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CC Re-Ignition Tier List

ARKNIGHTS: ENDFIELD CONTINGENCY CONTRACT OPERATOR TIER LIST

T
Endfield Hub Team
Updated: 2026-06-23
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*Key Facts

  • *The SS picks for Contingency Contract Re-Ignition are Laevatain, Zhuang Fangyi, Tangtang, Yvonne, Mi Fu, and Wulfgard. They neutralize the most Test Criteria or carry the highest-risk brackets outright.
  • *Operators are ranked by Contingency Contract tier, set with editorial judgement on real clear power. Each one's free risk points (the in-game risk value of every Test Criteria the kit neutralizes, from our 41-criteria engine) order operators within a tier and explain the placement.
  • *The big surprises: Fluorite (a general C-tier) posts a top-tier free risk score because her 40s combo cooldown dodges the combo-cost criteria, and Estella enables the easiest Risk 40 clear through cryo immunity despite a low raw score.
  • *Risk 20 caps every reward. You do not need a whale roster: see the Contingency Contract hub for the reward cap, sharing codes, and the Risk 40 strategy.
  • *Camille released after this dataset was built, so he is not yet scored. His placement is coming once his kit is in our engine.
📋Building around a specific risk board?The Modifier Dashboard lists every Test Criterion with its risk score and shows which operators each one favours, the same engine that scores this tier list.

Contingency Contract: Re-Ignition Experimental Operation is live from June 19 to July 16, 2026, and it changes which operators matter. The mode lets you stack optional Test Criteria (risk modifiers that buff enemies or weaken your squad) for a higher total risk score, and the criteria specifically punish skill spam, combo and battle-skill reliance, healing, and crowd control. That reshuffles the roster: this is not the same ranking as our general character tier list, which answers "who do I pull". This page answers a narrower question, "who beats the Contingency Contract risk board", and the two lists diverge hard.

Every operator here is scored against all 41 Test Criteria using the same engine that powers the Contingency Contract Modifier Dashboard. The headline number is free risk points: the total in-game risk value of every criterion an operator's kit neutralizes or turns to its advantage. A unit that ignores a big chunk of the board lets you stack those points for free, which is exactly what you want when Risk 20 already caps every reward and the rest is a survivability and damage check. For the mode's mechanics, the reward cap, and 69 community sharing codes, start at the Contingency Contract hub.

Quick Answer: Best Operators for Contingency Contract

The best Contingency Contract operators are Laevatain, Zhuang Fangyi, Tangtang, Yvonne, Mi Fu, and Wulfgard. They neutralize the most Test Criteria or carry the highest-risk brackets outright. Estella is the easiest Risk 40 enabler thanks to her cryo-immunity talent, and off-meta picks like Catcher and solo carries like Ardelia clear high risk on their own. You do not need meta DPS: Risk 20 caps every reward.

Read the rankings as bands. The Contingency Contract tier is the ranking, and the free risk points column is the objective signal behind it: how many risk modifiers each kit neutralizes. Where a unit scores high on the metric but still lands a tier lower (Fluorite is the clearest case), the reasoning is in the band notes below.

Full Operator Ranking by CC Tier

All 27 current operators, ranked by their Contingency Contract tier from SS down to C, and ordered within each tier by free risk points. The Criteria Neutralized column counts how many of the 41 Test Criteria each kit shrugs off or exploits, and Free Risk Pts sums their in-game risk value. The Gen. Tier column is each operator's placement on the general tier list, so you can see at a glance how different the Contingency Contract meta is: several general C and B tier operators climb well above general S tier picks here.

RankOperatorCC TierCriteria NeutralizedFree Risk PtsGen. Tier
1LaevatainSS1430S
2Zhuang FangyiSS1428S
3TangtangSS1126S
4YvonneSS1126S
5Mi FuSS1125S
6WulfgardSS921B
7PerlicaS1024A
8ArclightS1022B
9XaihiS922S
10RossiS1121S
11ArdeliaS921S
12Chen QianyuS714A
13EstellaS614C
14GilbertaS512A
15FluoriteA1125C
16AleshA820C
17Da PanA818B
18CatcherA817C
19EmberA817B
20AvywennaA717A
21Last RiteA717S
22PogranichnikA717S
23EndministratorB716A
24SnowshineB716B
25AntalB615A
26LifengC512A
27AkekuriC49C

The divergence between the last two columns is the whole point. Durability, a strong SP economy, and reaction damage that scales off enemy HP neutralize more of this board than raw single-target ceiling does, so the Contingency Contract order is genuinely its own ranking rather than a reskin of the general list.

