Endministrator is a 6-star character in Arknights: Endfield (AKE). Endministrator wields a Sword and belongs to the Guard class. Endministrator also has access to the Physical element. This guide provides a comprehensive overview of Endministrator's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Endministrator 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.
Endministrator has no video guide yet.
Last review update
Patch 1.0
Last major build/calcs update
Patch 1.0
Last profile update*
January 21st, 2026
*Profile update means smaller edits to the guide that don't require new calculations.
To learn more about Endministrator 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
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.
Destructive Sequence
An attack with up to 5 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 18 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Physical DMG and recovers some SP.
[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).
Constructive Sequence
SP Cost: 100
[Crush]: Applies Vulnerability on an enemy. If the enemy is already Vulnerability, then consume all Vulnerability stacks and deal massive Physical DMG.
Sealing Sequence
Cooldown: 15s
Trigger: When another operator in the team deals DMG with combo skills.
[Physical Status]: Physical Statuses refer to physical debuffs applied to the enemy. They include Lift, Knock Down, Crush and Breach.
[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.
[Originium Crystals]: The Endministrator's combo skill attaches Originium Crystals to enemies and immobilizes them.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Bombardment Sequence
Energy cost: 80
[Originium Crystals]: The Endministrator's combo skill attaches Originium Crystals to enemies and immobilizes them.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Essence Disintegration
[Originium Crystals]: The Endministrator's combo skill attaches Originium Crystals to enemies and immobilizes them.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Realspace Stasis
[Originium Crystals]: The Endministrator's combo skill attaches Originium Crystals to enemies and immobilizes them.
Final Awakening
Potential 1
[Originium Crystals]: The Endministrator's combo skill attaches Originium Crystals to enemies and immobilizes them.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
[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.
Reflection of Authority
Potential 2
???
Potential 3
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Potential 4
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Potential 5
In the recorded history of Talos-II, the Endministrator stands as a key guardian who protected civilization on this planet and saved humanity from multiple catastrophic disasters. The Endmin's heroic deeds have given rise to many stories, tales, and even rumors.
However, the Endmin's identity remains elusive, and only a handful of people have seen the legend in person. Other factions within the Civilization Band are well aware that Endfield has a very special trump card in their hand, but that is all they know.
The Endministrator's mysterious mastery over Originium and the Protocol Network, along with the Endmin's need for periodic long-term hibernation, is one of Endfield's most important secrets.
Review
Umbral Monument
Umbral Monument
Grants themself and the team ATK%.
Applies a sizable Physical damage taken debuff, benefitting themself and the team.
Can be played as either a primary damage dealer or support damage dealer.
Incredibly easy to trigger Combo Skill.
Improved SP efficiency when played as main damage dealer.
Top performance requires careful play around Combo Skill Originium Crystals.
Can only apply Vulnerable to enemies who don’t already have it due to [Crush] being the only source of application.
Endministrator is a 6-star, Physical, sword damage dealer hybrid who is also effective when played as a support damage dealer. Which role Endmin takes in a team depends on whether you want them to be the consumer of the team's Vulnerability stacks. If you have no one else to consume them, then running damage-focused Endmin will be effective. If you already have plans for them to be consumed by another character, though, Endmin can still be useful thanks to the great damage from the rest of their kit and ability to grant the team buffs as well. Also, helpful is the fact that Endmin can slot into any team thanks to its Combo Skill being generically activatable by any character.
Endmin’s damage-focused playstyle revolves around [Crush], which can be activated via their Battle Skill to quickly convert Vulnerability stacks applied to enemies into huge bursts of reaction damage. This, combined with the damage from Endmin’s Combo Skill and Ultimate, makes them a capable Physical carry all at the same time, as they do not need to sacrifice any of their supportive effects.
