CONTINGENCY CONTRACT RE-IGNITION EVENT RECAP

Razer Kraken Kitty V2Wireless gaming headset with cat ear LED lighting, THX Spatial Audio, and a detachable mic.Shop on Razer.com→Sponsored. We may earn a commission at no extra cost to you.
Table of Contents
The Contingency Contract: Re-Ignition Experimental Operation season closed on July 23, 2026, and Gryphline sent it off with a pair of official recap infographics that put hard numbers on what the whole playerbase actually did in there. This is the data most of us only ever guessed at: how many operations got run, which Test Criteria everyone picked, how many teams walked out without a scratch, and which enemy ended more runs than any other. If you spent the last five weeks grinding Risk 20 for coins or chasing the Risk 52 ceiling, this is the scoreboard for all of it. Here is the full breakdown of both official infographics, with every figure transcribed and read against what we know about the Endfield Contingency Contract meta.

Official Re-Ignition recap infographic, part 1: Global Battle Overview and Test Criteria Selection. Image (c) Gryphline / Hypergryph, shared here for community reference.
TL;DR - Key Points
- 80,703,159 operations were initiated across all servers, eliminating 152,076,445 enemies and earning 17,584,997,528 Vitrified Coins in total.
- 975 Endministrators each challenged the mode over 1,000 times, and one player reached a Total Test Criteria of 40 just 6 minutes 50 seconds after launch.
- Players selected 1,151,318,633 Test Criteria overall, an average of 14.3 criteria per battle.
- The most-selected criteria were Edit: Thrill, Ambient: Partition, and Team: Whittle Down. The least-selected were Team: Battle Chill I, Team: Heat Loss I, and Ambient: Re-Construct I.
- 361,162 operations were cleared with the entire team taking zero damage, and 71,697 were cleared with only one operator left standing.
- The lowest team HP anyone cleared a stage on was 0.1%, and 30,268,273 operations ran out the clock and failed on the timer.
- Tidewalker disconnected more operators than any other enemy across all servers.
- Only 1.2% of players hit Risk 20 within the first hour, a reminder that the reward cap is a pace, not a race.
The Global Battle in Raw Numbers
The first infographic opens with a Global Battle Overview, and the scale is the story. Across the entire Re-Ignition run, Endministrators initiated 80,703,159 operations. That is not clears, it is attempts, which means the real churn of retries, resets, and criteria experiments was enormous. For a mode where a single high-risk run can take six to seven minutes, eighty million attempts is a staggering amount of collective playtime funneled into one endgame event.
Here is the headline scoreboard, straight from the graphic:
| Metric | Total |
|---|---|
| Operations initiated | 80,703,159 |
| Test Criteria achieved (cumulative) | 213,844,324 |
| Enemies eliminated | 152,076,445 |
| Vitrified Coins earned | 17,584,997,528 |
| Test Criteria selected (cumulative) | 1,151,318,633 |
| Average Test Criteria per battle | 14.3 |
Two of those numbers are easy to confuse, so it is worth separating them. The 1,151,318,633 Test Criteria selected is the count of every individual modifier players toggled on, summed across all eighty million operations. Divide it by the operation count and you land on the 14.3 average the graphic quotes. The 213,844,324 achieved figure is the cumulative Total Test Criteria score players actually cleared for, a different and smaller pool because not every selected criterion ends in a successful clear.
What 152 Million Dead Enemies Actually Tells Us
The 152,076,445 enemies eliminated figure is the kind of number that sounds abstract until you divide it out. Against 80.7 million operations, that is a little under two enemies removed per attempt on average, which lines up with how front-loaded Re-Ignition’s difficulty is: a lot of runs ended early, on the first or second wave, before the squad ever reached the boss. The mode’s real filter was never raw enemy count, it was the timer and the criteria stack.
The 17.58 billion Vitrified Coins total is the reward economy in one line. Because the shop capped every meaningful reward at Risk 20, the vast majority of those coins came from players clearing the same comfortable bracket over and over for cycle-mission payouts, not from ceiling-chasers. If you want the full picture of where those coins were meant to go, the Contingency Contract hub breaks down the Secret Sanctuary shop and the exact coin sources.
The Test Criteria Players Actually Picked
This is the section that matters most if you care about the meta, because it shows what the playerbase collectively decided was worth taking. The average run carried 14.3 Test Criteria, which sits comfortably above the Risk 20 reward line once you account for the fact that many of those criteria are low-point gimmick nodes rather than heavy risk stackers.