The Tier Bands

Below, each band groups the operators by their Contingency Contract tier and explains the picks, with a per-operator card showing the exact Test Criteria that kit is favoured by. Within each band, operators are ordered by free risk points.

SS Tier: Defines CC Clears

These six operators define how Contingency Contract is cleared right now. Most of them also top the free risk points column outright, because the punishing Test Criteria cluster around the same handful of kits. If you own any of them, they belong on your board.

SS

SS Tier for Contingency Contract

Defines CC clears: neutralizes the most punishing criteria or carries the highest-risk brackets outright

Laevatain
Laevatain
6★ DPS
Heat

Favoured by 14 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.
  • 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.
  • 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.
Zhuang Fangyi
Zhuang Fangyi
6★ DPS
Electric

Favoured by 14 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.
  • 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.
  • 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.
Tangtang
Tangtang
6★ DPS
Cryo

Favoured by 11 criteria

  • 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.
  • 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.
Yvonne
Yvonne
6★ DPS
Cryo

Favoured by 11 criteria

  • VitalityVitality · Consuming Solidification delivers a burst spike sized for high-HP single targets.
  • 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.
  • 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.
Mi Fu
Mi Fu
6★ DPS
Physical

Favoured by 11 criteria

  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • 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.
Wulfgard
Wulfgard
5★ Support
Heat

Favoured by 9 criteria

  • VitalityVitality · Stacked Combustion shreds inflated boss HP pools, since reaction damage scales with the enemy health bar.
  • 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.
  • 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.

Wulfgard is the clearest editorial call in this tier. His Combustion is reaction damage that scales off the enemy health bar and rides the off-skill damage bonus, so it shrugs off the battle-skill and combo nerfs that wreck most carries and grinds through the Vitality (enemy +HP) criteria that gate the highest brackets. Laevatain, Zhuang Fangyi, Tangtang, Yvonne, and Mi Fu round out the tier as the carries and controllers the most free risk points pile onto.

S Tier: Core CC Picks

S tier is where Contingency Contract gets practical: each pick is the best answer to a specific Test Criteria problem. Estella sits here despite a modest free risk points score, because her cryo-immunity talent is the single mechanic behind the easiest documented Risk 40 clear. As the controlled operator she defuses the cryo-on-skill criteria that punish high risk, a qualitative superpower the raw criteria count cannot fully price in.

S

S Tier for Contingency Contract

Core CC picks: each one solves a specific Test Criteria problem better than anything else

Perlica
Perlica
5★ Support
Electric

Favoured by 10 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.
  • 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.
  • 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.
Arclight
Arclight
5★ Support
Electric

Favoured by 10 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.
  • 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.
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.
Rossi
Rossi
6★ DPS
Physical

Favoured by 11 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.
  • 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.
Ardelia
Ardelia
6★ Support
Nature

Favoured by 9 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.
  • 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.
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.
Estella
Estella
4★ Sub-DPS
Cryo

Favoured by 6 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.
  • 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.
Gilberta
Gilberta
6★ Support
Nature

Favoured by 5 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.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.

Rossi's team-wide Haste claws back the Time Limit criterion, Xaihi compresses team healing into one slot so Withering (no heals between waves) barely lands, and Perlica with Arclight keeps the electric reaction core firing through the skill nerfs. Read the free risk points column to see which of these solve the criteria you actually plan to stack.

A Tier: Strong Situational

A tier is strong but conditional. Fluorite is the headline example of why this page shows the raw metric and the editorial tier side by side: she posts one of the highest free risk points totals on the board, because her combo skills sit on a 40 second cooldown and sidestep the combo-cost criteria entirely, yet her general kit lacks a team core and her rotation is sluggish, so she lands in A rather than near the top. Treat the metric as a signal, not a verdict.

