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Endfield Codex Builds, tier lists, and operator data for Talos II
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Endfield Combat System Deep-Dive — Skill Chains, Dodge i-Frames, RES Math

Everything you need to know about Arknights: Endfield's combat layer. Skill chain priority, dodge i-frame windows, RES math, how damage is actually calculated, and the four shortcuts veteran players use.

By: K. Talos Updated: 2026-05-13 11 min read

Fan-built reference. Numbers and patterns below are drawn from Arknights mainline conventions — they are NOT verified Endfield gameplay data. We will replace this guide with launch-verified content after the game ships.

The four damage layers

Endfield's damage formula is multiplicative across four layers. Understanding the order matters more than knowing the exact numbers.

  1. Base damage = ATK × skill scaling × crit (if it lands)
  2. Damage type bonus = +element% from gear and modules
  3. RES math = (1 − target_RES + your_RES_shred), capped at 0.2× minimum
  4. Conditional multipliers = Perlica's amp zone, marked-target bonuses, debuff stacking, weakness break

Each layer multiplies the result of the previous. This is why stacking different layers beats stacking the same one. Two sources of +30% ATK give you +69% effective damage; +30% ATK plus +30% damage type bonus gives you +69% as well; but +30% ATK plus +30% RES shred plus +30% Perlica amp gives you +119%. The lesson: build for variety in your modifiers.

Skill chains

Skills feed into each other through "Resonance Tags". When skill A applies a tag, skill B from any squad member that consumes the tag deals bonus damage. The standard launch chain:

  1. Chen Qianyu applies Tactical Mark
  2. Perlica's passive accumulates Resonance on the marked enemy
  3. Perlica ults, detonating the Resonance for a burst
  4. Chen Qianyu's ult refreshes the mark, restarting the chain

This loop takes about 11 seconds and accounts for ~80% of a Chen+Perlica squad's damage. Disrupting the order (e.g., Perlica ulting before the mark is applied) cuts the burst by 60%.

Dodge i-frames

The standard dodge has 0.4 seconds of invulnerability, frames 6–18 out of 24. The visual cue is the orange flash on your character outline — that's when i-frames start, not when you press the button. Press 0.1s before the attack lands; the windup is forgiving.

Class-specific i-frame variations:

  • Guards / Vanguards: standard 0.4s, can chain into a counterattack within 0.6s of dodge end
  • Defenders: shorter dodge (0.3s) but generate squad block on use
  • Snipers / Casters: longer dodge (0.5s), 1.2s recovery, no counter
  • Medics: 0.4s i-frame, but cancels active heal
  • Specialists (varies): some have teleports instead of dodges, with full i-frame during travel

RES math, properly

RES values are percentage subtractions, not multiplications. An enemy with 60% physical RES takes (1 − 0.6) = 40% of incoming physical damage. Stacking RES shred from multiple sources is additive among themselves, then subtracted from target RES once.

SetupEffective RESDamage taken
Bare attack vs 60% RES60%40%
+ Chen mark (18% physical shred)42%58%
+ Wulfgard taunt (10% additional shred)32%68%
+ Module shred (8%)24%76%

Negative RES caps at −50%, meaning enemies cannot take more than 150% damage from RES shred alone. The cap is per damage type. If you've stacked your physical shred past that, the overflow does nothing.

Weakness break

Every elite-or-higher enemy has a hidden Stagger bar. Hitting them with their elemental weakness builds Stagger; filling the bar triggers a 3-second Break window where the target takes +50% damage from all sources and cannot use skills.

Stagger generated per hit:

  • Basic attack: 1–2 stagger
  • Skill (light): 8–12 stagger
  • Skill (heavy): 18–25 stagger
  • Ultimate: 30–50 stagger

Elite stagger bars are usually 80–120 points. Save ults for during Break, not to trigger Break. Trigger Break with skill 2, then ult during the window.

Four shortcuts veterans use

  1. Cancel skill recovery with dodge. Most skills have a 0.4-0.6s lockout after firing. Dodging immediately after the damage frame cuts this to 0.1s. Doubles your effective DPS in long fights.
  2. Manual target lock for boss skills. Auto-target picks the closest enemy. Manual lock with the right stick / Tab forces single-target skills to land on the elite, not the mob in front of it.
  3. Position behind the boss for crit windows. Hits on the back deal +15% damage. This is independent of crit. Worth ~6% effective damage over a long fight.
  4. Save ult charge across loading screens. Skill points don't reset between stages within the same mission. Banking 3 SP before a boss room saves 12 seconds of damage uptime.

What the tutorial doesn't tell you

  • Block damage stacks with Wulfgard's elemental halving. Multiplicative, not additive.
  • Healing skills crit. Heal-crit is 50% of crit dmg, not 100%, but it's enough that Endmin wants 35-40% crit rate.
  • Frozen enemies take +30% physical damage on shatter. Hoderi's ult into a Chen Qianyu burst is a hard-counter combo.
  • Tactical Mark stacks across multiple sources. If two operators have mark abilities, they don't overlap — they replace, and the most recent application's RES values apply.

When mechanics matter more than gear

Players hitting walls in chapter 5+ are usually under-leveraging mechanics, not under-geared. The clearest tell: if your bosses are dying to ult chains within the first 30 seconds in chapter 4 but lasting 90+ seconds in chapter 5, the problem is skill chain disruption from boss mechanics, not raw damage. Re-read the boss's telegraph patterns before farming more substats — the answer is in the fight.