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Here are Catcher's best builds, weapons, and gears in Arknights: Endfield!
| Catcher Character Guides | ||
|---|---|---|
Build Guide |
Teams |
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List of Contents
| Catcher's Overview | ||
|---|---|---|
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Race: Perro Faction: Endfield Industries EN VA: Kevin Andrew Rivera JP VA: Ryuichi Kijima How to Get: Headhunt |
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| Rarity | Element | Weapon |
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| Class | Main Att. | Sec. Att. |
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| Overall Tier |
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Catcher is a Physical Vanguard character that provides damage mitigation through his Combo Skill's shield and Battle Skill. However, for the shield to apply, you'll need to be at low HP.
He can also apply Weaken and provide Vulnerability for Physical teams. Overall, apart from the debuffs he can provide, the requirement to access his sustain option is hard to meet and is pretty bad compared to other Sustain options.
| Stat | Base Value |
|---|---|
| HP | 500 |
| ATK | 30 |
| STR | 21 |
| AGL | 9 |
| INT | 8 |
| WIL | 11 |
Stats are for Level 1
Catcher's best builds focus on increasing his supporting capabilities. His endgame build allows him to buff the team's damage, reduce his Combo Skill CD, and heal Protected Operators.
| Best Weapon | Essence Priority | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Former Finery
|
1. Efficacy
Efficacy Treatment Efficiency +28.0% After a Protected operator takes DMG, the wielder restores the said operator's HP by (235 + Will x 1.96) Effect only triggers once every 15s.
2. Will Boost
Will Boost Will +156
3. HP Boost
HP Boost Max HP +78.0% |
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| Best Gears | |||||||||||
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Frontiers Armor Defense +56 Strength +87 Intellect+58 Ultimate DMG Bonus +25.9% |
Eternal Xiranite Gloves Defense +42 Strength +43 Intellect+65 Ultimate Gain Efficiency +20.5% |
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Frontiers Extra O2 Tube Defense +21 Agility +32 Intellect+21 Secondary Attribute +20.70% |
Frontiers Extra O2 Tube Defense +21 Agility +32 Intellect+21 Secondary Attribute +20.70% |
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Catcher's best build is the Frontiers set with the Former Finery weapon. This build gives him a lot of Will, reduces his Combo Skill Cooldown, and allows him to grant a damage amp for the team after restoring SP using his Battle Skill.
Former Finery increases Catcher's HP and Will. It also allows Catcher to heal a Protected Operator when they take damage.
| Best Weapon | Essence Priority | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
OBJ Heavy Burden
|
1. Efficacy
Efficacy Secondary Attribute +14.0% When the wielder applies Knocked Down or Weakened, DEF +50.4% for 15s. Effects of the same name cannot stack.
2. Strength Boost
Strength Boost Strength +124
3. HP Boost
HP Boost Max HP +62.4% |
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| Best Gears | |||||||||||
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Armored MSGR Jacket T1 Defense +40 Strength +61 Will +41 HP + 14.7% |
Armored MSGR Gloves Defense +21 Strength +33 Will +22 Final DMG Reduction +8.0% |
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Armored MSGR Gyro T1 Defense +15 Strength +23 Will +15 Attack +14.70% |
Armored MSGR Gyro T1 Defense +15 Strength +23 Will +15 Attack +14.70% |
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Catcher's early game build is the Armored MSGR set with the OBJ Heavy Burden weapon. This build gives him a lot of Strength and Will, some damage reduction, and some ATK.
OBJ Heavy Burden increases his HP, as well as his DEF, whenever he uses his Ultimate. The DEF increase gives more value for his shields since it scales with DEF.
All Arknights: Endfield Builds
| Rank | Best Weapons | Essence Priority |
|---|---|---|
| 1st |
Former Finery
|
1. Efficacy
Efficacy Treatment Efficiency +28.0% After a Protected operator takes DMG, the wielder restores the said operator's HP by (235 + Will x 1.96) Effect only triggers once every 15s.
