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Operator Guide

TYPHOEUS BUILD GUIDE: WEAPONS, GEAR & TEAMS

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Endfield Hub Team
#Arknights Endfield#Typhoeus#Operator Guide#Build Guide#Nature Striker#Version 1.5#Arts Unit
Typhoeus Build Guide: Weapons, Gear & Teams
Table of Contents

Typhoeus is the first Endfield operator whose kit actively wants her off the ground. She hovers, she shoots downward, and while she is airborne she ignores ground attacks entirely. For a game where most threats are melee packs that walk at you, that is a defensive layer welded onto a damage window.

She arrives September 2, 2026 on the Winter Hunt banner, Phase 1 of Version 1.5. This guide is written before release, so let me be straight about what that means: her skill multipliers, talents, potentials and ascension materials do not exist publicly yet, and her main attribute is still officially TBD. Everything below is built on her confirmed kit text, her weapon card, and what the existing roster data can tell us about a Nature Striker holding an Arts Unit. Where something is a guess, I say so.

Typhoeus promotional art for Arknights Endfield Version 1.5, a purple-haired Sarkaz operator with dark curved horns holding a large mechanical greatbow

Endfield Hub is a fan-made resource and is not affiliated with Hypergryph or Yostar.


TL;DR

  • Her weapon class is Arts Unit, not a new bow class. The greatbow is her model. Her gear slot takes the same weapons Zhuang Fangyi and Ardelia use.
  • Signature weapon is Umbra of Frigid Eventide from the Deep Cold Arsenal Issue banner. Its card shows Agility Boost, Attack Boost, and the Detonate skill.
  • No other Arts Unit in the game is Agility main. All fifteen currently in the dataset are Will or Intellect main, so if she scales on Agility her signature has no off-banner substitute.
  • Her loop is two conversions. Aerial Basic Attacks build Signs, 8 Signs unlocks her Combo Skill, the Combo Skill refills Hunting Arrows, and Hunting Arrows get spent for bonus Nature Burst damage.
  • She wants one Nature applicator on the team. Consuming Nature Infliction grants a bonus Sign, which is the difference between reaching 8 Signs quickly and grinding there.
  • Qingbo is the gear set to plan around. Combo Skill CDR and on-combo Skill DMG both hit the exact step her rotation bottlenecks on.
  • Hovering uptime is her whole ceiling. Two interactions extend it: Combo Skill while airborne resets her attack count, and Ultimate while airborne holds the state until it ends.
  • Do not pre-farm Agility essences on the strength of a weapon card. Yvonne carries the roster’s highest Striker Agility and still scales on Intellect.

Who Typhoeus is, and why “Arts Unit” matters more than “great bow”

Start with a correction, because it changes what you can actually equip her with.

When the 1.5 preview program aired, the community read her animations and concluded Endfield was adding a bow class. It did not. Her profile lists her weapon type as Arts Unit, the same equipment category that already covers Zhuang Fangyi, Ardelia, Arcane, Gilberta, Xaihi, Perlica and Antal. The greatbow is her character model and her attack animation. The thing that goes in her weapon slot is an Arts Unit, and every Arts Unit you have already farmed is a legal option for her.

That single fact does more work than it looks like. It means she is not gated behind a brand-new weapon pool with three options at launch. It means the free Protocol Pass Arts Unit is available to her. And it gives us a structural comparison: Zhuang Fangyi is also a Striker, also holds an Arts Unit, and also fights at 10.0m range. If you want a mental model for how Typhoeus will feel to position, Zhuang Fangyi is the closest thing on the roster.

The divergence is the vertical axis. Zhuang Fangyi stands at range and applies Electric. Typhoeus goes up. Her Battle Skill and her Ultimate both put her into a Hovering state, and while she is hovering she deals continuous damage and evades ground-based attacks. Nothing else on the roster does that. Against the melee-dense packs that fill most Endfield content, evading ground attacks is not a small bonus, it is a different way of taking a fight.

In lore she is a Sarkaz reconvener of Rhodes Island who travels Sami collecting and preserving the region’s stories. Her stream tagline, “Everything is a gift from Sami,” is aimed squarely at anyone who followed the original game’s Sami arc, and our Sami and Collapsals lore breakdown explains why that name has OG players convinced something followed her through the gate. If you want the full pre-reveal argument about her relationship to Typhon, we covered it in the Sarkaz Dream Traveler lore breakdown, and the 1.5 preview program recap has the rest of the patch context.