A

A Tier for Contingency Contract

Strong situational: excellent against the right criteria board, skippable against the wrong one

Fluorite
Fluorite
4★ Support
Nature

Favoured by 11 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.
  • 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.
  • 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.
Alesh
Alesh
5★ Support
Cryo

Favoured by 8 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.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • 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.
Da Pan
Da Pan
5★ DPS
Physical

Favoured by 8 criteria

  • VitalityVitality · He generates and consumes his own Vulnerability for Crush burst, chunking high-HP targets without outside setup.
  • 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.
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.
Ember
Ember
6★ Tank
Heat

Favoured by 8 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.
  • PartitionPartition · Self-sufficient carry that does not need to swap operators mid-fight.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
Avywenna
Avywenna
5★ DPS
Electric

Favoured by 7 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.
  • 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.
Last Rite
Last Rite
6★ DPS
Cryo

Favoured by 7 criteria

  • VitalityVitality · A dedicated boss killer whose stacked Cryo burst multipliers are built to chunk inflated single-target HP.
  • 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.
Pogranichnik
Pogranichnik
6★ Support
Physical

Favoured by 7 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.
  • PhysicolysisPhysicolysis · Physical skills cleanse the forced Solidification.
  • Poor BasicsPoor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
  • 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.

Catcher and Ember turn survival criteria into non-issues with shields and sustain, Pogranichnik and Last Rite punch through inflated boss HP, and Da Pan and Alesh slot into specific cores. Every pick here is excellent against the right board and skippable against the wrong one.

B Tier: Niche

B tier operators answer a narrow slice of the criteria board. Endministrator is fully self-contained, so the Partition criterion (no operator switching) costs him nothing. Snowshine actively wants the enemy damage buff, since it feeds her counterattacks rather than threatening her.

B

B Tier for Contingency Contract

Niche: a real answer to a narrow slice of the board, outclassed elsewhere

Endministrator
Endministrator
6★ DPS
Physical

Favoured by 7 criteria

  • PartitionPartition · A self-contained burst DPS with no support needs, so being locked to one operator costs him nothing.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
  • 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.
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.
Antal
Antal
4★ Support
Electric

Favoured by 6 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.
  • 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.

Bring these when their specific criterion is on your board, and reach for an A-tier pick the rest of the time.

C Tier: Lower Priority

C tier is lower priority for Contingency Contract specifically. Neither pick is unusable, they simply neutralize fewer criteria than the options above for the same slot.

C

C Tier for Contingency Contract

Lower priority for CC: usable, but other picks neutralize more of the board

Lifeng
Lifeng
6★ Sub-DPS
Physical

Favoured by 5 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.
  • TremorTremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
  • VitalityVitality · Sustained or amplified damage chews through the inflated HP pools.
Akekuri
Akekuri
4★ Support
Heat

Favoured by 4 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.
  • ThermolysisThermolysis · Heat skills cleanse the forced Solidification.
  • Time LimitTime Limit · Fast killer that beats the shortened timer rather than ramping up slowly.

Treat this tier as a reference for completionists mapping a full roster, not a build target for the event window.

Methodology: How the Ranking Is Built

This tier list is built in two layers. The first is data. Every one of the 27 operators is scored against all 41 Contingency Contract Test Criteria using our Contract Fit engine. A criterion counts in an operator's favour when their kit sidesteps or exploits the penalty: an ultimate-scaling carry barely feels the combo and battle-skill nerfs, a ranged or tanky unit shrugs off the dodge and survival criteria, a non-infliction burst unit ignores the criteria that punish stacking inflictions, and reaction damage that scales off enemy HP rides the criteria that inflate boss health. We total the in-game risk value of every criterion a kit neutralizes (using each criterion group's highest tier) to get the free risk points figure, which orders operators within each tier.

The second layer is editorial judgement. A pure criteria count overrates units that dodge many modifiers but cannot actually carry a clear, so the final tier bands weigh real damage and clear power on top of the metric. That is why Fluorite, despite one of the highest raw scores, sits in A rather than near the top: her long combo cooldown dodges the combo-cost criteria but leaves her without a usable team core. It is also why Estella and Wulfgard sit above their raw scores: Estella's cryo immunity is the single mechanic behind the easiest Risk 40 clear, and Wulfgard's Combustion ignores the key skill nerfs while scaling off boss HP. Showing both the metric and the tier side by side keeps the unique data visible while staying honest about how the mode actually plays.