The appeal of Endmin’s support damage role primarily comes online after unlocking their second Potential, which allows them to grant the team +15% ATK boost. When combined with their talent, which causes enemies afflicted with their Combo Skill to take 20% extra Physical damage during its duration, it allows them to boost the team while still contributing with Stagger and a sizable amount of damage through their Combo Skill and Ultimate.
Endmin’s Combo Skill is at the heart of their kit, regardless of if you’re playing them as a main or support damage dealer. Its trigger only requires another operator deal damage with their own Combo Skill. On use, it deals Physical DMG and encases the target in Originium Crystals, sealing them for up to 5 seconds. While sealed, if enemies suffer a Physical status or get a Vulnerability stack, the crystals explode, dealing a larger amount of Physical damage, releasing the enemy in the process. The immobilization effect and damage of this combo are good, but how the crystals interact with the rest of Endmin’s kit is truly why it’s powerful.
Note: Elite/boss enemies cannot be frozen by this combo, but will still receive a debuff that still interacts with the rest of Endmin’s kit in the same way.
Potentials:
Potential 2: Grants half the ATK% (15%) buff of Essence Disintegration to the whole team for 15 seconds, boosting Endmin’s supportive value considerably.
Both of Endmin’s talents are powerful, and each works off their Combo Skills crystals. The first, Essence Disintegration, grants Endmin a 30% ATK boost for 15 seconds after Originium Crystals are successfully consumed, which is a very nice damage increase.
Note: You won't get this bonus if you let the Originium Crystals expire.
Endmin’s other talent causes enemies afflicted with Originium Crystals (sealed or not) to suffer 20% Physical Damage taken. This is a strong damage increase, much rarer than usual. It also remains in effect for damage that removes the Originium Crystals, meaning the Physical status that explodes them, the hit that triggers the status, and the crystal explosion itself will all be boosted.
Tip: For players optimizing, it’s worth using as many high damage attacks and abilities that don’t inflict Vulnerable or Physical statuses before detonating the crystals. This allows you to take advantage of the damage taken debuff, as long as you don’t accidentally let the Originium Crystals expire.
Potentials:
Potential 1: After activation, consuming Originium Crystals with Endmin’s Battle Skill also returns 50 SP, making it far more efficient when you’re able to trigger the effect.
Endmin’s Battle Skill is simple; it costs 100 SP, deals Physical damage in a cone-based AoE, and inflicts [Crush] to all enemies hit.
In damage-focused Endmin teams, this ability is usually the finisher you’ll be using at the end of your combos to consume the team's Vulnerability stacks. Detonate the Originium Crystals and refund SP in the process.
When playing Endmin in the support damage role, you’ll be saving your Vulnerability stacks for a different character in most cases. Instead, you can use this Battle Skill as an opener against non-Vulnerable enemies to make use of Crush as a Vulnerable applier instead of a spender. This is useful to activate some weapons and sets.
Endmin’s Ultimate costs 80 energy to use and delivers an AoE Physical damage nuke centered on your target. This ability also has an additional effect that enables it to forcibly consume Originium Crystals on the target to deal another hit of Physical damage, which when added, almost doubles the damage of the Ultimate. With such a huge benefit available and the damage taken buff of the crystals themselves, you should always try to align using Endmin’s combo before their Ultimate, so it may consume the Originium Crystals.
Endmin has two playstyles:
DPS
In teams where Endmin is one or the main character consuming Vulnerability stacks on enemies, follow this approach:
Build Vulnerability stacks through team abilities;
Time Combo Skill, so it can be detonated by Endmin’s Battle Skill or Ultimate. To gain more damage, use other abilities in between your combo and Battle Skill/Ultimate, which don’t apply Physical statuses, or Vulnerable, to take advantage of the crystals’ damage taken debuff.
Detonate Originium Crystals from Combo Skill using Ultimate if available, preferably after enemies are Staggered.
If Ultimate is not up, and you’ve accumulated all the Vulnerability stacks, you’re able to use Battle Skill to consume them as well as your combos crystals.
