Arknights: Endfield Akekuri Character Build & Analysis - cover image

Arknights: Endfield Akekuri Character Build & Analysis

Akekuri is a 4★ Vanguard in Arknights Endfield built around SP recovery, Heat application, and Link-based burst control. She doesn’t exist to top damage charts. She exists to make rotations feel stable and predictable when other teams feel like they’re constantly waiting on cooldowns.

If you are comparing Akekuri to other operators or trying to understand where she stands in the broader meta, this article is written to slot directly into our Arknights Endfield Tier List, where all characters are evaluated under the same conditions and assumptions.

Basic Information

  • Weapon: Sword

  • Role: Vanguard

  • Element: Heat

  • Rarity: 4★

  • Main Attribute: Agility

  • Secondary Attribute: Intellect

Base Stats

Stat Base Max
HP 500 5495
ATK 30 319
DEF 0 0
Strength 13 110
Agility 15 140
Intellect 12 106
Will 9 108

Skills

Basic Attack — Sword of Aspiration

  • Up to 4 attack sequences dealing Physical DMG

  • Final Strike deals 17 Stagger when Akekuri is the controlled operator

  • Mid-air basic attacks become Dive Attacks, dealing Physical DMG in an area

  • Attacking a Staggered enemy triggers a Finisher, dealing heavy Physical DMG and restoring SP

Battle Skill — Burst of Passion

  • A frontal slash that deals Heat DMG

  • Applies Heat Infliction

Combo Skill — Flash and Dash

Trigger

  • When an enemy becomes Staggered or hits a Stagger Node

Effect

  • Performs a returning dash with 2 thrust sequences

  • Each sequence deals Physical DMG and recovers some SP

Ultimate — SQUAD! ON ME!

  • Enters a channeling state and fires 3 Rallying Flares

  • Each firing recovers some SP

Talents

Cheer of Victory

  • Promotion I: Flash and Dash improved — for every 10 Intellect, SP Recovery +1.0% (max 50%)

  • Promotion II: Flash and Dash improved — for every 10 Intellect, SP Recovery +1.5% (max 75%)

Staying in the Zone

  • Promotion III: SQUAD! ON ME! improved — when Ultimate is active, gains Link

Potentials

  • Potential I: After recovering SP with skills, gains ATK +10% for 10s (max 5 stacks)

  • Potential II: Agility +10, Intellect +10

  • Potential III: SQUAD! ON ME! improved — while Ultimate is active, entire team gains ATK +10%

  • Potential IV: SQUAD! ON ME! improved — Ultimate Energy cost −10%

  • Potential V: Staying in the Zone improved — Link persists for 5s after Ultimate ends

Promotions, Materials, and Bonuses

Promotion Materials

Promotion I

  • Protodisk ×8

  • Pink Bolete ×3

  • T-Creds ×1600

Promotion II

  • Protodisk ×25

  • Red Bolete ×5

  • T-Creds ×6500

Promotion III

  • Protoset ×40

  • Ruby Bolete ×5

  • T-Creds ×25000

Promotion IV

  • Protoset ×75

  • D96 Steel Sample 4 ×56

  • Cosmagaric ×8

  • T-Creds ×225000

Attribute Bonuses

  • Promotion I: Agility +10

  • Promotion II: Agility +15

  • Promotion III: Agility +15

  • Promotion IV: Agility +20

AIC Skills

  • Promotion I: Manufacturing Cabin Mood Drop −10%

  • Promotion II: Manufacturing Cabin Mood Drop −14%

  • Promotion III: Reception Room Mood Drop −10%

  • Promotion IV: Reception Room Mood Drop −14%

Analysis & Verdict

Akekuri’s kit is built around one question: how often can the team cast the skills that actually matter? Her Battle Skill applies Heat quickly, but the real engine is Flash and Dash and the Ultimate. She repeatedly recovers SP so your main DPS spends less time waiting for their next window.

Flash and Dash is condition-based, but the condition is practical: an enemy becomes Staggered or hits a Stagger Node. In real fights, Stagger events happen constantly if the team is doing its job. When the trigger occurs, Akekuri dashes, hits twice, and recovers SP on each sequence. This is why she fits into many different lineups: she doesn’t demand a special element state, she demands that the fight contains Stagger moments.

SQUAD! ON ME! is the other half of the kit. It is a controlled burst of SP recovery delivered in three pulses. Instead of gambling on who gets value, the timing is explicit: you press Ultimate, you receive three clear SP injections, and you plan the team’s next cast around those pulses. That alone makes rotations feel less chaotic.

Link is where Akekuri becomes more than “SP battery.” Staying in the Zone adds Link while the Ultimate is active, and Potential V extends it after the channel ends. That means you can create a clean burst window where the intended DPS gets the Link value, instead of it being accidentally consumed by the wrong character during a messy rotation. If your team has ever felt like buffs get stolen by whoever happens to act first, this is the part that fixes it.

Her scaling is mostly rotation scaling, not raw damage scaling. Cheer of Victory increases SP recovery on Flash and Dash based on Intellect, directly pushing her toward smoother cycles. Her Potentials mostly reinforce the same identity: stacking ATK after SP recovery, team ATK during Ultimate, lower Ultimate cost, and Link persistence.

Akekuri performs best in teams that care about skill cadence: physical lineups trying to keep bursts frequent, and Heat-leaning compositions that want stable SP flow while maintaining Infliction pressure. If a team already has perfect SP economy and doesn’t struggle with timing, her impact will feel smaller. If a team constantly feels like it is waiting, she fixes that problem directly.

Akekuri Build

Under Construction

Akekuri Teams

Under Construction

Don’t Want to Level and Promote Akekuri Yourself?

Akekuri’s usefulness ramps with Promotions and Potentials, especially for Ultimate uptime, Link control, and consistent SP economy. Building her alongside multiple operators can slow down overall progression.

If you would rather skip the grind, we offer Arknights Endfield boosting services covering leveling, promotions, and material farming, so you can start using Akekuri at her intended power level instead of waiting for it.

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