Arknights Contingency Contract Event Guide

As we are penning this guide, the maiden Contingency Contract event is finally en route to the global servers of Arknights, set to arrive in just a few short days. Veterans of the game might view this event with a mixture of eager anticipation and trepidation, as it offers a true examination of their strategic acumen.


Expect the presence of daily missions and maps, as well as missions that are tied to the event. The “Fixed Site” map is anticipated to be the arena where players will strive to conquer as high a Contingency level as they can muster, colloquially known as Risks in the fan community. Hitting Risk 18 will yield the greatest rewards for the Fixed map, but if you’re looking for more immediate gratification, Risk 8 on the daily rotation maps can expedite your rewards. Risk 4 is also a viable option for daily rotation. For those who find themselves under-prepared, Risk 15 for the Fixed map is a decent choice since the rewards do not exponentially increase.

It’s advisable to clear the exchange shop of its limited rewards. The surplus of your currency would be well invested in RMA-70-12.


You might be pondering, “Which Risks / Contracts should I opt for?” The brief response: It hinges on the Operators at your disposal.

The more detailed explanation: There are several “free” Risks that you can opt for, which consist of:

  • Slashing Defense Seals (your HP) to a solitary digit
  • Electing to boost general enemy stats by a specified percentage such as:
    • HP
    • Armor
    • Movement speed
    • Attack
  • Banning tiles
  • Restricting the deployment of certain classes of Operators:
    • Either Guards and Defenders, OR
    • Casters and Medics
  • Downsizing squad size to 10
  • Slowing down the regeneration of deployment cost

Expect new Risks to make their appearance in the second week of the event, generally posing less of a challenge. If you’re doubtful of clearing 18 in the initial week, this might be your opportunity. Note that only one of each type of Risk can be chosen if there are similar ones available. Some might require unlocking first. Opting for a Support Contract will reset your Risk level to zero automatically.


Unquestionably, it is strongly suggested to have your principal team of Elite 2 Operators ready. Ensure they are upgraded to at least Elite 2, Level 40, as the LMD demand for this level is comparatively less burdensome. Aiming for an equilibrium between ranged and melee Operators in your team would be beneficial, as certain types of Operators are better suited to the rotating maps. To err on the side of caution, aim to have your selected Operators at a minimum Skill level 7.

Contrary to usual conditions, Friend Support Operators won’t reset during the Contingency Contract. Therefore, pinpoint that one ally on your list who can provide the support you need most and stick with them throughout the event. Whatever you lack can be borrowed in this event; there’s no need to fret about auto-deploy requisites here.


A good number of these Operators come with a high recommendation tag, and rightfully so. This list is pertinent to this specific Contingency Contract, particularly the Fixed Map. New Operators will continue to surface over time, but a significant portion of these remain quite valuable, if not merely acceptable in general content. If you fancy constructing a specific team for playful, ‘meme’ runs, there’s nothing to dissuade you.



Myrtle stands as a reliable DP powerhouse, especially if her Skill 1 has been mastered to level 3. Should you require her to back up her teammates at the expense of an extended cooldown, her Skill 2 offers enough flexibility. It could be argued that with Myrtle, you can handle the slow DP regen Risks without any significant disruption. Although her Elite 2 upgrade may not be essential, her Talent to rejuvenate other Vanguards could prove useful, particularly with…


Siege, armed with her Skill 2, can offer substantial DPS backup, and she boasts remarkable survivability with her Talent, King of Beasts, that amplifies Vanguard ATK and DEF. Her Skill 2 can become incredibly deployable as she maintains charges and recovers 1 Skill Point when an enemy perishes within her surrounding four grids. Myrtle’s Talent could potentially extend her survivability even further. However, her initial deployment cost might be too steep for her to function effectively as your primary DP generator.


Texas, the reserved Lupo, thrives on her Skill 2, generating both DP and wielding some crowd control with its stunning effect. Importantly, it inflicts Arts damage rather than physical, aiding in decimating the inflated HP of the adversaries within its impact radius.