The graphic then ranks the three most-selected and three least-selected criteria. We cross-checked every name and effect against our own Modifier Dashboard, and they line up exactly:
| Rank | Criterion | Category | Effect |
|---|---|---|---|
| Most #1 | Thrill II | Edit | DMG dealt by enemies +80% |
| Most #2 | Partition | Ambient | Cannot switch controlled operator once battle begins |
| Most #3 | Whittle Down | Team | Damage taken partly converts to Max HP Reduction (30% melee / 50% ranged) |
| Least #1 | Battle Chill I | Team | Every 2 battle skills applies 1 Cryo stack to your controlled operator |
| Least #2 | Heat Loss I | Team | Every 2 combo skills applies 1 Cryo stack to your controlled operator |
| Least #3 | Re-Construct I | Ambient | Final-wave Heavy Ram and Heavy Sting become tougher alpha variants |
The pattern is clean and it confirms what most Risk 40+ pushers already knew. Players gravitated toward criteria that add risk points without meaningfully changing how a run plays. Thrill just makes enemies hit harder, which a kiting squad barely feels. Partition locks your controlled operator, which is free if you were already committing to one carry. Whittle Down punishes getting hit, which a clean run simply avoids.
Why the Least-Picked Criteria Got Skipped
The bottom three tell the same story from the other side. Battle Chill and Heat Loss both dump Cryo Infliction onto your controlled operator every time your squad casts skills, which is a nightmare for any comp that leans on skill spam and a genuine threat of a freeze mid-fight. They punish exactly the high-uptime playstyle that top clears rely on, so they got left on the shelf.
The exception to the “skip cryo criteria” habit is the Estella control build, which sidesteps the whole category. Estella’s talent ignores cryo infliction outright, which is why she anchored so many high-risk clears. If you never learned that interaction, our Estella Risk 40 guide walks through why she defuses the criteria that scared everyone else off.
Re-Construct I landing in the least-picked bucket is more about timing than difficulty. It was one of the five criteria added in the mid-event Phase 2 update, so it simply had fewer weeks in the pool to accumulate selections. The full context on that update lives in our Phase 2 Test Criteria breakdown.
The Top Team Comps of Re-Ignition
The second infographic opens with the three most common team compositions taken into battle, ranked No.1 through No.3, followed by the operators most frequently chosen as the controlled unit whenever Ambient: Partition was active.

Official Re-Ignition recap infographic, part 2: most common team comps and fun facts. Image (c) Gryphline / Hypergryph, shared here for community reference.
The infographic shows the full lineups as character art rather than names, and we are not going to guess at low-resolution portraits and misname an operator. What the ranking confirms is directional, and it matches the season’s documented clears: the mode settled on a small number of reliable cores rather than a wide-open field. For the exact operators, roles, and risk-node pairings that carried the meta, our Contingency Contract hub team-comp section has the full Day 1 meta table, from the Estella control crutch to the electric Zhuang Fangyi comp behind the Risk 52 ceiling.
The Partition callout is the more useful takeaway. Because that criterion locks you to one operator for the whole fight, the operators players trusted to be that single locked unit are, in effect, the community’s verdict on who is the safest solo anchor. That overlaps heavily with the controlled operators in our high-risk clear videos.
Fun Facts: The Flex Numbers
The right half of the second infographic is a run of “fun facts,” and they are the flex stats every player secretly wants to know. These are the extremes of the whole season:
- 361,162 operations were cleared with the entire team taking no damage. A clean, no-hit clear is the purest expression of the kiting-and-timing playstyle the mode rewards.
- 71,697 operations were cleared with only one operator left standing, and the lowest total team HP anyone cleared a stage on was just 0.1%. That is a clutch measured in single-digit hitpoints.
- 30,268,273 operations were interrupted when time ran out. The timer, not enemy damage, was the single largest cause of failed runs, which validates every guide that told you to drop the Time Limit criteria first if you were not chasing the absolute ceiling.
- The enemy responsible for disconnecting the most operators across all servers was Tidewalker. If you felt personally victimized by that boss, the numbers agree with you.
The no-damage and one-operator-standing figures sit at opposite ends of the skill spectrum, and both are worth appreciating. One is flawless execution, the other is refusing to lose. Together they are a decent snapshot of how the community approached the ceiling.
The Livestream Benchmarks
The infographic closes with two numbers pulled from the official livestream showcase comps, and they are a neat illustration of how thin the margins get at the top.
Using the Rua team comp from the livestream, the highest number of Test Criteria achieved in a single operation was 41. Using the Light Zhong team comp and Test Criteria from the livestream, the clear success rate was 5.6%. The graphic’s own caption sums it up: “the value of the first-ever clear and first-ever failed attempt speaks for itself.”
A 5.6% success rate is the honest face of high-risk Contingency Contract. For every clean clear that makes it into a highlight reel, roughly seventeen attempts ended in failure. That is the reality behind the Risk 45 to 52 clears documented across the community, and it is why the mode’s reward cap sits all the way down at Risk 20.
What the Numbers Say About the Meta
Read together, the two infographics confirm the shape of the Re-Ignition meta rather than upend it. The most-selected criteria were the ones that inflate risk cheaply without changing execution. The least-selected were the ones that attack skill uptime and survivability, the two things top comps cannot afford to lose. Players, in aggregate, optimized exactly the way the theorycrafting predicted.
For different types of player, the recap lands differently:
- Reward-focused players should feel vindicated. With Risk 20 capping every reward and only 1.2% of players even reaching it in the first hour, there was never any pressure to push high. The 17.58 billion coins came overwhelmingly from comfortable, repeated Risk 20 clears.
