Catcher is a 4★ Defender in Arknights Endfield built around shields, Protection uptime, and reactive mitigation for Physical teams. He is not a damage carry. His value comes from stopping runs from collapsing when enemies start landing real hits.
If you are comparing Catcher to other operators or checking where he fits inside 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
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Weapon: Great Sword
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Role: Defender
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Element: Physical
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Rarity: 4★
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Main Attribute: Strength
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Secondary Attribute: Will
Base Stats
| Stat | Base | Max |
|---|---|---|
| HP | 500 | 5495 |
| ATK | 30 | 300 |
| DEF | 0 | 0 |
| Strength | 21 | 176 |
| Agility | 9 | 96 |
| Intellect | 8 | 86 |
| Will | 11 | 106 |
Skills
Basic Attack — Basic Tactics
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Up to 4 attack sequences dealing Physical DMG
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Final Strike deals 22 Stagger when Catcher is the controlled operator
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Mid-air basic attacks become Dive Attacks, dealing Physical DMG in an area
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Attacking a Staggered enemy triggers a Finisher, dealing heavy Physical DMG and restoring SP
Battle Skill — Rigid Interdiction
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Raises a shield that can block attacks
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Grants Protection to self and nearby operators and immediately returns some SP
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When attacked while the shield is raised, performs a retaliation bash that deals Physical DMG and applies 1 stack of Vulnerability to the attacker
Combo Skill — Timely Suppression
Trigger
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When an enemy starts charging a skill, or when the controlled operator is attacked and falls below 40% HP
Effect
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A downward punch that deals Physical DMG
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Grants shields to self and another teammate (controlled operator prioritized)
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DEF can further increase Shield points
Ultimate — Textbook Assault
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Two consecutive slashes dealing Physical DMG and applying Weaken
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A powerful slam dealing heavy Physical DMG and applying Knock Down in an area
Talents
Resilient Defense
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Promotion I: For every 10 Will, DEF +1.0
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Promotion II: For every 10 Will, DEF +1.2
Comprehensive Mindset
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Promotion II: Textbook Assault improved — final hit creates 2 shockwaves, each dealing 30% ATK of Physical DMG
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Promotion III: Textbook Assault improved — final hit creates 3 shockwaves, each dealing 45% ATK of Physical DMG
Potentials
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Potential I: Rigid Interdiction and Textbook Assault improved — after hitting the enemy, deals another strike that deals [300 + DEF×5.0] of Physical DMG
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Potential II: DEF +20, Will +10
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Potential III: Timely Suppression improved — Shield duration +5s
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Potential IV: Textbook Assault improved — Ultimate Energy cost −10%
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Potential V: Rigid Interdiction improved — hitting an enemy while the shield is active returns 10 SP
Promotions, Materials, and Bonuses
Promotion Materials
Promotion I
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Protodisk ×8
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Pink Bolete ×3
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T-Creds ×1600
Promotion II
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Protodisk ×25
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Red Bolete ×5
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T-Creds ×6500
Promotion III
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Protoset ×40
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Ruby Bolete ×5
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T-Creds ×25000
Promotion IV
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Protoset ×75
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Tachyon Screening Lattice ×56
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Bloodcap ×8
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T-Creds ×225000
Attribute Bonuses
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Promotion I: Strength +10
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Promotion II: Strength +15
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Promotion III: Strength +15
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Promotion IV: Strength +20
AIC Skills
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Promotion I: Control Nexus Mood Regen +8%
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Promotion II: Growth Chamber Mood Drop −14%
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Promotion III: Control Nexus Mood Regen +12%
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Promotion IV: Growth Chamber Mood Drop −18%
Analysis & Verdict
Catcher’s value comes from two things that are easy to notice in real fights: he puts Protection and shields on the team, and he punishes enemies for hitting into his guard. He is not trying to win damage races. He is trying to stop pressure from turning into deaths.
Rigid Interdiction is the skill you feel immediately. You raise the shield, nearby teammates get Protection, and you get SP back right away. Then the important part happens when enemies actually attack: the retaliation bash triggers on being hit, deals Physical DMG, and applies Vulnerability to the attacker. This means Catcher’s defensive stance still contributes to the team’s damage cycle, but only when the enemy is actively pressuring you.
Timely Suppression is reactive by design. The trigger is either an enemy charging a skill or the controlled operator dropping below 40% HP after being hit. In practice this means you don’t “plan” the Combo Skill the same way you plan a DPS rotation. It shows up when the fight turns dangerous. The punch deals Physical DMG and immediately adds shields to two people, with the controlled operator prioritized. If you are trying to survive burst patterns or unavoidable hits, this is the part of his kit that buys time.
Textbook Assault is a simple offensive package attached to a defender. The two slashes apply Weaken, then the final slam applies Knock Down in an area. It doesn’t require conditions, but it also doesn’t replace a real DPS Ultimate. Its job is control and stability: lower enemy output, interrupt or knock down groups, and keep the team’s spacing manageable.
His scaling leans into defense loops rather than raw output. Resilient Defense converts Will into DEF. Timely Suppression explicitly scales shielding with DEF. Several Potentials reward staying in the defensive posture: extra damage based on DEF, longer shield duration, and SP return while the shield is active. The kit is telling you what to do: stand your ground, get hit on purpose in a controlled way, and turn that pressure into uptime and shields.
Catcher performs best in high-pressure content where survival is the main issue: bosses with heavy hits, enemies that force skill charges you have to respect, and physical teams that need a defender slot but don’t have premium options. In low-pressure rooms where nothing threatens the team, he still functions, but most of his value never gets triggered because nobody is getting hit hard enough to justify it.
Catcher Build
Under Construction
Catcher Teams
Under Construction
Don’t Want to Level and Promote Catcher Yourself?
Catcher’s usefulness ramps with Promotions and Potentials, especially for shield uptime, SP economy, and defensive scaling. Building him 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 Catcher at his intended power level instead of waiting for it.