Signs, Hunting Arrows and Hovering

Her resource system is two conversions in sequence, and understanding the order matters more than any individual number.

Aerial Basic Attacks make Signs. Each hit gives one. If the target already has Nature Infliction on it, the hit consumes that Infliction and gives her an extra Sign on top.

Eight Signs unlock her Combo Skill. Casting it drops a damage-over-time area that slows enemies and raises the Nature Burst damage they take, and it fully refills her Hunting Arrow stacks.

Hunting Arrows get spent for burst. Her Battle Skill and her Ultimate both consume them for additional Nature Burst damage.

Typhoeus combat HUD showing the Hunting Arrow stack indicator highlighted beside her Sign gauge

Read that chain backwards and the dependency becomes obvious. Her burst damage comes from Hunting Arrows. Hunting Arrows come from the Combo Skill. The Combo Skill needs 8 Signs. Signs come fastest when there is Nature Infliction on the target for her to eat.

So she is not self-sufficient in a vacuum. She functions solo, she just functions slowly, because without a Nature applicator she is climbing to 8 Signs one Aerial Basic Attack at a time with no bonus stacks. Put one Nature unit next to her and the whole loop tightens. That is the single biggest team-building constraint on her, and it is worth deciding how you will solve it before you spend Oroberyl.

Typhoeus’s kit, skill by skill

Skill names below come from the 1.5 preview program. The mechanical text is confirmed; the numbers are not.

Basic attack: Wildlands Huntress

A chain of up to five shots dealing Nature damage. On the ground it is unremarkable. The version that matters is the Aerial Basic Attack she performs while Hovering, because that is the one that generates Signs and eats Nature Infliction. Treat her ground attack chain as filler between hover windows rather than a real part of her damage.

Battle skill: Piercing Arrows of the Woods

She enters the Hovering state and performs five Aerial Basic Attacks. Each hit gives one Sign, and each hit that consumes Nature Infliction gives another. If she has Hunting Arrows banked, they get spent here for extra Nature Burst damage.

Typhoeus battle skill animation, entering the hovering state and firing aerial basic attacks at ground enemies

This is her bread and butter and it is doing three jobs at once: it lifts her out of melee range, it builds her Sign meter, and it dumps her banked burst. Five hits with Nature Infliction available is six to ten Signs depending on how many hits find Infliction, which means one good Battle Skill cast can put her at or near the Combo Skill threshold by itself.

Combo skill: Rampant Thorns

Available at 8 Signs. She drops an area that deals Nature damage over time, slows enemies inside it, and increases the Nature Burst damage they receive. It also fully refills her Hunting Arrows.

Typhoeus combo skill at eight Signs, dropping a Nature damage-over-time area that slows enemies

Three separate payoffs on one button: sustained area damage, crowd control, and a damage-taken debuff that her own Hunting Arrow bursts then cash in. The Nature Burst amplification is the part people will undervalue at launch. She refills her arrows and simultaneously makes the arrows hit harder, in the same cast.

Ultimate: Call of the Mountain

She deals Nature damage in an area in front of her and enters Hovering. During that state she performs up to five Aerial Basic Attacks, and each one triggers a Hail of Arrows at the enemy’s position for additional damage in a small area. Those Aerial Basic Attacks still consume Nature Infliction for bonus Signs.

Typhoeus ultimate, dealing area Nature damage then hovering and calling down Hail of Arrows strikes

The Ultimate is a second hover window with the aerial attacks upgraded. Five Aerial Basic Attacks that each spawn their own small area-of-effect strike is a real damage spike, and it is still feeding her Sign meter while it happens. The important clause is the last one: casting the Ultimate while already Hovering keeps her airborne until the Ultimate ends.

The hovering uptime question

Everything good about Typhoeus is conditional on being in the air. So the interesting question is not how hard she hits, it is how much of a fight she can spend hovering.

Two interactions extend it, and they are the most important lines in her whole kit.

Combo Skill while Hovering keeps her airborne and resets her Aerial Basic Attack count. She does not land to cast it, and the five-attack budget refreshes.

Typhoeus triggering her combo skill while hovering, staying airborne and resetting her aerial basic attack count

Ultimate while Hovering holds the state until the Ultimate ends. No landing, no re-entry cost.

Chain those and a clean sequence looks like this: Battle Skill to get airborne, five Aerial Basic Attacks that eat Nature Infliction and push past 8 Signs, Combo Skill without landing to refill arrows and reset the attack counter, five more Aerial Basic Attacks now spending those arrows into an amplified target, then the Ultimate to extend the window again with Hail of Arrows on top.