- Ceiling chasers get their scoreboard. The 5.6% success rate and the 41-criteria single-run peak are the real difficulty numbers, and they contextualize just how sharp the documented Risk 52 clears were.
- Newer players get a roadmap. The most-picked criteria list is effectively a starter kit: take Thrill, Partition, and Whittle Down first, because they add risk points you will barely feel.
Common Misreadings of These Stats
A recap like this is easy to over-interpret, so a few guardrails before you draw conclusions:
- “Most selected” does not mean “hardest.” The top three criteria are popular precisely because they are easy to play around, not because they are the toughest nodes. Do not read the ranking as a difficulty tier list.
- The 14.3 average is not a target. It is a mean dragged around by both Risk 20 farmers and Risk 50 pushers. Your own runs should carry whatever criteria hit Risk 20 most cheaply, not chase an average.
- Selected does not equal cleared. The 1.15 billion selected criteria and the 213 million achieved are different pools. A criterion you pick and then fail on still counts as selected.
- Least-picked is not the same as weakest. Re-Construct I landed low mostly because Phase 2 added it late, not because it was toothless.
If you are building around any specific criterion, our Contingency Contract Test Criteria meta breakdown is the place to check what each node actually does before you commit points to it.
What Would Change This Next Season
Contingency Contract is a rotating season, so treat this recap as a baseline rather than a permanent verdict. A few things would move these numbers next time:
- New operators. Every carry added between now and the next season shifts the top-comp rankings and the Partition controlled-operator list. A single strong new anchor can rewrite the meta.
- Criteria pool changes. If the next season retires or reworks the cheap-risk favorites like Thrill and Partition, the average criteria-per-battle number will move, and players will have to find new low-cost points.
- Timer tuning. With 30 million runs failing on the clock, any adjustment to wave timers or the Time Limit criteria would visibly change the timeout-failure share.
- A higher reward cap. The single biggest lever. If a future season pushes the reward cap above Risk 20, the entire “1.2% reached Risk 20 in the first hour” dynamic changes overnight, and far more players would push high.
We will run the same breakdown on the next season’s recap when it lands, so you can see exactly how the meta moved.
Final Read
The Re-Ignition recap is a rare, clean look at what an entire playerbase does with an endgame mode when nobody is watching. The verdict is that the community played it smart: cheap risk points, safe anchors, and a firm refusal to grind past the Risk 20 reward line unless bragging rights were on the table. The extremes, from 361,162 flawless clears to a 0.1% HP survival, are the flourishes. The real story is 80 million operations of collective optimization landing exactly where the theory said it would. Bookmark the Contingency Contract hub and check back when the next season’s numbers drop.
FAQ
How many operations were run in Contingency Contract Re-Ignition?
A total of 80,703,159 operations were initiated across all servers during the Re-Ignition Experimental Operation season. That figure counts every attempt, not just successful clears, so it includes the enormous volume of retries and criteria experiments the mode encourages.
What were the most popular Test Criteria?
The three most-selected Test Criteria were Edit: Thrill, Ambient: Partition, and Team: Whittle Down. All three add risk points without heavily changing how a run plays, which is why the playerbase gravitated to them.
What were the least popular Test Criteria?
Team: Battle Chill I, Team: Heat Loss I, and Ambient: Re-Construct I were the least-selected. Battle Chill and Heat Loss both punish skill uptime by applying Cryo Infliction to your controlled operator, and Re-Construct I was added late in the Phase 2 update, so it had less time to accumulate picks.
How many Test Criteria did the average player take?
Players selected 1,151,318,633 Test Criteria in total, which works out to an average of 14.3 criteria per battle. That comfortably clears the Risk 20 reward line once you account for how many of those are low-point gimmick nodes.
Which enemy caused the most failed runs?
Tidewalker disconnected more operators across all servers than any other enemy. Separately, 30,268,273 operations failed because the timer ran out, making the clock the single largest cause of failure overall.
How many players cleared with no damage taken?
361,162 operations were cleared with the entire team taking zero damage. A further 71,697 operations were cleared with only one operator left standing, and the lowest team HP anyone cleared a stage on was just 0.1%.
How hard was the high-risk content really?
Using the livestream’s Light Zhong team comp and its Test Criteria, the clear success rate was 5.6%, meaning roughly seventeen attempts failed for every clean clear. The Rua livestream comp hit a peak of 41 Test Criteria in a single operation. Those numbers show how sharp execution had to be at the top.
Did I need to push high risk for rewards?
No. Every reward capped at Risk 20, and only 1.2% of players even reached Risk 20 within the first hour. The 17.58 billion Vitrified Coins earned came overwhelmingly from comfortable, repeated Risk 20 clears, not from ceiling pushing. For the full reward layout, see the Contingency Contract hub.
When did the Re-Ignition season end?
The Contingency Contract: Re-Ignition Experimental Operation season and its Secret Sanctuary shop closed on July 23, 2026. Any unspent Vitrified Coins were wiped at the season’s end and do not carry into future seasons.
Take a Break
Available on desktop


