Introduction
Fluorite is a 4-star character in Arknights: Endfield (AKE). Fluorite wields a Handcannon and belongs to the Caster class. Fluorite also has access to the Nature element. This guide provides a comprehensive overview of Fluorite's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
Attributes
Pros & Cons
Pros
- ●Battle Skill applies on-demand Nature Infliction.
- ●Combo Skill and Ultimate can apply either Nature or Cryo Infliction.
- ●Very easy to get max potentials of.
Cons
- ●Combo skill has a long cooldown, which also hurts Ultimate access, limiting both sources of free Inflictions.
- ●Battle Skill is delayed, requiring a short wait before Infliction, and damage is triggered.
- ●Not able to provide any damage boosting support to the team.
Lore
"Distract them? Disable them? Or ... just destroy them?" A member of Operations Team Z7 in Endfield, Fluorite is responsible for scouting and disrupting enemy lines. Her command of street rules and dirty tricks rivals her sharpshooting, sparing the team from countless troubles. Hailing from the frontier at the edge of the Civilization Band, she sharpened her eye through constant migrations and wandering. More often than not, she simply sits in the corner with a faint smile, leaving others with the unsettling sense that every flaw has already been laid bare under her gaze. But don't mistake her for empathetic. Fluorite's knack for reading people gives her exceptional instincts on the battlefield, but also leaves her dangerously good at stirring people up with just a few words — making her the team's most unpredictable source of trouble.
Skill Priority
Off Field: Basic Attack >= Combo Skill >Ultimate > Battle Skill
Skills
Signature Gun Kata
BASIC ATTACK:An attack with up to 4 sequences that deals Nature DMG. As the controlled operator, Final Strike also deals 15 Stagger.DIVE ATTACK:Basic attack performed in mid-air becomes a dive attack that deals Nature DMG to nearby enemies.FINISHER:Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Nature DMG and recovers some SP.
| Stat | Value |
|---|---|
| BATK SEQ 1 Multiplier | 56% |
| BATK SEQ 2 Multiplier | 73% |
| BATK SEQ 3 Multiplier | 57% |
| BATK SEQ 4 Multiplier | 135% |
| Finisher ATK Multiplier | 900% |
| Dive ATK Multiplier | 180% |
Tiny Surprise
Kicks an Improvised Explosive that sticks to the target, applying Slow and exploding after a short duration. The explosion deals Nature DMG and Nature Infliction to enemies in the area of effect. Defeating the target also sets off the Improvised Explosive immediately.Only 1 Improvised Explosive can be present in the battlefield.
| Stat | Value |
|---|---|
| DMG Multiplier | 420% |
| Stagger | 10 |
| DMG Slow Effect | 30% |
Free Giveaway
Shoots the target enemy to trigger a special explosion that deals Nature DMG and applies another Arts Infliction of the element already on the enemy.
| Stat | Value |
|---|---|
| DMG Multiplier | 380% |
| Stagger | 10 |
Apex Prankster
Fluorite quickly moves in an arc and rapidly fires at the target within the arc to deal 4 sequences of Nature DMG. If an Improvised Explosive has been stuck to the target, the skill detonates it immediately and increases the DMG and size of the explosion.If the final DMG sequence hits a target with at least 2 stacks of Cryo Infliction or Nature Infliction, then apply the same Arts Infliction again.
| Stat | Value |
|---|---|
| Cooldown | 10 |
| SEQ 1 DMG Multiplier | 250% |
| SEQ 2 DMG Multiplier | 250% |
| SEQ 3 DMG Multiplier | 250% |
| SEQ 4 DMG Multiplier | 250% |
| Battle Skill AOE Boost | 30% |
| Battle Skill DMG Boost | 30% |
| Stagger | 20 |
Talents
Assign to Growth Chamber to grant rare mineral growth rate +10/20%.
Assign to Control Nexus to grant all operators' Mood Regen +12/16%.
Fluorite gains DMG Dealt +10/20% against Slowed targets.
Grants 20% chance of Arts DMG immunity and grants Fluorite ATK +10/20% for 10s. This effect cannot stack.
Potentials
Agility +10, Intellect +10.
Talent Unpredictable improved: Chance to ignore Arts DMG +10%.
Battle skill Tiny Surprise improved: After Improvised Explosive explodes, the slow effect is applied to all enemies hit and lasts 6s.
