Gilberta is a 6-star character in Arknights: Endfield (AKE). Gilberta wields an Arts Unit and belongs to the Supporter class. Gilberta also has access to the Nature element. This guide provides a comprehensive overview of Gilberta's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Gilberta 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.
Gilberta 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 Gilberta 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.
Arcane Staff: Beam Cohesion Arts
An attack with up to 4 sequences that deals Nature DMG. As the controlled operator, Final Strike also deals 16 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Nature DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Nature 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).
Arcane Staff: Gravity Mode
SP Cost: 100
[Nature Infliction]: Nature Infliction is a type of Arts Infliction. Up to 4 stacks of Nature Infliction can be applied and stacking triggers Nature Burst. A non-Nature Infliction + Nature Infliction = Corrosion.
Arcane Staff: Matrix Displacement
Cooldown: 19s
Trigger: When an Arts Reaction is applied to an enemy.
[Lift]: Applies Vulnerability on an enemy. If the enemy is already Vulnerability, then add 1 stack of Vulnerability, and deal Physical DMG and Stagger.
Arcane Staff: Gravity Field
Energy cost: 90
[Nature Infliction]: Nature Infliction is a type of Arts Infliction. Up to 4 stacks of Nature Infliction can be applied and stacking triggers Nature Burst. A non-Nature Infliction + Nature Infliction = Corrosion.
[Slow]: Slowed targets temporarily suffer movement speed reduction. The number represents the degree of reduction. When there are multiple effects of the same type, only the most powerful applies.
[Arts Susceptibility]: Arts Susceptible targets temporarily take more Arts DMG. The number represents the degree of increase. Effects of the same type can stack.
[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.
[Lift]: Applies Vulnerability on an enemy. If the enemy is already Vulnerability, then add 1 stack of Vulnerability, and deal Physical DMG and Stagger.
Messengerial Processing
Messengerial Arms Mastery
Messenger’s Song
Late Reply
Above the Clouds
Potential 1
Wind Walker
Potential 2
[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.
[Arts Susceptibility]: Arts Susceptible targets temporarily take more Arts DMG. The number represents the degree of increase. Effects of the same type can stack.
Quick, Gentle Steps
Potential 3
Dances with Clouds
Potential 4
Special Mail
Potential 5
"Hi there! Oh, you have the rosy scent of beautiful memories ... like an incomplete letter destined for a special place. I wonder where that might be."
Gilberta is a Rhodes Island operator assigned to Endfield Industries under the framework agreement between the two companies. She serves as a Messenger in the Specialist Tech Division. Skilled in an exceptionally rare form of Originium Arts, she is capable of controlling gravity around her.
At Endfield, Gilberta is in charge of mail and intel delivery across multiple bases and outposts. Her duties often require her to travel along the boundaries between the Civilization Band and the frontier, but she seems to really enjoy the job. Recently she even started asking for more challenging missions in high-risk areas to hone her skills.
Warfarin admitted that Gilberta's upbeat nature, paired with a hint of unease and hope for the future, once left her both surprised and a little nostalgic.
Review
Umbral Monument
On-demand AoE enemy gathering through Battle Skill.
Nature Infliction application on Battle Skill and Ultimate.
Damage buffing potential between Ultimate Susceptibility, weapon, and gear choices.
Inflicts above average Stagger for a support.
Increases Ultimate Gain of specific class types, helping with energy breakpoints.
Many long-duration crowd control effects.
Combo skill requires Arts Reactions, which isn’t something every team can consistently do.
Main damage buffing, her Ultimate has an incredibly low duration.
Crowd Control and Gathering effects are not usable against some enemy types.
Healing requires at least 2 targets to work.
Battle skill is a channeled ability, meaning the Infliction and damage it causes are delayed.
Gilberta is a limited 6-star, Nature, Arts Unit support who specializes in AoE enemy grouping, short but potent debuffs, Arts Reaction-based teams, and crowd control.
