
Best Arknights Team Comps for Low Rarity Clears
Cheap 3 and 4 star squads that clear story stages and Contingency Contract, covering vanguards, defenders, medics, and damage combos.
Arknights hands you a pile of free and cheap 3-star and 4-star operators in the first few chapters, and a lot of new players treat them like filler until a 6-star shows up. That's backwards. Some of the best "carry the whole early game" units in this game cost 8 or 9 DP and eat almost nothing to raise. A well-built budget squad pushes deep into the main story, farms annihilation maps, and can even hit a respectable Contingency Contract risk level.
The catch is that low rarity clears are less about raw power and more about the shape of the team. Get the skeleton right and the cheap units cover for each other. Get it wrong and even a squad full of six-stars stalls out, because the map doesn't care how shiny your operators are.
Core Roles Every Squad Needs to Function
Every functional Arknights squad, budget or not, is built on the same five jobs. You can shuffle which operator fills each job, but skipping one of them usually bites you around chapter 3 or 4.
The DP engine
Deployment Points are the mana of this game. Everything costs DP, it trickles in slowly on its own, and the first wave of enemies does not wait for you. So your openers are almost always vanguards, units that generate DP just by existing on the field.
You want two of them. One on the first or second tile of the enemy lane, one nearby as backup. The first gets your defender money together, the second pays for your healers and damage. A squad with no vanguards spends the opening minute watching enemies walk by while your best units sit in your hand.
The wall
Defenders are the block. They stand on a choke tile, hold two or three enemies in place, and keep everything else alive long enough to get shot. Ranged operators can't block, and most guards only block one or two, so a real defender is still worth a slot even at 4-star.
Put the wall where lanes meet if the map allows it. One Cuora holding a two-lane intersection does the work of two operators on separate tiles.
The sustain
Medics. You need at least one, ideally two on longer maps, and one of them should heal multiple targets once you have the option. A single-target medic is fine when one unit is taking damage. It is not fine when the wall, both vanguards, and a guard are all bleeding at once.
The damage
Two flavors, and you want both. Physical damage (snipers, most guards) gets subtracted from enemy DEF, so it falls off against armored targets. Arts damage (casters, some supporters) goes through RES instead and shreds the heavy stuff. A team with only physical damage hits a wall the moment a high-DEF slug shows up, and only-arts teams waste damage on fodder with high RES.
The flex
The last slot or two is utility. A push specialist for maps with holes, a fast-redeploy unit for catching leaks, a slower supporter for fast enemies. This slot changes per map, and it's usually where budget squads earn their keep, because cheap specialists do their job at any level.
One more thing about squad size. Your squad holds 12 operators, but most maps only let you deploy 6 to 8 of them. So you're not picking 12 units to use, you're picking options. Bring answers you might not need. The cost of a dead slot is nothing, the cost of a missing answer is a restart.
Budget Vanguard and Defender Pairings
This is where low rarity rosters actually beat expensive ones. Cheap units have low DP costs, and dupes from recruitment push their potential up, which cuts DP costs further. Your opener gets faster the longer you play, for free.
The vanguard picks
| Operator | Rarity | DP cost | What you get | | --- | --- | --- | --- | | Fang | 3★ | 9, drops to 8 with her talent | Charge α generates 6 DP per activation on a timer | | Myrtle | 4★ | 8 | S1 restores 14 DP per cast, S2 gives 16 DP plus a small heal | | Vigna | 4★ | 9 | +1 DP per kill, and a full DP refund when you retreat her |
Myrtle is the famous one, and for good reason. Eight DP to deploy, 14 DP back per skill cast at skill level 1, and the cooldown only shrinks as you level it. The trade is that she stops attacking and can't block while the skill runs, so park her on a tile the enemies don't walk through. Her Elite 2 talent also regenerates HP for every vanguard on the field, which quietly keeps your second opener alive.
Fang is the poverty version and still totally fine. Her talent knocks 1 DP off her own cost, her skill pops 6 DP automatically with no input from you, and she can actually block a thing while she works. If Myrtle hasn't dropped for you yet, Fang plus Plume (same kill-for-DP trait as Vigna, one star cheaper) opens maps just fine.
Vigna plays differently. She's a fighter who happens to pay you back, with a +1 DP bonus on every kill and a full refund of her deploy cost when you pull her out. That refund trait makes her a rental. Drop her on a lane, let her punch through a wave, retreat her once the real defenders are up, and redeploy her somewhere else with the money she handed back.
