Considering how you’re always guaranteed at least one 5-star in your first 10 pulls in Arknights, you might be wondering which of these would be worth your time while you lament your bad luck in not getting a 6-star. You can check out our rankings on the 6-stars here, whenever you get one.
Once again, this will only cover global releases and excludes limited / event units pending their availability. There’s far more 5-stars than 6-stars, so this list is limited to the more “notable” or easier to use ones.
SPECIAL MENTIONS
OPERATOR | COMMENT | ||
---|---|---|---|
AMIYA | Promotion required for story progression. | ||
KAFKA | Challenge runs have opted NOT to promote her to keep her DP cost low. In special mentions due to her tendency to be prevalent in said challenge runs, but not necessarily a priority pick. | ||
NICHE
These 5-stars offer somewhat more unique skillsets that you won’t necessarily need, but could prove valuable in the right circumstances.
OPERATOR | CLASS | COMMENT | |
---|---|---|---|
ANDREANA | Sniper | A wide-range Sniper capable of incredibly high single-target damage. Has some fun synergy for Abyssal Hunter squads. | |
APRIL | Sniper | The "fast-redeploy" Sniper niche. Would prefer more Potentials to be more effective, which could be a hard ask. | |
ASBESTOS | Defender | AOE Arts damage, can target airborne enemies when skill is active. Talent offers "utility" as Arts tank, if required. | |
BEESWAX | Caster | Has a 3 Block skill, provided there is space to deploy it. Can be bait herself thanks to regeneration abilities. Doesn't attack outside of skill cast, though. | |
BIBEAK | Guard | Obtainable from Contingency Contract Permanent Store. Potential for permanent stuns with wide range damage, provided she gets targets to charge SP off of. | |
IRIS | Caster | Rapid fire or burst damage. Potential for very explosive combos with good timing. | |
LISKARM | Defender | Generally used as an SP bot for adjacent allies. Outside of that, you may prefer someone more flexible. | |
FIREWATCH | Sniper | Best known for her tactical nukes. Random targetting does make this unreliable, and some investment is required for skill mastery for one extra nuke. | |
GLAUCUS | Supporter | Prioritizes drones. Nuke has relatively low cooldown and deals extra to airborne targets. Requires working around her different range if you want to use her as a Sniper replacement. | |
MAYER | Supporter | Could hold the line with Meeboos. Primary usage is typically the exploding Meeboos for stun, nuke damage that can also target air. | |
REED | Vanguard | Dual-type damage and +1 DP on kill could be quite useful. Modifiers may not be high enough for some, and her Arts resistance is almost negligible in most content. | |
SCENE | Supporter | Obtainable from Contingency Contract Permanent Store. Summoner who can more easily stock up summons, though the stun after skill duration may not be desirable if you're not already a summoner enthusiast who plays with timings. An option to remove enemy invisibility, if needed. | |
SILENCE | Medic | Drone extends her range, allowing her to provide AOE / burst heals should there be a free deployable tile. | |
SORA | Supporter | If you have the limited Skadi the Corrupting Heart, Sora could be considered power-crept. Offers utility in being able to Sleep enemies that enter her range. Could cycle skills quickly if her Talent activates. | |
WHISPERAIN | Medic | Utility in providing status resistance with her heal. Less crucial to have her in specific as more Operators in this archetype get introduced, but can still be considered. | |
HONEYBERRY | Medic | The option to heal elemental damage e.g. status effects available from the in-game shop through Purchase (Red) Certificates. | |
CORROSERUM | Caster | Has utility in inflicting Silence. All things considered, simply going with Ifrit instead might be preferable more so with enemies more likely to be immune to Silence. | |
MULBERRY | Medic | The gacha option to heal elemental damage. Mulberry can hold charges compared to Honeyberry, as well as provide AOE Elemental Damage reduction. | |
KAZEMARU | Specialist | Being able to summon the substitute to doubleteam with both physical and Arts damage is nice, though potentially more trouble than it's worth when you can fill that slot with other Operators. | |
ERATO | Sniper | Available through the Contingency Contract permanent store, she further plays with the Sleep meta. It's not one everyone likely plays around with, but there is another option. | |
ALRIGHT
These are solid Operators, and can be considered acceptable replacements for their 6-star equivalent until you get them. Some also bring more unique Talents to the table too.
