strikes.
- Use Gloompurge Arcana before the burst window and Hot Work bonus expire.
- WILL support: Let any teammate apply Arts Infliction, trigger Yinglung Stance IV, group enemies with Jadecrushing Grid, then use Gloompurge to spread Infliction and Susceptibility before the main carry attacks.
What is the Best Weapon for Arcane?

Type 42: Solemn Phalanx is Arcane’s best-in-slot weapon because its passive changes with the same INT/WILL check as her kit. At level 90, it has 505 Base ATK. At Rank 1, it gives Intellect +20, Ultimate Gain Efficiency +5.95%, and ATK +16%.
In INT Mode, applying Arts Infliction with her own skill gives Arts DMG Dealt +20% for 20 seconds. Applying Arts Susceptibility with her own skill separately gives ATK +20% for 20 seconds. Jadecrushing Grid supplies Nature Infliction, while Yinglung Stance IV supplies Nature and Cryo Susceptibility, so both buffs fit naturally into her standard rotation.
In WILL Mode, applying Arts Burst or Arts Susceptibility with her own skill makes the target take 6% more Arts DMG for 25 seconds at Rank 1. Effects with the same name do not stack. This branch adds another team damage debuff on top of her Nature and Cryo Susceptibility.
Junction Point is the best lower replacement from the provided weapon list. It is a 6-star Protocol Pass Arts Unit with 490 Base ATK at level 90. At Rank 1, it gives Intellect +20, Ultimate Gain Efficiency +5.95%, and Nature DMG Dealt +7%. When her Combo Skill applies Arts Susceptibility or Arts Infliction, she gains ATK +6%, while the other operators gain ATK +1.5% for 20 seconds. The passive stacks twice, so the Rank 1 ceiling is +12% ATK for Arcane and +3% ATK for her teammates.
Opus: Etch Figure remains a useful WILL-oriented alternative. Its listed high Will, Nature DMG Bonus, and team Arts damage passive suit a support setup. It also makes it easier to keep Will above Intellect, but it gives up the stronger dual-mode passive and higher level 90 Base ATK of Solemn Phalanx.
| Weapon | Level 90 Base ATK | Key Rank 1 Effect | Verdict |
|---|---|---|---|
| Type 42: Solemn Phalanx | 505 | INT +20, UGE +5.95%, ATK +16%; powerful INT self-buffs or WILL team debuff | Best-in-Slot for both modes |
| Junction Point | 490 | INT +20, UGE +5.95%, Nature DMG +7%; stacking personal and team ATK buff | Best lower replacement if owned from the Protocol Pass |
| Opus: Etch Figure | 485 | High Will, Nature DMG Bonus, and team Arts damage support | Strong option for a dedicated WILL build |
Which Gear and Stats Maximize Arcane's Damage?

Arcane has two confirmed gear routes. Do not mix them carelessly. Her final Intellect and Will values decide which version of every skill becomes active, so a single weapon or high-rank gear piece can change the entire build.
Best INT Gear: Hot Work + LYNX Slab
The recommended Array Arcana: INT setup is Hot Work Exo-Rig + Hot Work Hands PPE + Hot Work Insulation Slab + LYNX Slab. Using the listed base values, these four pieces provide Intellect +205 and Will +154 before weapon and other bonuses, helping keep INT safely above WILL.
| Gear Piece | Listed Core Stats | Why It Fits |
|---|---|---|
| Hot Work Exo-Rig | DEF +56, INT +87, WILL +58, Heat DMG +11.5%, Nature DMG +11.5% | Large INT lead and direct Nature damage |
| Hot Work Hands PPE | DEF +42, INT +65, WILL +43, Heat/Nature DMG Dealt +19.2% | More INT and a strong elemental damage bonus |
| Hot Work Insulation Slab | DEF +21, INT +32, WILL +21, All Skill DMG Dealt +27.6% | Boosts the Battle Skill, Combo follow-up, Cluster Strikes, and Ultimate finisher |
| LYNX Slab | DEF +21, WILL +32, INT +21, Main Attribute +20.7% | Completes the four-piece loadout while maintaining the INT advantage |
The Hot Work 3-piece effect gives Arts Intensity +30. Applying Combustion gives Heat DMG +50% for 10 seconds, while applying Corrosion gives Nature DMG +50% for 10 seconds. The two effects cannot stack. Arcane only needs the Nature branch: her INT Ultimate forcibly applies Corrosion as soon as the Gloompurger Array appears.
INT stat priority: Keep INT ≥ WILL, then prioritize Nature DMG Dealt, All Skill DMG Dealt, Arts Intensity, ATK, and Ultimate Gain Efficiency. This build is for players who want the 500% Battle Skill follow-up and 1440% Ultimate finisher.
