Last Rite is a 6-star character in Arknights: Endfield (AKE). Last Rite wields a Greatsword and belongs to the Striker class. Last Rite also has access to the Cryo element. This guide provides a comprehensive overview of Last Rite's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Last Rite 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.
Last Rite has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
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 Last Rite 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.
Dance of Rime
An attack with up to 4 sequences that deals Cryo DMG. As the controlled operator, Final Strike also deals 25 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Cryo DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Cryo 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).
Esoteric Legacy of Seš'qa
SP Cost: 100
[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.
[Cryo Infliction]: Cryo Infliction is a type of Arts Infliction. Up to 4 stacks of Cryo Infliction can be applied and stacking triggers Cryo Burst. A non-Cryo Infliction + Cryo Infliction = Solidification.
[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).
Winter's Devourer
Cooldown: 8s
Trigger: When an enemy has 3 or more Cryo Infliction stacks.
[Cryo Infliction]: Cryo Infliction is a type of Arts Infliction. Up to 4 stacks of Cryo Infliction can be applied and stacking triggers Cryo Burst. A non-Cryo Infliction + Cryo Infliction = Solidification.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Vigil Services
Energy cost: 240
Cemetery Gardening
Fame of the Royal Courts
Hypothermia
[Arts Infliction]: Arts Infliction are special Arts debuffs inflicted upon the enemy. There are 4 elements of Arts Inflictions: Heat Infliction, Electric Infliction, Cryo Infliction and Nature Infliction. Up to 4 stacks of Arts Infliction of the same element can be applied.
[Cryo Susceptibility]: Cryo Susceptible targets temporarily take more Cryo DMG. The number represents the degree of increase. Effects of the same type can stack.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Cryogenic Embrittlement
[Cryo Susceptibility]: Cryo Susceptible targets temporarily take more Cryo DMG. The number represents the degree of increase. Effects of the same type can stack.
Undertaker's Gift
Potential 1
[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).
Absolute Zero Armament
Potential 2
Overlord of Winter
Potential 3
Sincere Wake
Potential 4
Winter is Returning
Potential 5
[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).
[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.
"I am the ... something of war, I guess?"
Before the Sarkaz of the floating city found her, Last Rite was a kind-hearted girl adopted by a Caprinae gravekeeper couple. Shaped by their teachings, the young Nachzehrer refused to disturb the dead, resisting her instinct to feed. But that restraint left her reeling with hunger, and her insecurity made her shrink away from others.
A chance encounter revealed Last Rite's potential to Seš'qa. Enticed by the promise of "well-paid temp work" and "training to suppress instincts," she came to be known among merchants as the Princess of the War Court. Now, clad in a Witching Hour prototype combat suit, she wields frost and steel for Endfield's cause — both to fulfill her contract and to strive toward the peaceful future that Endfield has set before her.
Review
Umbral Monument
Large amounts of burst damage.
Cryo Susceptibility, which boosts her own damage and that of other Cryo teammates.
SP efficient Cryo Infliction application.
Can use Battle Skill pre-combat to gain free SP in encounters that allow it.
Multiple Basic Attack Cancels/Tricks, which help address cons and boost performance.
Has ramp-up time if Ultimate isn’t pre-prepared earlier.
Long animation times.
Can waste energy, Cryo Infliction stacks, and potential, if energy isn’t planned around.
Rotation is hindered in teams that consume Inflictions for other purposes.
Last Rite is a 6-star, Cryo, Great Sword damage dealer completely centered around building and consuming Cryo Infliction stacks as fast and frequently as possible. This allows her to deal damage through her Ultimate and Combo skills, which are both the focus of her kit.
What makes Last Rite unique is that she cannot gain energy from her teammates, and her Ultimate costs over twice as much as most other characters. Fortunately, Last Rite’s battle and Combo Skills each grant additional energy, with her combo generating up to half the energy she needs to use her Ultimate all at once. Because of this, triggering Last Rite’s combo as much as possible is the name of her game. To do so, enemies must be afflicted with at least 3 Cryo Infliction, something that requires proper team building in order to achieve in a timely manner.