Support Damage
In teams where another character is consuming Vulnerability stacks, the majority of the time, proceed with this approach instead:
Use Endmin’s Battle Skill to establish the first stack of Vulnerable on enemies so they can activate set and weapon effects without interfering with your other Vulnerable spenders' rotation.
Time Combo Skill, so it can be detonated by Endmin’s Ultimate if available, or your team's Vulnerable spender’s spending ability. To gain more damage, use other abilities in between your combo and Ultimate/Team Spender, which don’t apply Physical statuses or Vulnerable, to take advantage of the crystal's damage taken debuff.
Detonate Originium Crystals from Combo Skill using Ultimate if available, preferably after enemies are Staggered.
Detonate Crystals with the team's Vulnerable spending skill if the Ultimate is not available.
Build
The percentages show the performance of the weapon based on calculations, but in some cases, some Weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).
The solo percentage shows how the weapon impacts Endministrator performance if you look at their damage in the vacuum, while the team percentage shows the impact of the weapon when taking into account full team, including buffs etc.
Stat 1 Boost - 9/9
Agility: +156
Stat 2 Boost - 9/9
Attack: +39.00%
Passive Boost - 4/9
Arts Intensity: +48
Stat 1 Boost - 9/9
Main Attribute: +132
Stat 2 Boost - 9/9
Physical DMG Bonus: +43.30%
Passive Boost - 4/9
Attack: +16.00%
A close alternative to Grand Vision for Endmin's personal damage thanks to a great combination of passives, which only slightly loses out to Grand Vision, but most notably has a Weapon Effect that grants a team-wide supportive bonus that also boosts Endmin's own damage by a significant amount. This is why it can compete and sometimes even be more valuable than Grand Vision in team scenarios.<br/>Note: Eminent Repute's weapon effect only functions when Endmin is consuming Vulnerability stacks, so if they aren't the one activating Crush in the team, this Sword loses significant value compared to what is displayed.
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Physical DMG Bonus: +34.70%
Passive Boost - 9/9
Attack: +14.00%
A solid 5-star option for Edmin, which has great passive stats for Endmin but at lower values than their 6-star options. This Sword's weapon effect is also solid, although it only works if Endmin is applying Crush, and can usually only reach one stack in most team compositions. Because of these reasons, it falls behind Endmin's top options.
Stat 1 Boost - 9/9
Main Attribute: +132
Stat 2 Boost - 9/9
Critical Rate: +19.50%
Passive Boost - 4/9
An underwhelming Sword given its 6-star rarity. Has a mediocre mix of passives, with one of them being conditional and only working on Ultimate and Skills and the other one being Crit Rate, a stat Endmin doesn't want. Fortunately, the Weapon effect isn't bad, but it's not outstanding either. To make the most of it, you'll need to ensure you focus on landing Endmin's Ultimate during Stagger.
Stat 1 Boost - 9/9
Agility: +93
Stat 2 Boost - 9/9
Physical DMG Bonus: +26.00%
Passive Boost - 9/9
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
The solo percentage shows how the set and gear impact Endministrator performance if you look at their damage in the vacuum, while the team percentage shows the impact when taking into account full team, including buffs etc.
Between the pre-release version of Endfield and 1.0, there was some major balance adjustments. The two major ones that have affected some of the %'s on a few of our build guides are the major buff to Physical Status effects (namely Breach and Crush), and the the nerf to Bonus DMG% vs Staggered gear pieces. All other character buffs/nerfs have also now been factored in but they have minimal impact on %'s. Note - no recommendations have changed as a result of this update, only the relative differences between weapons, sets and pieces was affected.
Stagger Efficiency Bonus +20%. When the wearer applies a Physical Status, the wearer also performs 1 hit that deals 250% ATK of Physical DMG and 10 Stagger. Effect trigger cooldown: 15s.