Best WILL Gear: Eternal Xiranite
The recommended Array Arcana: WILL setup is Eternal Xiranite Light Armor + Eternal Xiranite Wraps + Eternal Xiranite Bracing Slab + Eternal Xiranite Bracing Slab. The listed values provide Will +257 and only Intellect +43, which is enough to reverse her natural INT advantage before weapon and other bonuses.
| Gear Piece | Listed Core Stats | Why It Fits |
|---|---|---|
| Eternal Xiranite Light Armor | DEF +56, WILL +110, Ultimate Gain Efficiency +12.3% | Massive Will increase and faster Ultimate access |
| Eternal Xiranite Wraps | DEF +42, WILL +65, INT +43, Ultimate Gain Efficiency +20.5% | Large Will gain without losing all INT value |
| Eternal Xiranite Bracing Slab ×2 | Each: DEF +21, WILL +41, Secondary Attribute +20.7% | Pushes Will above INT and strengthens the support route |
The Eternal Xiranite 3-piece effect gives HP +1000. After the wearer applies Amp, Protected, Susceptibility, or Weakened, the other teammates gain DMG Dealt +16% for 15 seconds. This trigger is confirmed for Arcane because her WILL Combo Skill and Elite 2 Ultimate apply Nature Susceptibility and Cryo Susceptibility.
WILL stat priority: First make sure WILL > INT. At Rank 12, aim toward 640 Will to cap both the Combo Skill’s +8% Will-based bonus and the Elite 2 Ultimate’s 12.8% Susceptibility formula. After that, prioritize Ultimate Gain Efficiency, useful secondary-attribute rolls, and survivability. Always recheck the final attribute screen after changing weapons because Solemn Phalanx and Junction Point both add Intellect.
What Are the Best Team Comps for Arcane?
The best Arcane teams either help the INT build trigger its Combo Skill and finish the full Gloompurge sequence, or use the WILL build as a Nature/Cryo amplifier. Both teams below keep Arts Infliction active and make good use of her AOE control.
Best INT Main DPS Team: Arcane + Xaihi + Perlica + Gilberta
Arcane + Xaihi + Perlica + Gilberta is the cleanest carry team. Gilberta groups enemies, applies Nature Infliction and Arts Susceptibility, slows targets, and improves Ultimate Gain Efficiency for allied Casters. This keeps packs inside Jadecrushing Grid and Gloompurge while helping the captain cycle her Ultimate.
Perlica supplies Electric Infliction. Two non-Nature Infliction stacks can trigger the INT version of Yinglung Stance IV even before Arcane applies Nature Infliction herself. Her Final Strike interaction also works well with Gloompurge, which needs Finishers or Final Strikes to launch both Cluster Strikes.
Xaihi provides healing, Arts Amp, Cryo Infliction, and teamwide Cryo/Nature Amp. Her support activates around Final Strikes, so she helps the same actions that drive Arcane’s Ultimate. The rotation is simple: Gilberta groups, Perlica and Xaihi prepare Infliction and buffs, Arcane triggers Yinglung Stance IV, detonates it with Jadecrushing Grid, then completes the Gloompurge sequence.
Best WILL Support Team: Last Rite + Tangtang + Xaihi + Arcane
Last Rite + Tangtang + Xaihi + Arcane uses the WILL build as a Cryo/Nature enabler. Tangtang applies Cryo Infliction, creates Waterspouts and Whirlpools, grants Haste to nearby allies, and slows enemies. This gives Arcane frequent Combo Skill triggers and helps keep enemies inside her pull effects.
Last Rite consumes Cryo Infliction and applies Cryo Susceptibility through Hypothermia. Arcane adds another Nature/Cryo Susceptibility layer, while Eternal Xiranite gives the other teammates DMG Dealt +16% after she applies Susceptibility. Xaihi keeps the team alive and adds Cryo/Nature Amp, allowing Last Rite to take the main burst window.
Yvonne can replace Last Rite in a more technical version. She can consume Cryo or Nature Infliction to force Solidification, so the extra Infliction stacks from Arcane’s WILL kit directly improve Yvonne’s setup.
What Materials Are Needed to Upgrade Arcane?
Arcane’s promotion materials are now confirmed. The table below covers her Elite promotions. Exact character EXP items and skill-level upgrade materials were not included in the supplied data.
| Promotion | Required Level | Materials | T-Creds |
|---|---|---|---|
| Elite 1 | Level 20 | 8 Protodisk, 3 Pink Bolete | 1,600 |
| Elite 2 | Level 40 | 25 Protodisk, 5 Red Bolete | 6,500 |
| Elite 3 | Level 60 | 24 Protoset, 5 Ruby Bolete | 18,000 |
| Elite 4 | Level 80 | 36 Protoset, 20 Triphasic Nanoflake | 100,000 |
The listed promotion total is 33 Protodisk, 60 Protoset, 3 Pink Bolete, 5 Red Bolete, 5 Ruby Bolete, 20 Triphasic Nanoflake, and 126,100 T-Creds.