With so much importance on Cryo Infliction, Last Rite generally wants teams specifically built around her with the goal of either helping her generate Cryo Infliction faster or buffing her combo and Ultimate damage as much as possible. Her dedication to Cryo also usually rules out playing her in Arts Reaction teams that combine Cryo with other elements to trigger effects like Solidification, as that’s Cryo that could have otherwise been spent on more combos and Ultimates.
Last Rite’s Ultimate is the core of her kit and playstyle, and what you’ll be building teams in order to play around. Using it costs 240 energy and causes Last Rite to perform a sequence of 3 serious damage Cryo Attacks during which she’ll be immune to damage. Her Ultimate also comes with a restriction that she can only gain energy from her combo and Battle Skills, something which might seem bad, but actually doesn’t stop Last Rite from gaining this Ultimate at a standard or even faster rate than other damage dealers. Due to how important energy and her Ultimate are, we’ll have a special energy section below to cover them in detail.
Note: The Ultimate restriction blocks Last Rite from gaining 6.5 energy when her own or other characters' Battle Skills are used.
Last Rite’s Combo Skill is the main way she fuels her high Ultimate cost; however, using it requires the enemy to have at least 3 Cryo Infliction on them in order to trigger. After activation, consumes all Cryo Infliction on the target in order to deal significant Cryo damage and generate 40 energy plus additional damage and another 15 extra energy per Cryo stack consumed. The main things to know from this are that:
Consuming 3 Infliction grants 85 energy
Consuming 4 Infliction grants 100 energy
This is key info we’ll be using when talking about how best to generate Last Rite’s Ultimate smoothly. This combo also notably only has an 8-9 second cooldown, meaning the main restriction on using it is usually just how fast you can apply Cryo Infliction.
Tip: Using Combo at 3 Cryo Infliction yields more energy per Infliction than at 4, but which option is more optimal will depend on energy breakpoints. We’ll talk about it in the energy section.
Both of Last Rite’s talents improve her damage and revolve around her combo and Ultimate. The first, Hypothermia, causes Last Rite to inflict Cryo Susceptibility for 15 seconds when consuming Arts Reactions. This triggers every time she uses her combo. The size of the Susceptibility depends on the amount of Infliction consumed. Each stack improves it by 4%, leading to the following numbers:
3 Stack Combo = 12% Cryo Susceptibility
4 Stack Combo = 16% Cryo Susceptibility
This effect is a nice boost to Last Rite’s own damage and any other Cryo teammates.
Note: The Cryo Susceptibility from this talent is applied before the bulk of the damage of the combo, and it will also be buffed despite being the ability that applies it.
Last Rite’s other talent, Cryogenic Embrittlement, causes her Ultimate to increase the effect of Cryo Susceptibility when hitting the target by 1.5 times. This increase only applies to the damage of the Ultimate, so the 12% and 16% from Hypothermia would instead become 18% and 24%.
Note: This effect isn’t just limited to increasing Last Rite’s own Susceptibility but can also increase other sources, such as Ardelia’s Art’s Susceptibility.
Last Rite’s Battle Skill applies a buff to the squad, which lasts 15 seconds. This causes the next Final Strike performed by the controlled operator to summon a mirage of Last Rite that attacks, dealing Cryo Damage while applying a Cryo Infliction stack. Using this ability generates 16 energy and consumes the usual 100 SP. Immediately after, it refunds 30 SP, so in practice, it only costs 70. This skill is essential for energy breakpoints and is a highly efficient way of building the stacks needed for Last Rite’s Combo Skill, as you’ll be using it a lot when playing her.
Tip: This Battle Skill can be used at any point during basic attack animations without interrupting them, making weaving it into standard gameplay quite easy. This ability can also be used prior to combat starting, letting you stockpile a usage of it while still beginning the fight with 200 SP. This won't work in some endgame modes, though.
Because Last Rite is entirely reliant on herself for energy, it’s possible to completely map out how many Combos and Battle Skills she’ll need to access her Ultimate each time. This ensures we build the optimal amount of energy and avoid wasting Cryo Infliction.