Swordmancer isn't Endmin's best choice for personal damage (although it's close), but its 3P bonus has a much better supportive effect, which, if you're okay giving up a little damage, is usually their best option. The 3P bonus of Swordmancer grants an on-hit effect that deals 10 Stagger every 15 seconds, and increases all Stagger Endmin outputs by 20%. It's important to keep in mind, though, in order to activate Swordmancer's on-hit effect, Endmin must apply a Physical status which when playing them as a support damage dealer, where they don't usually activate Crush, they won't be doing. In these scenarios, the on-hit effect won't activate, but the set can still be used for its 20% Stagger; it's just less effective than when playing Endmin actively using Crush.
Armor
Gloves
Kit
Kit
Attack +15%. When the wearer casts a combo skill, gain 1 stack of Bonekrushing Smash that grants DMG +30% to the next battle skill cast. Bonekrushing Smash can stack 2 time(s).
Best 3P damage choice for Endmin by a small margin, which usually isn't enough to justify giving up the team utility Swordmancer provides, especially given you have to play around stagger windows in order to unlock its potential.
Note: To get the listed results from this set, you'll need to make optimal use of stagger windows to take advantage of both kits having DMG% vs Stagger. If you can't, this set's performance will notably drop.
Armor
Gloves
Kit
Kit
Keep in mind that the gear pieces below are being compared against having nothing equipped on the character at all. This means that in some cases, when you include Weapons, other pieces, outside buffs etc, the values of some pieces may change. For more accurate information, check the section above where we picked the best combination when you look at all pieces equipped.
Pieces marked with a star* can perform better than listed - this applies to:
Endministrator dupes can be obtained for free. That's why the guide and review above already assumes you have the currently available number of dupes and we're not reviewing each separately.
In this section we're showing the team setup used for the above calculations as well as the damage split for Endministrator based on where it comes from. The setup isn't always best in slot for each character and also please keep in mind that with different team members, Weapons, and Gear, the calculations will change.
Weapon
Gear




Weapon
Gear




Weapon
Gear




Basic Attack > Battle Skill = Ultimate >= Combo Skill
Battle Skill = Ultimate >= Combo Skill >= Basic Attack
Teams and Synergies
If you want to deal direct damage with Endmin using Crush use the rotation listed directly below, but if you want to use Breach use the Pog one.
If you'd prefer to infliction Breach over the upfront damage of Crush make a slight adjustment and use this opener instead
After your opener is done and your team's combos are on cooldown, there will be spare SP available for Ardelia to apply her Battle Skill debuffs without interfering with your rotation. Throughout the rest of the fight, omit Ardelia from the rotation above and instead execute what's listed below during downtime to keep her Susceptibility active without chewing up SP from your rotation.
After your opener is done and your team's combos are on cooldown, there will be spare SP available for Ardelia to apply her debuffs without interferring with your rotation. Execute the below to keep her Susceptibility up the rest of the fight. You can also omit her in the rotation above as after the opener, it's better to use her Combo during downtime.
Sometime's you'll have multiple Ultimates available at the same time and will have to choose which to buff with Lifeng's Link here is the priority order: ![]()
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After your opener is done and your team's combos are on cooldown, there will be spare SP available for Ardelia to apply her debuffs without interferring with your rotation. Execute the below to keep her Susceptibility up the rest of the fight. You can also omit her in the rotation above as after the opener, it's better to use her Combo during downtime.
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Endmin's Signature is their best option for damage, but is comparable to Eminent Repute in a lot of cases when it comes to overall team output, assuming you're running Endmin along other capable Physical damage dealers. Its edge in personal damage comes from its optimal combination of passive stats and strong Weapon Effect that can be triggered multiple times a fight. What makes Eminent a viable alternative, though, is the fact that it buffs the entire team on use.<br/>Note: Weapon calculations are using a Crush Endmin rotation, which gains notable value out of this weapon's Arts Intensity. If you're not crushing with Endmin, its performance will drop.