Wulfgard is a 5-star character in Arknights: Endfield (AKE). Wulfgard wields a Handcannon and belongs to the Caster class. Wulfgard also has access to the Heat element. This guide provides a comprehensive overview of Wulfgard's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Wulfgard 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.
Wulfgard 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 Wulfgard 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.
Rapid Fire Akimbo
An attack with up to 4 sequences that deals Heat DMG. As the controlled operator, Final Strike also deals 18 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Heat DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Heat 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).
Thermite Tracers
SP Cost: 100
[Heat Infliction]: Heat Infliction is a type of Arts Infliction. Up to 4 stacks of Heat Infliction can be applied and stacking triggers Heat Burst. A non-Heat Infliction + Heat Infliction = Combustion.
[Combustion]: An enemy with Combustion takes Heat DMG over time. A non-Heat Infliction + Heat Infliction = Combustion.
[Electrification]: An enemy with Electrification takes more Arts DMG. A non-Electric Infliction + Electric Infliction = Electrification.
[Debuff Consumption]: Various Physical and Arts debuffs can be ended early. For example, Crush consumes Vulnerability debuffs, while Combustion consumes Arts Infliction debuffs.
Frag Grenade·β
Cooldown: 19s
Trigger: When an Arts Infliction is applied to an enemy
[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.
[Heat Infliction]: Heat Infliction is a type of Arts Infliction. Up to 4 stacks of Heat Infliction can be applied and stacking triggers Heat Burst. A non-Heat Infliction + Heat Infliction = Combustion.
Wolven Fury
Energy cost: 90
[Combustion]: An enemy with Combustion takes Heat DMG over time. A non-Heat Infliction + Heat Infliction = Combustion.
Pack Techniques
Knack for the Wildlands
Scorching Fangs
[Combustion]: An enemy with Combustion takes Heat DMG over time. A non-Heat Infliction + Heat Infliction = Combustion.
Code of Restraint
[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.
Lone Wolf
Potential 1
Firearm Mods
Potential 2
[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.
Hunting Hour
Potential 3
Will of the Pack
Potential 4
Natural Predator
Potential 5
"I know that strength isn't everything, but in Talos-II, you can't live without it."
Catello Wulfgard Luppino is a Landbreaker mercenary living on the fringes of the Civilization Band, now serving on the Crisis Team at Endfield Industries.
Despite his youth, Wulfgard is already well-acquainted with the ficklest nature of humanity. But rather than breaking him, those experiences have given him a maturity far beyond his age. He doesn't seek conflicts, and when in doubt, he prefers to avoid direct confrontation. He is also skilled in stealth and recon combat operations. To complete his mission, the mercenary can even travel with his foes and deal the lethal strike when the enemies least expect it.
A member of the Landbreaker clan known as the Pack, Wulfgard can be a reliable and trustworthy friend if you manage to earn his trust. But that is no easy feat.
Review
Umbral Monument
Umbral Monument
Free AoE Heat Infliction application via Combo Skill.
Combo Skill is easy to trigger by himself and in any Arts Infliction team.
Can forcibly apply Combustion in an AoE.
Capable of playing as a support damage dealer or main damage dealer.
Can quickly inflict Heat with Battle Skill if SP is available.
No supportive capabilities outside of Heat Infliction and Combustion at P0.
Battle skill, either used as a large damage nuke OR Heat Infliction - cannot do both.
Requires a constant stream of Electrification or Combustion to consume as a DPS.
Wulfgard is a 5-star, Heat, Handcannon support damage dealer with the option to also be played as a dedicated damage dealer as well. As a support damage dealer, the main reasons to bring Wulfgard are his Heat Infliction from combos (free and AoE), Battle Skill (Single Target but fast plus spammable), and his Ultimate’s free force Combustion. With these, he serves well in dedicated Heat teams, but his combo is also easy to activate (only requiring an Arts Infliction to trigger), making him very effective on many reaction-based teams.
As a damage dealer, Wulfgard’s focus shifts to spamming his enhanced Battle Skill, which trades its Heat Infliction for Combustion and Electrification consumption to fire a shot that deals much, much higher damage than usual. When played in this style, Wulfgard becomes the focus of the team, with allies there to assist with applying Electrification or Combustion reactions for Wulfgard to continually consume.
