
Character Profile
“Suited up and ready. There will be no holding back.”
Argent Flow, given name Ye Minghe, is an Imperial Guard of Yan and the Hongshan Academy of Sciences' Captain of Pacified Skies, sent by the Academy to work with Endfield Industries as battlefield support and a combat instructor. He comes from the Ye family, a line of Yan generals, rides a galloper named Nuli whom he met as a fourteen-year-old after a fight that lasted a day and a night, and carries an old journalist's camera so he can send her photos of the places he travels. Calm and polite despite a reputation for arrogance from his youth, he counts Tianshi Tan among his mentors. In combat he is a 6-star Electric Guard on a Sword: his Electrification raises all damage the target takes and applies Sunderization, and any Crush detonates it.
Argent Flow Lore & Story
OripathyOripathy negative, based on medical examination reports.
Argent Flow (given name Ye Minghe) is currently an Imperial Guard of Yan and Hongshan Academy of Sciences (HAS) Captain of Pacified Skies*. Following HAS orders, he is now working closely with Endfield Industries, offering battlefield support while providing instructions on various combat techniques. *NOTE: Pursuant to the Law of Yan, the Imperial Guards are not a subordinate organization under the Affiliated Hongshan Academy of Sciences of Tianshi Bureau of Great Yan. However, given the historical complexities involved, this NOTE (absent other details) provides a sufficient explanation for this particular naming convention.
Operator Argent Flow revealed maturity and calm when dealing with other personnel and has proved to be a good team player. Concerns regarding his "haughty arrogance", "extreme unfriendliness", and other personality issues voiced by some operators seem to have been misplaced. Operator Argent Flow gave two explanations for the rise of such misunderstandings: (1) though it is true that members of the Imperial Guards act in different ways, most of the stories about them are fictional; and (2) certain "embarrassing follies of youth" that took place years ago have been passed around for too long, and were probably subject to exaggeration and/or distortion. In other words, all personnel are encouraged to observe common etiquette and avoid dwelling on sensitive subject matters when engaging Operator Argent Flow. This approach is almost certain to secure a chance of friendly sparring or combat technique instruction from the Operator. Please also reserve dialogue sessions in advance and be mentally prepared to wait in a long queue. NOTE TO ALL GROUND CREW: These assessments only apply to Operator Argent Flow himself. His galloper is a beast of immense strength and violent temper. Be vigilant and cautious if tasked with feeding or caring for said beast. The Operator has personally organized a comprehensive list of things to look out for. Any personnel tasked with galloper handling MUST PERUSE AND MEMORIZE THE SAID LIST REPEATEDLY.Martin Marvin Malen, Assistant, HR Division, Endfield Industries
Gotta remind you all. These are unofficial events designed for fun. Stop dragging people in because you see words like "Arena". And I thought this is the guy's day 1 at Endfield. How did you convince him to compete in so many events?
[RECORDS: Operator Minghe's Performance in the "Operators Got Talent: Monthly Mega-Arena"] Blindfolded & Armed Combat. 1st Place in Division (forfeits after knowing this is a competition). The Art of Throwing. 1st Place. NOTE: 10 perfect throws, with 3 daggers plunged into the hilt of the previous. Wrestle and Fight. 1st Place in weight class. NOTE: Handicapped himself by tying one arm to the back. Injury SAR Simulation Dash. 1st Place, Division: Forte Down. NOTE: Many Dusthair surgeons have commended his skills. Burdo-Bot-Bucker Rodeo. 1st Place. NOTE: Stayed in saddle for 600s. May have achieved a better score if the Bot-Bucker did not break down. Herbal Speed Trivia. 2nd Place, Hobbyist Division. Creative and Improvised Carving. "IT'S SO CUTE" Prizewinner. NOTE: Tool used is a sewing needle. Micro-Gravity Office Chair Racing. 2nd Place. NOTE: Only 0.4s behind best record. CHUG DA KOHL! 1st Place in Division. NOTE: Ignored the rules and joined the Durin Division. Tofu Courier with Chopsticks. 1st Place. NOTE: Carried 36.5 pieces. No Blinking. 2nd Place.
