Catcher Guide and Best Build

Character

Catcher Introduction

Catcher is a 4-star character in Arknights: Endfield (AKE). Catcher wields a Greatsword and belongs to the Defender class. Catcher also has access to the Physical element. This guide provides a comprehensive overview of Catcher's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.

To learn more about Catcher check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.

Catcher Video guide

Catcher has no video guide yet.

Update tracker

Last review update

Patch 1.0

Last major build/calcs update

Patch 1.0

Last profile update*

February 2nd, 2026

*Profile update means smaller edits to the guide that don't require new calculations.

To learn more about Catcher check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.

Profile

Review

Build

Teams & Synergies

Profile

Catcher Attributes (level 90)

The yellow color shows the Primary Attribute and the green Secondary Attribute. Both of those attributes, on top of their normal bonuses, provide additional ATK to the character.

Strength
Strength
176
Agility
Agility
96
Intellect
Intellect
86
Will
Will
106

Catcher Skills

Basic Attack

Basic Tactics

BASIC ATTACK:

An attack with up to 4 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 22 Stagger.

DIVE ATTACK:

Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies.

FINISHER:

Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Physical DMG and recovers some SP.

BATK SEQ 1 Multiplier
79%
BATK SEQ 2 Multiplier
87%
BATK SEQ 3 Multiplier
122%
BATK SEQ 4 Multiplier
160%
Finisher ATK Multiplier
900%
Dive ATK Multiplier
180%

[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).

Battle Skill

Rigid Interdiction

SP Cost: 100

Raises a shield that can block attacks, grants Protection to self and nearby operators, and immediately returns some SP.
When attacked while the said shield is active, perform a retaliation bash that deals Physical DMG and applies 1 stack of Vulnerability to the attacking enemy.

DMG Multiplier
400%
Stagger
20
Protection
90%
SP Return
30

[Protection]: Protected targets temporarily take reduced DMG. The number represents the degree of reduction. When there are multiple effects of the same type, only the most powerful applies.

[SP Return]: After spending SP and meeting certain criteria, some of the SP spent will be returned. SP Return is not SP Recovery and do not activate SP Recovery-triggered effects. Spending returned SP also does not gain Ultimate Energy.

[Vulnerability]: Hitting an enemy for the first time with a skill with Physical Status applies Vulnerability instead of the actual Physical Status. A Vulnerability enemy can be Lifted and Knocked Down to add more Vulnerability stacks (up to 4). Hitting a Vulnerability enemy with Crush or Breach will consume the Vulnerability stacks.

Combo Skill

Timely Suppression

Cooldown: 33s

A powerful downward punch that deals Physical DMG to the enemy, while granting shields to self and another teammate (controlled operator prioritized).
DEF can further increase Shield points.

Trigger: When an enemy starts charging up a skill, or when the controlled operator is attacked and falls below 40% HP.

SEQ 1 DMG Multiplier
55%
SEQ 2 DMG Multiplier
225%
Stagger
10
Base Shield
810
Shield Increase per Defense
5.06
Shield Duration (s)
10

[Shield]: The shield can absorb damage while it is active. Some shields may only absorb specific types of DMG.

Ultimate

Textbook Assault

Energy cost: 80

Swings the greatsword to perform 2 consecutive slashes to deal Physical DMG and apply Weaken, followed by a powerful downward slam that deals massive Physical DMG and applies Knock Down to all enemies within the area of effect.

Cooldown
15
SEQ 1 DMG Multiplier
200%
SEQ 1 Stagger
5
SEQ 2 DMG Multiplier
270%
SEQ 2 Stagger
5
SEQ 3 DMG Multiplier
400%
SEQ 3 Stagger
10
Weakness Effect
30%
Weakness Duration (s)
8

[Knock Down]: Applies Vulnerability to an enemy. If the enemy is already Vulnerability, then add 1 stack of Vulnerability, and deal Physical DMG and Stagger.

[Weaken]: Weakened targets temporarily deal reduced DMG. The number represents the degree of reduction. Effects of the same type can stack non-linearly.

Catcher Talents

Base Talent

Silent Caretaker

Assign to Control Nexus to grant all operators' Mood Regen +8/12%.
Base Talent

Grounded Approach

Assign to Growth Chamber to slow Mood Drop of all operators in it by 14/18%.
Combat Talent

Resilient Defense

For every 10 Will, DEF +1/1.2.
Combat Talent

Comprehensive Mindset

Ultimate Textbook Assault improved: Final hit creates 2/3 shockwave(s), each dealing 30/45% ATK of Physical DMG.