The role you decide to play Wulfgard in will dictate how you build him, what teams he can be played in, and how you’ll have to pilot him. Both builds are viable, but his support damage style definitely holds an edge when it comes to meta relevance and longevity due to being much more generically useful.
Wulfgard’s Combo Skill is at the heart of his support damage playstyle. It has a decently long cooldown but is incredibly easy to trigger in any Arts team, only requiring an Arts Infliction to be applied to an enemy in order to become available. On use, it deals AoE Heat damage, Stagger, and Heat Infliction. This makes it a powerful tool for either quickly stacking up pure Heat Infliction while triggering Heat bursts, or for triggering Arts Reactions by applying a different element first to trigger Combustion instead.
Tip: Wulfgard’s combo doesn’t have to be used against an enemy with an Infliction, meaning it can be triggered and then used against a different enemy or triggered and saved for a short time in order to use its Heat Infliction to form other reactions other than Combustion. E.g., Wulfgard Battle Skill (Heat) → Perlica Battle Skill (Electrification) → Wulfgard Combo Skill (Heat) → Wulfgard Battle Skill (Consumes Electrification) → Perlica Battle Skill (Electrification) → Wulfgard Battle Skill (Consumes Electrification)
Wulgard’s Battle Skill has two variants: a standard version, which is used mainly by his support damage build, and an enhanced version, which is only used by DPS Wulfgard. The standard variant deals single-target Heat damage, Stagger, and Heat Infliction. While the enhanced version requires Electrification or Combustion to be present on the target, deals almost 5 times the damage, consumes the Electrification or Combustion on the enemy, and no longer applies Heat Infliction. By comparing the two, it should be easy to see Wulfgard’s two playstyles: apply Heat Infliction by burning SP with support Wulfgard and consume reactions for huge damage with DPS Wulfgard.
Note: If you have both Electrification and Combustion on an enemy, only one reaction will be consumed by Wulfgard’s enhanced Battle Skill.
Wulfgard’s Ultimate is simple but a standout addition to his kit. It costs 90 energy, deals AoE Heat Damage, Stagger, and forcefully inflicts Combustion. The damage multiplier of this ability isn’t particularly impressive, but the fact that it triggers one of his stronger talents for free. In addition, the utility it provides to some teams that function off of Combustion/reactions like Wulfgard’s own DPS build makes it strong.
Note: The force Combustion applied by this ability does not deal the initial damage of Combustion; it only deals the damage over time effect.
Wulfgard’s talents are focused on maximizing his power in his primary damage role, and only offer some value after unlocking potentials when it comes to support damage.
His first talent, Scorching Fangs, grants him a 30% Heat DMG boost for 10 seconds after he applies Combustion (capped at 1 stack). This is a sizable damage increase, but except for his Ultimate can be difficult to trigger and maintain in some teams. The reason being, except for DPS Combustion Arts Reaction teams that focus on Wulfgard applying Combustion and then consuming it through his Battle Skill, a lot of his other team compositions and roles instead have him focus on stacking Heat or going for alternative reactions. In other words, he won't be triggering Combustion as much himself. To sum it up, a strong talent for some teams, a weaker one in others.
Wulfgard’s other talent, Code of Restraint, is generically good for all of his Damage Dealing builds. When consuming any Arts Reaction with his enhanced Battle Skill, he now returns 10 SP. One of the largest limiters of Wulfgard’s damage when played as a damage dealer is having enough SP to consume all the Arts Reactions his team applies; this talent helps with that. This talent isn’t useful for Wulfgard when being played as a support damage dealer, though.
Wulfgard’s gameplay depends on which role you’re playing him in:
When played as a support damage dealer, aim to achieve the following:
Use Wulfgard’s Combo Skill to build Heat Infliction or trigger your desired Arts Reaction. Keep it on cooldown as best you can, unless saving it to pair with another operator’s combo or Ultimate.
If additional Heat Infliction is needed and SP is available, use Wulfgard’s standard Battle Skill to convert it into stacks quickly.
Use Ultimate either as an enabler for other operators' kits that require Combustion to function or as a pseudo-cooldown ability after unlocking Potential 3, which allows Wulfgard to share his Scorching Fangs talent damage boost with other Heat Operators (If applicable for your team).