[LIST: Items Claimed by Operator Argent Flow From Delta Bot Transport Incidents] ITEM CLAIM (1): Woodcarving, of a gallopbeast. Wax-coated. Finely made. NOTES BY CLAIMANT: A small gift from a Hannabit Circuit Songseeker. Some Sandreavers were chasing him. I happened to be passing by and decided to help him out. Before we departed, he gave me this. He described it as a special keepsake for a heroine. Why did he carve Nuli? My galloper was the one who did the real work and crushed one Sandreaver ship after another. Without her aid, it would have been a drawn-out affair. So I accept it on her behalf. Speaking of this incident, I do have my own personal regrets. Well, it has nothing to do with the fact that I didn't get a gift. It's about the Songseeker. With his wisdom and courage, he got his people into a safe hiding spot in the dunes and fought the Sandreavers alone for several days. I should have been the one who gave him something.
Archive text from in-game operator files. Endfield Hub is a fan-made resource, not affiliated with Hypergryph or Yostar.
Argent Flow Gear Damage Calculator
Argent Flow's basic attacks deal Physical DMG, while his combo, Bolt Rush and Ultimate deal Electric DMG. Bolt Rush forces Electrification, which on his talent raises every damage type the target takes and stacks Sunderization. His Ultimate ends in a Crush that detonates those stacks, and his Arts Intensity makes the explosion bigger.
Level 90 · Skill Rank 12 · Talent nodes maxed · Potential 0
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Final Build ATK excludes the temporary regional buff granted near teleportation points. Move away from a waypoint before comparing this value with the in-game operator sheet.
What the team gains from Argent Flow
His Electrification is Increased DMG Taken on the target, and on his talent it reaches every damage type, Physical included. Springvolt Galore's team Arts Intensity only reaches Physical Statuses, Arts Bursts and Arts Reactions, so it is listed but not multiplied in. Team ATK from weapon lines scales Attack and is reported beside the multiplier.
- His Electrification on the target (Level II) +16.00% (Increased DMG Taken, reaches Electric, other Arts, Physical carries)Zenith of Voltmancy makes his Electrification raise every damage type taken, Physical included, for as long as it lasts.
- Springvolt Galore: team Arts Intensity +45.00 (Arts Intensity, reaches Electric, other Arts, Physical carries)+45 Arts Intensity to the entire team for 20s after Bolt Rush. It reaches Physical Statuses, Arts Bursts and Arts Reactions, not ordinary hits.
Lunar Calling: Wielder's skill applied Electrification (team ATK, 20s), ATK +21.00% to the entire team.
Rotation economy at this build
- Darkness Cowed / Bolt Rush
- Both forms cost 100.00 SP. The Final Strike returns 25.00 SP.
- 100.00 SP
- Stars Shifted
- 18.00s cooldown, banks 10.00 Ultimate Energy.
- 18.00s
- Heavens Sundered
- 15.00s cooldown. Potential 4 cuts the cost to 85% (not unlocked). Own Ultimate Gain Efficiency is +0.00%.
