arknights

Operator Modules, or simply Modules, are a feature in Arknights, introduced alongside class branches in Dossoles Holiday.

Only available for 4★ and above Operators, Modules are a special item that acts as an "equipment" which improves their attributes and either upgrades their trait or adding a new trait when equipped, improving the Operator's performance particularly in their primary roles. All Modules (except the default Badges) are unique to each Operator and cannot be equipped by the others, even those in the same class, branch, or rarity.

Modules are initially not available and must be unlocked by using Module Data Block Module Data Block, upgrade materials, and LMD LMD once the player completes certain tasks termed Module Missions and by raising the corresponding Operator's promotion, level, and Trust to a specific threshold.

Since the Lingering Echoes update, Modules can be upgraded through two additional stages to improve the corresponding Operator's talent or add a new talent, and enhance its attribute improvements at the cost of more Module Data Blocks, upgrade materials, and LMDs, as well as a large amount of Data Supplement Stick Data Supplement Stick for the second stage and Data Supplement Instrument Data Supplement Instrument for the third stage.

List

The following is a list of class branches with available Modules including their effects and which Operators have them as of September 5, 2023, sorted alphabetically by their branch name and introduction date.

Branch Module Description
Chain Caster CHA-X module
CHA-X
Reduces the damage loss in each jump to 10% and increases the slow duration of each hit to 0.8 seconds (the same as Decel Binder Supporters).
Introduced in: Near Light
CHA-Y module
CHA-Y
Removes the damage loss in each jump.
Introduced in: Near Light
Splash Caster SPC-X module
SPC-X
Extends the Splash Caster's attack range to 3×3 tiles with a 1-tile extension up front.
Introduced in: Guide Ahead
SPC-Y module
SPC-Y
Reduces the Splash Caster's DP cost by 8.
Introduced in: Guide Ahead
Mystic Caster MSC-X module
MSC-X
The Mystic Caster can store one additional attack.
Introduced in: Lingering Echoes
MSC-Y module
MSC-Y
When the Mystic Caster stores at least one attack, their ASPD is increased by 30.
Introduced in: An Obscure Wanderer
Core Caster CCR-X module
CCR-X
The Core Caster's attacks ignore 10 RES.
CCR-Y module
CCR-Y
The Core Caster generates 1 SP when attacking elite or boss enemies.
Blast Caster BLA-X module
BLA-X
The Blast Caster's ATK is increased when attacking targets further away from their position, which caps at 10%.
Introduced in: A Flurry to the Flame


Phalanx Caster PLX-X module
PLX-X
The DEF and RES buff while the skill is not active is increased to 215% and 25, respectively. When the Phalanx Caster's skill is active, their DEF and RES are increased by 100 and 10, respectively.


Branch Module Description
Duelist Defender HES-X module
HES-X
The Duelist Defender generates 0.2 SP every second when not blocking enemies.
Introduced in: Stultifera Navis
HES-Y module
HES-Y
The Duelist Defender can now receive SP from other sources (e.g. Liskarm's Tactical Defense). When the Duelist is blocking enemies, their ATK and DEF are increased by 15%.
Introduced in: An Obscure Wanderer
Guardian Defender GUA-X module
GUA-X
When the Guardian Defender heals friendly units whose HP had fallen below 50%, the healing amount is increased by 15%.
Introduced in: Lingering Echoes
GUA-Y module
GUA-Y
The Guardian Defender takes 15% less damage.
Introduced in: Lingering Echoes
Protector Defender PRO-X module
PRO-X
When the Protector Defender is blocking enemies, their DEF is increased by 20%.
Introduced in: An Obscure Wanderer
PRO-Y module
PRO-Y
The Protector Defender can block four enemies on their own.
Introduced in: An Obscure Wanderer