Ultimate Apex Prankster improved: Ultimate Energy cost -10%.
Combo skill Free Giveaway improved: Whenever Cryo Infliction or Nature Infliction is applied to the enemy, cooldown is shortened by 1s.Effect can only trigger once every 1s.
Recommended Weapons
Fluorite best Weapons are placed in order of what fits their playstyle the most. Check the comments to get additional context.

Stat 1 Boost - 9/9Agility: +124Stat 2 Boost - 9/9Ultimate Gain Eff.: +37.10%Passive Boost - 9/9Attack: +14.00%After the wielder consumes an Arts Infliction, the wielder gains Nature DMG dealt +[14% x Stacks Consumed] for 20s. Effects of the same name cannot stack.
Currently, there are no other supportive Weapon options for Fluorite; it is recommended to use this Weapon for better Ultimate Gain Efficiency.

Stat 1 Boost - 9/9Intellect: +93Stat 2 Boost - 9/9Attack: +23.40%Passive Boost - 9/9After the wielder's Battle Skill hits the enemy, ATK +33.6% for 20s. Effects of the same name cannot stack.
An option until you can get the above, can also be swapped with any correct stat 5 or 6-star Weapons with any form of damage boost for Fluorite for better performance.
Gear Sets
Fluorite best sets are placed in order of what fits their playstyle the most. Check the comments to get additional context.
In teams focused on stacking Arts Infliction, her Ultimate can add 1 extra stack. As she currently cannot run any other sets that provide buffs, building full Ultimate Gain Efficiency is recommended.

Combo Skill CDR +15%. When the wearer recovers SP with a skill, the team gains DMG +16% for 12s. This effect cannot stack.
As Fluorite is currently being used in the meta, she has two different Set paths she can go down, Ultimate gain to access her Ultimate-based Arts Inflcition sooner or Combo Skill reduction to target, making her Combo more accessible. Both are viable, and with Frontiers, you can still get a good amount of Ultimate gain from a flex piece and Weapon, giving you a slightly faster Ultimate and Combo Skill. For those dedicated, it's also possible to build Fluorite with a focus on damage, but Infliction is usually more valuable.
Dupes Review
Fluorite dupes are very easy to obtain due to their low rarity. That's why the guide and review above already assumes you have them max duped and we're not reviewing each separately.
Calculations
Fluorite team calculations information aren't available yet. They will be added soon.
Overview
Kit Intro
Fluorite is a 4-star, Nature, Handcannon Support Damage that specializes in Nature and Cryo Infliction application exclusively. When building teams, the main reason to slot Fluorite in is if you either require a sustainable and repeatable source of Nature Infliction, which her Battle Skill can provide. Or you want to build toward higher stacks of 3 or 4 Cryo/Nature Infliction through her Combo and Ultimate.
While all that sounds outstanding in theory, and many characters would love to benefit from that game plan, what holds Fluorite back is the timers. Her Combo Skill adds a Cryo or Nature to enemies for free favoring, which is currently afflicting them, with the trigger requirement being they already have at least 2 of either element on them. This is a great effect, but the issue is that its cooldown is almost 40 seconds, so double that of similar-themed Infliction characters like Wulfgard.
Fluorite’s Potentials can help remedy this a bit, but not enough to reliably factor in her Inflictions into planned rotations. Her Ultimate suffers a similar fate. It has the same effect to apply an extra stack to a Cryo/Nature-inflicted enemy, but costs 100 energy (90 with potentials). When combined with the slow recovery of Fluorite’s combo, this becomes hard to access even when investing in Ultimate gain. Last but not least, Fluorite’s Battle Skill, while a fine source of Nature Infliction, also has a delay on use before it deals damage and its Infliction.
To sum it up, Fluorite is a serviceable Nature and Cryo Infliction application operator, but whose huge potential is stifled by long cooldowns and delays, making consistently factoring in said Inflictions into rotations hit or miss. This doesn’t rule her completely out of viability, but it definitely takes the edge off an otherwise potentially standout unit.