- 80.00 Energy
| Action | Multiplier | Non-crit | Crit | Expected |
|---|---|---|---|---|
| Dust Resplendent (Physical)The five-sequence chain, split so the Final Strike has its own row, plus the dive and the Staggered-target Finisher. | ||||
Dust Resplendent: Chain (1-4)Physical DMG Taken +16.00% 1 active multiplier
| 345.00% | 16,926.71 | 25,390.06 | 17,349.87 |
Dust Resplendent: Final Strike (5)Physical DMG Taken +16.00% 1 active multiplier
| 135.00% | 6,623.49 | 9,935.24 | 6,789.08 |
FinisherPhysical DMG Taken +16.00% · Staggered x1.3 2 active multipliers
| 900.00% | 57,403.61 | 86,105.41 | 58,838.70 |
Dive AttackPhysical DMG Taken +16.00% 1 active multiplier
| 180.00% | 8,831.32 | 13,246.99 | 9,052.11 |
| Darkness Cowed (Physical) and Bolt Rush (Electric)Darkness Cowed applies Lift. After his combo the battle skill becomes Bolt Rush, which forces Electrification, consumes Electric Infliction and applies Vulnerability. | ||||
Darkness CowedPhysical Applies Lift (before his combo) | 350.00% | 14,803.47 | 22,205.20 | 15,173.55 |
Bolt RushElectric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · Forces Electrification, consumes Electric Infliction, applies 1 Vulnerability 1 active multiplier
| 700.00% | 39,554.86 | 59,332.29 | 40,543.73 |
| Stars Shifted (Electric)Triggers when an enemy becomes Vulnerable. The final hit applies Electric Infliction and swaps the battle skill to Bolt Rush. | ||||
Stars ShiftedElectric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · Triggers when an enemy becomes Vulnerable; the final hit applies Electric Infliction 1 active multiplier
| 360.00% | 20,342.50 | 30,513.75 | 20,851.06 |
| Heavens Sundered (Electric)A charge, a Cleansing Cleave that applies Electric Infliction, then a ground pierce that applies Crush. | ||||
Heavens Sundered: charge (7 ticks)Electric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · DMG Taken +16.00% 2 active multipliers
| 175.00% | 11,470.91 | 17,206.36 | 11,757.68 |
Heavens Sundered: Cleansing CleaveElectric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · DMG Taken +16.00% · Applies 1 Electric Infliction 2 active multipliers
| 500.00% | 32,774.03 | 49,161.04 | 33,593.38 |
Heavens Sundered: ground pierceElectric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · DMG Taken +16.00% · Applies Crush 2 active multipliers
| 750.00% | 49,161.04 | 73,741.56 | 50,390.07 |
Heavens Sundered (all hits) (subtotal)Electric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · DMG Taken +16.00% 2 active multipliers
| 1425.00% | 93,405.98 | 140,108.96 | 95,741.12 |
| Electrification and CrushThe Electrification Bolt Rush forces and the Crush the Ultimate applies. Arts Intensity reaches these rows. | ||||
Forced Electrification (Level II)Electric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · Arts Intensity +129.00 · Hidden x1.45 · Bolt Rush consumes 1 Electric Infliction 3 active multipliers
| 240.00% | 45,158.27 | 67,737.41 | 46,287.23 |
Crush (1 Vulnerability stack consumed)Physical DMG Taken +16.00% · Arts Intensity +129.00 · Hidden x1.23 · Sunderized x1.20 4 active multipliers
| 300.00% | 49,630.69 | 74,446.04 | 50,871.46 |
| Sunderization (Electric)Zenith of Voltmancy: the Crush detonates every Sunderization stack. Springvolt Galore adds explosion DMG per point of his Arts Intensity. | ||||
Sunderization explosion (2 stacks)Electric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · Springvolt Galore (129 Arts Intensity) +77.40% · DMG Taken +16.00% · 2 x 330.00% ATK · Detonated by the Crush 2 active multipliers
| 660.00% | 68,325.01 | 102,487.52 | 70,033.14 |
Sunderization splash (each nearby enemy, 40.00%)Electric Lunar Calling: Consumed Arts Infliction (Electric DMG, 20s) +33.60% · Springvolt Galore (129 Arts Intensity) +77.40% · DMG Taken +16.00% · Assumes the nearby enemy carries the same Electrification 2 active multipliers
| 264.00% | 27,330.01 | 40,995.01 | 28,013.26 |
| Loop totalCombo, Bolt Rush with its Electrification, the full Ultimate, the Crush and the explosion on one target. | ||||
One loop: combo, Bolt Rush, Ultimate, Crush, explosion Single target. Extra Bolt Rushes add their hit and forced Electrification; extra combos are not counted. | 316,417.31 | 474,625.97 | 324,327.74 | |
Calculator assumptions
Every number uses a Level 90 Argent Flow with all skills at Rank 12 and every attribute talent node unlocked through breakthrough 4, where both talents reach rank 2. Base ATK, attributes, damage multipliers, talents and potentials are read from the client tables.
