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Database Reference

Contingency Contract Modifier Dashboard

Every selectable Test Criterion in Contingency Contract, grouped the way the in-game risk screen organises them (Ambient / Edit / Team). Pick higher-tier criteria to raise your Total Test Criteria (risk). This is a static reference, no selection or scoring is wired up.

Each criterion now lists the operators whose kit is least punished by it. See the per-operator breakdown on the Characters page under the Contract Fit tab, or the full rankedContingency Contract operator tier list.

46
Total Criteria
29
Criterion Groups
20
Reward Cap (Risk)
50
Max Documented Risk
Ambient(17)Edit(13)Team(16)KeyLocked
Arknights Endfield Contingency Contract Re-Ignition official recap infographic: global battle overview and Test Criteria selection statistics
Re-Ignition Event Recap

Which Test Criteria Players Actually Picked

Gryphline's official recap for the Re-Ignition season logged 1,151,318,633 Test Criteria selected across 80,703,159 operations, an average of 14.3 per battle. The three most-picked criteria were Thrill, Partition, and Whittle Down, the cheap-risk nodes that barely change a run. The least-picked were Battle Chill I, Heat Loss I, and Re-Construct I.

Infographic (c) Gryphline / Hypergryph, shared for community reference. Full breakdown in the Contingency Contract Re-Ignition event recap.

Ambient

Overclock

Key
Overclock
Overclock
+3risk

Length of Operator Combo Skill Cooldown -60%; Battle Skill DMG Dealt -60%

Favoured operators (4)
ArclightArclightChen QianyuChen QianyuLaevatainLaevatainZhuang FangyiZhuang Fangyi
Ambient

Partition

Lock
Partition
Partition
+2risk

Cannot switch controlled operator once battle begins.

Favoured operators (14)
EndministratorEndministratorArcaneArcaneCatcherCatcherDa PanDa PanEmberEmberLaevatainLaevatainLast RiteLast RiteMi FuMi FuRossiRossiSnowshineSnowshineTangtangTangtangXaihiXaihi
Ambient

Hypoxia

Hypoxia
Hypoxia
+1risk

Stamina Regen Rate -50%.

Mire
Mire
+3risk

Dodge cannot be performed.

Cannot perform dodge

Favoured operators (10)
CatcherCatcherEmberEmberSnowshineSnowshineArcaneArcaneFluoriteFluoritePerlicaPerlicaTangtangTangtangWulfgardWulfgardXaihiXaihiYvonneYvonne
Ambient

Thermolysis

Lock
Thermolysis
Thermolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Heat-type skills can dispel the Solidification.

Favoured operators (5)
AkekuriAkekuriCamilleCamilleEmberEmberLaevatainLaevatainWulfgardWulfgard
Ambient

Biolysis

Lock
Biolysis
Biolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Nature-type skills can dispel the Solidification.

Favoured operators (4)
ArcaneArcaneArdeliaArdeliaFluoriteFluoriteGilbertaGilberta
Ambient

Electrolysis

Lock
Electrolysis
Electrolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Electric-type skills can dispel the Solidification.

Favoured operators (6)
LiinoLiinoPerlicaPerlicaAntalAntalArclightArclightAvywennaAvywennaZhuang FangyiZhuang Fangyi
Ambient

Withering

Withering I
Withering I
+1risk

Only 1 Healing Mass is generated between waves.

Withering II
Withering II
+2risk

No Healing Masses are generated between waves.

Favoured operators (6)
EmberEmberCatcherCatcherLiinoLiinoSnowshineSnowshineXaihiXaihiArdeliaArdelia
Ambient

Time Limit

Time Limit I
Time Limit I
+1risk

Timer -100s.

Time Limit II
Time Limit II
+2risk

Timer -200s.

Time Limit III
Time Limit III
+3risk

Timer -300s.

Favoured operators (16)
LiinoLiinoRossiRossiAkekuriAkekuriAleshAleshArcaneArcaneArclightArclightCamilleCamilleDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteMi FuMi Fu
Ambient

Physicolysis

Lock
Physicolysis
Physicolysis
+1risk

Duration of Solidification applied to the controlled operator is extended to 15s. Casting Physical-type skills can dispel the Solidification.

Favoured operators (8)
CatcherCatcherChen QianyuChen QianyuDa PanDa PanEndministratorEndministratorLifengLifengMi FuMi FuPogranichnikPogranichnikRossiRossi
Ambient

Tremor

Key
Tremor
Tremor
+3risk

Operators' DMG Dealt +100% for any DMG not dealt by Basic Attack, Battle Skill, Combo Skill, or Ultimate. Battle Skill DMG Dealt -60%.