There are currently two main approaches to Energy on Last Rite, one which runs a slightly longer rotation but gets to invest fully into damage on gear and maximizes susceptibility during Ultimate, and one gives a little of that up in favor of a shorter rotation.
Assuming you’re playing Last Rite alongside a character like Xaihi capable of applying at least 1 Cryo Infliction per combo skill and you’re using Last Rite’s Combo as soon as available, you’re likely to run into the energy scenario below, which leaves you just short of having your Ultimate.
Last Rite 0% Ultimate Gain Rotation
Ability | Uses | Base Energy |
|---|---|---|
Battle Skills | 4 | 64 |
3 Stack Combos | 2 | 170 |
Total | 234 |
That’s not enough energy to hit 240, so we’ll either need some energy regen or to switch up the rotation, both of which are viable depending on what you need. The first solution is to use a piece like Tide Fall Light Armour to cover the short fall and then some.
Last Rite 10.1% Ultimate Gain Rotation
Ability | Uses | Base Energy | Final Energy |
|---|---|---|---|
Battle Skills | 3 | 48 | 52.848 |
3 Stack Combos | 2 | 170 | 187.17 |
Total | 240.01 |
With the above set-up, you have enough energy using a standard rotation and also only need to use 3 Battle Skills instead of 4, meaning you can be more flexible with how you generate your Cryo Infliction.
If you don’t want to give up using a completely damage-focused set-up though, you can instead opt to extend Last Rite’s rotation to make-up the missing energy. The most optimal way to do this is to weave in an extra Battle Skill and execute a 4 Infliction combo, ideally right before Ultimate, to take advantage of the increased Cryo Susceptibility.
Note: If you can gain the 5th Cryo Infliction in another way, that also works, allowing you to save SP and still execute a 3 and 4-stack combo.
Last Rite 0% Ultimate Gain Rotation
Ability | Uses | Base Energy |
|---|---|---|
Battle Skills | 4 | 64 |
3 Stack Combos | 1 | 85 |
4 Stack Combos | 1 | 100 |
Total | 249 |
After this, you may wonder if stacking even more energy might be even more optimal. In most cases, at P0, the trade-off simply isn’t worth it, as you’ll be sacrificing too much damage to achieve it. This can change at P4 as it becomes more realistic to attempt to hit major breakpoints like gaining Last Rite’s Ultimate in a single Combo Skill, but that is a far higher investment.
Last Rite’s gameplay is simple and rotational; as long as you hit the correct usage of abilities, she’ll always play the same. Here is what to do, assuming you’re using a standard 10.1% energy Last Rite build:
Accumulate 3 Cryo Infliction while using Last Rite’s Battle Skill at least 2 times;
Consume Infliction Stacks with Combo Skill;
Accumulate another 3 Cryo Infliction using at least 1 Last Rite Battle Skill, activate all team buffs, consume Cryo Infliction with combo, then Ultimate.
Something like the rotation above is what you’ll continue to repeat for the whole fight, but depending on the encounter and your team, you can switch it up. Here are a few more things to consider:
If the battle allows it, use Battle Skill before combat starts, allow SP to recover, and start fights with an effective 300 SP.
You only need to use Last Rite’s Battle Skill 3 times over 2 Combo Skills. The order in which you use the former or the latter doesn’t matter; you can swap them around.
If you have teammates capable of granting a lot of Cryo Infliction, like Fluorite, you can trade out having Last Rite use Battle Skills and instead use a 4-stack combo to compensate.
If possible, try to align using the Combo + Ultimate combination at a time the enemy is Staggered.
Last Rite is heavily dependent on getting Final Strikes, so being able to speed through her Basic Attack sequence faster can help her perform better. This can be done by Dodge cancelling the 2nd hit of her Basic 2, as well as the recovery animation of her Basic 4. Doing this will grant you more SP plus Stagger over a fight and, most importantly, churn through Last Rite’s battle skill activations more quickly, accumulating Cryo Infliction faster.
Build
Some calculations on this page are done in collaboration with Guobafield (Guoba Certified). Other calculations not in his videos, and any other content (like comments on Weapons, Gear, etc), are our own.