That is a long time in the air on paper. Whether it survives contact with real encounters depends on things nobody can check yet: whether Hovering has a hard duration cap independent of her attack count, whether anything in the game interrupts it, and how her Sign generation holds up when the target has no Nature Infliction to consume. If the hover window turns out to be short or easy to knock her out of, she drops from a defensive-offensive package to a conditional damage dealer. That is the single biggest risk on her, and I would rather flag it now than pretend the theorycraft is settled.

Best weapons

Her signature is Umbra of Frigid Eventide, a 6-star Arts Unit from the Deep Cold Arsenal Issue weapon banner that runs alongside Winter Hunt.

Umbra of Frigid Eventide weapon card showing a 6-star Arts Unit with Agility Boost, Attack Boost and Detonate lines

The card gives us three lines: Agility Boost, Attack Boost, and the Detonate weapon skill. That is the strongest evidence we have that she scales on Agility, and it creates a problem worth understanding before her banner opens.

Every Arts Unit weapon currently in the game is Will main or Intellect main. All fifteen of them. There is no Agility Arts Unit, there has never been one, and Umbra of Frigid Eventide would be the first. If Typhoeus really is an Agility operator, her signature weapon has no substitute. You cannot approximate it with a 5-star, you cannot bridge it with the free Protocol Pass option, and the gap between having it and not having it is a whole main stat.

That makes her weapon banner unusually load-bearing compared to, say, Arcane, who could hold her stance on any Intellect-main Arts Unit while she farmed.

Weapon Rarity Main stat and lines What it does for Typhoeus Verdict
Umbra of Frigid Eventide 6-star Agility, Attack Boost, Detonate The only Agility Arts Unit in the game. If she scales on Agility, nothing else replaces the main stat. Best in slot, and unusually hard to skip
Opus: Etch Figure 6-star Will, Nature DMG / Suppression The only Arts Unit carrying a Nature DMG line, which lands on every part of her kit. Wrong main stat, right damage type. Best non-signature option
Junction Point 6-star Intellect, Ult Gain / Efficacy Free from the Protocol Pass. Ultimate Gain matters because her Ultimate is a second hover window. Best free bridge
Oblivion 6-star Intellect, Arts DMG / Twilight Generic Arts damage with no conditional trigger to miss. Safe, unexciting. Fine placeholder
Detonation Unit 6-star Intensity / Detonate Shares the Detonate skill with her signature, so if Detonate turns out to matter for her this is the cheap way to test it. Situational, worth watching
OBJ Arts Identifier 5-star Intellect, Intensity / Pursuit Easy to reach and fully upgrade early. Gets her functional while you decide. Budget starter

My honest read: if you want Typhoeus to perform, budget for the weapon banner. That is not advice I give often, and I would not give it if a single Agility-main alternative existed. Run the numbers in our pity calculator before committing, and remember the featured guarantee does not carry between banners.

Best gear sets

Her rotation bottlenecks on one thing: getting to 8 Signs and casting the Combo Skill. So the sets that speed up or amplify that step are worth more to her than raw damage lines.

Gear set Set effect Why it fits Typhoeus
Qingbo Combo Skill CDR +15%; on combo cast, Skill DMG +20% (2 stacks) Both halves land on the exact step her loop runs through. Faster Combo Skill means faster Hunting Arrow refills, and the Skill DMG stacks amplify the burst she spends them on.
AIC Fieldwork All damage types +20%, damage reduction +10%, Ultimate Gain Efficiency +10% No conditional trigger to miss, and Ultimate Gain brings her second hover window online sooner. The 10% damage reduction covers the moments she is grounded.
Xiranflow ATK +10%; Electric and Nature DMG +15% on Arts reactions She consumes Nature Infliction as a core mechanic, which is exactly what this set pays out on. Needs a teammate feeding reactions to shine.
Hot Work Arts Intensity +30; Nature DMG after Corrosion Strong if you pair her with a Corrosion applicator like Ardelia or Arcane. Dead weight without one.
Tide Surge Arts Intensity +24; Arts DMG after 2+ stacks of Arts Infliction The awkward one. See below.

Tide Surge deserves the caveat rather than a clean recommendation. It rewards keeping two or more stacks of Arts Infliction on the target, but Typhoeus spends Nature Infliction to generate Signs. She may well be fighting her own set uptime, consuming the stacks that switch the bonus on. It could still work if her team applies Infliction faster than she eats it. I would not build into it blind.