Favoured operators (19)
WulfgardWulfgardAleshAleshAntalAntalArcaneArcaneArdeliaArdeliaAvywennaAvywennaCamilleCamilleDa PanDa PanEndministratorEndministratorFluoriteFluoriteGilbertaGilbertaLaevatainLaevatain
Ambient

Synced Growth

Synced Growth
Synced Growth
+2risk

Whenever the controlled operator is restored for 10% Max HP or acquires a shield with 20% Max HP, every enemy in the battlefield is also restored for 8% Max HP.

Favoured operators (10)
ArcaneArcaneDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteMi FuMi FuRossiRossiTangtangTangtangYvonneYvonneZhuang FangyiZhuang Fangyi
Edit

Thrill

Thrill I
Thrill I
+1risk

DMG Dealt by enemies +30%.

Thrill II
Thrill II
+2risk

DMG Dealt by enemies +80%.

Favoured operators (12)
SnowshineSnowshineCatcherCatcherEmberEmberLiinoLiinoXaihiXaihiArcaneArcaneArdeliaArdeliaFluoriteFluoritePerlicaPerlicaTangtangTangtangWulfgardWulfgardYvonneYvonne
Edit

Effect Barrier

Effect Barrier
Effect Barrier
+1risk

Vulnerability or Arts Infliction of the same element can only be applied to the same enemy once every 5s.

Favoured operators (2)
RossiRossiZhuang FangyiZhuang Fangyi
Edit

Regeneration

Lock
Regeneration I
Regeneration I
+1risk

An enemy under crowd control effects regenerates 5% Max HP per second.

Regeneration II
Regeneration II
+2risk

An enemy under crowd control effects regenerates 15% Max HP per second.

Favoured operators (7)
Da PanDa PanLaevatainLaevatainLast RiteLast RiteMi FuMi FuRossiRossiYvonneYvonneZhuang FangyiZhuang Fangyi
Edit

Toxic Residue

Lock
Toxic Residue I
Toxic Residue I
+1risk

A defeated enemy will leave a patch of toxins on the battlefield. Operators caught within the patch take 2% Max HP of DMG per second.

Toxic Residue II
Toxic Residue II
+2risk

A defeated enemy will leave a patch of toxins on the battlefield. Operators caught within the patch take 5% Max HP of DMG per second.

Favoured operators (12)
EmberEmberCatcherCatcherLiinoLiinoSnowshineSnowshineXaihiXaihiArcaneArcaneArdeliaArdeliaFluoriteFluoritePerlicaPerlicaTangtangTangtangWulfgardWulfgardYvonneYvonne
Edit

Rush

Rush
Rush
+2risk

Enemy movement speed +100%. Enemies also do not suffer more than 25% Max HP of DMG within 0.1s.

Favoured operators (18)
ArcaneArcaneGilbertaGilbertaLifengLifengLaevatainLaevatainMi FuMi FuPogranichnikPogranichnikTangtangTangtangAleshAleshAntalAntalArdeliaArdeliaAvywennaAvywennaCamilleCamille
Edit

Encasement

Lock
Encasement
Encasement
+1risk

For each Vulnerability or Arts Infliction stack that an enemy has, the said enemy receives DMG Taken (of the corresponding type) -10%. This effect is removed 0.1s after the Vulnerability or Arts Infliction ends.

Favoured operators (5)
Zhuang FangyiZhuang FangyiArclightArclightChen QianyuChen QianyuLaevatainLaevatainRossiRossi
Edit

Vitality

Vitality I
Vitality I
+1risk

Enemy HP +50%.

Vitality II
Vitality II
+2risk

Enemy HP +100%.

Vitality III
Vitality III
+3risk

Enemy HP +200%.

Favoured operators (26)
ArcaneArcaneLiinoLiinoAntalAntalDa PanDa PanLaevatainLaevatainLast RiteLast RitePogranichnikPogranichnikWulfgardWulfgardYvonneYvonneAkekuriAkekuriAleshAleshArdeliaArdelia
Team

Battle Chill

Lock
Battle Chill I
Battle Chill I
+1risk

Whenever operators cast battle skill 2 times, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Battle Chill II
Battle Chill II
+2risk

Whenever operators cast battle skill 1 time, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Favoured operators (6)
AleshAleshArclightArclightChen QianyuChen QianyuEstellaEstellaLaevatainLaevatainZhuang FangyiZhuang Fangyi
Team

Heat Loss

Lock
Heat Loss I
Heat Loss I
+1risk

Whenever operators cast combo skill 2 times, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Heat Loss II
Heat Loss II
+2risk

Whenever operators cast combo skill 1 time, apply 1 stack of Cryo Infliction to the controlled operator. Effect trigger cooldown for each operator: 3s.