Catcher Potential (dupes)

P1

Multi-layered Readiness

Potential 1

Battle skill Rigid Interdiction and ultimate Textbook Assault improved: After hitting the enemy, deals another strike that deals [300 + DEF x 5] of Physical DMG.
P2

Bonus Spec Training

Potential 2

DEF +20, Will +10.
P3

Unwavering Post

Potential 3

Combo skill Timely Suppression improved: Shield duration +5s.

[Shield]: The shield can absorb damage while it is active. Some shields may only absorb specific types of DMG.

P4

Compensated Suffering

Potential 4

Ultimate Textbook Assault improved: Ultimate Energy cost -10%.
P5

Choice Without Regrets

Potential 5

Battle skill Rigid Interdiction improved: Hitting an enemy while the shield is active returns 10 SP.

[Shield]: The shield can absorb damage while it is active. Some shields may only absorb specific types of DMG.

[SP Return]: After spending SP and meeting certain criteria, some of the SP spent will be returned. SP Return is not SP Recovery and do not activate SP Recovery-triggered effects. Spending returned SP also does not gain Ultimate Energy.

Catcher Lore

"Need defensive cover? I shall give you my best."

Catcher serves on Operations Team Z7 in Endfield, responsible for cover and logistical support. Backed by full military training, he draws on his extensive knowledge to guide his teammates through critical moments. Born into a military family within the Talos-II General Chamber of Commerce, he was raised with the love of devoted parents and older siblings. The pain and sickness caused by a childhood accident never brought him down. Instead, they shaped him into the steadfast warrior he is today.

Catcher may be the youngest on the team, but his maturity far surpasses that of his peers. He can work seamlessly with everyone, readily cover when a teammate struggles, and even prepare a camp meal tailored to everyone's needs. With him around, the team always feels safe and at ease.

Catcher Voice Actors

ENG
-
JPN
-
CN
-
KR
-

Catcher Gallery

Review

Catcher Ratings

Survivalist
T2

Umbral Monument

Catcher Pros & Cons

Pros

  • Applies Weaken and Vulnerability with Ultimate.

  • Using Battle Skill protects allies and parries enemy attacks, applying Vulnerability.

  • On-demand Protection from Battle Skill makes some support sets easy to maintain uptime on.

  • Very easy to get the max potentials of.

  • Battle Skill returns a portion of the SP spent to use it.

  • Combo applies a shield to self and the controlled operator.

Cons

  • No healing, even as a Defender class operator.

  • Combo has a very long cooldown when compared to other operators.

Catcher Review

Kit Intro

Catcher is a 4-star, Physical, Great Sword Survivalist who can shield the team, apply Protection, and counter enemy attacks with his Battle Skill, but can also apply Vulnerability at the same time. What makes Catcher unique is his combo-based shielding, which grants himself and the controlled operator a shield based on his Defense for a short duration. This shield is a nice survival tool, but the cooldown of the combo is much longer (a very long 35 seconds) than its duration, meaning you’ll either have to save and time its use or settle for situational uptime. 

Catcher’s Vulnerability application is linked to his Ultimate and Battle Skill, the latter of which is a parry/retaliation style attack, which allows him to strike a stance immediately to protect allies for a short period while counterattacking enemies that hit him, applying Vulnerability to them in the process. This is a situationally powerful Battle Skill, but usually not one you’ll want to rely on for your Physical team combos, as waiting for Catcher to be hit can ruin your team's flow. Catcher’s Ultimate, on the other hand, is far simpler: it applies Vulnerability and Weaken to enemies, stacking two beneficial effects on the one ability, making it a solid inclusion for most Physical teams.

As good as all that might sound, Catcher has a few fatal weaknesses. The first is that, despite being a Defender, he has no way to heal the team, which would be fine if his shields stuck around, but their uptime is severely limited. The second is that, despite having a solid Vulnerability application, other, still free characters simply do it better. 

Combo

Catcher’s combo skill is his signature ability and one of the main reasons you might consider bringing him over other Vulnerability-applying alternatives. 

One of two of its main draw cards is its activation requirement, which in many cases forcibly causes you to use it at the perfect moment to interrupt enemies. To trigger it, either the controlled operator must be attacked at 40% or lower HP, or the enemy needs to begin charging up a skill; that second one is what you want, as using it on that trigger condition can allow you to immediately interrupt said charged skill. 

The second reason to bring Catcher is the combo's actual effect: on use, it will shield Catcher and the controlled operator by an amount equal to his DEF for 10 seconds. This isn’t a bad defensive effect, but as the shield only lasts 10 seconds and the cooldown of the ability is over 30, its uptime isn’t great. All up a great interrupt ability with some defensive benefits, but it is hindered by a steep cooldown.