Will is the main attribute and Strength the secondary. The attribute talent nodes grant Will +60 in total and no Strength; Potential 2 adds Will +20 and Arts Intensity +16. Each row's element comes from the skill text: Physical for the basic attacks, Darkness Cowed and the Crush; Electric for Bolt Rush, the combo, the Ultimate, the forced Electrification and the Sunderization explosion.
Electrification: Bolt Rush forces Level I and adds one level per Electric Infliction stack it consumes, capped here at Level IV, the highest level the wiki Electrification table lists. Its DMG Taken is +12/16/20/24% by level (endfield.wiki.gg, not in any client table). Zenith of Voltmancy says his Electrification raises all types of DMG Taken, so it is applied to Physical rows as well as Electric ones. It is applied to the basic attacks, the Ultimate, the Crush and the explosion, and not to the combo, Bolt Rush or the forced Electrification row, which happen before or as it lands. The forced Electrification row uses the wiki Arts Reaction formula with the level-90 Hidden Multiplier.
Sunderization: each Bolt Rush adds stacks equal to the Electrification level, up to 12. The Crush needs at least one Vulnerability stack to deal Crush DMG; with none, the ground pierce applies Vulnerability and nothing detonates. On a Sunderized target the Crush is x1.20 (Potential 1 raises this from 1.2 to 1.4), and the explosion is 330.00% ATK per stack as Electric DMG. Springvolt Galore's +0.60% explosion DMG per point of Arts Intensity is read as a DMG bonus in the Multiplier Group, counted off his Arts Intensity including Springvolt Galore's own team grant. The splash row is 40.00% of the explosion and assumes the nearby enemy carries the same Electrification.
Potentials: Potential 3 (Storm Blitz) gives Electric DMG +0.00% per Electric Infliction stack Bolt Rush consumes, for 0.00s, up to 6 stacks. It is applied to the Electric rows after Bolt Rush and not to the Bolt Rush hit itself. Potential 4 cuts the Ultimate cost to 85%. Potential 5 adds +15 team Arts Intensity to Springvolt Galore and multiplies its per-point explosion bonus by 1.2.
The loop total adds one combo, the chosen number of Bolt Rush casts with their forced Electrification, the full Ultimate, the Crush and the explosion on one target. The Ultimate's extra_thundertrigger_damage key is 0 at every rank and printed nowhere, so it is not applied. Weapon lines the kit cannot trigger (Solidification, Originium Crystals, Combustion, Corrosion, consuming an Arts Reaction, combo healing) are left out. Lines his own loop always triggers, such as Lunar Calling's Electrification ATK and Complexed Industry's combo Electric Infliction bonus, start switched on.
Still excluded: the SpecialBonus regional buff from teleportation waypoints, Stagger and poise values, rotation timing and DPS over time, the Lift from Darkness Cowed, multi-target hits beyond the splash row, and how often each trigger is actually live when each hit lands.
Basic Info
Talent Priority
This priority list applies to talents only after Lv 9.
Recommended Builds
View All BuildsTop Weapons
Recommended Teams
Gear Configurations
View All Gear SetsStandard build. Bolt Rush forcibly applies Electrification, which turns on Pulser Labs Electric DMG +50% for the Ultimate and the Sunderization explosion, and the set's Arts Intensity +30 raises the explosion again through Springvolt Galore. The Light Armor and Light Gauntlets are Will and Strength pieces with Electric DMG lines, and LYNX Slab fills the last Kit slot with Will and Main Attribute. In our calculator this beats the best MI Security build by about 16% on a full loop with Lunar Calling.