Favoured operators (7)
AleshAleshEstellaEstellaArclightArclightChen QianyuChen QianyuFluoriteFluoriteLaevatainLaevatainZhuang FangyiZhuang Fangyi
Team

Bent Edges

Bent Edges I
Bent Edges I
+1risk

Whenever an operator casts an ultimate, Ultimate DMG Dealt by the said operator's subsequent ultimates -50%.

Bent Edges II
Bent Edges II
+2risk

Whenever an operator casts an ultimate, Ultimate DMG Dealt by the said operator's subsequent ultimates -100%.

Favoured operators (5)
LiinoLiinoAvywennaAvywennaEstellaEstellaFluoriteFluoriteMi FuMi Fu
Team

Decapitate

Decapitate I
Decapitate I
+1risk

DMG Taken by the controlled operator +50%.

Decapitate II
Decapitate II
+2risk

DMG Taken by the controlled operator +100%.

Favoured operators (10)
EmberEmberCatcherCatcherSnowshineSnowshineArcaneArcaneFluoriteFluoritePerlicaPerlicaTangtangTangtangWulfgardWulfgardXaihiXaihiYvonneYvonne
Team

Poor Basics

Poor Basics
Poor Basics
+3risk

Operator's Basic Attack DMG Dealt -70%.

Favoured operators (24)
LiinoLiinoAvywennaAvywennaChen QianyuChen QianyuEstellaEstellaFluoriteFluoriteLaevatainLaevatainMi FuMi FuAleshAleshAntalAntalArcaneArcaneArclightArclightArdeliaArdelia
Team

Restraint

Restraint I
Restraint I
+1risk

When an operator applies Vulnerability or Arts Infliction stacks, DMG Dealt (of the corresponding type) by the said operator -45% for 10s.

Restraint II
Restraint II
+2risk

When an operator applies Vulnerability or Arts Infliction stacks, DMG Dealt (of the corresponding type) by the said operator -90% for 10s.

Favoured operators (5)
Zhuang FangyiZhuang FangyiArclightArclightChen QianyuChen QianyuLaevatainLaevatainRossiRossi
Team

Whittle Down

Whittle Down
Whittle Down
+3risk

When operators take DMG, part of that DMG will be converted to Max HP Reduction. Conversion rates: 30% (for melee operators) / 50% (for ranged operators).

Favoured operators (4)
CatcherCatcherEmberEmberSnowshineSnowshineXaihiXaihi
Team

Weaken

Weaken I
Weaken I
+1risk

Operator Attributes -10%.

Weaken II
Weaken II
+2risk

Operator Attributes -20%.

Weaken III
Weaken III
+3risk

Operator Attributes -40%.

Favoured operators (14)
ArclightArclightLiinoLiinoAkekuriAkekuriAleshAleshCamilleCamillePogranichnikPogranichnikAntalAntalArcaneArcaneArdeliaArdeliaAvywennaAvywennaMi FuMi FuPerlicaPerlica
Edit

Flash Freeze

Flash Freeze
Flash Freeze
+2risk

When an enemy applies Cryo Infliction to the controlled operator, the effect is directly converted to Solidification instead.

Favoured operators (10)
WulfgardWulfgardAkekuriAkekuriArcaneArcaneCamilleCamilleEmberEmberFluoriteFluoriteLaevatainLaevatainPerlicaPerlicaTangtangTangtangYvonneYvonne
Ambient

Re-Construct

Re-Construct Ⅰ
Re-Construct Ⅰ
+2risk

Heavy Ram and Heavy Sting enemies in the final wave are replaced by Heavy Ram α and Heavy Sting α.

Re-Construct Ⅱ
Re-Construct Ⅱ
+3risk

Heavy Ram and Heavy Sting enemies in the third and fourth waves are replaced by Heavy Ram α and Heavy Sting α.