OPERATOR | CLASS | COMMENT | |
---|---|---|---|
ASTESIA | Guard | Master of none with her simple kit. She's fine if you need some melee Arts damage, but doesn't bring enough to elevate her any higher than "okay". | |
CHIAVE | Vanguard | Offers AOE Arts damage, while also reducing Arts resistance and DP. His Talent allows you to play around with the 1-star Robots a little more. | |
GREYTHROAT | Sniper | A rapid fire Sniper. One of her biggest weaknesses is arguably needing targets to attack to charge up her skills, so it might not come up on time. Also if you have Exusiai, most would favour the 6-star over her. | |
METEORITE | Sniper | Long range can be nice, and Spread Shot can offer quite a lot of damage. Mastery can make it even better, giving her more chances to trigger her Talent. | |
NEARL | Defender | Most would opt for Saria instead. Nonetheless, she's still a solid Healing Defender, with her Talent improving ally heals. | |
PROJEKT RED | Specialist | AOE stun or snipe off single targets. Her sniping abilities comes with a buff to her dodge chance, not making her the most reliable assassin should RNG not favour you. | |
PRAMANIX | Supporter | Skillset focused on debuffing enemies in her range, with multi-target auto attacks at Elite 2. Effectiveness can vary depending on how much your core team can take advantage of those debuffs. | |
SHAMARE | Supporter | More flexible debuff thanks to her portable doll. Much like Pramanix, the debuffs she offers may have varying efficiency depending on your core team. | |
WARFARIN | Medic | Can offer a single-target burst heal. Often seen in damage showcases, though the buff's random targetting may be troublesome to work around. | |
BLACKNIGHT | Vanguard | The star of the "sleep" meta for challenge runs. Outside of that, she's got more stats than her 4-star counterpart in Beanstalk, with less blocking capabilities outside of the snoozing. | |
HIBISCUS THE PURIFIER | Medic | Hibiscus has promoted to a harmacist! She can inflict Arts Fragility and skill can slow down enemies. | |
GREYY THE LIGHTNINGBEARER | Sniper | If you don't have Rosmontis, he's the permanent version of her archetype. He does have the same weakness in that he can't hit flying enemies. | |
CANTABILE | Vanguard | A fast-redeploy Vanguard capable of gaining DP with every attack. Especially fun in Integrated Strategies with ASPD relics. | |
HIGHMORE | Guard | A better free unit from Integrated Strategies 3 than Shalem. She can't be healed like La Pluma being in the same archetype, but she can at least recover some elemental damage on her own. | |
QANIPALAAT | Caster | Has a self-synergizing talent with his Skill 2. Will be available for free for easy Potentials as well. | |
CAN’T GO WRONG
No matter what other Operator you get, the ones in this category can remain universally useful thanks to their skill set or Talents.
OPERATOR | CLASS | COMMENT | |
---|---|---|---|
BLUE POISON | Sniper | Pseudo-AOE capabilities, with added Poison damage over time. Her Base Skill for up to 80% byproducts in crafting could be your tipping point. | |
LAPPLAND | Guard | Silencing enemies may be falling off, but Arts damage can still be relevant. Being able to target airborne enemies as a ground unit can't be bad either. | |
PLATINUM | Sniper | Trading her attack speed for more range, she can still make her mark. Her main weakness would be her wind-up time. | |
PTILOPSIS | Medic | You may always exclude Medics from your squad, but her Talent to increase SP recharge should be something to take into consideration. Note that SP regeneration does not stack. | |
TEXAS | Vanguard | Her Talent alone can be good enough reason to raise her. Pretty common sight challenge runs, while outside of that, damage, stun and DP is nice. | |
LA PLUMA | Guard | Give her the space to ramp up and there shouldn't be too much concern to let her hold a lane solo. No external heals can certainly be troublesome depending on how you prefer to play. | |
GREAT
These Operators are worthwhile to raise as soon as possible, thanks to their skillset.
OPERATOR | CLASS | COMMENT | |
---|---|---|---|
ELYSIUM | Vanguard | Start printing that DP! Regularly in challenge runs as well, thanks to removing invisibility, slowing enemies down and debuffing their defenses. Bonus points for being a Sniper assist. | |
SPECTER | Guard | Preferably Elite 2 for best efficiency. Has self-regeneration and manual activation immortality, at the cost of stunning herself. Needs Mastery to improve her helidrop performance. | |
5-stars in Arknights tend to have a lot of fringe case uses, and this is by no means a truly definitive list. You could always try to find a place to use your favourites no matter what, so be sure to have fun.