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This is a list of all Combat Facilities in Arknights: Endfield. Check out a full list of Combat facilities, as well as an overview of their details in this guide!
List of Contents
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| Facility | Plan | Details | Combat Stats | Effect |
|---|---|---|---|---|
Gun Tower
|
Basic |
Power: 5 Area: 2x2 Tier: Basic II Skill: Defense I |
ATK: 609 ATK Interval: 2s Energy Per Use: 10/min Max Charge: 2000 |
Continuously fires energy bolts that deal Physical DMG. |
Medical Tower
|
Basic |
Power: 5 Area: 3x3 Tier: Basic II Skill: Wilderness Aid |
ATK Interval: 5s Energy Per Use: 6000/min Max Charge: 30000 |
Converts electrical power into healinga arts that can treat injured operators nearby. |
Grenade Tower
|
Basic |
Power: 10 Area: 2x2 Tier: Basic II Skill: Area Denial I |
ATK: 981 ATK Interval: 3s Energy Per Use: 30/min Max Charge: 2000 |
Launches grenades in a ballistic trajectory. The grenades detonate above ground near enemies and deal area of effect Heat DMG. |
LN Tower
|
Basic |
Power: 10 Area: 2x2 Tier: Basic II Skill: Hostile Control I |
ATK Interval: 5s Energy Per Use: 50/min Max Charge: 2000 |
Fires special liquid nitrogen (LN) crystals that shatter upon impact to slow the movement speed of enemies in the area of effect. |
Heavy Gun Tower
|
Basic |
Power: 20 Area: 2x2 Tier: Basic III Skill: Custom Defense I |
ATK: 2136 ATK Interval: 2s Energy Per Use: 40/min Max Charge: 2000 |
Continuously fires Mk II energy bolts with every 4th shot being an empowered bolt. The bolts deal Physical DMG. |
Sentry Tower
|
Basic |
Power: 20 Area: 2x2 Tier: Basic III Skill: Custom Defense II |
ATK: 11634 ATK Interval: 5s Energy Per Use: 100/min Max Charge: 2000 |
Unleashes long-range attacks that target high-threat enemies first and deal massive Physical DMG. |
Omnidirectional Sonic Tower
|
Basic |
Power: 20 Area: 2x2 Tier: Basic III Skill: Hostile Control II |
ATK Interval: 5s Energy Per Use: 100/min Max Charge: 2000 |
Fires a shockwave that stuns common and advanced enemies within the area of effects. |
Beam Tower
|
Basic |
Power: 10 Area: 2x2 Tier: Basic III Skill: Point Defense |
ATK: 22338 ATK Interval: 8s Energy Per Use: 160/min Max Charge: 2000 |
Consumes vast amounts of energy to emit a beam that deals massive Electric DMG to enemies. |
Surge Tower
|
Basic |
Power: 20 Area: 2x2 Tier: Basic III Skill: Area Denial II |
ATK: 4886 ATK Interval: 3s Energy Per Use: 60/min Max Charge: 2000 |
Releases electrical arcs that attack enemies. The arc also chains to nearby enemies (up to 2) and deals Electro DMG. |
HE Grenade Tower
|
Wuling |
Power: 20 Area: 2x2 Tier: Wuling I Skill: HE Grenade Tower |
ATK: 5585 ATK Interval: 3s |
Attacks enemies by launching Mk II grenades along a ballistic trajectory that detonate above ground near enemies. The grenade explosion deals area of effect Heat DMG and leaves a burning zone that deals DMG to enemies within it. |
Marsh Gas Mk I
|
Wuling |
Power: 20 Area: 2x2 Tier: Wuling I Skill: Marsh Gas Mk I |
ATK: 5485 ATK Interval: 5s |
Launches special mist grenades that detonate above ground near enemies. The mist grenade explosion deals area of effect Nature DMG and leaves a mist zone that deals DMG and slows the movement speed of enemies within it. |
Combat Facilities are comprised mostly of structures that have to do with fighting enemies. These towers have varying effects, ranging from dealing various forms of damage, applying crowd-control, or healing allies.
They consume charge to perform their functions, meaning that they have to be supplied with electricity to attack or heal.
These Combat Facilities can also be placed near Energy Alluviums, which are special structures that players can interact with to spawn enemies that drop special rewards.
Placing Combat Facilities near an Alluvium will allow them to assist in farming the Alluvium, making getting its rewards easier.
Endfield's tower defense mode, Imminent Incursions, will use combat towers. Make sure to know how each one works to succeed!
Imminent Incursion Tower Defense Guide

| Valley IV Progression | ||
|---|---|---|
| Early Game Layout | Mid Game Layout | Late Game Layout |
| Wuling Progression | ||
| Starter Factory in Wuling | ||
| Reactor Expansion Guide | Depot Bus Integration Guide | Belt Integration Guide |
| Resourcing | Logistics | Processing |
| Power | Combat | Exploration |
| Xiranite | - | - |
List of All Combat Facilities

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