Favoured operators (23)
LiinoLiinoArcaneArcaneDa PanDa PanEndministratorEndministratorLaevatainLaevatainLast RiteLast RiteMi FuMi FuTangtangTangtangYvonneYvonneAleshAleshAntalAntalArdeliaArdelia
Team

Encumbered

Encumbered
Encumbered
+1risk

Natural SP Recovery is temporarily paused when the controlled operator has not dealt a Final Strike to an enemy for 12 seconds.

Favoured operators (14)
LiinoLiinoMi FuMi FuAkekuriAkekuriAleshAleshArcaneArcaneArclightArclightAvywennaAvywennaCamilleCamilleDa PanDa PanEndministratorEndministratorLast RiteLast RitePogranichnikPogranichnik

Operator Fit Overview

The same matching from the other direction: every guide operator and the Test Criteria their kit is best suited to. Each criterion is a penalty or enemy buff, so an operator is "favoured" when their kit sidesteps or shrugs it off. Full per-operator pages live on theCharacters hub.

Liino
Liino
6★ Support
Electric

Favoured by 11 criteria

  • Poor BasicsPoor Basics · Her value sits in Vocalist/Cosmovoice utility and Delightful Harmonics, so the basic-attack damage cut leaves her core job intact.
  • VitalityVitality · Team ATK Boost plus Electric and Nature Amp scales the whole damage window into the enlarged enemy HP pool.
  • Bent EdgesBent Edges · Bent Edges cuts repeated Ultimate damage, but Dawnstar Concerto still supplies team Treatment, ATK Boost, Electric/Nature Amp and forced Electrification.
  • ElectrolysisElectrolysis · Casting her Electric skills clears the extended Solidification while keeping the team’s support rotation moving.
  • Re-ConstructRe-Construct · Her team ATK Boost, dual-element Amp and forced Electrification give the carry enough amplification to break reinforced α elites.
  • WeakenWeaken · Her team ATK Boost offsets part of the attribute loss, while SP and Ultimate Energy support keeps weakened rotations functional.
  • WitheringWithering · She replaces the missing between-wave Healing Masses with repeatable nearby Treatment and a teamwide Ultimate heal.
  • EncumberedEncumbered · Electric Skill Recovery restores 5–10 SP to another Electric operator after Delightful Harmonics, reducing reliance on paused natural recovery.
  • ThrillThrill · Her Treatment plus 10–20% DMG Reduction and HP Treatment Received after a heal gives the squad a direct answer to the enemy damage spike.
  • Time LimitTime Limit · ATK/Amp buffs, 20 Ultimate Energy from her Combo and Electric-team SP refunds compress the squad’s rotation for the shorter timer.
  • Toxic ResidueToxic Residue · Nearby Treatment in Vocalist Stance and teamwide Treatment in Cosmovoice help stabilize chip damage from toxin patches.
Arcane
Arcane
6★ DPS
Nature

Favoured by 16 criteria

  • RushRush · Her WILL-state Jadecrushing Grid pulls the accelerated swarm into one cluster and the combo Imprisons the target, cancelling the doubled movement speed before it matters.
  • VitalityVitality · Her long-lasting Corrosion permanently shreds enemy resistance for the whole squad, turning an inflated HP bar into a shared damage multiplier the team burns through.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • BiolysisBiolysis · Nature skills cleanse the forced Solidification.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • EncumberedEncumbered · Her basic-attack chain lands a Final Strike (plus SP-restoring finishers) on cadence, so the paused SP natural recovery keeps ticking over.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Mi Fu
Mi Fu
6★ DPS
Physical

Favoured by 13 criteria

  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Cloudtrapper's pull yanks the sped-up enemies into one cluster, cancelling their mobility advantage.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • Bent EdgesBent Edges · Damage comes from skills and basics rather than repeated ultimates.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Camille
Camille
6★ Support
Heat

Favoured by 10 criteria

  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Pogranichnik
Pogranichnik
6★ Support
Physical

Favoured by 9 criteria

  • VitalityVitality · Breach is a separate damage multiplier from susceptibility, so it tears extra chunks out of inflated boss HP.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Rossi
Rossi
6★ DPS
Physical

Favoured by 12 criteria

  • Time LimitTime Limit · His team-wide Haste buff speeds up the whole squad, clawing back the shortened timer.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • Effect BarrierEffect Barrier · Does not depend on rapidly re-applying inflictions.
  • EncasementEncasement · Deals damage without piling on the stacks that would shield the enemy.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • RestraintRestraint · Deals damage without applying the inflictions that trigger the penalty.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Zhuang Fangyi
Zhuang Fangyi
6★ DPS
Electric

