Tangtang is a 6-star character in Arknights: Endfield (AKE). Tangtang wields a Handcannon and belongs to the Caster class. Tangtang also has access to the Cryo element. This guide provides a comprehensive overview of Tangtang's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Tangtang 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.
Tangtang has no video guide yet.
Last review update
Patch 1.1
Last major build/calcs update
Patch 1.1
Last profile update*
March 15th, 2026
*Profile update means smaller edits to the guide that don't require new calculations.
To learn more about Tangtang 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.
I'LL BLOW YOUR MIND!
An attack with up to 5 sequences that deals Cryo 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).
IMA WAVERIDAAH!
SP Cost: 100
[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.
[Arts Susceptibility]: Arts Susceptible targets temporarily take more Arts DMG. The number represents the degree of increase. Effects of the same type can stack.
RIVER, TO ME!
Cooldown: 12s
Trigger: When applying Cryo Infliction or dealing Arts Burst DMG to an enemy.
[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.
DA CHIEF SEES YOU!
Energy cost: 90
Supreme Chief
River's Daughter
Fam of Honor
[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.
Riot Bringer
Reserve Hoard
Potential 1
River's Daughter
Potential 2
Chiefly Vibe
Potential 3
[Arts Susceptibility]: Arts Susceptible targets temporarily take more Arts DMG. The number represents the degree of increase. Effects of the same type can stack.
Qingbo Meditation
Potential 4
Chief's All-Eldritch Gaze
Potential 5
Tangtang lore is currently missing. It will be added soon!
Review
Umbral Monument
Flexible unit who can fit multiple roles: she can do fine as a main-DPS or as a sub-DPS, and can be built either with damage or supportive sets.
Jack of all trades, master of all: has a high damage ceiling, relatively cheap Cryo Inflictions, buffs the team, etc.
Strong utility owing to the wide range on her moves and the absolute immobilize effect on her Ultimate that can even hold Elites/Bosses in place.
Tangtang certificates can be exchanged for favors from the boss.
Has a notable wind-up time to get the most value out of her Susceptibility, demanding multiple Combo Skill triggers to build-up to it.
Somewhat dependent on her signature weapon for the best buffs, as alternatives are for personal damage and/or stats only.
The need for a Dive Attack during her Ultimate can make it awkward to activate in burst periods with certain Operators.
The above cons are false. The Supreme Chief obviously has no faults.
Tangtang is a 6-star, Cryo, Handcannon Caster who brings with her a broad range of benefits to her team, from damage to debuffs to crowd control. Her core mechanic revolves around “Whirlpools” and “Waterspouts”, " which are what drive her burst and supportive value.
Whirlpools are puddles created by Tangtang’s Combo Skill, having a cap of 2, and these can then be converted into Waterspouts by use of her Battle Skill or her Ultimate’s "Early Rogue Wave" attack. These Waterspouts both have steep damage multipliers and apply Arts Susceptibility to enemies hit, packing a wide area effect as they spin around a target.
The more Waterspouts are used up at once, the higher the damage and Susceptibility scaling, leading to a playstyle that revolves around building up Whirlpools, then converting them. As the majority of Tangtang's value is derived from them, working around her Combo Skill cooldown to maximise the opportunities to strike enemies with Waterspouts is core to her gameplan.
Tangtang's Ultimate is particularly strong - not only because of its ability to convert Whirlpools - but because it has an "immobilization" effect to it while active. This freezes enemies in place, making them unable to move and attack, allowing for her to forcefully delay certain attack patterns and keep targets grouped.
"RIVER, TO ME!" is Tangtang's Combo Skill, and cycling through it as often as possible is key. It will fire a piercing jet stream that does rather disappointing damage, but builds 10 stagger and generates a Whirlpool.
Whirlpools only last for 30 seconds, but as they have a cap of 2, rarely at risk of expiry in most rotations. As the Combo Skill has a low cooldown (only 13 seconds at Rank 9), it has many opportunities to trigger.
Said trigger occurs when either a Cryo Infliction is applied or Arts Burst DMG ticks on an enemy. Thankfully, this is easy to do.
"IMA WAVERIDAAH!" is Tangtang's Battle Skill, and it builds Cryo Inflictions when it lands on enemies. Rather, it is the Waterspouts it generates that do this, as even with no Whirlpools out on field it will still create at least one.
Assuming all Whirlpools are deployed, this makes for a total of 3 Waterspouts on cast: each additional Waterspout created provides more raw damage, a scaling Arts Susceptibility debuff (with a fixed, 15-second duration), and some SP recovery. Cryo Inflictions, despite being built by the Waterspout, will not have any additional stacks regardless of the number of Waterspouts, being capped to one per cast. Likewise, stagger from the skill is fixed to 10.