Each of Gil’s specialties is a reason to bring her to teams. Her grouping via her Battle Skill is a consistent way to gather enemies, making AoE far more efficient and consistent in fights. However, you need to watch out for the Nature Infliction it applies, as it can disrupt some combos when paired with operators who consume a lot of specific Arts Infliction stacks.
Gil’s crowd control is also strong in encounters where she can Lift enemies with her Combo Skill and lock them there for up to 5 seconds when following it with her Ultimate. But some enemies are immune to this, introducing yet another conditional to how good Gil might be for your team.
When it comes to buffing, Gil has access to a myriad of weapons and sets she can keep active during a fight. Nevertheless, her main source of damage boosting is her Ultimate: it applies an arts Susceptibility much larger than average, but which only lasts 5s. This is much shorter than average. To make full use of Gil’s potential, working around this limited duration is a must. Consequently, Gil functions best within teams capable of delivering burst damage all at once.
Last but not least is the fact that Gil requires Arts Reactions to trigger her Combo Skill, a condition many teams might be able to satisfy but don’t gravitate towards naturally. Mono elemental Infliction teams prefer to go all in on their element. While Gil might be tempting in Physical teams due to her applying Vulnerable, most Physical teams usually don’t trigger reactions at all, ruling it out, except for a few specific exceptions.
Gil has a jam-packed kit with many incredibly powerful effects and mechanics, but not every team can make use of them. Some teams might even find them disruptive, making Gil a very powerful ally but only under the right conditions.
Gilberta’s Battle Skill is her signature ability and the source of her ability to gather enemies, making it a standout among her kit. Using it causes Gil to begin channeling a gravity well on her target, which deals damage in pulses and constantly sucks in enemies within its radius to the center for roughly 4–5 seconds.
After the channel finishes, the well implodes, dealing a larger burst of damage, some Stagger, and Nature Infliction application on all enemies hit. Due to the Nature of this ability and Gil’s kit, you’ll most likely be starting battles off with it in order to group enemies up. Then, thanks to the Nature Infliction, you’re free to trigger a large set of AoE Arts Reactions, which align perfectly with the rest of Gil’s playstyle and kit.
Gil’s Combo Skill is a perfect follow-up to her Battle Skill, and you’ll often find yourself using it immediately after it. To trigger the combo, an enemy must suffer an Arts Reaction, something which, while common in teams, isn’t always universally accessible.
This means Gil might not always be at maximum power in some compositions and flat out not work in others despite having a fairly generic arts buffing kit.
When available, though, using this combo deals AoE Nature damage centered on a target and forcibly Lifts them and surrounding enemies, applying a Vulnerability stack in the process. Even though Gil applies Vulnerability with this ability, it does not mean she’s a suitable support for Physical teams.
The majority of Gil’s benefit is centered around arts damage boosting and reactions, plus even triggering this combo in dedicated Physical teams is going to be quite the challenge. However, the Vulnerability stacks aren’t completely useless and can be used by her ultimate instead.
Gilberta’s Ultimate is the culmination of the rest of her kit and the main source of her team's damage buffing capabilities. Using it costs 90 energy and summons a lingering AoE gravity field on a target that deals Nature damage, Stagger, and Nature Infliction to the target and all surrounding enemies on appearing. After this, it lingers for 5 seconds, slowing all enemies within it by a large amount and causing them to suffer a huge generic arts damage Susceptibility.
This becomes more potent based on the number of Vulnerability stacks they have on them. Also, if targets were Lifted when hit by the initial strike of the Ultimate, they’re locked airborne instead of being slowed, disabling them for the duration of the field.
Due to the short duration of the field and therefore the Arts Susceptibility debuff, it’s incredibly important to time using it right before your team does the majority of their burst damage. Otherwise, you’ll be wasting a large part of Gil’s potential.
Both of Gilberta’s talents are each valuable in their own way. Her first talent, Messenger's Song, grants her and all allied guards, casters, and supporters 7% Ultimate gain efficiency passively. Ultimate gain is one of Endfield’s strongest stats, and depending on the tea,m this passive can allow certain characters to hit new breakpoints or just earn more Ultimates over a fight, both of which are strong.