When played as a primary damage dealer, go for the following instead:
Use Combo Skill in combination with other Arts Inflictions to trigger Combustion.
Spend SP on Wulfgard’s enhanced Battle Skill when enemies have Combustion or Electrification to consume.
Use Ultimate for even more Combustion application to fuel more enhanced Battle Skills.
Build
Wulfgard 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
Main Attribute: +132
Stat 2 Boost - 9/9
Arts DMG Bonus: +43.30%
Passive Boost - 4/9
Arts DMG Bonus: +19.20%
Stat 1 Boost - 9/9
Strength: +124
Stat 2 Boost - 9/9
Heat DMG Bonus: +34.70%
Passive Boost - 9/9
Battle Skill DMG: +28.00%
Next best option for Wulfgard in most teams even though it's a notable damage downgrade compared to Clannibal. Its passives are great for DPS Wulgard, and are still solid for his support damage build as well. The weapon effect on the other hand requires Wulfgard to apply either an arts burst or Combustion with his combo skill - something he won't always want to do when playing as a support damage dealer, but of course as a DPS is no problem. This means the weapon can be a little awkward to use in one style, but is a perfectly good next best option in the other.
Stat 1 Boost - 9/9
Main Attribute: +132
Stat 2 Boost - 9/9
Critical Rate: +19.50%
Passive Boost - 4/9
Arts DMG Bonus: +19.20%
Another damage-focused alternative for Wulfgard, but this one has less optimal passive stats due to one of them being Crit Rate - a stat Wulfgard doesn't really want compared to others. Part of this Handcannons weapon skill is easier to activate than the options above, but the other larger part is more difficult and is a bonus that neither DPS Wulf or support damage generally pursues - which is triggering Arts Reactions with Battle Skill. The combiation of a challenging to fully activate weapon effect and a Crit Rate passive puts this handcannon below the options above for both buids.
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Arts DMG Bonus: +34.70%
Passive Boost - 9/9
Critical Rate: +8.40%
Another arts reaction based weapon option for Wulf with all the same quirks and problems as the guns above, but with even lower passive damage potential and less upside when playing around from its weapon effect. Still an acceptable choice if you have nothing else and better than a 4 star.
Stat 1 Boost - 9/9
Strength: +93
Stat 2 Boost - 9/9
Arts 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.
Stat 1 Boost - 9/9
Agility: +124
Stat 2 Boost - 9/9
Ultimate Gain Eff.: +37.10%
Passive Boost - 9/9
Attack: +14.00%
When playing Wulfgard in a more purely supportive role, his damage can sometimes be such a small portion of the overall teams output, that it's more worthwhile running him with a focus on Ultimate Gain than trying to optimize for damage - as his Ultimate's forced Combustion is a valuable resource in some set-ups. Under these conditions, it can be worth using OBJ Velocitous over proper damage Handcannons just for the Ultimate Gain it provides. However you need to ensure any potenital Ultimates you gain are worth the damage loss.
Wulfgard best sets are placed in order of what fits their playstyle the most. Check the comments to get additional context.
When playing Wulfgard as Heat Infliction applier for Laevatain, there are no good supportive gear options for him. As such, opting for Ultimate Gain Efficiency on all pieces can allow Wulfgard to trigger Laevatain's Combo Skill on demand more often, as it has a short cooldown of 9-10s. Recommended for when Wulfgard is not highly invested, since he won't be contributing much damage regardless.
Armor
Gloves
Kit
Kit
Arts Intensity +30. When the wearer applies Combustion, Heat DMG +50% for 10s. When the wearer applies Corrosion, Nature DMG +50% for 10s. The aforementioned effects cannot stack.
Usually the go-to choice for Main DPS or Sub DPS Wulfgard in a reaction based teams, where he is consistently applying Combustion with his Ultimate. With Wulfgard as Laevatain's support, you can also consider running this set if you have high investment and Potentials on him and especially with Clannibal, where it can be optimal to use his Enhanced Battle Skill to consume Combustion and deal massive damage.
Armor
Gloves
Kit
Kit
Combo Skill CDR +15%. When the wearer recovers SP with a skill, the team gains DMG +16% for 12s. This effect cannot stack.