Branch Module Description
Instructor Guard INS-X module
INS-X
The damage dealt by the Instructor Guard when attacking enemies they are not blocking is further increased to 130%.
Introduced in: Dossoles Holiday
INS-Y module
INS-Y
The Instructor Guard can now be deployed in both melee and ranged tiles.
Introduced in: Dossoles Holiday
Swordmaster Guard SWO-X module
SWO-X
The Swordmaster Guard's skills deal 10% more damage.
Introduced in: Break the Ice
SWO-Y module
SWO-Y
The Swordmaster Guard's attacks ignore 70 DEF.
Introduced in: Break the Ice
Dreadnought Guard DRE-X module
DRE-X
When the Dreadnought Guard attack enemies that are being blocked, their ATK is increased to 115%.
Introduced in: Invitation to Wine
DRE-Y module
DRE-Y
When the Dreadnought Guard's HP is reduced to 0, they will survive with their HP fully restored and ASPD increased by 30, but their maximum HP is reduced by 60%. This effect can only be triggered once per deployment.
Introduced in: Invitation to Wine
Musha Guard MUS-X module
MUS-X
When the Musha Guard's HP falls below 50%, they receive a 25% Sanctuary buff.
MUS-Y module
MUS-Y
When the Musha Guard's HP is reduced to 0, they will survive with 30% HP. This effect can only be triggered once per deployment.
Centurion Guard CEN-X module
CEN-X
When the Centurion Guard attacks blocked enemies, their ATK increases to 110%.
Introduced in: [CN] So Long, Adele
CEN-Y module
CEN-Y
When the Centurion Guard's HP is above 50%, the Physical damage they take is reduced by 20%.
Introduced in: [CN] So Long, Adele
Reaper Guard REA-X module
REA-X
The HP restoration per hit in each attack is increased to 60.
Introduced in: [CN] So Long, Adele


Branch Module Description
Multi-target Medic RIN-X module
RIN-X
The Multi-target Medic's range is extended to an adjusted 3×4 tiles with a 1-tile extension up front.
Introduced in: Episode 9: Stormwatch
RIN-Y module
RIN-Y
The Multi-target Medic can now heal up to four friendly units at once.
Introduced in: Episode 9: Stormwatch
Therapist Medic WAH-X module
WAH-X
The Therapist Medic has Status Resistance and Negative Taunt.
Introduced in: Stultifera Navis
WAH-Y module
WAH-Y
Removes the healing penalty on further targets.
Introduced in: Stultifera Navis
Medic Medic PHY-X module
PHY-X
When the Medical Medic heals friendly units whose HP had fallen below 50%, the healing amount is increased by 15%.
Introduced in: Il Siracusano
PHY-Y module
PHY-Y
When the Medical Medic heals friendly units on melee tiles, the healing amount is increased by 15%.
Introduced in: Il Siracusano

Branch Module Description
Deadeye Sniper DEA-X module
DEA-X
The Deadeye Sniper's ATK is increased when attacking targets further away from their position, which caps at 15%.
Introduced in: Episode 9: Stormwatch
DEA-Y module
DEA-Y
The Deadeye Sniper generates 1 SP in each attack so long as the target is not defeated/destroyed (i.e. if the attack would defeat/destroy the target, no SP will be generated).
Introduced in: Episode 9: Stormwatch
Artilleryman Sniper ART-X module
ART-X
When the Artilleryman Sniper attack blocked enemies, their ATK is increased to 110%.
Introduced in: Guide Ahead
ART-Y module
ART-Y
The Artilleryman Sniper's attacks ignore 100 DEF.
Introduced in: Guide Ahead
Heavyshooter Sniper ARC-X module
ARC-X
Reduces the Heavyshooter Sniper's redeployment time by 25 seconds.
ARC-Y module
ARC-Y
When the Heavyshooter Sniper attack enemies right in front of them, their ATK is increased to 105% and the attack will never proc the target's Physical Dodge.
Introduced in: Ideal City
Marksman Sniper MAR-X module
MAR-X
When the Marksman Sniper attack aerial enemies, their ATK is increased to 110%.
Introduced in: Dorothy's Vision
MAR-Y module
MAR-Y
If there are ground enemies within the Marksman Sniper's attack range, their ASPD is increased by 8.
Introduced in: Dorothy's Vision
Besieger Sniper SIE-X module
SIE-X
When the Besieger Sniper attack enemies with a weight of at least 3, their ATK is increased to 115%.