Gilberta’s other talent, Late Reply, causes both her Battle and Combo Skills to gain a new effect. When either ability hits at least 2 enemies, Gil restores a flat amount of HP plus a percentage of her Intellect to the controlled operator. And if they’re already full HP, she’ll heal the lowest % HP teammate instead. This talent adds much-needed healing to Gil’s kit, allowing her to compete with other supporters, who each have their own form of sustain. Gil’s sustain is both more and less restrictive than other supports. It doesn’t have a cooldown or a direct SP cost, but requires multiple enemies to trigger, which further pushes Gil into her role as an AoE specialist but allows her to hold an even greater edge there.
Note: Only the final hit of Gil’s Battle Skill grants healing.
Gilberta’s gameplay changes depending on the team you’re supporting her with, but the basics of what to do usually stay fairly consistent. Here’s what to look out for:
Use Gilberta’s Battle Skill to gather enemies, trigger some of her weapon buffs, and apply AoE Nature Infliction, which in most cases should be key to the team's Infliction or reaction strategy.
Ensure your team consistently applies arts reactions to trigger Gil's Combo Skill in order to generate ultimate energy and apply Vulnerable to maximize her Ultimate’s Susceptibility debuff. Some weapons also require the Lift; this combo applies to activate.
When available, time Gilberta’s Ultimate so its short but powerful debuffs are active during your team's highest burst window. Missing this means missing a huge amount of Gil’s buffs, so make it a top priority.
Build
Gilberta best Weapons are placed in order of what fits their playstyle the most. Check the comments to get additional context.
Stat 1 Boost - 9/9
Will: +156
Stat 2 Boost - 9/9
Ultimate Gain Eff.: +46.40%
Passive Boost - 4/9
Nature DMG Bonus: +25.60%
Stat 1 Boost - 9/9
Will: +156
Stat 2 Boost - 9/9
Nature DMG Bonus: +43.30%
Passive Boost - 4/9
Attack: +11.20%
Gilberta's BP weapon has a similar effect to her signature at first glance, but has the important distinction that it triggers when applying Nature Infliction with her Battle Skill as opposed to her Combo Skill. This means in teams where Gil isn't using her Battle Skill consistently or at all, its uptime will suffer comparatively. This, on top of the fact that its buff is a little smaller than Gil's signature, even at max dupe, makes it less flexible and less effective. The one upside of this weapon is its offensive stats, which will boost Gil's personal damage in teams if that's something you value, but you can achieve similar or better results by swapping out Gil's gear when using her signature. Use it if you can't get Gil's signature, if you're using her Battle Skill often. Otherwise, take a look at her other options.
Stat 1 Boost - 9/9
Intellect: +124
Stat 2 Boost - 9/9
Attack: +31.20%
Passive Boost - 9/9
Max HP: +28.00%
An alternative generic option to her signature that also works in every team and scenario, but lacks buff uptime and the exceptional passive stats of the signature. With that said, this weapon's buff is almost always applied when it counts most, as it's applied after Gil uses her Ultimate, which you'll definitely be saving for your highest damage moments. Another advantage of this weapon is that it grants ATK% rather than DMG%, unlike the two options above. ATK% is a much more desirable stat as most operators struggle to get large amounts of it compared to DMG%, which is overflowing on most weapon/gear, passives, and effects. Because of this, Stanza isn't strictly worse or better than the options above; it's just different, and whether you should use it will depend on your team.
Stat 1 Boost - 9/9
Main Attribute: +132
Stat 2 Boost - 9/9
Arts Intensity: +78
Passive Boost - 4/9
Sec. Attribute: +16.00%
A weapon whose effect is very powerful but also quite hard for Gil to consistently activate across teams. The effect in question debuffs enemies with Arts DMG taken, a far rarer damage multiplier than DMG% and ATK%, making it comparatively more valuable, but the activation requirement is much more challenging to compensate for. To activate it, Gil must trigger a Nature Burst - something in a lot of teams isn't realistic to achieve, let alone achieve consistently. However, if your team can achieve it, this weapon may be worth considering. As a bonus, this weapon also has a large amount of Arts Intensity, which can be a valuable stat on Gil if you're using her to trigger Corrosion or Shatter.