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 Last Rite 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
Strength: +156
Stat 2 Boost - 9/9
Attack: +39.00%
Passive Boost - 4/9
All Skill DMG Bonus: +32.00%
Stat 1 Boost - 9/9
Strength: +156
Stat 2 Boost - 9/9
Critical Rate: +19.50%
Passive Boost - 4/9
An alternative generic 6-star option you can use if you don't yet have Last Rite's signature, but it falls behind as it grants imperfect passive stats - the third stat is Crit Rate, which on release, is an undesirable damage stat for Last Rite. Add to that the fact that the weapon effect is also underwhelming in comparison, and it's no surprise this Greatsword falls behind her best option.
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%
A 5 star atlerative to Sundered Prince, which takes some work to get suitable performance out of but can compete and sometimes beat it with the right set-up. It offers a low damage but unique passive stat line, with the standout addition being Ultimate Gain Efficiency. If built around, it can allow Last Rite to hit a new Ultimate breakpoint and if not built around properly, it drops this weapon's performance a bit lower than represented. This Greatsword's Weapon Effect also isn't bad and is better than Sundered Prince's funnily enough, but you'll still need to build around this Weapon's energy if you want it to work.
Stat 1 Boost - 9/9
Main Attribute: +132
Stat 2 Boost - 9/9
Attack: +39.00%
Passive Boost - 4/9
Physical DMG Bonus: +16.00%
A 6-star stat stick with partially correct passives, but with wasted Physical DMG% and a wasted Weapon Effect, dropping it below other options. Still beats out Seeker of Dark Lung if not playing around its Energy Regen though, thanks to its superior raw stats, but not by much.
Stat 1 Boost - 9/9
Strength: +93
Stat 2 Boost - 9/9
Attack: +23.40%
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 Last Rite 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.
All Skill DMG +20%. After the wearer applies 2 or more stacks of Arts Infliction on the enemy, the wearer gains Arts DMG dealt +35% for 15s. This effect cannot stack.
Currently, Tide Surge is the only 3P set worth considering running on Last Rite, the reason being that its set pieces are simply too well-tailored to her stat needs. When considering gear pieces for Last Rite, depending on what you're after, you can either prioritize Ultimate Gain in order to achieve the fastest Ultimates possible or more damage to maximize burst. Which is right for you will depend on how many inflictions you're consuming per Combo Skill to access Last Rite's Ultimate and if you're targeting any major energy breakpoints in order to skip Combo Skills completely.
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:
Increase the damage of Final Strikes, which are buffed by Last Rite’s skill by 20%, and causes them to inflict an additional 5 Stagger. Doesn’t add up to being much of a damage increase, but the extra Stagger can be nice for getting to Stagger nodes more quickly.
A small boost to strength and some Cryo DMG%, which adds together to be a modest boost in damage for Last Rite.
Increases the damage (Unique damage multiplier) of Last Rite’s Combo Skill and Ultimate by 15%, resulting in a nice passive damage boost.
Reduces Last Rite’s Ultimate cost by -15%, taking it from 240 to 20,4 opening up a myriad of new energy breakpoints and potential rotations. One of these possibilities is the option to invest further into energy regen on gear and swap 3-stack combos for 4-stack combos, allowing Last Rite to Ultimate after every Combo Skill. When played around, this potential is a large damage increase, which notably improves Last Rite’s gameplay. Calculations implement a new rotation by swapping gloves for more energy regen, which utilizes 3 Battle Skills plus one 4-stack Combo Skill to use Ultimate every Combo Skill.
Increases the damage (Unique damage multiplier) of Last Rite’s Battle Skill Mirage by 20% and causes it to return 5 SP on hit, upgrading the SP efficiency of this ability further. Not a large damage increase, but helps resource management on the team a bit.
In this section we're showing the team setup used for the above calculations as well as the damage split for Last Rite 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




Combo Skill >= Ultimate >= Basic Attack > Battle Skill
Teams and Synergies
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Last Rite's signature is definitely her best option by a long shot, thanks to its perfect combination of passive stats, which, when combined with its tailor-made weapon effect, set it well above the competition. Said weapon effect consistently grants Last Rite two Cryo DMG% buffs, which are easily active throughout the most impactful parts of her rotation.