
Vanguard
Blacknight
★★★★★
Rim Billiton
Introduction
Blacknight is a 5-star character in Arknights. Blacknight's class is Vanguard. Faction: Rim Billiton.
On the combined Arknights tier list Blacknight is B tier, 152nd of the 410 characters ranked, from where 2 community tier lists put Blacknight.
What Blacknight does
A
Vanguard who fights through a Slumberfoot summoned from a Tactical Point.
Drowsy hands over 11 DP at once and puts the Slumberfoot to sleep to heal 14% Max HP a second, and
Peaceful Slumber puts ground enemies around the point to Sleep for 6 seconds while the Slumberfoot hits them with 210% area Arts damage.
Profile
Blacknight is a female Savra. Her birthday is Nov 2, and she stands 166cm tall. Blacknight is voiced by Ellen Wang in Chinese, Norma Butikofer in English, Junko Noda in Japanese, and Yun A-yeong in Korean. 温泉瓜 drew her.
Stories
9Basic Info
[Code Name] Blacknight
[Gender] Female
[Combat Experience] 6 Years
[Place of Birth] Rim Billiton
[Date of Birth] Nov 2
[Race] Savra
[Height] 166cm
[Infection Status]
Originium crystals distributed across surface of body, confirmed Infected by medical examination.
Physical Exam
[Physical Strength] Normal
[Mobility] Standard
[Physical Resilience] Normal
[Tactical Acumen] Excellent
[Combat Skill] Standard
[Originium Arts Assimilation] Standard
Profile
Blacknight, bounty hunter, expert beast-tamer. Previously entered Yan territory on a commission, becoming familiar with Rhodes Island Operator Kroos in Shangshu City. Thereafter came to cooperate with Rhodes Island on referral from a local official, active on a variety of assignments within Yan's surroundings.
Clinical Analysis
Imaging tests show the indistinct outlines of internal organs, obscured by abnormal shadows. Originium granules detected in the circulatory system. The subject is confirmed to be infected with Oripathy.
[Cell-Originium Assimilation] 10%
Some crystallization visible on all four limbs.
[Blood Originium-Crystal Density] 0.31u/L
Operator Blacknight is mobile year-round in the barrens, and has never had awareness of proper protective procedures to boot. In urgent need of treatment, protective knowledge, and general education.
Archive File 1
Long-snouted slumberfoots are widely distributed over the barrens. They typically live in arid, sandy areas, and mostly subsist on flying insects. Their digestive glands can secrete a special substance which has a soporific effect on nearby organisms.
The practice of catching long-snouted slumberfoots goes back a long time. After capturing them, people would extract the digestive fluid inside their bodies, separate the active agents, and create all manner of hypnogenic drugs. In the last decade, wild slumberfoots have gradually vanished from around nomadic cities, and more often than not can only be found deep in the barrens.
Wasteland long-snouted slumberfoots are docile and timid by nature, with keen hearing, quick movements, and a tendency to be hard to approach. They habitually avoid large animals, especially humans. Many merchants have thought their cute appearance suitable for domesticating into household pets, but all have ultimately failed.
To keep multiple wasteland slumberfoots as pets, and to successfully train them to complete multiple complex tasks, is without a doubt extremely difficult. Blacknight possesses a strong interest and extraordinary talent in beast-taming, which has led her to succeed where many ethologists would be hard-pressed.
'A little diligence when you approach, a little patience when you mingle, a little care when you catch them, and you're done, aren't you?' When talking about her own experiences in training beasts, Blacknight comes off as laid-back, as if she were describing how she brushes her teeth in the morning.
Based on observations, the way she and her slumberfoots interact is less like an owner and her pets, and more like a family. Perhaps, that is Blacknight's trick to raising wild animals.
Addendum: To prevent further unintentional 'abductions,' please remind all operators to take good care of their own pets the next time Blacknight reports back to the landship.
Further addendum: This goes for all inanimate 'pets' resembling small animals too.
Archive File 2
Regarding the one who Blacknight refers to as 'old Bai,' the branch office has carried out some simple investigations, finding him to be an ordinary potter who has lived in Shangshu for many years.
But according to Blacknight, she first met Bai when he was an old storyteller following a merchant caravan she encountered when it was entering the barrens between Yan and Leithanien. At the time, she thought him merely an 'unjust moneybags,' and kidnapped him without thinking. The storyteller had no fear of the bandits whatsoever, even telling tales to her and her companions. She was very fond of these stories filled with accounts of Yan's sights and supernatural legends, and came to see him as an honest person, hardly the scoundrel she imagined. Not long after, she actively let him go.
