Combat & Elemental Reactions
The Damage Formula and the Five Elements
Endfield's headline damage formula is:
Damage = ATK × Skill% × (1 + Bonus) × Crit × DefMult × ResMult
The full engine chain is longer — the complete form is Damage = Attack × BaseMultiplier × MultiplierGroup × CriticalMultiplier × AmpMultiplier × StaggerMultiplier × FinisherMultiplier × LinkMultiplier × WeakenMultiplier × SusceptibilityMultiplier × IncreasedDMGTakenMultiplier × DMGReductionMultiplier × ProtectionMultiplier × DefenseMultiplier × ResistanceMultiplier × MultiplicativeMultiplier — but for practical deck-building the short formula above is the one that matters, and every term below (Crush, Breach, Arts Burst, Arts Reaction) plugs into it as the BaseMultiplier slot.
- Attack = ((OperatorAttack + WeaponAttack) × PercentageBonuses + FixedBonus + SpecialBonus) × AttributeBonus, where AttributeBonus = 1 + 0.005×MainAttribute + 0.002×SecondaryAttribute.
- Crit: base Critical Rate 5%, base Critical DMG 50%.
- DefMult = 100/(DEF+100) when DEF ≥ 0. A full best-in-slot gear set (140 DEF) gives a multiplier of 0.4167, i.e. 58.33% damage reduction.
| DEF | DefMult | Effective reduction |
|---|---|---|
| 0 | 1.000 | 0% |
| 100 | 0.500 | 50% |
| 140 | 0.417 | 58.3% |
| 200 | 0.333 | 66.7% |
There are five elements, each tied to a damage type and a color-coded number: Physical (white) drives all physical damage and the Vulnerable lane; Heat (red), Cryo (cyan), Electric (yellow) and Nature (green) all deal Arts DMG and are the only four elements that generate Arts Reactions.
Arts Infliction: Stacks, Duration, and the 4-Cap
Every Heat/Cryo/Electric/Nature hit that carries an Infliction component applies an Arts Infliction status, shown as an icon by the enemy's health bar. Two rules govern it:
- Duration: an Arts Infliction lasts 20 seconds and the timer fully resets whenever the same element is reapplied.
- Stack cap: a single element's infliction can stack up to 4 times on one target — this is the '4-stack cap' that maps directly onto the four Status Levels (I–IV) used in every reaction's damage table below. Status Level I = 1 stack, Level IV = 4 stacks.
What happens at each stack depends on what you apply next:
- Same element reapplied → triggers an Arts Burst: a flat 160% ATK hit of that element's damage type, on top of adding a stack (until the 4-cap).
- Different element applied on top of an existing infliction → triggers an Arts Reaction, which consumes the existing infliction entirely.
Application Order — the Rule That Actually Decides Reaction Type vs Strength
This is the single most under-explained mechanic in most overviews of Endfield's combat, and it is the actual answer to 'does application order matter': yes, and the two sides of the interaction do different jobs.
- The element you apply last (the incoming hit) determines which reaction fires.
- The element that was already on the enemy determines the reaction's Status Level (strength), based on how many stacks it had accumulated (1–4) at the moment it gets consumed.
Practical read: pre-loading an enabler's infliction to 4 stacks before your reaction-trigger operator swings in is not optional flavor — it is the difference between a Level I reaction (160% ATK payload) and a Level IV one (400% ATK payload, plus longer duration and stronger secondary effects). Sequencing your rotation so the setup unit tags the target repeatedly before the trigger unit lands the final hit is the core combo loop of the entire Arts system.
Nicknames carried over from other games don't match Endfield's own terminology. Use this mapping:
| Common nickname | Official Endfield name | Trigger |
|---|---|---|
| Freeze | Solidification | Cryo applied onto a non-Cryo infliction |
| Melt | Shatter | Vulnerable or a Physical Status applied onto a Solidified target |
| Conduct | Electrification | Electric applied onto a non-Electric infliction |
| Burn | Combustion | Heat applied onto a non-Heat infliction |
| (no common nickname) | Corrosion | Nature applied onto a non-Nature infliction |
Shatter is the odd one out: it isn't triggered by two Arts elements colliding, it's triggered by Physical (Vulnerable, Lift, Knock Down, Crush, or Breach) landing on a target that is currently Solidified — Physical consumes the Solidification status itself rather than an infliction stack.