Crit build for when a teammate already holds Pulser Labs or you have not crafted it. MI Security climbs to ATK +25% and an extra Critical Rate +5% over his many hits, and the Armbands and Wraps carry Electric DMG lines.
Ultimate cadence build. Heavens Sundered ends on the Crush that detonates Sunderization, so in teams with no other Crush source AIC Fieldwork Ultimate Gain +10% brings the detonation around sooner, all-type DMG +20% covers his Physical and Electric hits, and DMG Reduction +10% helps a melee Guard.
Contingency Contract: Indigo Fit
Indigo Test Criteria this kit handles well. Every criterion is a penalty or enemy buff, and Argent Flow sidesteps or shrugs these off. See the Indigo criteria dashboard for every criterion, or the Contingency Contract hub for schedule, rewards and Risk 48 clears.
Blunted Weapons · Damage is skill and ultimate based, not reliant on basic attacks.
Combo Lock · Leans on battle skills and ultimates, so the periodic Combo Lock barely interrupts it.
Hard Stacks · Statuses go straight through the shield stacks, and AoE kills limit how many stack up.
Blood Rush · Keeps Vulnerability or Arts Infliction on enemies, which stops the regeneration.
Lethargy · Damage comes from outside battle skills, so the -60% battle skill cut barely lands.
Light Protection · Physical damage is not an Arts element, so it ignores the raised resistance (assumed); team buffs offset it otherwise.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Silence · Does not need to repeat its own battle skill, so the forced rotation hardly slows it.
Volatile Gains · Damage does not hinge on ultimates, so the team-wide energy reset costs little.
Base Stats (Level 1)
Stats by Level
| Level | STR | AGI | WISD | WILL | MaxHP | ATK |
|---|---|---|---|---|---|---|
| 1 | 15.1 | 9.5 | 9.5 | 22.6 | 500 | 30 |
| 10 | 25.8 | 18.0 | 18.0 | 38.3 | 1005 | 59 |
| 20 | 37.8 | 27.5 | 27.5 | 55.8 | 1566 | 91 |
| 30 | 49.8 | 37.0 | 37.0 | 73.2 | 2128 | 124 |
| 40 | 61.7 | 46.5 | 46.5 | 90.7 | 2689 | 156 |
| 50 | 73.7 | 56.0 | 56.0 | 108.2 | 3250 | 188 |
| 60 | 85.6 | 65.4 | 65.4 | 125.6 | 3811 | 221 |
| 70 | 97.6 | 74.9 | 74.9 | 143.1 | 4372 | 253 |
| 80 | 109.6 | 84.4 | 84.4 | 160.5 | 4934 | 285 |
| 90 | 121.5 | 93.9 | 93.9 | 178.0 | 5495 | 318 |
Skills
Stars Shifted
| Lv | DMG Multiplier | Cooldown |
|---|---|---|
| 1 | 160% | 19.0s |
| 2 | 176% | 19.0s |
| 3 | 192% | 19.0s |
| 4 | 208% | 19.0s |
| 5 | 224% | 19.0s |
| 6 | 240% | 19.0s |
| 7 | 256% | 19.0s |
| 8 | 272% | 19.0s |
| 9 | 288% | 19.0s |
| 10 | 308% | 19.0s |
| 11 | 332% | 19.0s |
| 12 | 360% | 18.0s |
Dust Resplendent
| Lv | BATK SEQ 1 Multiplier |