The defender picks
| Operator | Rarity | DP cost | What you get | | --- | --- | --- | --- | | Cuora | 4★ | 17 | Blocks 3, Shell Defense adds block 4, DEF +130%, and 3% max HP regen per second | | Gummy | 4★ | 16 | Blocks 3 at Elite 1, RES 10, heals an ally with her skill | | Beagle | 3★ | 16 | Blocks 3, straight DEF boost, basically free to raise |
Cuora is the star of the entire low rarity roster. Base block of 3, and her Shell Defense skill bumps that to 4 while more than doubling her DEF and regenerating HP every second. At Elite 2 max level her DEF sits around 690 before multipliers, so with the skill up she's sitting north of 1500, give or take. Very few things in the story chapters can chew through that. Her one weakness is that she stops attacking during Shell Defense, so she holds but doesn't kill. Pair her with damage behind her and it doesn't matter.
Gummy is the comfort pick. She's a Guardian defender, meaning her skill heals an ally instead of buffing herself, and she carries 10 RES which matters more than you'd think once arts enemies show up. Her talent also gives her a chance to stun on hit, which breaks up enemy rhythms for free. If your medics keep getting overwhelmed, swapping Cuora for Gummy is usually the fix.
Pairing them up
The standard opening looks like this. Myrtle on a safe tile first, 8 DP. Fang or Vigna second on the actual lane. Cuora third the moment you can afford her, then retreat the fighting vanguard once the wall is anchored. That sequence gets you a real defense online by the second wave on most maps, using nothing above 4-star.
Cheapest workable version: Fang plus Beagle plus whatever medic the tutorial gave you. It's not elegant, but the first four chapters genuinely do not require more than that.
Healer and Support Placement for Sustain
Budget squads live and die on healing, because your cheap defenders have less raw HP than the fancy ones. The good news is that low rarity medics punch way above their cost.
The medic picks
Perfumer is the best 4-star medic in the game for general use, and it's not close. She heals up to 3 allies at once, and her Lavender's Fragrance talent at Elite 2 restores HP to every ally on the entire map, every second, equal to 5% of her ATK. At max level that's about 16 HP per second to everyone, everywhere, even units that can't normally be healed. It sounds small. It is not. That passive single-handedly keeps vanguards and rear-line casters topped off through chip damage and arts ticks.
Hibiscus is the 3★ single-target option. Nothing fancy, just a solid ATK buff on her skill and a cheap deploy. Ansel, also 3★, heals two targets at once with longer range but less punch per heal. A very common budget pair is Hibiscus on the main wall plus Perfumer behind everything for the map-wide regen. Total cost, 29 DP for both, and it covers most story stages through chapter 6 or so.
Gummy counts as half a healer here too. Her Provisions skill restores an ally's HP by a percentage of her ATK and can store charges, so she patches the wall while your medics handle everyone else. Three sources of healing plus Cuora's own regen makes a squad extremely hard to bleed out.
Where to put them
Medics go on high ground behind the wall, not beside it. Ranged tiles behind your defender mean the medic's box covers the wall plus the tiles in front of it, so anything blocking there gets healed. If your medic is placed level with the wall, half her range is pointing at nothing.
One healer covers one kill box. If the map splits into two lanes, either put your wall at the merge point or accept that you need a second medic. This is the single most common reason budget squads die on split-lane maps, not lack of damage.
The support slot
For the flex slot, Orchid is the 3★ slower supporter and she's quietly great. Her attacks slow enemies, which stretches the time each one spends inside your kill box. On fast melee-heavy maps that's worth more than another damage dealer.
Gravel deserves a mention as a defensive tool. She's a 4★ fast-redeploy specialist with an 18-second redeploy timer and a 6 DP cost, and her passive gives her a huge DEF buff that decays over the first several seconds. Her whole job is dropping on a leak for six seconds, holding it while your real answer gets in position, then getting pulled back. Cheap squads without a deep bench get a shocking amount of mileage out of her.
Damage Dealer Combos for Fast Clears
Sustain holds the line. Damage ends the map. Budget damage comes in two bundles, physical and arts, and the combos come from making them cover each other.
The physical bundle
| Operator | Rarity | DP cost | Job | | --- | --- | --- | --- | | Kroos | 3★ | 9 | Fast single-target physical, attacks drones first | | Melantha | 3★ | 13 | Duelist guard, hits hard for the cost | | Meteor | 4★ | 10 | Anti-air bonus, shreds enemy DEF |
Kroos is absurd value. Nine DP, one attack per second, and her Double Tap skill fires two shots back to back. At max talent roughly a fifth of her attacks hit for 150% damage. Her trait also makes her target flying enemies first, so she doubles as your anti-drone unit without spending a slot on it.
The combo here is Meteor into Kroos. Meteor's Armor Breaker skill shaves 20% off a target's DEF for 5 seconds on hit, and since Kroos attacks once a second, she's the one who actually cashes that in. Against mid-DEF enemies, the DEF strip plus Kroos' fire rate out-damages operators costing twice as much. Meteor also brings an ATK bonus against aerial targets, around 135% or more at Elite 2, so she's pulling anti-air duty alongside Kroos.