Note: It is only additional Waterspouts that yield Susceptibility and SP! A Battle Skill cast without any Whirlpools to convert will not benefit from either.
The Battle Skill itself does deal some limited amount of damage, but the majority of it comes from the Waterspouts. At Mastery 3, each has a multiplier of 300%, meaning that a single Battle Skill can have a multiplier of 1080%! For comparison, Perlica's Ultimate has a maximum multiplier of 1000%.
When coupled with the up to 10% Susceptibility that it builds - which is applied on the very first hit of the Waterspout - it is the core of Tangtang's kit.
"DA CHIEF SEES YOU!" is Tangtang's Ultimate, costing 90 Energy and unleashing a wide circle that deals ticking Cryo DMG over time, named "OLDEN STARE". More noteworthy than its damage however, is that it will fully lock down and immobilize any enemy in its area of effect.
Regardless of enemy rank, they will become completely frozen. All current actions are paused and no further attacks or movement can be made until the skill ends, after which a Rogue Wave will strike enemies for a burst of damage.
By default, it takes 4 seconds for the Ultimate to expire, but by doing a Dive Attack, it will finish early and the Rogue Wave is enhanced to deal even more damage - an increase of 75%. Its stagger build also increases, going from 15 to 20.
Note: Although the early Rogue Wave has a higher damage multiplier this comes at the cost of the immobilize and DoT effect from OLDEN STARE. If looking to maximise utility and damage from the Ultimate, the Early Rogue Wave should be triggered as late as possible.
As mentioned before, this Early Rogue Wave also converts Whirlpools into Waterspouts, but this isn't done by the Ultimate skill itself, but through Tangtang's Talents.
"Riot Bringer" is said talent. When OLDEN STARE ends early from a dive attack, it will effectively cast an SP-free variant of Tangtang's Battle Skill.
It will create a Waterspout, convert Whirlpools into Waterspouts, and inherit some of its associated effects: namely damage, Susceptibility, and Cryo Infliction build. It's to the point that Battle Skill DMG, not Ultimate DMG, is what applies to the Waterspouts triggered by Ultimate.
Note: The OLDEN STARE DoT and Rogue Waves all scale with Ultimate DMG. It's only the Waterspouts created by Riot Bringer that scale with Battle Skill DMG.
It does not, however, benefit from the SP recovery effect. Effects tied to the Battle Skill itself (as opposed to the Waterspouts) also do not apply, like its base damage and stagger.
On the flipside, Riot Bringer has an added effect of boosting the damage of all Waterspouts by up to 60%. Considering how high its multipliers are, it's in part due to this talent that Tangtang has such competitive DPS.
"Fam of Honor" is Tangtang's other talent: it boosts the movement speed of allies by 20% and decreases those of enemies by 40% when within 5 meters of a Whirlpool, lingering for 3 seconds after leaving the area.
As it is Whirlpools and not Waterspouts, this means that the Whirlpools created by Tangtang's Combo Skill serve as a sort of trap, lingering on field and buffing nearby allies while simultaneously debuffing enemies.
Unfortunately, as these effects are strictly to movement speed, it has limited use. Despite it not being a direct damage increase, it can make dealing with mobile enemies and groups of mobs who tend to stray a lot easier.
"I'LL BLOW YOUR MIND" is Tangtang's Basic Attack and it's surprisingly decent.
Its multipliers are rather unremarkable, be it damage, stagger or SP, and there isn't much benefit to animation cancelling it, but that's not needed as it is decently fast. As it deals Cryo DMG, having Tangtang as the controlled operator is at times an optimal choice.
Arguably as important as its speed is its movement. Unlike other ranged characters, who can often be stationary or even slowly distance themselves from enemies with every sequence, Tangtang will dash forwards and integrate a melee kick into the string.
This can be both a boon and a hindrance depending on the enemy, but as the Final Strike is a projectile, it can miss if enemies move out of the way during its wind-up. Being close increases the chances of it landing against mobile enemies, especially if Fam of Honor is active.
Tangtang’s Energy needs are varied; she can often make do with 0 Ultimate Gain Efficiency, as her teammates tend to have long rotations that are accommodating of this, assuming that Tangtang is able to get 3+ Combo Skills out.
Some rotations can at times demand back-to-back Battle Skill use to make up for missing energy in order to have her Ultimate ready, which can be costly if staggers don’t align for Finisher SP recovery bonuses.
Other rotations however, can be even trickier. On a Yvonne 1+3 setup for example, Tangtang would need multiple Energy Gain Efficiency pieces to keep up. This is exacerbated by certain Umbral Monument stages, where enemies either die too quickly for extended rotations to have any use, or where there are multiple mobile enemies, increasing the value of an early Ultimate cast for immobilisation.
As a single off-piece wouldn’t be enough in these scenarios, running multiple supportive set pieces (e.g. Eternal Xiranite) can work best.