|---|---|
| 1 | 22% |
| 2 | 24% |
| 3 | 27% |
| 4 | 29% |
| 5 | 31% |
| 6 | 33% |
| 7 | 36% |
| 8 | 38% |
| 9 | 40% |
| 10 | 43% |
| 11 | 46% |
| 12 | 50% |
| Lv | BATK SEQ 2 Multiplier |
|---|---|
| 1 | 24% |
| 2 | 27% |
| 3 | 29% |
| 4 | 32% |
| 5 | 34% |
| 6 | 37% |
| 7 | 39% |
| 8 | 42% |
| 9 | 44% |
| 10 | 47% |
| 11 | 51% |
| 12 | 55% |
| Lv | BATK SEQ 3 Multiplier |
|---|---|
| 1 | 45% |
| 2 | 49% |
| 3 | 53% |
| 4 | 58% |
| 5 | 62% |
| 6 | 67% |
| 7 | 71% |
| 8 | 76% |
| 9 | 80% |
| 10 | 86% |
| 11 | 92% |
| 12 | 100% |
| Lv | BATK SEQ 4 Multiplier |
|---|---|
| 1 | 62% |
| 2 | 68% |
| 3 | 75% |
| 4 | 81% |
| 5 | 87% |
| 6 | 93% |
| 7 | 100% |
| 8 | 106% |
| 9 | 112% |
| 10 | 120% |
| 11 | 129% |
| 12 | 140% |
| Lv | BATK SEQ 5 Multiplier |
|---|---|
| 1 | 60% |
| 2 | 66% |
| 3 | 72% |
| 4 | 78% |
| 5 | 84% |
| 6 | 90% |
| 7 | 96% |
| 8 | 102% |
| 9 | 108% |
| 10 | 116% |
| 11 | 125% |
| 12 | 135% |
| Lv | Finisher ATK Multiplier |
|---|---|
| 1 | 400% |
| 2 | 440% |
| 3 | 480% |
| 4 | 520% |
| 5 | 560% |
| 6 | 600% |
| 7 | 640% |
| 8 | 680% |
| 9 | 720% |
| 10 | 770% |
| 11 | 830% |
| 12 | 900% |
| Lv | Dive ATK Multiplier |
|---|---|
| 1 | 80% |
| 2 | 88% |
| 3 | 96% |
| 4 | 104% |
| 5 | 112% |
| 6 | 120% |
| 7 | 128% |
| 8 | 136% |
| 9 | 144% |
| 10 | 154% |
| 11 | 166% |
| 12 | 180% |
Darkness Cowed
| Lv | Base DMG Multiplier |
|---|---|
| 1 | 156% |
| 2 | 171% |
| 3 | 187% |
| 4 | 202% |
| 5 | 218% |
| 6 | 233% |
| 7 | 249% |
| 8 | 264% |
| 9 | 280% |
| 10 | 299% |
| 11 | 323% |
| 12 | 350% |
| Lv | Bolt Rush DMG Multiplier |
|---|---|
| 1 | 311% |
| 2 | 342% |
| 3 | 373% |
| 4 | 404% |
| 5 | 436% |
| 6 | 467% |
| 7 | 498% |
| 8 | 529% |
| 9 | 560% |
| 10 | 599% |
| 11 | 646% |
| 12 | 700% |
Heavens Sundered
| Lv | Charge DMG Multiplier | Cleansing Cleave DMG Multiplier | Ground Pierce DMG Multiplier |
|---|---|---|---|
| 1 | 78% | 222% | 333% |
| 2 | 86% | 244% | 367% |
| 3 | 93% | 267% | 400% |
| 4 | 101% | 289% | 433% |
| 5 | 109% | 311% | 467% |
| 6 | 117% | 333% | 500% |
| 7 | 124% | 356% | 533% |
| 8 | 132% | 378% | 567% |
| 9 | 140% | 400% | 600% |
| 10 | 150% | 428% | 642% |
| 11 | 161% | 461% | 692% |
| 12 | 175% | 500% | 750% |
Talents (Passive Skills)
Factory Skills (Manufacturing)
Potentials
Breakthrough (Ascension)
Favorability Attribute Bonuses
Skill Level Up Materials
Character Level-up Requirements
| From → To | EXP Required | Gold |
|---|---|---|
| 1 → 20 | 22,860 | |
| 20 → 40 | 248,540 | |
| 40 → 60 | 475,710 | |
| 60 → 80 | 465,230 | |
| 80 → 90 | 579,950 | |
| Total | 1,792,290 |
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