Two structural reminders that shape every placement. Risk 20 caps every reward in the shop, so for most players this is a question of clearing a survivable Risk 20 board, not maxing the bragging-rights number. And the optimal pick always depends on the exact criteria you stack: this page ranks operators across the whole board, but the Modifier Dashboard tells you which operators each individual criterion favours. Rankings move as the meta settles and as new operators enter our engine.

Where to Go Next

Pair this ranking with the rest of the Contingency Contract cluster. The Contingency Contract hub has the reward cap, the Risk 40 strategy, and community sharing codes by risk bracket. The Modifier Dashboard breaks down every Test Criterion and the operators it favours, so you can build around your own board. For day-one team archetypes, read the day 1 teams and risks guide and the reaction team comps. And for the wider meta, the general character tier list ranks every operator for standard content rather than Contingency Contract.

Frequently Asked Questions

Contingency Contract Tier List FAQ

Who are the best operators for Contingency Contract in Endfield?

For Contingency Contract Re-Ignition the standout operators are Laevatain, Zhuang Fangyi, Tangtang, Yvonne, alongside Wulfgard and Estella. They either neutralize the most Test Criteria (the risk modifiers that buff enemies or weaken your squad) or carry the highest-risk brackets outright. Estella in particular enables the easiest documented Risk 40 clear through her cryo-immunity talent.

Why does a general C-tier operator like Fluorite rank so high for Contingency Contract?

Fluorite is weak in general content because her combo skills sit on a 40 second cooldown and her rotation is slow. In Contingency Contract that same long cooldown is an asset: she almost never casts combo skills, so the criteria that punish combo and battle-skill use barely touch her. Our free risk points metric rewards that, which is why she lands far higher here than on the general tier list. We still cap her at A tier because she lacks a real team core, which is the editorial layer on top of the raw metric.

How is this Contingency Contract tier list calculated?

Every operator is scored against all 41 Contingency Contract Test Criteria using the same engine that powers our Modifier Dashboard. We add up the in-game risk points of each criterion the operator's kit neutralizes or exploits, which gives the free risk points column you see in the table. Operators are then grouped and ranked by Contingency Contract tier, set editorially to weigh real damage and clear power, with free risk points ordering operators inside each tier so a tank that dodges many criteria does not outrank a genuine carry purely on the count.

Which operators neutralize the most Contingency Contract risk modifiers?

Laevatain tops the list by neutralizing 14 of the Test Criteria, worth 30 free risk points, followed closely by Zhuang Fangyi and Tangtang. The full ranked table above lists all 27 operators by free risk points so you can match picks to the exact criteria board you plan to run.

Do I need meta DPS to clear Contingency Contract?

No. Risk 20 caps every reward in the shop, and anything above that is purely for the max-risk number next to your username. A coherent team that neutralizes your chosen criteria will clear the reward bracket without a whale roster. Off-meta picks like Catcher and solo carries like Ardelia and Chen Qianyu reach high risk on their own.

Which tanks and supports are best for Contingency Contract?

Catcher and Ember are the standout defenders: their shields and sustain turn the survival criteria (extra enemy damage, the damage-on-active-operator node) into non-issues. For supports, Xaihi compresses healing so the no-heals-between-waves criterion barely registers, Ardelia brings universal shred plus sheep sustain that can solo high risk, and Arclight keeps rotations alive through the attribute-cut criterion.

Does the best operator change depending on which risk modifiers I pick?

Yes. This page ranks operators across the whole criteria board, but the optimal pick shifts with the specific Test Criteria you stack. Use the Contingency Contract Modifier Dashboard to see exactly which operators each criterion favours, then cross-reference the free risk points column here to build around your chosen board.

Where does Camille rank for Contingency Contract?

Camille released after this dataset was built, so he is not yet scored against the Test Criteria here. He is a Heat Vanguard whose SP economy and Heat Susceptibility shred should slot cleanly alongside Laevatain and Wulfgard on a Heat-reaction board. We will add his full free risk points score and tier placement once his kit data is in our engine.

That is the full Contingency Contract operator ranking: all 27 current operators scored against the Test Criteria board, with the metric and the editorial tier shown side by side. It updates as the meta settles and as new operators like Camille enter the engine. For everything else about the mode, the Contingency Contract hub is the place to start.

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