Ch’en’s forte is her Skill 2, which deals a potent mix of burst damage. She is often used as a fast-redeploy Operator, which can unfortunately lead to an exponential increase in her Cost and may result in untimely redeploys when needed. Mastery 3 on her Skill 2 is a prerequisite for instant utilization. If you have a friend with Ch’en, slice and dice.


Hellagur, akin to an assassin in his role, boasts increased durability due to his passive healing ability when he’s not obstructing enemies at Elite 2. His Skill 1 or Skill 2 may be deployed, as his Skill 3 necessitates an excessively long charge-up time. He is tasked with staking out enemy Casters, rapidly restoring the damage dealt to him and neutralizing them before they advance.


Best recognized for his Skill 3, SilverAsh delivers substantial DPS, cutting down up to 6 enemies at Mastery 3. Most Doctors would utilize him similarly to Ch’en, withdrawing him once his skill’s duration has concluded. At Mastery 3, the redeployment cooldown outpaces his recharge if you leave him on the battlefield. Besides his impressive swordsmanship, his Leader passive facilitates the swift redeployment of other Operators.


Astesia is often touted as a versatile Operator. She inflicts Arts (magic) damage, and when her Skill 2 is activated, she can engage up to 3 enemies simultaneously. Undoubtedly, she is immensely valuable when confronting high armor enemies, all the while progressively amassing attack speed the longer she is deployed, courtesy of her Talent.


When Lappland’s Skill 2 is activated, she transforms into a ranged guard, inflicting automatic Arts damage and attacking an additional target. Her Talent, which silences enemy abilities, is another reason for her widespread popularity among Operators. Although future Contingency Contract events will immunize bosses against this Talent, possessing Lappland generally remains advantageous.


Specter, often known as the ‘shark nun who won’t die’, is prominently utilized in high Risk runs due to her Skill 2, which allows her to withstand any attack for its duration. Mastery 3 on her Skill 2 is desirable for the shortest cooldown possible, as she stuns herself when it concludes, and enemies don’t pause for respite. She’s an AOE Guard, capable of engaging up to 3 enemies simultaneously at Elite 2.



Schwarz is essentially engineered to annihilate bosses with her Skill 3, an advantageous strategy if you’re planning on a ranged-heavy composition. She even possesses a Talent that enhances Sniper attack, as long as she and one other are deployed. However, her Skill 3’s range-shortening aspect might prove problematic if an appropriate deployment location is not found.



In addition to her Talent of enhancing all other Defenders’ defense, Hoshiguma can potentially activate her other Talent that deflects any incoming damage. Employing her Skill 2 allows her to reflect (physical) damage onto enemies who target her. Alternatively, with her Skill 3, she can metamorphose into your DPS, mowing down any adversaries who dare to cross her path.


In the scenario where Medics are prohibited, Saria disregards this and heals your Operators while being appreciably sturdy thanks to her Talent. At Elite 2, if her Skill 2 is deployed, she can provide 1 Skill Point when she heals Operators within her range. It should be noted that she only grants the Skill Point if healing is necessary; Operators with full HP don’t reap this advantage. Her Skill 3 offers soft crowd control, expanding her range exponentially, slowing down enemies within it, and reducing their resistance to Arts damage.


Though not as powerful as her fellow healing Defender Saria, Nearl can be a satisfactory substitute. Her Skill 1 heals allies only when their health falls below 50%, but her Skill 2 prioritizes healing duties. Her Elite 2 Talent enhances the healing effectiveness of all allies, enabling her to be used in conjunction with Saria for enhanced survivability.


If all your other plans fall through, revert to the dependable Cuora, who boasts formidable levels of defense for an easily developed 4-star Operator. Her ability to block up to 4 enemies when her Skill 2 is activated is just the cherry on top of an incredibly resilient cake.


Medics are not typically incorporated due to attack-buff Risks being able to eliminate your Operators in a single hit. However, if you do choose to include them, these are some of the finest options.


Having forsaken her sword, Shining adopted the healing arts to shield her comrades. Her Talent and Skills 2 and 3 have the ability to augment the defense of your frontline units, aiding their survival against powerful strikes.