Stat 1 Boost - 9/9
Intellect: +124
Stat 2 Boost - 9/9
Arts Intensity: +62
Passive Boost - 9/9
Max HP: +28.00%
A specialist option for Gilberta in Heat or Electric teams with a weapon effect that buffs both elements, granting DMG% for 15s whenever Gil forcibly lifts with her Combo Skill. This weapon has a comparable effect to her signature within these elemental teams, but lacks the target-based scaling and excellent passive stats it provides. Should only be used in Heat/Electric teams, but can be a suitable substitution if you don't have Gil's sig ye
Gilberta best sets are placed in order of what fits their playstyle the most. Check the comments to get additional context.
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.
Eternal Xiranite is the go-to 3P set for all supports capable of activating its team-wide buffing effect and who can also benefit from the large amounts of Ultimate Gain each of its pieces provides. Gil is only able to activate the 3P bonus of this set with her Ultimate, but each of this set's gear pieces is strong enough that there's no other set she'd rather run. Because she's not great at triggering the bonus, bringing other operators who wear it is a good way to improve uptime.
Armor
Gloves
Kit
Kit
Gilberta is a Support, hence there will be no calculations available for them to show the various gear pieces and their percentage difference.
Increases the radius of Gil’s Battle Skill by 20%, improving her ability to gather enemies, which is often one of, if not her most important role in teams. The improved radius helps with hitting multiple enemies more consistently to trigger a lot of her weapons and activate the healing from her talent. Improving Gil’s ability to gather enemies also increases the odds you’ll fully CC and debuff a larger chunk of encounters all at once with her Combo skill and Ultimate.
Improves Gilberta’s Ultimate effect, allowing you to reach higher average Susceptibility via the Vulnerability scaling effect.
Increases the Ultimate Gain Efficiency of Gil’s talent Messenger’s Song from 7% to 12%, further boosting Guard, Support, and Caster operators, which in some cases can open up new Ultimate breakpoints.
Reduces Gilberta’s Ultimate Cost by -15%, taking it from 90 energy to ~77, improving accessibility, leading to more frequent access to the primary source of Gil’s damage buffing and crowd control. Makes it far more likely you’ll have Gil’s Ultimate every burst window in a wider range of team compositions. Also means more stacks of Nature Infliction and Stagger throughout a fight.
Reduces the cooldown of Gil’s Combo Skill by 2 seconds and increases its damage by 30% (unique multiplier). Useful for allowing Gil to cycle her combo faster in order to generate more Ultimate energy. Also, helpful for ramping up Vulnerability stacks faster in order to empower Gil’s Ultimate Susceptibility or as a resource for other team members. Lastly also boosts Gil’s damage and Stagger contribution a bit.
Gilberta is a Support, hence there will be no calculations available for them.
Ultimate > Combo Skill > Battle Skill = Basic Attack
Teams and Synergies
Gilberta is a universally useful unit in any arts reaction team, making her usable in a wide array of teams. Here's what she can do:
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Gilberta's signature isn't always her most min-max optimal choice, but it is by far her most consistently useful across all the teams she can be played in. Unlike many characters, how Gil plays and uses her kit depends on the team she's in. Some teams she consistently uses her Battle Skill; others she doesn't. One ability she always uses in every team, though, is her Combo skill, and this weapon triggers off of that, while her others, in many cases, don't. Because of this, if you want a catch-all that'll work in every team, picking up her signature is recommended. Also, her signature just has great stats, with one of the main draws of it being the immense Ultimate Gain it has as a passive stat, and gaining so much of it here can either open up new energy breakpoints or allow Gil to pursue more damage/arts intensity elsewhere in her build. And while the Weapon Effect only grants DMG%, a stat that is often heavily diluted, the fact that it'll almost always be active most of the fight still makes it a solid boost.