Potentials:

  • Potential 3: Catcher’s P3 extends the duration of his Combo Skills shield by a whole 5 seconds, improving its uptime. Sadly, the overall uptime, even after the increase, isn’t enough for Catch to comfortably claim to fully sustain the team when compared to other defenders like Snowshine or Ember.

Ultimate

Catcher’s Ultimate costs 80 energy (72 at P4) and is his most universally useful ability, thanks to it applying both Vulnerability and Weaken on use, allowing it to act as a stack toward Crush or Breach in your physical teams and as a trigger of some supportive effects like the Xiranite set. 

Using the ability also deals a bit of damage and some solid Stagger, with even more being added on from talents. Not a complicated ability, but arguably Catcher’s easiest to work around, given it can be consistently relied upon to work in combos.

Battle Skill

Catcher’s Battle Skill is an SP-discounted method for applying Vulnerability in teams, which sounds incredibly desirable but comes with a… catch. 

Using it causes Catcher to immediately refund a portion of SP spent and then enter an immobile parry state, which applies Protection to him and all nearby operators while it lasts. While in this state, when Catcher is hit, he’ll immediately counterattack, applying a stack of Vulnerability while also dealing some Physical damage, and a bit of Stagger. 

This battle skill sounds fantastic in theory, but what holds it back is the fact that Catcher needs to be hit in order to apply the Vulnerability - something which interrupts the flow of the snappy rotation most physical teams have. In addition to this, while using this ability can net you some very SP-efficient Vulnerability, a lot of other free characters can do the same or apply Vulnerability while bringing other benefits, which often leaves this ability without a niche it feels good to use within.

Potentials:

  • Potential 1: Adds some extra damage to Catcher’s battle skill counterattack. Not enough to cause him to deal meaningful damage in teams, but a nice bonus.

  • Potential 5: Boost the SP refunding capabilities of Catcher’s battle skill while he possesses a shield. A nice addition, but not enough to grant Catcher an edge over other Physical options.

Talents

Catcher’s talents are both useful, but neither of them is transformative enough to shift his playstyle or elevate his performance in a meaningful way. 

His first talent, Resilient Defense, grants him a new way to gain his signature stat DEF. For every 10 Will that Catcher has, he gains another 1.2 DEF, which improves his shielding capabilities and offers a slight damage increase thanks to his potential 1 damage scaling. Usually not impactful enough to fully dedicate Catcher’s build to stacking only Will, but a nice bonus nonetheless.

Catcher’s other talent, Comprehensive Mindset, adds a new effect to his Ultimate, causing it to release 3 shockwaves after the final hit. These shockwaves each deal a small bit of extra Physical DMG based on Catcher’s ATK, boosting the damage of the ability slightly but not to a point where it has a major impact or upgrades Catcher’s total damage to the next level. 

Gameplay

When playing Catcher, here are a few things to look out for to make the most of his kit:

  • Use Combo Skill when available to interrupt enemy telegraphed actions and to apply shield to the team. Alternatively, you can hold onto it as a survival tool due to its long cooldown, but this will come at the cost of energy generation and overall shield uptime.

  • Catcher’s Battle Skill can also optionally be used to protect the team and counter enemy abilities. In Physical teams, so long as it doesn’t interrupt your usual rotation, this can be used as an SP-efficient form of Vulnerability application.

  • Weave Catcher’s Ultimate into your usual rotations to ensure you make use of the Vulnerability stack it provides when it’s available.

Build

Catcher Best Weapons

Catcher best Weapons are placed in order of what fits their playstyle the most. Check the comments to get additional context.

1

Stat 1 Boost - 9/9

Strength: +124

Stat 2 Boost - 9/9

Max HP: +62.40%

Passive Boost - 9/9

Sec. Attribute: +14.00%

After the wielder applies Knocked Down or Weakened, DEF +50.4% for 15s. Effects of the same name cannot stack.

Catcher's Signature Weapon has ideal passive stats for him and has a Weapon Effect which grants him a huge DEF% increase, an incredibly rare stat not really found anywhere else. This DEF boost increases the size of his Shields by a large amount and also synergizes well with the rest of his DEF scaling abilities.

2

Stat 1 Boost - 9/9

Strength: +156

Stat 2 Boost - 9/9

Max HP: +78.00%

Passive Boost - 4/9

Shield applied +38.4%. When the wielder restores HP with their own Combo Skill, grant the Controlled Operator an additional [11.2 x Wielder's Max HP] Shield for 15s. Effect only triggers once every 15s.