2. Will Boost
Will Boost Will +156
3. HP Boost
HP Boost Max HP +78.0% |
| 2nd |
OBJ Heavy Burden
|
1. Efficacy
Efficacy Secondary Attribute +14.0% When the wielder applies Knocked Down or Weakened, DEF +50.4% for 15s. Effects of the same name cannot stack.
2. Strength Boost
Strength Boost Strength +124
3. HP Boost
HP Boost Max HP +62.4% |
| 3rd |
Seeker of Dark Lung
|
1. Detonate
Detonate Main Attribute +14.0% When the wielder applies an Arts Burst, ATK +16.8% for 30s. Max stacks for the same name: 3. Duration of each stack is counted separately. Effect only triggers once every 0.1s.
2. Ultimate Gain Boost
Ultimate Gain Boost Ultimate Gain Efficiency +37.1%
3. Strength Boost
Strength Boost Strength +124 |
| Early Game |
Quencher
|
1. Will Boost
Will Boost Will +93
2. Crusher
Crusher When the wielder performs a Final Strike on the enemy, ATK +33.6% for 10s. Effects of the same name cannot stack.
3. HP Boost
HP Boost Max HP +46.8% |
Former Finery is the best weapon for Catcher since it gives him a lot of HP and Will stats and allows him to heal allies when they hit while they're under his Protection. OBJ Heavy Burden since it gives him a lot of DEF, which increases the value of his Shields.
| Best Armor | Best Gloves |
|---|---|
|
Frontiers Armor Defense +56 Strength +87 Intellect+58 Ultimate DMG Bonus +25.9% |
Eternal Xiranite Gloves Defense +42 Strength +43 Intellect+65 Ultimate Gain Efficiency +20.5% |
| Best Kit I | Best Kit II |
|
Frontiers Extra O2 Tube Defense +21 Agility +32 Intellect+21 Secondary Attribute +20.70% |
Frontiers Extra O2 Tube Defense +21 Agility +32 Intellect+21 Secondary Attribute +20.70% |
| Gear Set | |
Frontiers:
Wearer's Combo Skill Cooldown Reduction +15%.
After the wearer recovers SP with a skill, the team gains DMG +16% for 15s. This effect cannot stack.
|
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Catcher's best gear is the Frontiers set. The entire set provides a lot of Will, which pairs nicely with Former Finery. It lowers his Combo Skill Cooldown, and allows him to grant the team damage amplification. The Xiranite Gloves give him Ultimate Gain Efficiency, which helps him charge his Ultimate faster.
| Best Armor | Best Gloves |
|---|---|
|
Armored MSGR Jacket T1 Defense +40 Strength +61 Will +41 HP + 14.7% |
Armored MSGR Gloves Defense +21 Strength +33 Will +22 Final DMG Reduction +8.0% |
| Best Kit I | Best Kit II |
|
Armored MSGR Gyro T1 Defense +15 Strength +23 Will +15 Attack +14.70% |
Armored MSGR Gyro T1 Defense +15 Strength +23 Will +15 Attack +14.70% |
| Gear Set | |
Armored MSGR:
Wearer's Strength +50
When the wearer's HP is below 50%, the wearer gains 30% DMG Reduction against all types of DMG.
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Catcher's best early game gear is the Armored MSGR set. The entire set provides a lot of Strength and Will, his primary and secondary stats, respectively. It also gives him damage reduction when he's low on HP. The Gyros increase his ATK, which is a decent boost in damage.
Best Gear and Gear Sets for Each Character
| Teammate Gameplay Guide |
|---|
|
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Catcher's Battle Skill, Rigid Interdiction, allows him to apply Protection to nearby allies while returning some SP. If an ally or Catcher gets hit while his shield is up, he will retaliate and inflict a stack of Vulnerability.
Catcher's Combo Skill triggers when an enemy charges up or when an ally's goes below 40% HP. It will grants shields to the ally and Catcher himself.