Out of curiosity, she looked into the origins of the merchant caravan after parting ways, only then realizing that they'd provoked something much larger than themselves, and only escaped unharmed thanks to the storyteller not following up on them. After that, the young bounty hunter had not just respect for the storyteller, but a great deal of appreciation too. She enjoyed both the stories he told and the name he gave her, and has used the callsign Blacknight ever since, whether traveling the country or taking contracts with Rhodes Island.
Bounty hunters are always on the move, and Blacknight thought she would never meet him again. Not once did she imagine that she'd find herself catching wind of him many years later. This time, Mr. Bai was commissioning her to go to Shangshu City and retrieve an item. Blacknight only briefly asked for details on the location and appearance of the target before quickly heading on her way. She didn't ask what significance the item had, not only because of her professionalism as a bounty hunter, but also because of who was requesting it.
In no way did Blacknight consider working for Mr. Bai as returning a favor. She'd much rather say it was 'out of friendship.' Though she did refer to him as 'Tianshi Bai' in her conversations with us, we're inclined to believe that she pays no mind to Mr. Bai's true identity whatsoever. To Blacknight, whether Bai the tianshi, or Bai the potter, or the storyteller, they're all like 'Blacknight': nothing more than names used while traveling the country.
Archive File 3
By Blacknight's own account, she was around ten years old when she wandered into a wasteland settlement and was adopted by a hunter couple. Life on the barrens, far from the shade provided by a nomadic city, is extremely dangerous. On top of evading the Catastrophes that might descend at any time, wastelanders must also endure encroachment from all manner of wild beast. Their greatest challenge, however, remains food and water. Long-term crop farming in the arid soil is practically impossible; a single gale or rainstorm will ruin any farmland with its accompanying Originium. People may be forced to starve for days at any moment. Under her parents' upbringing, Blacknight mastered many a wasteland survival skill. She can easily discern relatively safe terrain, the most filling fruits, the easiest beasts to catch, and the several warning signs of impending Catastrophes. But among all the knowledge her parents gave her, there's one thing she recalls most firmly: the most precious thing in the wild isn't water, food, or shelter from the wind and rain, it's companionship.
Clever wasteland beasts are never alone, and the people are the same. One person is weak in the face of the barrens, yet a group can traverse them. From the time she was thirteen, Blacknight led a group of the settlement's children to make a living as bounty hunters to survive. Relying on their familiarity with the wastes, they were able to take on missions that even adult hunters couldn't dream of seeing through, and quickly made a name for themselves in the region. This period of her life might seem a miserable plight to some, but Blacknight speaks of it with only pure joy, and a little pride.
When Blacknight registered at the branch office, recommendation letter in hand, it was apparent that the only ones accompanying her were her slumberfoots. Where did her companions go? This, she never told us. Following simple investigation, we found out she was presently carrying a tremendous debt. Combined with her past experience in the wasteland, we surmise that she and her companions most likely failed a job, offending someone they could not afford to. As the leader, there's a high probability that Blacknight took full responsibility for it, and left the team that had given her so many warm memories to avoid burdening her friends.
Whenever we see Blacknight huddling with her slumberfoots, talking to them or just staring off into the distance, we know that she misses her past companions. On one hand, we believe Blacknight and her partners will reunite sooner or later. On the other, we've all been very happy to observe Blacknight gradually dropping her guard, becoming willing to consider other operators as new companions instead of potential enemies. After all, who wants to step on any traps Blacknight leaves next to her seat at lunchtime?
Archive File 4
When registering as a cooperating contractor, Blacknight gave 'wastelands' as her place of residence. However, she's never made a secret of being a Rim Billitonian. Not only does she speak the language fluently, she has given her slumberfoots a host of rather Billiton-style names. When she first called out for 'Drill' and 'Pick' in front of us, some operators genuinely thought she was going to be using those tools, which caused quite a few laughs.
From Blacknight's own descriptions, we've found that both her parents were mine workers in Rim Billiton. Miners catching Oripathy is not infrequent, and her parents were both unfortunately infected in a small accident. Not wanting to be bound by work contract to the even more arduous Infected mines, they took their young daughter and left with a caravan headed for Columbia.
For the entire trip, they kept describing to Blacknight what their new life in Columbia would be like: they'd get fairly priced medicine, freedom to open up the land, and a stable, happy life on fresh soil. Even as they both became critically ill, they never once despaired in front of their daughter. Though they were unable to reach Columbia alive, Blacknight will forever remember how her mum and dad's eyes shone when they discussed their future.
Many years later, Blacknight learned the reality of Columbia, and realized that her parents' dreams may not have been feasible. As she unfolded the map that came from her mother's hands, passed through her father's, and finally arrived in her own, she saw the marks drawn onto it one after another, plans written down line after line, and had an epiphany—what truly mattered back then was not Columbia, but the journey itself. Right until the very end, her mum and dad never regretted leaving Rim Billiton to travel through the wilds. To them, dying on the road, chasing after their dreams, far outshone spending what little they had left in the mines.