The Four Arts Reactions, With Numbers
All four reactions share the same underlying base formula: Initial DMG = 80% + 80% × (stacks consumed), which resolves to 160/240/320/400% ATK at Status Level I–IV. Everything past the initial hit is reaction-specific.
| Reaction | Element | Initial DMG (I→IV) | Duration (I→IV) | Extra effect |
|---|---|---|---|---|
| Solidification | Cryo | 160–400% ATK (Cryo) | 5.75s → 8.75s | Target fully immobilized for the duration; cannot take any action or be re-inflicted with Cryo while active |
| Combustion | Heat | 160–400% ATK (Heat) | 10s (friendly-applied) | DoT 24/36/48/60% ATK per second, ticking once per second; reapplying refreshes duration |
| Electrification | Electric | 160–400% ATK (Electric) | 12s → 30s | Target takes +12/16/20/24% more Arts DMG from all sources for the duration |
| Corrosion | Nature | 160–400% ATK (Nature) | 15s (refreshes on reapply) | Additional Resistance debuff ramping from +3.6/4.8/6.0/7.2 up to a max of +12/16/20/24 (~0.84–1.68/s), i.e. the enemy gradually loses up to 24 points of All Resistance |
And the Physical-triggered payoff:
| Reaction | Trigger | DMG | Notes |
|---|---|---|---|
| Shatter | Physical Status or Vulnerable applied to a Solidified target | 240% ATK (Level I) up to 600% ATK (Level IV), Physical | Scales with the Solidification's Status Level at the moment of consumption; only the Level I and IV endpoints are documented, with the exact Level II/III figures not yet published |
Practical notes solving common confusion points:
- Corrosion has no dedicated main-DPS payoff — it's a resistance-shred support tool. Because the shred benefits whichever element your actual carry deals damage in, Nature operators (e.g.
Ardelia,
Gilberta,
Fluorite) function as enablers, not damage dealers. - Reapplying the same reaction resets its duration but does not stack its magnitude beyond whatever Status Level triggered it — you refresh the clock, you don't double the DoT or resistance shred unless the new trigger consumes a higher stack count.
- Enemies can also inflict these statuses on your operators (hostile Combustion at 4 stacks, for example, deals 4% max HP initial + 2% max HP/s, ignoring Defense but reducible by Heat Resistance/Reduction/Protect) — worth knowing before you assume every status icon is something you caused.
The Physical Lane: Vulnerable, Crush, and Breach
Physical does not use Arts Infliction at all — it runs its own parallel resource called Vulnerable, which is the actual mechanic behind the 'physical vulnerable lane' question.
- Vulnerable stacks up to a maximum of 4, lasts 20 seconds, and resets its duration (not its stack count) on reapplication.
- Lift and Knock Down (base 120% ATK Physical) apply Vulnerable if the target doesn't have it yet, or add a stack if it already does.
- Crush and Breach are the payoff moves: applying either one consumes every current Vulnerable stack to scale its own damage. If the target has no Vulnerable yet, using Crush or Breach on it just applies a fresh Vulnerable stack instead of paying off.
| Stacks consumed | Crush DMG (Physical) | Breach DMG (Physical) | Breach: +Physical DMG Taken debuff | Breach debuff duration |
|---|---|---|---|---|
| 1 | 300% ATK | 100% ATK | +12% | 12s |
| 2 | 450% ATK | 150% ATK | +16% | 18s |
| 3 | 600% ATK | 200% ATK | +20% | 24s |
| 4 | 750% ATK | 250% ATK | +24% | 30s |
The underlying formulas (Crush = 150% + 150% × stacks; Breach = 50% + 50% × stacks) match the per-level numbers above exactly.
- Crush deals roughly 3x the raw damage of Breach at every stack count, and gets an additional flat +30% damage if the target is currently Staggered. Use Crush as your Vulnerable-stack payoff when you just want the biggest single number.
- Breach trades raw damage for a follow-up window: after it lands, the target takes 12–24% more Physical DMG from everything else for up to 30 seconds. Use Breach first if your team has more Physical hits queued up afterward, then let those hits benefit from the debuff; save Crush for the actual finishing blow.
- Standard rotation for a Physical-focused team: build to 4 Vulnerable stacks with Lift/Knock Down hits, apply Breach to shred Physical resistance and set up the DMG Taken window, then close with Crush (ideally while the target is Staggered) for the maximum 750% ATK + 30% payoff hit.