Ember's Signature grants a large amount of passive defensive stats, including an increase to all shielding, boosting the potential of the Catcher's combo skill significantly. Unfortunately, since Catcher doesn't heal with his Combo Skill, he can't take advantage of the incredibly strong Weapon Effect.

3

Stat 1 Boost - 9/9

Will: +156

Stat 2 Boost - 9/9

Max HP: +78.00%

Passive Boost - 4/9

Treatment Efficiency +16%. When a Protected Operator takes DMG, the wielder restores the said Operator's HP by [134 + Will x 1.12]. Effect only triggers once every 15s.

This weapon has an overwhelming amount of defensive passive stats and boosts healing as well. Its Weapon Effect causes Catcher's protection on Battle Skill to trigger an additional heal if he's hit while it's active, boosting her sustain capabilities slightly.

4

Stat 1 Boost - 9/9

Strength: +124

Stat 2 Boost - 9/9

Ultimate Gain Eff.: +37.10%

Passive Boost - 9/9

Main Attribute: +14.00%

After the wielder applies an Arts Burst, ATK +16.8% for 30s. Max stacks for effects of the same name: 3. Duration of each stack is counted separately. Effect only triggers once every 0.1s.

This weapon's Weapon Effect isn't usable by Catcher, but the passive stats, including Energy Regen, still make it a viable option if you value more Ultimates in a fight over more defensive weapon effects listed above.

5

Stat 1 Boost - 9/9

Strength: +93

Stat 2 Boost - 9/9

Attack: +23.40%

Passive Boost - 9/9

After the wielder's Battle Skill hits the enemy, ATK +33.6% for 20s. Effects of the same name cannot stack.

Last resort option if you're lacking any of the choices above. Has the correct passive stats, but all at much lower base values, setting it significantly behind all other choices.

Catcher Best Gear Set

Catcher best sets are placed in order of what fits their playstyle the most. Check the comments to get additional context.

1

Flat HP +1000. When the wearer applies Amp, Protected, Susceptible, or Weakened, other teammates also gain DMG Dealt +16% for 15s. This effect cannot stack.

Description

Despite being a Defender, Catcher isn't able to use the premier defensive 3P set LYNX due to him not being able to heal. Instead, the next best thing to equip him with is either Xiranite and full Energy to maximize his ability to apply Vulnerable and Weaken while also occasionally buffing the team. Alternatively, you can put investment into extra Stagger with Swordmancer. In most cases, we've found the extra Energy to be more impactful, but Swordmancer is also there as a choice if you'd prefer it.

Pieces

Armor

Gear
Tide Fall Light ArmorTide Surge

Gloves

Gear
Eternal Xiranite GlovesEternal Xiranite

Kit

Gear
Eternal Xiranite Power CoreEternal Xiranite

Kit

Gear
Eternal Xiranite Power CoreEternal Xiranite

Catcher Best Gear Pieces

Catcher gear pieces calculations aren't available yet. They will be added soon.

Catcher Dupes Calculations / Review

Catcher dupes are very easy to obtain due to their low rarity. That's why the guide and review above already assumes you have them max duped and we're not reviewing each separately.

Catcher Calculations

Catcher team calculations information aren't available yet. They will be added soon.

Catcher Skill Priority

Off Field:

Combo Skill > Ultimate = Basic Attack > Battle Skill

Teams and Synergies

Catcher Best Synergies

Catcher's kit is useful across a wide range of teams, and whenever you're in need of a boost to your survivability, it can be worth trading in some damage or buffing for Catcher's ability to interrupt bosses with his combo, plus his shielding capabilities. Here is why you might wanna bring him:

  • His Combo Skill triggers when a boss launches an interruptable attack, meaning if you save it, it'll always be a perfectly timed interrupt.
  • His Combo Skill also applies a shield to himself and the controlled operator.
  • His Ultimate can apply Weaken to the enemy, reducing the amount of damage they deal, while also applying a Vulnerability stack.
  • His Battle Skill acts as a parry, which lets him protect the team and apply a Vulnerability stack.

Catcher Best Teams

Team #1
Team Members
Endministrator
Endministrator
Lifeng
Lifeng
Chen Qianyu
Chen Qianyu
Catcher
Catcher
Team #2
Team Members
Da Pan
Da Pan
Lifeng
Lifeng
Chen Qianyu
Chen Qianyu
Catcher
Catcher
Team #3
Team Members
Endministrator
Endministrator
Pogranichnik
Pogranichnik
Chen Qianyu
Chen Qianyu
Catcher
Catcher