Her parents' determination has always stayed with her. Even as she scrambled through danger in the wastes, even as she found out she had Oripathy too, even as she got involved with a foe far stronger than herself, she's never stopped in her tracks. Just like the wild beasts of the wastelands, she chose to run free, and rush through every last day in her life.
Promotion Record
How hard is it to tame a wasteland beast?
First, you must show you're tougher than them. They'll approach with care, feel you out, try and goad you. Fail this contest, and you'll find yourself the prey instead.
Once you proven you're tough, you have to establish dominance. When they follow your commands, you give them rewards. When they ignore them, you have to rein them in, hard.
And the most important thing is to build trust with them. You give them food and shelter, carry them through every danger as it comes. You have to let them know that being with you is how they'll live to see better days.
In the end, if you've succeeded, they'll come with you. They'll entrust you with their lives. And they'll grant you what's even more precious than that—their freedom and their dreams, so to speak.
Stats
- HP284th of 4551,625
- ATK371st of 455442
- DEF313th of 455133
- RES0
- Block1
- DP cost121st of 44614
- Redeploy70s
- Attack interval26th of 4551s
At Elite 2, level 80, before trust, potentials and modules. Each bar is measured against the highest value in the Arknights roster, and the place is out of every character with that stat, lowest first for DP cost, Redeploy and Attack interval.
By promotion
- Elite 0 Lv. 1HP: 726ATK: 187DEF: 46RES: 0Block: 1DP: 12Redeploy: 70Interval: 1
- Elite 0 Lv. 50HP: 1038ATK: 275DEF: 78RES: 0Block: 1DP: 12Redeploy: 70Interval: 1
- Elite 1 Lv. 70HP: 1332ATK: 362DEF: 112RES: 0Block: 1DP: 14Redeploy: 70Interval: 1
- Elite 2 Lv. 80HP: 1625ATK: 442DEF: 133RES: 0Block: 1DP: 14Redeploy: 70Interval: 1
Base values before trust, potentials and modules. Full trust adds ATK +60.
Trait
- This unit can designate one Tactical Point within attack range to call Reinforcements; ATK is increased to 150% when attacking enemies blocked by Reinforcements
Skills
2
Drowsy
Manual trigger · Auto recovery · Unlocks at Elite 0LevelImmediately gains 11 DP. The Slumberfoot falls asleep and recovers 14% Max HP every second; Upon receiving damage, the Slumberfoot wakes up, gaining ATK +55% and ASPD +55% for 10 seconds
- SP cost
- 25
- Initial SP
- 17
- Duration
- 10s

Peaceful Slumber
Manual trigger · Auto recovery · Unlocks at Elite 1LevelImmediately gains 4 DP and all ground enemies around the Tactical Point are put to Sleep for 6 seconds; For the next 6 seconds, the Slumberfoot uses AoE Arts attacks that deal 210% damage against Sleeping enemies Can store 2 charges
- SP cost
- 16
- Initial SP
- 10
- Charges
- 2
Talents
1Nightwalker
- Elite 0
- Can summon a Slumberfoot to assist in combat from a Tactical Point; The Slumberfoot will automatically respawn 20s after being defeated
- Elite 1
- Can summon a Slumberfoot to assist in combat from a Tactical Point; The Slumberfoot will automatically respawn 17s after being defeated
- Elite 2
- Can summon a Slumberfoot to assist in combat from a Tactical Point; The Slumberfoot will automatically respawn 15s after being defeated
Potentials
- Potential 2
- DP Cost -1
- Potential 3
- Redeployment Time -4 sec
- Potential 4
- ASPD +8
- Potential 5
- Redeployment Time -6 sec
- Potential 6
- DP Cost -1
Modules
1
The Stars and The Sleepyhead (TAC-X)
Unlocks at Elite 2 Lv. 50StageStatsTraitTalent- Stage 1Stats: HP +125, ATK +15, DEF +10Trait: This unit can designate one Tactical Point within attack range to call Reinforcements; Reinforcements take 15% less damage from units they are blocking, and this unit's ATK is increased to 150% when attacking enemies blocked by Reinforcements
- Stage 2Stats: HP +140, ATK +17, DEF +15Trait: This unit can designate one Tactical Point within attack range to call Reinforcements; Reinforcements take 15% less damage from units they are blocking, and this unit's ATK is increased to 150% when attacking enemies blocked by ReinforcementsTalent: This unit and the slumberfoot gain ATK +5% when there is a Sleeping enemy in attack range.