Stagger and How It Interacts With the Rest of the Kit
Stagger is a separate meter from both Arts Infliction and Vulnerable. It fills from Final Strikes, certain Skills/Combos/Ultimates, and from landing Arts Reactions. Once full, the target becomes Staggered: it is immobilized, the controlled operator's next Basic Attack auto-converts into a Finisher, and Staggered targets take increased damage from follow-up hits (the exact bonus percentage is gear/kit-dependent rather than a fixed base value).
- Physical is the element best positioned to build Stagger, since Lift/Knock Down/Crush/Breach hits and Final Strikes are core to the kit design, and Crush explicitly rewards a Staggered target with +30% damage — this is the mechanical link between the two systems.
- Exact Stagger meter thresholds and the base Staggered-state damage bonus remain unpublished — treat those two specific figures as not yet confirmed rather than a fixed value.
Skill Point Economy and Rotation
Endfield's skills don't use cooldowns — they're gated by a shared team resource, and misreading this is one of the most common early-game mistakes.
- Capacity: the whole 3-operator squad shares one SP pool, capped at 300 and displayed as three 100-SP bars.
- In-combat regen: 8 SP per second naturally (roughly one full 100-SP bar every 12.5 seconds).
- Out-of-combat behavior: SP normalizes toward 200 outside of fights — it climbs to 200 in about 3 seconds if below that, and decays at 40 SP/second if above 200. In practice this means you cannot walk into a fight banking a full 300; you effectively start every engagement around 200 unless you were already fighting.
- Skill costs: most Battle Skills cost 100 SP (one full bar); a handful of cheaper skills cost only 50 SP.
- Extra SP sources: Final Strikes (15–30 SP depending on the operator — e.g.
Fluorite 15,
Last Rite 30), Perfect Dodges (~7.5 SP, but this pauses natural regeneration for 0.5s), Finishers (amount varies by enemy type), and select operator skills (notably some Vanguard-class kits) that refund SP directly. - Important asterisk: SP gained from these 'returned SP' sources is mechanically distinct from natural regeneration — it does not trigger on-SP-recovery passive effects and does not grant Ultimate Energy, so a kit built around 'gain SP → do X' won't proc off a Perfect Dodge refund the same way it does off passive regen.
Rotation strategy this implies: because SP is squad-wide, not per-character, your rotation is a team-level budgeting problem, not three independent skill timers. The efficient pattern is to spend your cheaper 50-SP setup skills (usually on your Arts-infliction enabler) to build stacks toward Status Level IV, hold your 100-SP trigger/finisher skill until the reaction or Vulnerable payoff is fully loaded, and lean on Final Strikes and Perfect Dodges to top the pool back up between engagements rather than waiting on passive regen alone.
Putting It Together: A Practical Decision Framework
Answering the actual question players show up with — 'what do I press and in what order' — the mechanics above collapse into a short checklist:
- Building an Arts team (Heat/Cryo/Electric/Nature): pick one operator whose kit stacks infliction fast and cheaply (your setup unit), and land 3–4 stacks of their element before your trigger operator applies a different element on top. This maximizes Status Level (and therefore the 160→400% ATK scaling, plus every reaction's secondary payoff) instead of wasting a big trigger hit on a Level I reaction.
- Building a Physical team: the loop is Lift/Knock Down to stack Vulnerable to 4, Breach to shred resistance and open the DMG-taken window, then Crush (ideally on a Staggered target) as the finisher. Never lead with Crush or Breach on a target with 0 Vulnerable stacks — you'll just waste the cast applying a single Vulnerable stack instead of cashing in.
- Mixed teams (Physical trigger into an Arts-inflicted target): remember Shatter is the one reaction Physical can trigger directly, by hitting a Solidified (Cryo-reacted) target with any Physical Status — this is the highest-ceiling single reaction in the game (up to 600% ATK) and is worth building a rotation around if you have both a Cryo setup unit and a Physical finisher.
- Don't confuse Arts Burst with Arts Reaction: reapplying the same element is a flat, unconditional 160% ATK poke with no setup requirement — useful as filler DPS, but it will never scale the way a properly-leveled Reaction does. Save your SP-expensive trigger skills for Reactions, not Bursts, once your team composition supports it.
- SP discipline: since the pool is shared, sequence cheap 50-SP setup skills first, and don't let a second operator's 100-SP skill sit unused while SP caps out unused above 200 outside combat — that ceiling is a soft punishment for over-hoarding before engaging.
All figures in this breakdown are confirmed values, except where explicitly marked as not yet confirmed; the core damage formula, crit baseline (5%/50%), and DefMult formula are accurate as presented.