Ptilopsis, also known as ‘Tea Apple Sauce’, could be likened to a powerbank. Her Talent, once she reaches Elite 2, enhances Skill Point regeneration for allies in her vicinity. Furthermore, her Skill 2 extends her range and offers substantial healing over a prolonged duration. The combination of healing and swift skill cooldowns is always a boon in general content.


Despite Silence being a single-target healer, it’s her Skill 2, her drone, that truly sets her apart. Her drone increases her range flexibility, allowing it to be stationed on any valid empty space and providing substantial burst healing when active within a 3×3 range.



The rural girl, Angelina, needs to achieve Elite 2 to truly shine, but the benefits her Skill 3 offers make this investment worthwhile. Often dubbed as a “Caster in disguise” or a “mini Eyjafjalla”, she reduces the ‘weight’ of enemies—making her an excellent choice when paired with a Push/Pull Specialist—and can engage up to 5 enemies simultaneously with Arts damage. While she’s unable to attack normally when her skills are down, her Talent passively heals Operators globally during these periods.


Seemingly aspiring to be a Sniper, Glaucus inflicts Arts damage and prioritizes drones with her standard attacks. Her Skill 2 has an extensive range and momentarily halts enemy movement, lending her some capacity for crowd control. Drones affected by her Skill 2, her EMP, are stunned and take double damage.



The volcano incarnate, Eyjafjalla, is officially a single-target Caster, but her Skill 2 and Skill 3 suggest otherwise. Most Doctors might prefer to use her Skill 2, as it boasts a shorter cooldown, stores charges, and reduces enemy resistance. If her explosive power is needed, then Skill 3 will expand her range and decimate enemies, albeit with a longer cooldown. This can be partially offset by having Ptilopsis or…


Mostima is considered a central unit in Caster compositions, thanks to her Talent of increasing Skill Point gain for Casters in particular. While her Skill 3 is incredibly showy—reminiscent of a certain Guard mentioned earlier—her Skill 2 is more recommended due to its shorter cooldown and capability to “stun” enemies in its range for more reliable crowd control.



As a Push Specialist, FEater does precisely what you’d expect her to do: she shoves enemies away to delay their approach. However, for more consistent, automatic pushes, it’s recommended to reach Mastery 3 for her Skill 1. Her Skill 2 should also ideally be at least Level 7 for more strategic pushing scenarios.


As a part of the crowd control package, Manticore can often be found in strategies where she works in conjunction with Angelina as a primary damage dealer. Manticore slows down all enemies within her range with her attacks, and her Skill 1 is often used to this effect.


Distinctly different from Geralt of Rivia, Projekt Red utilizes her Skill 1 to try to assassinate enemy Casters with her boosted damage and damage evasion. With her Talent, she may also be capable of dealing scratch damage to more heavily armored enemies.


Ethan makes up the other half of the crowd control package. His Talent enables him to halt enemy movements, albeit somewhat randomly. His Skill 2 increases his Talent activation rate, but he’s more likely to be used in combination with Manticore rather than solo. Note that “Binding” still permits enemies to attack if they have a target.


Gravel distracts invisible enemies, typically Casters, with her Skill 2 active. By breaking stealth, your DPS units can actually attack, while her shield absorbs damage while it’s active.


Shaw operates similarly to her fellow Push Specialist, FEater, with the same recommended requirement of Mastery 3 on her Skill 1. For the sake of readability, her character tic will not be mimicked here.

Achieving Risk 18 on the Fixed Map with lower rarity Operators is indeed possible, but it necessitates an additional degree of preparation and strategic planning. You may want to look up how the maps function from content creators or watch high Risk runs by some Chinese players on bilibili if you’re interested. Higher Risk levels may necessitate max Potentials on your Operators, which may not always be achievable.

Ultimately, this will be the first run of Contingency Contract on Arknights global servers, so it’s essential to enjoy the game. Hopefully, this guide will help you navigate the challenges ahead. Good luck, Doctors!

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