Melantha is your duelist. At Elite 1 her ATK tops out over 700, which is genuinely high for a 3-star, and her skill is a plain ATK steroid. Drop her on a tile to delete one specific problem, an elite, a fast wolf pack, whatever's leaking. She only blocks one, so she's a scalpel, not a wall.
The arts bundle
Lava is the budget AoE caster. She deals arts damage in a splash around her target, her talent hands her a chunk of starting SP the moment she deploys, and her skill cranks her attack speed. Twenty-seven DP is a lot for a 3-star, so she usually comes down third or fourth, after the wall and healers. Gitano is the 4★ version with a bigger splash and a range-expanding skill if you want an upgrade.
Arts damage is your armor answer. When a heavy defender type walks in with DEF high enough that Kroos is tickling it, Lava doesn't care. DEF doesn't apply to her damage at all. The classic budget finish is Cuora holding three armored slugs on a choke while Lava and a second caster melt them from high ground.
A worked example
Take a standard mid-game map, one lane, mixed waves. Deploy Myrtle, then Fang, then Cuora on the choke. Perfumer behind Cuora, Hibiscus next to her. Kroos and Meteor on the far high ground covering the approach. Vigna drops on the lane to farm kills for DP. Lava comes down when DP allows. That's eight operators, total rarity cost two 3-star vanguards, one 3-star sniper, one 3-star caster, and four 4-stars. It clears most of the main story.
Fast clears specifically want the kill happening inside the block, not after it leaks. So stack damage tiles on the choke itself. Every second an enemy spends blocked on Cuora's tile is a second where Kroos, Meteor, and Lava are all hitting it at once. Spread your damage out along the lane instead and enemies walk through chip damage and reach the goal.
Adjusting Comps for Risk Mode Challenges
Risk mode means Contingency Contract, the recurring event where you stack contract modifiers onto a map for bigger rewards. It unlocks after clearing 2-10 in the main story. Each contract has a level from 1 to 3, and your risk rating is just the sum of the contract levels you picked. The community's usual targets are risk 18 on the permanent site and risk 8 on the daily rotating maps, which is enough to clear out the challenge contract rewards. You don't need a whale roster for that. You need to pick contracts that your specific budget squad can eat.
Read the contract list like a menu
Contracts come in a few flavors. Enemy buffs, which raise HP, ATK, or DEF. Squad limits, which cut deployment slots or ban classes. Map changes, which remove deployable tiles. DP penalties, which slow your point generation. On a low rarity squad you're not trying to beat all of them, you're picking the three or four that hurt you least.
Enemy HP and DEF buffs are usually the safe picks for budget teams, because arts damage ignores DEF and a stacked Lava plus Perfumer sustain just takes longer rather than failing. Enemy ATK buffs are riskier, since your cheap walls have less HP to spare, though Cuora's regen covers a surprising amount.
Class ban contracts deserve respect. If the ban hits defenders, you rebuild around guards and Gravel holding tiles. If it hits casters, you lean on Meteor's DEF shred to make physical damage work. This is exactly why you keep both damage types raised.
Where low rarity squads actually win
Two things. First, DP penalties hurt less when your whole team is cheap. A contract that doubles deployment costs cripples a squad of 20 DP six-stars. Against Fang, Myrtle, Kroos, and Gravel, it's a rounding error. Second, slot-limit contracts reward flexible units. When you can only deploy six, Gravel's 18-second redeploy effectively becomes a seventh body, dropped and pulled as leaks appear.
Shaw is the other budget trump card. She's a 4★ push specialist, and her High-Pressure Water Cannon shoves everything in front of her back a tile or two. On maps with pits or holes, that's a delete button, and the CC maps love their holes. A 17 DP operator who instantly removes an elite from the map is worth more than any damage dealer at the same cost.
The rebuild order
When a risk attempt falls apart, adjust in this order. Damage failing means enemies die too slow, so add damage or pick the DEF-shred contract off. Wall collapsing means add Gummy or a second medic, or drop the enemy ATK contract. Leaks mean Gravel or Shaw, not more stats. Nine times out of ten a failed risk run is a placement or contract-selection problem, not a level problem, so don't grind levels before you've moved your medic one tile back.
The last practical note. Dupes matter more here than anywhere else. Every duplicate you pull from recruitment adds a potential stack, and the cheap rarities stack potential fast. Two of Myrtle's five potential ranks each knock 1 DP off her cost, which puts her deploy at 6. On a DP-penalized risk run, that's the difference between opening with a vanguard or opening with nothing.