Favoured by 16 criteria

  • EncasementEncasement · Deals damage without piling on the stacks that would shield the enemy.
  • RestraintRestraint · Deals damage without applying the inflictions that trigger the penalty.
  • Battle ChillBattle Chill · Rarely casts battle skills, so it avoids the self-applied Solidification.
  • Effect BarrierEffect Barrier · Does not depend on rapidly re-applying inflictions.
  • ElectrolysisElectrolysis · Electric skills cleanse the forced Solidification.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Heat LossHeat Loss · Light on combo-skill usage, dodging the self-applied Solidification.
  • OverclockOverclock · Damage leans on ultimate/basic attacks, so the combo and battle-skill nerf barely lands.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • RushRush · Continuous Thunder Strikes are sustained ticks, not one big hit, so they slip under the per-instant burst cap.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
Laevatain
Laevatain
6★ DPS
Heat

Favoured by 16 criteria

  • VitalityVitality · Sustained AoE Combustion keeps ticking across waves, melting the inflated HP pools over time.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • Battle ChillBattle Chill · Rarely casts battle skills, so it avoids the self-applied Solidification.
  • EncasementEncasement · Deals damage without piling on the stacks that would shield the enemy.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • Heat LossHeat Loss · Light on combo-skill usage, dodging the self-applied Solidification.
  • OverclockOverclock · Damage leans on ultimate/basic attacks, so the combo and battle-skill nerf barely lands.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • RestraintRestraint · Deals damage without applying the inflictions that trigger the penalty.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Xaihi
Xaihi
5★ Support
Cryo

Favoured by 9 criteria

  • WitheringWithering · She compresses team healing into one slot, so the squad stays topped up without the between-wave Healing Masses.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion.
Last Rite
Last Rite
6★ DPS
Cryo

Favoured by 9 criteria

  • VitalityVitality · A dedicated boss killer whose stacked Cryo burst multipliers are built to chunk inflated single-target HP.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Yvonne
Yvonne
6★ DPS
Cryo

Favoured by 14 criteria

  • VitalityVitality · Consuming Solidification delivers a burst spike sized for high-HP single targets.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Ardelia
Ardelia
6★ Support
Nature

Favoured by 10 criteria

  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • WitheringWithering · Her built-in healing keeps a low-spec squad alive even with no Healing Masses between waves.
  • BiolysisBiolysis · Nature skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Antal
Antal
4★ Support
Electric

Favoured by 7 criteria

  • VitalityVitality · Covers two multiplier types (Susceptibility and Amp) on one target, amplifying the squad damage against fat boss HP.
  • ElectrolysisElectrolysis · Electric skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Lifeng
Lifeng
6★ Sub-DPS
Physical

Favoured by 6 criteria

  • RushRush · His Ultimate groups the accelerated enemies, reining in their doubled movement speed.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
Chen Qianyu
Chen Qianyu
5★ Sub-DPS
Physical

Favoured by 7 criteria

  • Poor BasicsPoor Basics · Damage is routed through his high ultimate multipliers, so the basic-attack nerf barely touches him.
  • Battle ChillBattle Chill · Rarely casts battle skills, so it avoids the self-applied Solidification.
  • EncasementEncasement · Deals damage without piling on the stacks that would shield the enemy.
  • Heat LossHeat Loss · Light on combo-skill usage, dodging the self-applied Solidification.
  • OverclockOverclock · Damage leans on ultimate/basic attacks, so the combo and battle-skill nerf barely lands.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • RestraintRestraint · Deals damage without applying the inflictions that trigger the penalty.
Endministrator
Endministrator
6★ DPS
Physical

Favoured by 9 criteria

  • PartitionPartition · A self-contained burst DPS with no support needs, so being locked to one operator costs him nothing.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Tangtang
Tangtang
6★ DPS
Cryo

Favoured by 13 criteria

  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Avywenna
Avywenna
5★ DPS
Electric

Favoured by 9 criteria

  • Bent EdgesBent Edges · Her infinite combo chains carry the damage, so capping repeated ultimates barely dents her.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • ElectrolysisElectrolysis · Electric skills cleanse the forced Solidification.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Gilberta
Gilberta
6★ Support
Nature

Favoured by 6 criteria

  • RushRush · Best-in-class grouping drags the sped-up swarm together before it can scatter.
  • BiolysisBiolysis · Nature skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
Perlica
Perlica
5★ Support
Electric

Favoured by 12 criteria

  • ElectrolysisElectrolysis · Her Electric skills cleanse the forced Solidification while she keeps stacking Forced Electrification.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
Da Pan
Da Pan
5★ DPS
Physical