Arcane Weapon Tuning Materials
| Weapon | Level 20 | Level 40 | Level 60 | Level 80 |
|---|---|---|---|---|
| Type 42: Solemn Phalanx | 5 Cast Die, 3 Kalkonyx, 2,200 T-Creds | 18 Cast Die, 5 Auronyx, 8,500 T-Creds | 20 Heavy Cast Die, 5 Umbronyx, 25,000 T-Creds | 30 Heavy Cast Die, 16 Triphasic Nanoflake, 90,000 T-Creds |
| Junction Point | 5 Cast Die, 3 Kalkonyx, 2,200 T-Creds | 18 Cast Die, 5 Auronyx, 8,500 T-Creds | 20 Heavy Cast Die, 5 Umbronyx, 25,000 T-Creds | 30 Heavy Cast Die, 16 D96 Steel Sample, 8 Igneosite, 90,000 T-Creds |
Which Constellations (Awakenings) Are Worth Getting?
Arknights: Endfield calls Arcane’s dupe upgrades Potentials. Her base kit is complete at P0, but P1 is a strong early breakpoint and P4 improves one of her biggest rotation limits.
| Level | Effect | Value / Verdict |
|---|---|---|
| P1: Watcher of the Sea | Yinglung Stance IV damage becomes 1.3 times the original. INT Mode gains 10 extra SP when Jadecrushing Grid hits an Imprisoned enemy. WILL Mode gains +6% Nature and Cryo Susceptibility. | Best early stopping point. Strong damage, rotation, and support value in one copy. |
| P2: Heart of Ice Cold Ferrium | Intellect +15, Will +15, and Arts Intensity +16. | Good general upgrade. Improves both modes without changing their attribute gap. |
| P3: Wielder of Stone | Weapon Honing is improved. Arcane-applied Corrosion lasts 5 seconds longer, and maximum Resistance Reduction increases by another 20% of the original value. | Strong INT utility. Best for Corrosion-focused teams and longer burst windows. |
| P4: Mind of Refined Steel | Gloompurge Ultimate Energy cost is reduced by 15%, lowering the listed cost from 100 to 85. | Major comfort breakpoint. Makes her Ultimate cycle much easier. |
| P5: Homeward Glance | INT Mode gains 16% Arts Amp during the Ultimate and raises Gloompurge Arcana to 1.3 times its original multiplier. WILL Mode adds +7% Nature/Cryo Susceptibility and cuts the remaining Yinglung Stance IV cooldown by 30% after the second Ultimate sequence. | Luxury capstone. Excellent for both builds, but expensive. |
Recommended stopping point: Stay at P0 if you only need her complete base kit. P1 offers the best early value, while P4 is the strongest high-investment comfort target. P5 is for players committed to making her a core Nature/Cryo operator.
Is Arcane Worth Pulling?
Yes, Arcane is worth pulling for accounts that want a Nature carry, a Nature/Cryo reaction support, or an AOE controller with real resistance pressure. Her INT build has a clear burst identity: a 500% Battle Skill follow-up, forced Corrosion, 24% Arts Amp during Gloompurge, and a 1440% Rank 12 Ultimate finisher. Her WILL build gives up that personal ceiling to copy Infliction stacks, pull enemies, and apply stronger teamwide Susceptibility.
She also has unusually clean gear synergy. Hot Work activates directly from her INT Ultimate, while Eternal Xiranite activates from the Susceptibility built into her WILL kit. Her signature weapon supports both modes, and Junction Point gives her a practical lower replacement with Nature damage and team ATK support.
The main drawback is execution. You must tune INT and WILL carefully, prepare the correct Infliction trigger, and land two Finishers or Final Strikes to unlock the full Ultimate sequence. Her 100 Energy cost can also feel slow before P4 or without Ultimate Gain Efficiency support.
Final verdict: Pull if you enjoy reaction setups and want a flexible operator who can switch between carry and support roles. Skip only if your account already has a finished Nature/Cryo core or you prefer a simpler damage dealer. Her final position in the Arknights: Endfield tier list will still depend on live encounter design and practical rotation uptime.
Frequently Asked Questions (FAQ)
Q: What is the best Arcane build in Arknights: Endfield?
A: For personal damage, use Type 42: Solemn Phalanx with Hot Work Exo-Rig, Hot Work Hands PPE, Hot Work Insulation Slab, and LYNX Slab. Keep INT at least equal to WILL. This activates the 500% Battle Skill follow-up, forced Corrosion, Hot Work’s Nature DMG +50%, and the 1440% Rank 12 Gloompurge Arcana finisher.
Q: Is Arcane better with INT or WILL?
A: INT is better for main DPS, while WILL is better for support and control. INT gives much higher Battle Skill and Ultimate multipliers. WILL adds pulling, copies Arts Infliction stacks, and scales Nature/Cryo Susceptibility. At Rank 12, a support build should aim toward 640 Will if possible.
Q: Does Arcane need Type 42: Solemn Phalanx?
A: No. The signature weapon is her best option because both passive branches match her dual-mode kit, but Junction Point is a strong lower replacement. At Rank 1, it gives Nature DMG +7% and can stack up to +12% ATK for Arcane plus +3% ATK for the other teammates after her Combo Skill applies Arts Infliction or Susceptibility.