Flinger Sniper BOM-X module
BOM-X
The Flinger Sniper's attacks now releases a second shockwave.
Introduced in: [CN] Lone Trail


Branch Module Description
Executor Specialist EXE-X module
EXE-X
When the Executor Specialist is retreated, 80% of their current DP cost is refunded.
Introduced in: Near Light
EXE-Y module
EXE-Y
If there are no friendly units in the adjacent tiles to the Executor Specialist, their ATK is increased by 10%.
Introduced in: Near Light
Merchant Specialist MER-X module
MER-X
Reduces the DP drained by the Merchant Specialist when they are deployed to 2 DP every 3 seconds (also reduces the minimum DP threshold to automatically retreat the Merchant Specialist when there are insufficient DP to 1).
Introduced in: Invitation to Wine


Dollkeeper Specialist PUM-X module
PUM-X
The Substitute has +15% ATK.
Introduced in: Stultifera Navis
PUM-Y module
PUM-Y
The Substitute has +15% HP.
Introduced in: Stultifera Navis
Ambusher Specialist AMB-X module
AMB-X
Reduces the speed of enemies within the Ambusher Specialist's range by 20%.
Introduced in: Ideal City
AMB-Y module
AMB-Y
Increases the Ambusher Specialist's innate Physical/Arts dodge rate to 65%.
Hookmaster Specialist HOK-X module
HOK-X
Enemies being dragged by the Hookmaster Specialist receive Arts damage based on how far they are dragged (see Debuff#Distance-based damage for more information).
Introduced in: Ideal City


Push Stroker Specialist PUS-X module
PUS-X
When the Push Stroker Specialist is deployed on ranged tiles, half of their base DP cost are refunded.
Introduced in: A Flurry to the Flame
PUS-Y module
PUS-Y
When the Push Stroker Specialist is blocking at least two enemies, the shift force they deliver is increased by 1.
Introduced in: A Flurry to the Flame
Trapmaster Specialist


TRP-Y module
TRP-Y
There is a 20% chance that the trap deployed by the Trapmaster Specialist does double damage when triggered.
Geek Specialist GEE-X module
GEE-X
When the Geek Specialist's HP is above 80%, their automatic SP generation rate is increased by 0.25/second.
Introduced in: [CN] Hortus de Escapismo


Branch Module Description
Summoner Supporter SUM-X module
SUM-X
The first of the Summoner Supporter's summoned unit that are deployed will not be counted towards the Unit Limit, but the last will still be counted when they are destroyed or retreated.
Introduced in: Dossoles Holiday
SUM-Y module
SUM-Y
Increases the deployment count of the Summoner Supporter's summoned unit by 3 and reduces their DP cost (varies with the summon).
Introduced in: Dossoles Holiday
Decel Binder Supporter DEC-X module
DEC-X
If an enemy is inside the Decel Binder Supporter's range, their skill's SP generation rate is increased by 0.2/sec. (only if the Decel Binder's skill have automatic SP recovery).
DEC-Y module
DEC-Y
Extends the Slow duration of the Decel Binder Supporter's attacks to 1.2 seconds.
Hexer Supporter UMD-X module
UMD-X
The Hexer Supporter's attacks inflict 10% Weaken (reducing the target's ATK) for 2 seconds.
Introduced in: [CN] Lone Trail


Artificer Supporter CRA-X module
CRA-X
Increases the deployment count of the Artificer Supporter's Support Devices by 1 and reduces their DP cost (varies with the Device)
Introduced in: [CN] Hortus de Escapismo


Abjurer Supporter BLS-X module
BLS-X
Increases the heal amount of the Abjurer Supporter to equal to 100% of their ATK.


Branch Module Description
Charger Vanguard CHG-X module
CHG-X
Increases the DP generated when the Charger Vanguard defeats an enemy to 2. Instead of the base DP cost, their current DP cost will be refunded when the Charger Vanguard is retreated.
Introduced in: Break the Ice
CHG-Y module
CHG-Y
When the Charger Vanguard attack enemies whose HP had fallen below 40%, their ATK is increased to 115%.
Introduced in: Break the Ice
Pioneer Vanguard SOL-X module
SOL-X
When the Pioneer Vanguard is blocking enemies, their ATK and DEF are increased by 8%.
Introduced in: Il Siracusano
SOL-Y module
SOL-Y
Reduces the Pioneer Vanguard's DP cost by 4 at their first deployment.
Introduced in: Il Siracusano
Standard Bearer Vanguard BEA-X module
BEA-X
The Operator in front of the Standard Bearer Vanguard has their block count increased by 1 when their skill is active.