One practical warning while you plan. Only fifteen of the twenty-three named sets have real level-70 T4 pieces. Aburrey’s Legacy, AIC Heavy, AIC Light, Armored MSGR, Catastrophe, Mordvolt Insulation, Mordvolt Resistant and Roving MSGR are T3 only, so do not design a Typhoeus build around them no matter how well the set effect reads. Roving MSGR in particular looks tempting for an Agility operator until you notice its payoff is Physical damage, which does nothing for her. Our gear priority guide and the gear sets database have the full picture.

Stat and essence priority

Here is where I have to be careful, because the internet is already treating one data point as settled fact.

Her main and secondary attributes are officially listed as TBD. The Agility read comes entirely from her signature weapon’s card. That is real evidence and it is probably right, but it is one data point, and there is a good counter-example sitting in the roster: Yvonne has the highest Agility of any Striker in the game at 128, and she still scales on Intellect at 176. A high Agility number and an Agility main stat are different things.

What I would actually do:

  1. Do not pre-farm Agility essences on this. Essence rerolls are expensive and the confirmation is two weeks away.
  2. Bank generic ATK and Nature DMG lines instead. Those are correct on her regardless of which attribute turns out to be primary.
  3. Prioritise Ultimate Gain Efficiency higher than you normally would. Her Ultimate extends her hover window on top of dealing damage, so cycling it faster buys her survivability as well as output. That is worth more on her than on a typical carry.
  4. Treat crit as unresolved. Nothing in her confirmed kit text points at a crit-scaling mechanic, so do not commit an essence budget to it yet.
  5. Confirm the main stat on day one, then commit. Her attribute panel will be readable the moment she is playable.

Our essence guide covers the triple-slot rules if you are still building your essence plan, and the artificing planner will tell you what you can actually afford to make.

Best teams for Typhoeus

Every good Typhoeus team answers the same question first: who is putting Nature Infliction on the target for her to eat?

The four comps below are the short version. If you want the full partner-by-partner breakdown, including a pairing tier table and which fourth slot to run per content type, our Typhoeus best teams and who to pair with her post covers it in depth.

Nature infliction core

Typhoeus . Ardelia . Gilberta . flex

The straightforward answer. Ardelia applies Corrosion and heals, Gilberta applies Nature Infliction and groups enemies together so her Combo Skill area and Hail of Arrows both hit more targets. Grouping is quietly one of the best things you can give a hovering area-damage operator, because she is shooting down into a fixed zone. This is also the comp that unlocks Hot Work as a real gear option, since Ardelia keeps Corrosion up.

Corrosion double-dip

Typhoeus . Arcane (INT) . Ardelia . sustain

Arcane in her Intellect stance lays Nature Infliction and stacks Corrosion faster than anything else in the game, which means Typhoeus’s Aerial Basic Attacks almost always find Infliction to consume. More Infliction consumed means more bonus Signs, which means her Combo Skill comes online sooner and her Hunting Arrows cycle harder. If you already built Arcane for damage, read our Arcane build guide for how to slot her alongside a second Nature carry rather than competing with one.

Ranged pressure shell

Typhoeus . Zhuang Fangyi . Perlica . Xaihi

Two Arts Unit Strikers at 10.0m, an SP battery, and a healer. This one is less about elemental synergy and more about positioning: everyone stays back, nothing walks into melee, and Typhoeus’s hover evasion covers the one operator who does get pressured. Perlica keeps skills cycling, Xaihi keeps the team alive. Our Zhuang Fangyi guide has her rotation if you want to line the two up.

Budget and F2P

Typhoeus . Fluorite . Ardelia . any tank

Fluorite is a free Nature Caster and she does the one job Typhoeus actually needs, which is putting Nature Infliction on things. She is not efficient and her combo cooldowns are punishing, but she is free and she solves the dependency. Ardelia covers healing. Worth knowing before you plan this comp: Purrchena, the free 5-star Defender arriving in Phase 2 on September 24, applies Nature Infliction on her free Battle Skill recast, which makes her a second no-cost answer to the same problem. Our Purrchena build guide covers how she slots in. This comp will not top any damage chart, and it will let a day-one Typhoeus function properly while you build something better.

Rotation direction

Until real numbers land, treat this as the shape rather than the script.

