
Hongshan Academy of Sciences (HAS)
Main Intellect · Sub Will
Pull Arcane if you want one Operator who can carry two jobs. INT form is a top-end Nature/Cryo damage engine — especially on the second Ultimate — while WILL form groups enemies, applies Nature and Cryo Susceptibility, and plugs into existing Monument teams as an enabler. She can headline her own squad or slot into Last Rite / Yvonne style comps as the setup piece. That dual identity is rare enough to justify the banner if you are missing either a Nature carry or a flexible enabler.
Arcane is a 6★ Nature Flex DPS (Arts Unit). Arcane plays differently depending on which Array Arcana she is set to.
Weapon
Type 42: Solemn Phalanx
Arcane's Signature Weapon. This weapon will toggle its behavior alongside Arcane's Array Arcana.
Gear Set
Hot Work
A powerful damage set where the set effect bonus can be triggered upon Arcane casting Gloompurge, or performing a Corrosion Arts Reaction with her Jadecrushing Grid.
Main Stats
Body Intellect · Hands CRIT / Nature DMG · Kits Arts Intensity / Nature DMG
Priority
Substats
Intellect > Arts Intensity > HP%
Priority

Hot Work Exo
Intellect, Will, Heat and Nature DMG Dealt Bonus

Hot Work Hands PPE
Intellect, Will, Heat and Nature DMG Dealt Bonus

Hot Work Insulation Slab
Intellect, Will, All Skill DMG Dealt Bonus

LYNX Slab
Will, Intellect, Main Attribute
For the first time, we have an Operator whose kit is modified at the buildcrafting stage based.
Level after higher priorities — supports the combo skill role in the rotation.
Level after higher priorities — supports the basic attack role in the rotation.
Finish after core combat skills are comfortable.
Arcane plays differently depending on which Array Arcana she is set to.
During Array Arcana: INT, Arcane is trying to play forward as your Main DPS.
Use these notes as the operator priority order inside the comps above.

Intellect Boost [L] · Ultimate Gain Efficiency Boost [L]
ATK +16/28.8/44.8%. Wielder's Intellect ⥠Will: When the wielder applies Arts Infliction with their own skill, the wielder gains Arts DMG Dealt +20/36/56% for 20.00s; when the wielder applies Arts Susceptibility with their own skill, the wielder gains ATK +20/36/56% for 20.00s; Wielder's Will ï¼ Intellect: When the wielder applies Arts Burst with their own skill, the target enemy suffers Arts DMG Taken +6/10.8/16.8% for 25.00s; when the wielder applies Arts Susceptibility with their own skill, the target enemy suffers Arts DMG Taken +6/10.8/16.8% for 25.00s. Effects of the same name cannot stack. The aforementioned attributes only include effects from the wielder's level, talents, potentials, and attribute bonuses provided by equipped gear and weapons.
Why it works —Arcane's Signature Weapon. This weapon will toggle its behavior alongside Arcane's Array Arcana.

Intellect Boost [L] · Ultimate Gain Efficiency Boost [L]
Nature DMG Dealt +7/12.6/19.6%. When the wielder applies Arts Susceptibility or Arts Infliction with a combo skill, the wielder gains ATK +6/10.8/16.8% while other operators in the team gain ATK +1.5/2.7/4.2%. Duration: 20.00s. Max stacks for effects of the same name: 2.00. Duration of each stack is counted separately.
Why it works —Arcane's Protocol Pass weapon. This weapon tries to combine both effects of her signature into one, but at a lower power level.

Main Attribute Boost [L] · Arts Intensity Boost [L]
Secondary Attribute +10/18/28%. When the wielder applies an Arts Burst, target enemy suffers Arts DMG Taken +9/16.2/25.2% for 15.00s. Effects of the same name cannot stack.
Why it works —A "Main Attribute" scaling 6* weapon. Due to Arcane's Array Arcana mechanics, balancing stat distributions becomes the name of the game for buildcrafting.