Favoured by 10 criteria

  • VitalityVitality · He generates and consumes his own Vulnerability for Crush burst, chunking high-HP targets without outside setup.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • RegenerationRegeneration · Bursts targets down rather than leaning on crowd control that now heals them.
  • Synced GrowthSynced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Wulfgard
Wulfgard
5★ Support
Heat

Favoured by 11 criteria

  • VitalityVitality · Stacked Combustion shreds inflated boss HP pools, since reaction damage scales with the enemy health bar.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • TremorTremor · Combustion is off-skill reaction damage, so it rides the +100% bonus rather than eating the battle-skill nerf.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
Arclight
Arclight
5★ Support
Electric

Favoured by 11 criteria

  • WeakenWeaken · His SP management keeps the team's rotations and ultimates flowing despite the flat attribute cut.
  • Battle ChillBattle Chill · Rarely casts battle skills, so it avoids the self-applied Solidification.
  • ElectrolysisElectrolysis · Electric skills cleanse the forced Solidification.
  • EncasementEncasement · Deals damage without piling on the stacks that would shield the enemy.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Heat LossHeat Loss · Light on combo-skill usage, dodging the self-applied Solidification.
  • OverclockOverclock · Damage leans on ultimate/basic attacks, so the combo and battle-skill nerf barely lands.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • RestraintRestraint · Deals damage without applying the inflictions that trigger the penalty.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
Ember
Ember
6★ Tank
Heat

Favoured by 9 criteria

  • DecapitateDecapitate · His shields and sustain trivialise survival, so the doubled damage on the active operator is a non-issue.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • WitheringWithering · Brings its own sustain, so losing between-wave healing barely matters.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
Snowshine
Snowshine
5★ Tank
Cryo

Favoured by 7 criteria

  • ThrillThrill · Buffed enemy damage just feeds her reactive counter-attacks, turning the penalty into fuel.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion.
  • WitheringWithering · Brings its own sustain, so losing between-wave healing barely matters.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
Akekuri
Akekuri
4★ Support
Heat

Favoured by 6 criteria

  • VitalityVitality · His Link buff is a major damage multiplier, helping the squad burn through inflated HP bars.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Alesh
Alesh
5★ Support
Cryo

Favoured by 10 criteria

  • Battle ChillBattle Chill · He force-converts Cryo Infliction into Solidification, so the self-applied Cryo becomes usable resource rather than a hindrance.
  • Heat LossHeat Loss · He force-converts Cryo Infliction into Solidification, so the self-applied Cryo becomes usable resource rather than a hindrance.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • WeakenWeaken · Team buffs and a strong economy help offset the flat stat reduction.
  • EncumberedEncumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Estella
Estella
4★ Sub-DPS
Cryo

Favoured by 7 criteria

  • Heat LossHeat Loss · Cryo specialist: the self-applied Cryo Infliction and Solidification feed her kit instead of freezing her out.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Battle ChillBattle Chill · Cryo specialist: the self-applied Cryo Infliction and Solidification feed her kit instead of freezing her out.
  • Bent EdgesBent Edges · Damage comes from skills and basics rather than repeated ultimates.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
Catcher
Catcher
4★ Tank
Physical

Favoured by 8 criteria

  • ThrillThrill · His reliable shields wall off the amplified enemy damage for the squad.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • Whittle DownWhittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion.
  • WitheringWithering · Brings its own sustain, so losing between-wave healing barely matters.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
Fluorite
Fluorite
4★ Support
Nature

Favoured by 13 criteria

  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • Bent EdgesBent Edges · Damage comes from skills and basics rather than repeated ultimates.
  • BiolysisBiolysis · Nature skills cleanse the forced Solidification.
  • DecapitateDecapitate · Durable or ranged, so the extra damage on the active operator stays manageable.
  • Flash FreezeFlash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
  • Heat LossHeat Loss · Her combo skills sit on a 40s cooldown, so she almost never casts them and dodges the self-applied Cryo.
  • HypoxiaHypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
  • Re-ConstructRe-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
  • RushRush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
  • ThrillThrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
  • Toxic ResidueToxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.

Risk scores and effect values are extracted from the game-data dump (CcTagTable / ContingencyContractTable). Criterion names, categories and icons are community-sourced (game8.co) because the game data ships them empty. Talos Hub is a fan-made resource, not affiliated with Hypergryph or Yostar.