Arknights Endfield Endgame Combat Modes – What to Expect After Story Clear
Endgame combat in Arknights: Endfield currently consists of optional high-difficulty stages like Umbral Monument and elite challenge maps, with no gacha currency locked behind them and more modes expected post-launch. These encounters emphasize player skill, rotations, and survivability rather than raw whale stats, and they sit alongside long-term base optimization as your main post-story goals.

Umbral Monument and High-Difficulty Stages
Closed Beta II introduced Umbral Monument, a focused endgame mode built around tight mechanics and scaling difficulty.
- Structure: Three distinct stage types (e.g., “Unorthodox Tactics,” “Survive the Gas,” “Ballista and Axe”), each with Normal and Agony difficulties.
- Difficulty: Agony increases enemy levels and adds new challenge modifiers on top of base mechanics, but remains clearable for F2P players with good dodging, interruption, and burst management.
- Rewards: Provides materials and prestige rather than premium pulls; creators emphasize it is not pay-to-win but skill-based endgame.
Commentary on the current endgame notes that while content volume is limited, the foundation rewards mastery of core combat systems rather than pure investment.
Elite and Boss Challenge Content
Outside dedicated modes, endgame combat leans on hard one-off challenges against elites and bosses.
- Elite stages: Feature heavily armored or high-RES enemies with unique mechanics (e.g., high Physical DEF, special auras), forcing you to leverage Breach, Corrosion, and correct damage typing.
- Boss challenges: Multi-phase fights with strict patterns, stagger checks, and adds, tuned to test fully built teams rather than mid-story squads.
Players on community forums highlight that these encounters are optional and do not gate gacha currency, mirroring Arknights’ philosophy of low FOMO endgame.
Removed / Experimental Modes and Future Expectations
Earlier betas experimented with roguelike-style endgame (Algorithmic Memories / weekly modes) that were later removed from CBT2, but are widely expected to return in some form.
- A CBT weekly roguelite mode was present in CBT1, then cut in CBT2; testers speculate it will be reworked and reintroduced after launch.
- Community discussion frequently compares the current state to pre-CC Arknights, expecting that “real” repeatable endgame will arrive in early patches.
At launch, players should anticipate a relatively light endgame loop focused on Umbral Monument-style trials, hard stages, and self-imposed challenges, with more formal repeatable modes later.
Combat Focus vs Base/Logistics in Endgame
Endfield’s design deliberately splits long-term play between combat mastery and base/logistics optimization.
- Combat: Late-game fights demand crisp dodging, reaction usage, and combo optimization; performance, not spending, is the main gate for clearing Agony-level challenges.
- Base/logistics: Endgame base guides talk about pushing to full T4 infrastructure, optimizing production chains, ziplines, and power grids as a parallel “macro endgame.”
Long-term, expect your time after story clear to be split between refining one or two high-level teams for difficult stages and perfecting your infrastructure for efficiency and completionism.