Intellect Boost [M] · ATK Boost [M]
Max HP +10/18/28%. When the wielder casts an ultimate, operators whose elements differ from the wielder gain ATK +8/14.4/22.4% for 20.00s. Effects of the same name cannot stack.
Why it works —Since Arcane is always meant to be an off-element member for any given team, this weapons will give the rest of the team an Attack boost whenever she casts Gloompurge.

Hot Work is Arcane's damage BiS. Casting Gloompurge or finishing a Corrosion reaction with Jadecrushing Grid procs the set's Heat/Nature payoff, which is exactly how her kit already wants to play.

Hot Work Exo
Intellect, Will, Heat and Nature DMG Dealt Bonus

Hot Work Hands PPE
Intellect, Will, Heat and Nature DMG Dealt Bonus

Hot Work Insulation Slab
Intellect, Will, All Skill DMG Dealt Bonus

LYNX Slab
Will, Intellect, Main Attribute

Eternal Xiranite flips Arcane toward support. Yinglung Stance IV Susceptibility triggers the team DMG buff, trading her personal Hot Work spikes for squad-wide amp uptime.

Eternal Xiranite Light Armor
Will, Intellect, Ultimate Gain Efficiency

Eternal Xiranite Wraps
Will, Intellect, Ultimate Gain Efficiency

Eternal Xiranite Bracing Slab
Will, Intellect, Ultimate SP Gain

Eternal Xiranite Auxiliary Arm
Will, Intellect, Ultimate SP Gain
Akekuri amp seat: Arcane carries, Xaihi buffers, Tangtang stops — Akekuri's SP-to-team-DMG loop is the glue.

