Lifeng is a 6★ Guard in Arknights Endfield who plays the “bridge” role in a Physical team: he brings control, grouping, Link, and a very specific way to apply Physical Susceptibility. He is not a pure hypercarry — he’s the operator that makes the team’s burst windows happen on time, and makes crowded fights stop being annoying.
If you are comparing Lifeng to other operators or trying to understand where he 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
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Weapon: Polearm
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Role: Guard
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Element: Physical
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Rarity: 6★
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Main Attribute: Agility
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Secondary Attribute: Strength
Base Stats
| Stat | Base | Max |
|---|---|---|
| HP | 500 | 5495 |
| ATK | 30 | 312 |
| DEF | 0 | 0 |
| Strength | 14 | 123 |
| Agility | 20 | 132 |
| Intellect | 13 | 115 |
| Will | 12 | 117 |
Skills
Basic Attack — Ruination
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Up to 4 attack sequences dealing Physical DMG
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Final Strike deals 19 Stagger when Lifeng 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 — Turbid Avatar
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Swings multiple times for 2 hits of Physical DMG, then slams to deal Physical DMG and Knock Down in an area
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If the enemy struck by the last hit has no Vulnerability stacks, apply Physical Susceptibility instead
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SP Cost: 100
Combo Skill — Aspect of Wrath
Trigger
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When the controlled operator performs a Final Strike on an enemy with Physical Susceptibility or Breach
Effect
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Unleashes an aspect that thrusts to deal Physical DMG and grants Link
Ultimate — Heart of the Unmoving
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Slams an Immovable Vajra to deal Physical DMG and Knock Down in a large area, then draws enemies toward the center
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After a delay, enemies still inside take another massive Physical DMG and Knock Down
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If the skill consumes a Link, it deals additional massive Physical DMG
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Ultimate Energy Cost: 90
Talents
Illumination
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Promotion I: Every point of Intellect and Will grants ATK +0.10%
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Promotion II: Every point of Intellect and Will grants ATK +0.15%
Subduer of Evil
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Promotion II: Applying Knock Down also deals 50% ATK of Physical DMG
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Promotion III: Applying Knock Down also deals 100% ATK of Physical DMG
Potentials
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Potential I: Turbid Avatar improved — Physical Susceptibility +5%; also triggers the additional effect on enemies with no more than 2 Vulnerability stacks
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Potential II: All Attributes +15
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Potential III: Illumination improved — each Intellect/Will point grants an additional ATK +0.05%
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Potential IV: Heart of the Unmoving improved — Ultimate Energy cost −15%
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Potential V: Subduer of Evil improved — every 15s, the next trigger also deals 250% ATK Physical DMG and 5 Stagger
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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Metadiastima Photoemission Tube ×56
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Bloodcap ×8
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T-Creds ×225000
Attribute Bonuses
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Promotion I: Agility +10
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Promotion II: Agility +15
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Promotion III: Agility +15
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Promotion IV: Agility +20
AIC Skills
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Promotion I: Control Nexus Mood Regen +12%
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Promotion II: Reception Room Clue 3 Rate-UP: HAS (effects of the same type cannot stack)
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Promotion III: Control Nexus Mood Regen +16%
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Promotion IV: Reception Room Clue 3 Rate-UP: HAS (effects of the same type cannot stack)
Analysis & Verdict
Lifeng’s whole identity is in one sentence: he applies Physical Susceptibility to targets that are not yet Vulnerable. That’s the mechanic. Everything else — Knock Down, grouping, Link — exists to help you exploit that mechanic without the fight turning into a mess.
Turbid Avatar is where the friction starts. The Susceptibility check happens on the last hit of the animation, and it only applies if the target has no Vulnerability stacks (or, with Potential I, no more than 2). So if your team “tags” the target too early, or your own first hits apply Vulnerability first, the debuff window disappears. You don’t get a partial reward. You just get a slam and move on.
That’s why Lifeng feels clunky in fast fights: the condition is strict, and the payoff is delayed. You’re watching the enemy state while your character is still locked in the swing. When it works, it’s clean — you land the last hit on a fresh target, Susceptibility goes up, and now your DPS can dump a rotation into a real multiplier.
Aspect of Wrath is the follow-up tool. It triggers off Final Strike on a target that already has Physical Susceptibility or Breach, and it grants Link. That Link matters because Heart of the Unmoving can consume it for extra damage, and because Link lets you set up bigger windows without forcing your main carry to change their rotation.
Heart of the Unmoving is the “crowd fix.” It hits, knocks down, pulls enemies, then hits again if they stayed in the zone. In practice, that’s Lifeng telling the map: “Stop scattering.” If you’re farming or fighting dense packs, this is the difference between hitting one enemy and hitting all of them. If you consume a Link, you get the additional massive hit — and that’s your reward for running the sequence correctly.
Verdict: Lifeng is a hybrid support/sub-DPS who makes Physical teams feel more complete: grouping, CC, Link, and a powerful but strict Susceptibility application. The cost is execution. His best debuff only lands inside a tight window, and that window happens at the end of an animation lock. If your team can respect the timing, he’s a premium bridge unit. If the fight is too chaotic, he’ll still control and group — but you’ll miss the part you brought him for.
Lifeng Build
Under Construction
Lifeng Teams
Under Construction
Don’t Want to Level and Promote Lifeng Yourself?
Lifeng scales hard with Promotions and Potentials if you want consistent Susceptibility windows and smoother rotations. Building him alongside multiple operators can slow down overall account 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 Lifeng at his intended power level instead of waiting for it.

