In the Endfield, there is not only combat and adventure but also management gameplay. Its combat differs from the current mainstream of swapping characters for actions. This article will introduce the combat system of Arknights: Endfield, telling you what the game's combat system is like, and what to pay attention to during battles. After reading this, you will understand it all.

Preface:
The combat system in the second test of Endfield integrates action elements on a strategic basis, with the core being the combo skill system. Without proper team formation and sequence planning, the combat experience would be greatly diminished, even boring. Besides the ultimate skills of a few operators, the highlight is the combo skills among operators.

Skill System:
In the second test, teams consist of four members, each operator having four active skills: basic attack, tactical skill, combo skill, and ultimate. Basic attacks are divided into normal attack, drop attack, dodge pursuit, and execution. For example, 42's normal attack has five segments with seven slashes, the last one being a heavy hit that can charge the skill gauge and increase the enemy's imbalance value. The drop attack is an aerial slash, while the dodge pursuit is a basic attack after dodging. Execution requires the enemy to be in an imbalanced state, and the last segment of the basic attack can charge the skill gauge, with execution automatically triggered when the enemy is imbalanced.

Imbalance:
A four-member team shares three skill gauges, and any operator can consume one to use a tactical skill. The skill gauges recharge over time, and operators other than the main controlled one perform only basic attacks. The last segment of a basic attack, a heavy hit, can directly add a segment to the skill gauge and increase the enemy's imbalance value. When the enemy's imbalance gauge is full, they enter an imbalanced state, taking more damage and allowing for execution. The imbalanced state lasts for a while before disappearing, requiring re-accumulation.

Tactical Skills:
Tactical skills have no cooldown but require a short charging period during which they cannot be used again immediately. Different tactical skills have varying ranges and types. For example, 42's tactical skill is a burst damage area, while Jie's tactical skill is a guided AOE. Tactical skills need to be accurately hit; otherwise, they affect the rhythm. Against agile bosses, 42's tactical skill hit rate decreases, increasing the difficulty. If a tactical skill misses, the next skill gauge recharge takes a longer time.

Elemental Attributes:
Operators have five elemental attributes: ice, fire, physical, natural, and electric. Different elemental tactical skills can be classified as attachment, pure damage, or support. Attachment tactical skills need to be applied twice to trigger their effects. For example, Jie's natural attribute tactical skill marks a leaf icon on the right side of the enemy's health bar, and 42's fire attribute tactical skill applies a burning effect. Two same-element attachments result in a spell burst, causing massive damage. Two different-element attachments result in a spell anomaly, triggering additional effects from the first attachment, such as self-ignition from fire + electric/ice, increased magic damage from electric anomalies, freezing and increased physical damage from ice anomalies, and reduced defense from natural anomalies. Physical tactical skills operate independently and cannot interact with other attributes. The first physical anomaly triggers a defense break, and the second produces additional effects like knockback or launch. Large enemies cannot be knocked back or launched, only accumulating imbalance value.

Combo Skills:
After understanding tactical skills, the concept of combo skills becomes easier to grasp. Combo skills have a cooldown and cannot be used infinitely. Each operator has different trigger conditions. For example, the "Administrator's" combo skill can be released following any character's combo skill, while 42's combo skill requires the enemy to be in a burning state. The combination of a four-member team is crucial, and a well-coordinated combo skill can significantly enhance combat fluidity and damage. Combo skills rely on tactical skills, serving as the intersection of strategy and action, making sequence planning especially important. The same skill release order at different times may produce drastically different effects.

Ultimate Skills:
Ultimate skills are triggered by holding down the tactical skill button, providing various buffs. For example, 42 and Yvon's enhancement ultimates can directly switch to the main control and enter a specific enhanced state, such as 42 significantly boosting basic attack output for 15 seconds. These transformation ultimates not only have unique animations and spectacular effects but also deal explosive damage, making them extremely powerful overall.

In summary, the combat system of Arknights: Endfield is an excellent blend of strategy and action. Compared to the first test, there have been significant changes, making the combat experience more exhilarating. The coordination between combo skills and tactical skills enhances both strategy and combat fluidity. Although the lack of bullet time and the increased requirement for tactical skill hits raise the difficulty, such design ensures a fresh combat experience, achieving a rare balance between strategy and action.