Wulfgard CANNOT activate the 16% DMG buff as his SP return from Combat Talent does not count. However, running Frontiers has merits as Laevatain's support for reducing his Combo Skill cooldown by 3s, allowing him to apply more Heat Infliction.
Armor
Gloves
Kit
Kit
Wulfgard gear pieces calculations aren't available yet. They will be added soon.
A small boost to Agility and Strength, resulting in a minor damage increase for Wulfgard, but nothing game-changing.
Improves Code of Restraint to return 20 SP instead of 10, further improving Wulfgard’s efficiency and ability to consume all reactions and even have SP left over to generate more.
Drastically upgrades the effect and quality of life of Wulfgard’s Scorching Fang’s talent. Causes Wulfgard’s enhanced Battle Skills to refresh the duration of Scorching Fang’s buff when connecting, taking the pressure off constantly re-applying Combustion to maintain its buff. Also causes Scorching Fangs to grant 50% of its buff to the other operators of the team (15% Heat DMG).
Reduces Wulfgard’s Ultimate Cost by -15%, taking it from 90 energy to ~7,7 improving accessibility, leading to increased damage, but more importantly, more Combustion application which helps both his support damage and main damage playstyles. Also synergizes incredibly well with his P5.
An absurdly large power increase for Wulfgard. It causes his Ultimate to now reset the cooldown of his Combo Skill on use, allowing it to immediately be triggered and launched. What makes this powerful isn’t just the extra Heat Infliction it provides, it’s the fact that when aligned correctly, in order to use it can be used as a full cooldown reset. This effect also gets Wulfgard to his next Ultimate faster, which in turn resets his Combo Skill faster, etc. A sizable improvement to both of Wulgard’s playstyle, assuming you can make use of the extra Heat and Combustion you’ll be generating.
Wulfgard team calculations information aren't available yet. They will be added soon.
Battle Skill > Basic Attack > Combo Skill >= Ultimate
Basic Attack > Combo Skill >= Battle Skill >= Ultimate
Teams and Synergies
In single-target battle scenarios, use the rotation as a starting point in order to apply the majority of the team's buffs, build 4 Melting Flame Stacks, cycle through Laevatain's Combo Skill and access her Enhanced Battle Skill quickly. Important to note though, is that if more enemies are present, you'll be able to accumulate Melting Flame more quickly due to Lae's ability to absorb Heat Infliction from all enemies. In these scenarios, feel free to use Lae's Enhanced Battle Skill earlier to accelerate her rotation.
Laevatain's opener isn't enough to access her Ultimate unless you started the fight with energy already, meaning she'll need another round in order to ensure it's available. In normal circumstances, your queue to start the second half of the rotation is when Ardelia's Combo Skill is back up, and Laevatain's Combo is also close to being available again. Before this point, fill the downtime with Basic Attack Sequences to accumulate Stagger and recover SP. When ready, continue with the below rotation:
Note: The Final Strikes at the end of this rotation are there in order to allow Laevatain's Combo to come back off cooldown so you can immediately trigger it with her Enhanced Battle Skill for extra energy and damage. You need this energy if you're not using Ultimate Gain on Laev, but if you are, you can skip these Final Strikes and the third Combo and use her Enhanced Battle Skill as soon as you have the SP after Ardelia's Battle Skill.
Final Strike
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Final Strike
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Final Strike
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Final Strike
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How you play within Laevatain's Ultimate state is once again subject to how many enemies are present, what cooldowns you have available, your current SP, whether the enemy/enemies will survive until the Ult ends and how you're playing (are you using animation cancels?). Giving a generalist rotation that takes all this into account at every point of battle is hard, but in general, here is what to look out for:
Wulfgard has a few quirks in this team to be aware of, so you get the most out of him and don't waste SP unnecessarily.
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Wulfgard's signature is his best damage option when played as a dedicated DPS and when played as a support DPS. On top of tailor-made stats for him, this Handcannon's weapon effect is also immense - whenever Wulfgard consumes an arts reaction with his enhanced battle skill the enemy becomes debuffed with a large damage taken effect corresponding to the reaction consumed, so Combustion = Heat. For DPS Wulfgard this cements the weapon as his top choice, but for support damage Wulfgard who rarely uses enhanced battle skills, it can make weaving them in here or there worth it. But even if you don't, this weapon's passives still make it his best choice.