Lastly, use Catcher's Ultimate to deal some damage, apply Vulnerability, and inflict Weaken onto the enemy. Weaken lowers the damage the affected enemy deals.
| Priority | Skill | Explanation |
|---|---|---|
| 1 | Combo Skill | Prioritize leveling this first to boost the value of Catcher's shields. |
| 2 | Ultimate | This can be upgraded second after Combo Skill to increase the damage it deals. |
| - | Basic Skill | Can be left unleveled since he's a Sustain character. |
| - | Basic Attack | Can be left unleveled since he's a Sustain character. |
| Priority | Talent | Explanation |
|---|---|---|
| 1 | Comprehensive Mindset | Gives Catcher more damage on his Ultimate. |
| 2 | Resilient Defense | Gives Catcher more Defense that scales on his Will. Can be useful if you need to reduce the damage for his Battle Skill. |
| Attack | Description |
|---|---|
| Basic Attack | An attack with up to 4 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 22 Stagger. |
| Dive Attack | Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies. |
| Finisher Attack | Basic attack performed near a Staggered enemy becomes a finisher that deals massive Physical DMG and recovers some SP. |
| Stat | Effect |
|---|---|
| BATK SEQ 1 Multiplier | 35% |
| BATK SEQ 2 Multiplier | 39% |
| BATK SEQ 3 Multiplier | 54% |
| BATK SEQ 4 Multiplier | 71% |
| Dive ATK Multiplier | 80% |
| Finisher ATK Multiplier | 400% |
| Skill | Details | |
|---|---|---|
| Rigid Interdiction | Description: Raises a shield that can block attacks, grants Protection to self and nearby operators, and immediately returns some SP. When attacked while the said shield is raised, perform a retaliation bash that deals Physical DMG and applies 1 stack of Vulnerability to the attacking enemy. | |
| Cost | 100 | |
| Cooldown | - | |
| Stat | Effect |
|---|---|
| Damage Multiplier | 178% |
| Stagger | 20 |
| Protection | 90% |
| SP Return | 30 |
| Skill | Details | |
|---|---|---|
| Timely Supression |
Description: A powerful downward punch that deals Physical DMG to the enemy, while granting shields to self and another teammate (controlled operator prioritized). DEF can further increase Shield points.
Trigger: When an enemy starts charging up a skill, or when the controlled operator is attacked and falls below 40% HP. |
|
| Cost | - | |
| Cooldown | 35 | |
| Stat | Effect |
|---|---|
| SEQ1 Damage Multiplier | 25% |
| SEQ2 Damage Multiplier | 100% |
| Stagger | 10 |
| Base Shield | 360 |
| Shield Increase per Defense | 2.25 |
| Shield Duration (s) | 10 |
| Skill | Details | |
|---|---|---|
| Textbook Assault | Description: Swings the greatsword to perform 2 consecutive slashes to deal Physical DMG and apply Weaken, followed by a powerful downward slam that deals massive Physical DMG and applies Knock Down to all enemies within the area of effect. | |
| Cost | 80 | |
| Cooldown | 15 | |
| Stat | Effect |
|---|---|
| SEQ1 Damage Multiplier | 89% |
| SEQ1 Stagger Multiplier | 5 |
| SEQ2 Damage Multiplier | 120% |
| SEQ2 Stagger | 5 |
| SEQ3 Damage Multiplier | 178% |
| SEQ3 Stagger | 10 |
| Weakness Effect | 20% |
| Weakness Duration (s) | 8 |
| Attribute Increase | Effects |
|---|---|
| Forged |
Lv. 1: Operator Strength +10
Lv. 2: Operator Strength +15 Lv. 3: Operator Strength +15 Lv. 4: Operator Strength +20 |
| Talent | Effects |
|---|---|
| Resilient Defense |
Lv. 1: For every 10 Will, +1.0 DEF.
Lv. 2: For every 10 Will, +1.2 DEF. |
| Comprehensive Mindset |
Lv. 1: UItimate: Textbook Assault improved: Final hit creates 2 shockwave(s), each dealing 30% ATK as Physical DMG.