Owing to the significant variety in Energy generation across her teams, as many frequent allies return SP - Tangtang included - there is no easy reference table that can be used to determine exact thresholds, with them varying by team and rotation.
There isn't much more to cover regarding Tangtang's gameplay: she is all about getting as many Waterspouts as possible in the course of an encounter. This can make her seem somewhat flowcharty:
Trigger Tangtang's Combo Skill with either her own Battle Skill, or through another Operator.
Trigger her Combo Skill a second time, but not with a Battle Skill so as to not convert the existing Whirlpool.
Use either her Battle Skill or Ultimate's Early Rogue Wave to unleash 3 Waterspouts on enemies for damage and debuffs.
Then rinse and repeat. In practice, though, there is nuance to it.
If full Ultimate Energy starts are factored in, it can often be best to trigger 2 Combo Skills before bursting so as to benefit in full from Tangtang's personal damage contribution and Susceptibility, but doing so won't always be the optimal choice. The reverse is true for 0 Ultimate Energy starts, where it may be best to overcap on Whirlpools if it means having her skills align with allies' bursts and stagger periods.
Tailoring rotations to work around Tangtang's Combo Skill cooldowns and Waterspout burst is the way to get the most value out of her.
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 Tangtang 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%
Passive Boost - 4/9
Cryo DMG Bonus: +25.6%
Stat 1 Boost - 9/9
Agility: +156
Stat 2 Boost - 9/9
Attack: +39%
Passive Boost - 4/9
Cryo DMG Bonus: +25.6%
Tangtang's signature Handcannon massively boost her damage output through Agility, ATK%, and Cryo DMG Bonuses, while also applying a small Arts DMG Taken debuff to boost her team DMG, with the effects trivially activated in any of Tangtang's rotations, making it her clear best option.
Stat 1 Boost - 9/9
Agility: +156
Stat 2 Boost - 9/9
Cryo DMG Dealt: +43.33%
Passive Boost - 4/9
ATK: +11.2%
Her Battle Pass weapon focuses on her personal DMG only, provides a stackable Cryo DMG dealt buff which requires ramp-up and constant Combo Skill triggers. To make use of this, Tangtang should wait for 2 Combo Skill casts before using her Battle Skill, otherwise the performance will drop from what the percentages show. Note that the DMG% buff does not apply to Watersprouts generated by her Ultimate. Compared to her signature, it lacks team-oriented effects but still remains a decent option for Sub-DPS Tangtang.
Stat 1 Boost - 9/9
Agility: +156
Stat 2 Boost - 9/9
Cryo DMG Dealt: +43.33%
Passive Boost - 4/9
ATK: +11.2%
With just 1 copy of the weapon it is noticably weaker. However, when factoring in team context where she isn't the main damage dealer, the overall team output is just slightly behind the Battle Pass weapon at maxed Potential.
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Ultimate Gain Eff.: +37.10%
Passive Boost - 9/9
Attack: +14.00%
If the above options aren't available, OBJ Velocitious is a decent, support-focused alternative - mainly used for its large boost to Ultimate Gain Effiiciency can allow Tangtang to reach new Ultimate Energy breakpoints.
The solo percentage shows how the set and gear impact Tangtang 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.
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).
Bonekrusha is the recommended build for an invested Tangtang as it has matching Attributes and ideal stats (Cryo DMG & Battle Skill DMG) to enable her strong Sub-DPS capabilities. Note: Some Ultimate Gain Effiiciency is recommended in fights that start with 0 Energy since her Ultimate is 90 Energy without additional help through her kit, and sometimes SP Return can intefere with your Energy gains.
Armor
Gloves
Kit
Kit
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.
Alternatively for low investment Tangtang, Eternal Xiranite is a great option as the DMG% buff can be activated through her Battle Skill's Susceptibility debuff, althrough the buff cannot be stacked and most of her teams commonly include an ally that can reliably activate this set. The advantage of this set is the large Ultimate Gain Efficiency boost allowing more frequent access to her Ultimate.
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:
The reduction in Combo Skill cooldown from this Potential allows for more condensed rotations with Tangtang, as she can reach max Susceptibility faster. The SP return should not be underestimated either, making her have some of the cheapest Infliction build in the game.
Generic stat boost Potential that enhances her sub-DPS offering and makes main-DPS more viable.
Being both an increase to Tangtang’s personal damage via the skill multiplier increase and enhancing her team buff value from higher Susceptibility makes this a really strong Potential that improves on her already significant value offering.
As Tangtang tends to run either full damage or 3-piece Xiranite, the Ultimate cost reduction isn’t as impactful as that of other Operators, but this does have use cases in certain rotations that would otherwise require an Ultimate Gain Efficiency piece without this Potential.