Arcane is the dual-form core — INT form for personal Nature/Cryo damage, WILL form when the team needs grouping and Susceptibility instead.
Tangtang's Ultimate is a full-screen time-stop. Cast it so Arcane (and the rest of the squad) can dump skills safely without the wave moving out of position.
Xaihi is the Cryo/Arts buffer seat — Amp from Battle Skill and team Cryo/Nature amp from Ultimate so Arcane's damage windows are actually buffed.
Akekuri amps Arcane's team off SP recovery — shorter Combo Skill cooldown and a team DMG buff so Arcane's dump windows hit harder. She does not replace element enablers like Perlica.
BASIC ATTACK: An attack with up to 5 sequences that deals Nature DMG. As the controlled operator, Final Strike also deals 17 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 that deals massive Nature DMG and recovers some SP.
SKILL DESCRIPTION: Creates a Jadecrushing Grid that deals Nature DMG and applies Nature Infliction to enemies within the area of effect. Intellect (N) ≥ Will (N), Array Arcana: INT is ACTIVE. Array Arcana: INT: - Deals more DMG.
Intellect (N) ≥ Will (N), Array Arcana: INT is ACTIVE. COMBO TRIGGER: When Nature Infliction or at least 2 stacks of non-Nature Arts Infliction are applied on an enemy. SKILL DESCRIPTION: Arcane charges at the target and sets up 4 Tactical Doubles that apply Nature Susceptibility and Cryo Susceptibility and deal Nature DMG to the target and nearby enemies, and also apply Imprisonment on the said target. When Imprisonment ends, the Tactical Doubles will attack the said target to deal Explosion DMG. Imprisonment: A debuff that slows all actions. Array Arcana: INT: - Hitting an enemy under Imprisonment with Arcane's battle skill returns some SP, ends the Imprisonment early, deals Explosion DMG, applies another instance of Nature Susceptibility and Cryo Susceptibility, and deals multiple hits of bonus DMG after a short delay. - Combo skill cooldown is shorter. Will (N) > Intellect (N), Array Arcana: WILL is ACTIVE. COMBO TRIGGER: When an Arts Infliction is applied on an enemy. SKILL DESCRIPTION: Arcane charges at the target and sets up 4 Tactical Doubles that deal Nature DMG and apply another stack of Arts Infliction of the same element, Nature Susceptibility, and Cryo Susceptibility to the target and nearby enemies, and also apply Imprisonment on the said target. When Imprisonment ends, the Tactical Doubles will attack the said target to deal Explosion DMG. Imprisonment: A debuff that slows all actions. Array Arcana: WILL: - Applying Imprisonment by casting a combo skill will also slightly pull in enemies near the target. - The attribute of Will can further increase the effects of Nature Susceptibility and Cryo Susceptibility applied by the combo skill.
SKILL DESCRIPTION: Arcane creates a Gloompurger Array that immediately deals Nature DMG to enemies within the area of effect (AOE). When hitting an enemy within the Gloompurger Array with a Finisher or a Final Strike performed by the controlled operator, the Gloompurger Array unleashes a Cluster Strike that deals Area DMG to the said enemy. This effect triggers up to 2 times. After triggering Cluster Strike 2 times, the ultimate is switched to Gloompurge Arcana. Gloompurge Arcana: Deals Nature DMG to enemies within a large AOE. Intellect (N) ≥ Will (N), Array Arcana: INT is ACTIVE. Array Arcana: INT: - When created, the Gloompurger Array also forcibly applies Corrosion to enemies in the AOE.
Operator Intellect and Will +8. / Operator Intellect and Will +10. / Operator Intellect and Will +10. / Operator Intellect and Will +15.
When Arcane's Intellect ≥ Will, switch skill type to Array Arcana: INT. If not, then switch to Array Arcana: WILL. Ultimate Gloompurge improved: Array Arcana: INT: - During the ultimate, Arcane gains 24% Arts Amp. Array Arcana: WILL: - When Gloompurger Array (ultimate sequence 1) and Gloompurge Arcana (ultimate sequence 2) deal DMG to the enemy, they also apply [Will × 0.02%] Nature Susceptibility and Cryo Susceptibility (max: 12.8%) for 10s. This effect cannot stack. Attribute requirements for the 2 types of Array Arcana only include effects from operator levels, talents, potentials, and attribute bonuses provided by equipped gear and weapons.
Corrosion applied by Arcane lasts 10s longer, and Max Resistance Reduction is increased to 1.1 times the original.
Combo skill Yinglung Stance IV improved: DMG Multiplier is increased to 1.3 times the original. Array Arcana: INT: Hitting an enemy under Imprisonment with Arcane's battle skill returns 10 additional SP. Array Arcana: WILL: Effects of Nature Susceptibility and Cryo Susceptibility applied +6%.
Is it worth getting?
Solid damage / uptime node. Grab it when duplicates show up; do not hard-pity for it.
Intellect and Will +15, Arts Intensity +16.
Is it worth getting?
Nice quality-of-life node. Keep if free; do not spend special pulls chasing it.
Talent Weapon Honing improved: Corrosion applied by Arcane lasts 5s longer, and Max Resistance Reduction is increased by 20% of the original.
Is it worth getting?
Nice quality-of-life node. Keep if free; do not spend special pulls chasing it.
Ultimate Gloompurge improved: Ultimate Energy cost -15%.
Is it worth getting?
Meaningful combat spike if you are committing copies; not mandatory for clearing.
Ultimate Gloompurge improved: Array Arcana: INT: During the ultimate, Arcane gains 16% Arts Amp. DMG Multiplier of Gloompurge Arcana (ultimate sequence 2) is increased to 1.3 times the original. Array Arcana: WILL: Further increases the effects of Nature Susceptibility and Cryo Susceptibility applied by Gloompurger Array (ultimate sequence 1) and Gloompurge Arcana (ultimate sequence 2) by +7%. After casting Gloompurge Arcana (ultimate sequence 2), if combo skill Yinglung Stance IV is still in its cooldown, immediately shorten the length of the cooldown by 30%.
Is it worth getting?
Meaningful combat spike if you are committing copies; not mandatory for clearing.
P0 clears content. First meaningful duplicate target is P5 if you are already investing. First stop: P5. Endgame target: P5.
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