  1. Let a teammate apply Nature Infliction first. Opening with Typhoeus wastes the bonus Signs.
  2. Battle Skill to get airborne. Five Aerial Basic Attacks, each eating Infliction where it exists. Expect to clear or approach 8 Signs from this alone.
  3. Combo Skill without landing. Refills Hunting Arrows, resets your Aerial Basic Attack count, drops the slow and the Nature Burst amplification.
  4. Spend the refreshed attacks into the amplified zone. This is the damage window, with Hunting Arrows converting into Nature Burst on top.
  5. Ultimate while still Hovering. Extends the state to the Ultimate’s duration and adds Hail of Arrows to every remaining aerial attack.

The habit to build is casting the Combo Skill before you touch the ground. Landing and re-entering costs you a Battle Skill cast you did not need to spend.

How to build her by player type

  • The F2P player. Skip the weapon banner, run Junction Point or Opus: Etch Figure, and build Qingbo. Pair her with Fluorite for the Nature Infliction she needs. She will work, she will just want the signature eventually more than most operators do.
  • The mid-spender. Decide on the weapon banner before Winter Hunt opens, not during. Because no other Arts Unit is Agility main, Umbra of Frigid Eventide is a bigger relative upgrade than a typical signature. If you can only afford one of the two banners, and you already own a Nature applicator, the weapon is the more defensible skip only if she turns out not to scale on Agility.
  • The whale. Signature weapon plus Qingbo, with an AIC Fieldwork set built in parallel so you can compare once real numbers exist. Watch her duplicates for anything that touches hover duration, since that is the stat her ceiling actually lives on.
  • The player with no Nature team. Build the applicator before you build her. Gilberta or Fluorite first, Typhoeus second. Pulling her into an empty Nature slot means playing her at half speed.

Common mistakes to avoid

  • Waiting for a bow weapon class. It does not exist. Equip an Arts Unit and stop holding a slot open.
  • Opening the fight with Typhoeus. Her Sign generation doubles when there is Nature Infliction to consume, so she should move second.
  • Landing to cast the Combo Skill. It works from the air, and casting it airborne resets your attack count. Landing throws away the best interaction in her kit.
  • Pre-farming Agility essences. Her main attribute is unconfirmed. One weapon card is not a stat sheet.
  • Building Tide Surge because it says Nature. She consumes the Infliction stacks the set needs. Verify uptime before you commit gear to it.
  • Chasing Roving MSGR for the Agility line. It is T3 only and its payoff is Physical damage. Two reasons it does nothing for her.

What would change this guide

  1. Her confirmed main attribute. If she is Intellect or Will main rather than Agility, the entire weapon section reshuffles and her signature stops being irreplaceable.
  2. Hover duration mechanics. A hard time cap, or interruptible hovering, would cut her ceiling substantially.
  3. Her talents. None are public. A talent that extends hovering or changes Sign generation could rewrite the rotation.
  4. What Detonate actually does on her. The weapon skill is named on her signature card but its behaviour on a Nature Striker is unknown.
  5. Whether Nature Infliction consumption competes with her team. If she eats the Infliction her teammates need for their own triggers, the Nature comps above get more complicated than they look.

We will update this guide with real numbers once she is playable.

Is Typhoeus worth pulling?

If you run Nature teams, she is the Nature carry that slot has been waiting for, and she pairs with the Corrosion and Infliction units you have already built rather than competing with them.

If you keep losing runs to melee-dense content, she is worth pulling on the hover evasion alone. Ignoring ground attacks is a mechanic no other operator has, and defensive uniqueness tends to age better than raw damage numbers.

If you have no Nature applicator and no plan to build one, temper your expectations. She works solo, she just works slowly, and a slow Typhoeus is a mediocre Striker with a neat animation.

The pull case I am least sure about is the weapon banner. Everything I can verify says her signature is unusually hard to replace, and everything I cannot verify is whether she needs it. That is an uncomfortable place to be two weeks before a banner, and I would rather say so than manufacture confidence.

Final verdict

Typhoeus is the most mechanically interesting operator Endfield has added in a while, and the reason is not her damage. It is that she changes where the fight happens. A kit that converts enemy debuffs into her own resource, then converts that resource into burst, while sitting somewhere melee enemies cannot reach, is a genuinely new shape for this roster.

The catch is that all of it depends on hover uptime, and hover uptime is the one thing nobody can measure yet. Build the Nature applicator, plan for Qingbo, keep your essence budget flexible until her attribute panel is readable, and take the weapon banner seriously in a way you would not for most signatures.


Endfield Hub is a fan-made resource and is not affiliated with Hypergryph or Yostar. Kit mechanics are confirmed from the Version 1.5 preview program; exact damage numbers confirm at launch.

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