A multiplier increase to Tangtang’s Ultimate is already quite strong, but having an additional 80% bonus to her Riot Bringer talent means that even pure Ultimate Gain Efficiency builds can do competitive damage. For full Ultimate Energy start rotations, her burst value skyrockets, being a significant increase to her personal damage output.
In this section we're showing the team setup used for the above calculations as well as the damage split for Tangtang 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




Battle Skill > Ultimate >= Basic Attack = Combo Skill
Note: Level her Combo Skill to 9/12 for 1/2s shorter cooldown.
Teams and Synergies
Tangtang teams aren't listed in any specific order - so they're not listed best to worst or vice versa. Check our Team Tier List for more information about best teams.
→
→
→
→
→
Yvonne Final Strike
→
→
→
→
Yvonne Dive Attack*
→
→
*Yvonne initiates Dive Attack then immediately use Tangtang Ultimate to apply Arts Susceptibiility and enable Gilberta's Corrosion. Otherwise, use Tangtang's Battle Skill. Tangtang can then use her Ultimate to lock enemies in place to make sure they stay inside Yvonne's and Gilberta's zones.
→
→
→
Yvonne Final Strike x2
→
→
Yvonne Final Strike
→
→
→
→
→
Final Strike x2
→
→
→
→
→
→
Yvonne Final Strike
→
→
→
→
Note: In some fights it is possible to use Xaihi's Battle Skill for free before engaging in combat.
*If possible, wait for Tangtang's Combo Skill to be ready before applying Cryo Infliction.
#For 0 Energy start fights and no extra Ultimate Gain Efficiency on Yvonne, she needs to consume 5 Infliction stacks to regain her Ultimate - in that case you can weave in an additional Battle Skill on Tangtang or Xaihi for 1 more Cryo stack.
Tangtang needs more than 1 Ultimate Gain Efficiency piece to have enough Energy, which requires either breaking Bonekrusha set bonus or equipping Eternal Xiranite set, both costing a significant portion of her damage. Although her Ultimate is not required for these rotations to function, she can use her Ultimate every other rotation to either enable Gilberta Corrosion or to immobilize enemies.
The Last Rite, Xaihi, Perlica shell is a tried and tested shell, being one of the strongest single target burst comps as of release. Tangtang's addition to the team can help with mob clearing (owing to her decent AoE damage) and makes for a far more comfortable buffer than alternatives.
There are two ways of running this comp, one being with a sub-DPS Tangtang build on Bonekrusha, or as a support with Xiranite.
→
→
Final Strike
→
→
→
→
Final Strike
→
→
→
Final Strike
→
→
→
Final Strike
→
→
Final Strike
→
→
→
Final Strike
→
→
→
Final Strike x2
→
→
→
→
→
→
→
→
Finisher
→
→
→
→
→
Dive Attack
→
→
The above rotation is compatible with no additional Ultimate Gain Efficiency on Tangtang, but does need Potentials on Xaihi and Perlica for Ultimate Energy cost reductions.
Swapping between Last Rite and Tangtang is important to both align Final Strikes and get enough stagger and SP recovery. Animation cancelling B2 and Final Strikes with Last Rite makes a big difference as to the rotation time.
→
→
→
→
Final Strike
→
→
→
→
Final Strike
→
→
→
→
→
Dive Attack
→
→
→
→
For the above rotation, other than the start, having Tangtang as the controlled Operator after her first Combo Skill would work best.
A "main DPS" Tangtang team is also viable. Xaihi fills a slot to trigger Cryo Inflictions that fuel Tangtang's Combo Skill, and with the absence of a Striker to consume Inflictions, Gilberta can make use of it for Corrosion. Given that Tangtang's damage window is short, she benefits in full from both Xaihi's Execute Process talent and Gilberta's Ultimate, making both of them ideal picks.
The remaining slot is flex, with both Perlica and Akekuri being strong options.
Perlica's Electrification is very strong when built for Arts Intensity, and given how easy it is to trigger, allows for more sustained damage. Free reactions pairs well with Gilberta too, triggering her Combo Skill and increasing the value of her Ultimate.
Akekuri on the other hand has the higher damage ceiling. One would think that the Link Buff is consumed by the Ultimate cast, and therefore wouldn't apply to the Waterspouts triggered by an early detonation. After all, Ultimate DMG Bonuses only work for the OLDEN STARE DoT and Rogue Waves.
Yet in practice, the Link Buff applies to both, making Akekuri a very strong option for bursting.
Rotations are as simple as build 2 Whirlpools, then Battle Skill or Ultimate for Waterspouts, making sure to trigger Xaihi's Talent and keep Gilberta's Ultimate at the ready for Corrosion and Susceptibility. Then it's working around the final team member and their mechanics to maximise damage.
Copyright © 2022 - 2026 Prydwen.gg
Performance of max dupe signature weapon.