Combo
Fluorite’s combo is a major portion of her Cryo and Nature Infliction, making it a huge part of the reason you’d bring her to your teams. To trigger it, an enemy has to have just reached 2 or more Nature or Cryo Infliction stacks. Using it deals Nature damage, some Stagger, and most importantly adds either a Cryo or Nature Infliction to the enemy corresponding to the one they currently have stacks of, but on a colossal 40-38 second cooldown. Because of its cooldown, you likely won't have it every rotation, so you’ll need to plan around that accordingly if you’re relying on the Infliction it provides.
Potentials:
- **Potential 5: **Provides some much-needed cooldown reduction for Fluorite’s skill, reducing its cooldown by 1s every time a Cryo of Nature Infliction is applied, but with a 1-second cooldown. This potential doesn’t “fix” Fluorite; the cooldown of the combo is still going to be very long, but it definitely does help.
Battle Skill
Fluorite’s Battle Skill can be used for Nature Infliction in dedicated Nature or reaction teams, but in Cryo teams, which she also works in, it's usually not used. With that aside, using it attaches a grenade to a target, slowing them temporarily, and after a short duration, it explodes, dealing AoE Nature damage, Stagger, and Infliction (after which the slow is removed).
The AoE Infliction from this ability isn’t bad, but what holds it back is the delayed Nature of its application, which is something that can be planned around, but can be annoying in some teams. The slow effect of this skill also synergizes with one of Fluorite’s talents.
Note: Only one Battle Skill may be deployed on enemies at a time.
Potentials:
- Potential 3: Causes the slow from Fluorite’s Battle Skill to linger after exploding instead of being immediately removed. Useful for maintaining better uptime on her damage talent, but not a game-changer when playing her in a more supportive fashion.
Ultimate
Fluorite’s ultimate functions very similarly to her combo and is essentially an upgraded version of it with way more damage and Stagger. It costs 100 energy to use (90 thanks to her potential 4), which is on the high side for its effect. When combined with her long combo cooldown, it makes Fluorite overly reliant on her team or Ultimate Gain if she wants to access it in a timely manner.
After activation, it deals a series of attacks, each hitting for Nature damage and Stagger, and on the Final Strike, if the enemy has 2 or more Cryo or Nature Infliction on them applies another stack corresponding to the type active.
Last but not least, if the enemy hit has Fluorite’s Battle Skill active on it, it will immediately detonate it, increasing the explosion's damage and AoE in the process.
You’ll mainly be using this Ultimate to trigger extra Infliction and to balance out the inconsistency introduced by Fluorite’s long Combo Skill cooldown. However, if you can in teams that use her Battle Skill, combining the two can raise her damage slightly.
Talents
Fluorite’s talents are a mix of conditionally good bonuses, which are sometimes useful and sometimes not.
Her first talent, Love the Stab and Twist, causes her to deal +20% DMG against slowed targets. Fluorite’s Battle Skill slows, so if you’re actively using it, you can expect to benefit from this passive. However, if you’re avoiding it and instead just focusing on the Infliction from her Ultimate and Combo, this passive can very often end up not being used.
Fluorite’s other talent is Unpredictable, which grants her a 20% chance to completely resist a hit of Arts DMG, causing it to deal no damage. Also, when this effect activates, Fluorite gains a +20% ATK buff for 10 seconds. The defensive properties of this talent aren’t bad, but the uptime of the ATK buff is low at best. In order for it to be maintained, Fluorite would need to be getting hit at least 5 times every 10 seconds on average, something that would be incredibly risky and hard to do while performing proper rotations, even if you played her as your controlled operator. Because of this, the ATK% buff is better treated as a lucky occurrence than something to include as a proper bonus.
Gameplay
Fluorite’s gameplay depends on the type of team you play her in, with the main difference being that Nature teams may opt to use her Battle Skill while Cryo teams likely won't. When playing Fluorite, here are a few things to look out for:
- Use combo when available and when additional Infliction is required for your team's rotation.
- If needed in Nature teams, implement Fluorite’s Battle Skill into rotations to accumulate initial or higher stack sizes
- Activate Ultimate to apply even more Cryo/Nature Infliction, using it either to quickly stack to 4 stacks when combined with Combo Skill or in a spaced-out manner to balance out the long cooldown of Fluorite’s combo. If applicable and possible without interrupting your team's rotation, use it after applying Fluorite’s Battle Skill for extra damage.
Detailed Review
Update History
Patch 1.0
January 21st, 2026
Patch 1.0