Lv. 2: UItimate: Textbook Assault improved: Final hit creates 3 shockwave(s), each dealing 45% ATK as Physical DMG. |
| Infra Skill | Description |
|---|---|
| Silent Caretaker | α: Assign to Control Nexus to grant all operators' Mood Regen +8%
β: Assign to Control Nexus to grant all operators' Mood Regen +12% |
| Grounded Approach | α: Assign to Growth Chamber to slow Mood Drop of all operators in it by 14%
β: Assign to Growth Chamber to slow Mood Drop of all operators in it by 18% |
| Level | Potential |
|---|---|
| 1 | Multi-layered Readiness Battle skill Rigid Interdiction and ultimate Textbook Assault improved: After hitting the enemy, deals another strike that deals (300 + DEFx5.0) of Physical DMG. |
| 2 | Bonus Spec Training DEF +20, Will +10. |
| 3 | Unwavering Post Combo skill Timely Suppression improved: Shield duration +5s. |
| 4 | Compensated Suffering Ultimate Textbook Assault improved: Ultimate Energy cost -10%. |
| 5 | Choice Without Regrets Battle skill Rigid Interdiction improved: hitting an enemy while the shield is active returns 10 SP. |
》To increase a Character's Potential Level, get duplicates of them by pulling from banners they're available in!
| Materials Needed | Total |
|---|---|
| x3 | |
| x5 | |
| x5 | |
| x8 | |
| x33 | |
| x60 | |
| x20 | |
| x152,200 |
| Lvl. | Character Promotion Materials |
|---|---|
| 20 ➔ 40 | |
| Outfitting 1 | |
| 40 ➔ 60 | |
| Outfitting 2 | |
| 60 ➔ 80 | |
| Outfitting 3 | |
| 80 ➔ 90 | |
| Materials Needed | Total |
|---|---|
| x12 | |
| x16 | |
| x16 | |
| x84 | |
| x328 | |
| x472 | |
|
|
x116 |
|
|
x116 |
| x688,800 |
| Lvl. | Character Promotion Materials |
|---|---|
| 1 ➔ 2 | |
| 2 ➔ 3 | |
| 3 ➔ 4 | |
| 4 ➔ 5 | |
| 5 ➔ 6 | |
| 6 ➔ 7 | |
| 7 ➔ 8 | |
| 8 ➔ 9 | |
| Mastery 1 | Basic Tactics Rigid Interdiction Timely Supression Textbook Assault |
| Mastery 2 | Basic Tactics Rigid Interdiction Timely Supression Textbook Assault |
| Mastery 3 | Basic Tactics Rigid Interdiction Timely Supression Textbook Assault |
| Materials Needed | Total |
|---|---|
| x133 | |
| x90 | |
| x98,400 |
| Lvl. | Character Promotion Materials |
|---|---|
| Forged Lv.1 | |
| Forged Lv.2 | |
| Forged Lv.3 | |
| Forged Lv.4 | |
| Resilient Defense Lv.1 | |
| Resilient Defense Lv.2 | |
| Comprehensive Mindset Lv.1 | |
| Comprehensive Mindset Lv.2 | |
| Silent Caretaker Lv.1 | |
| Silent Caretaker Lv.2 | |
| Grounded Approach Lv.1 | |
| Grounded Approach Lv.2 | |
![]() The Floaty Messenger |
![]() Basic Headhunting |
![]() New Horizons |
Catcher can be obtained by pulling on Headhunting Banners.
All Current and Upcoming Banners
| JP Voice Actor |
Ryuichi Kijima
|
|---|---|
| EN Voice Actor |
Kevin Andrew Rivera
|

Catcher is responsible for cover and logistical support as a member of Operation Team Z7 in Endfield. Despite being the youngest on the team, he surpasses his peers in maturity as he can seamlessly work with everyone.
With him and his trusty shield around, the team will always feel safe in their work.

| Other Character Lists | |
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