- Stage 3Stats: HP +150, ATK +20, DEF +20Trait: This unit can designate one Tactical Point within attack range to call Reinforcements; Reinforcements take 15% less damage from units they are blocking, and this unit's ATK is increased to 150% when attacking enemies blocked by ReinforcementsTalent: This unit and the slumberfoot gain ATK +10% when there is a Sleeping enemy in attack range.
To unlock
- During battle, have your own Blacknight use Peaceful Slumber a total of 10 times
- Clear Main Theme 3-1 with a 3-star rating; You must deploy your own Blacknight, and use Peaceful Slumber at least 3 times
Module record
The long-snouted slumberfoot is suffering from insomnia tonight. And she suffers alongside it.
She's never learned any biology, so she has no idea that insomnia is fatal for slumberfeet. If they cannot stick to their daily sixteen-hour sleep cycle, they will soon die from nervous disorders and organ failure.
But she is a hunter. She needs only see the tracks atop the sandy soil to understand thatthe slumberfoot cubs have lost their parents. Claw marks and bloodstains stretch from the torn-apart den to the surface, shells chafe against the undergrowth, and a set of footsteps gradually fades into the distance. It was the sandbeasts. They had a slight head-start on her and got to their prey before leaving.
She would rather not return empty-handed.
She takes a short knife from her boot, and walks towards the softly whimpering cubs, treading as quietly as she can. Her foster parents had drilled this bit of wisdom into her: everything that's managed to last in the wastes has some value. In her hands, these dying cubs would make excellent bait, whether to lure other preys into a trap, or to distract dangerous predators.
The stars are still bright in the sky, and the first light of dawn has yet to touch the horizon. The hunter returns to camp as she said she would, and blows a whistle. Children barely younger than her help take her crossbow bolts and snares, gleefully relieving her of her catch. They sharpen their skinning knives and cleaving axes as the rest of this small camp in the wilderness begins to swarm with activity. Furs and organs soon come together in a stream of visceral vapor that is rather hard to describe, rising up above the campfire.
After a cup of hot, calming tea, the hunter returns to her tent. She feels about in front of her, then cautiously holds the warm slumberfoot cub's body. It no longer whimpers as it sleeps soundly in her arms, marked with perfectly straight black and white stripes between its eyes. This was the only surviving cub. It is strong, brave, and can secrete more of its hypnotic substance than its siblings could. The hunter knows that she and the children of the camp are far from the fairy tales of the nomadic cities, and a wanderer needs a reliable partner, not a tame and docile pet.
She takes out a small piece of felt and lets the cub sleep atop it, then forces her sore fingers to continue with her needlework. By the light of the campfire and the stars, she wants to make this little sleepyhead a hat before sunrise...
Right, I'll call it 'Helmet' from now on.
Base skills
2
Vanguard Expert α
Training Room · Elite 0When this Operator is assigned to be the Trainer in the Training Room, Vanguard Operators' Specialization training speed +30%

Tactics Studies
Training Room · Elite 2When this Operator is assigned to be the Trainer in the Training Room, Vanguard Operators' Specialization training speed +30%; if training this skill to Specialization Level 1, training speed will be further increased by +45%
Outfits
4
Elite 1
Default Outfit
Art by 温泉瓜

Elite 2
Default Outfit
Art by 温泉瓜

Fragrance From the Branches
0011 Craft/VII
Art by 温泉瓜
Event Reward

Summer Flowers FA641
Coral Coast/VIII
Art by 温泉瓜
Store
Voice lines
38Show all 38 lines
- Appointed as Assistant
- Your files are all fully sorted. Hm? Was that fast? I wasn't dozing off on your last shift, after all. I have your whole workflow noted right inside my head.
- Talk 1
- Stop! You're triggering one of my traps. Move any further, and a bolt will blow your brains out. How could I fall asleep surrounded by traps? That's a strange question. I couldn't sleep at all without these little trinkets around me.
- Talk 2
- What we stole from the Leithanian nobles, they plundered from the land before that. We're the children of the wilds, but we are not unreasonable. Lungmen traders do good to others, and Siracusans keep to the rules, so I told my team not to lay a finger on them.
- Talk 3
- Is that Lee guy here too? He got me when I was careless, and now I want a rematch. No, no need to worry, none of the trinkets he carries interest me. You go tell him as much.
- Talk after Promotion 1
- Infected? Only city people would call themselves that. In the endless and cutthroat wilds, whether beast or human, survival means you can call yourself the strongest.
- Talk after Promotion 2
- There's plenty who think the wilds are a frightening place, but to me, they were my home. I made a mistake once. It torn my family apart, and these slumberfoots are the only ones left to roam with me. I'll never make a mistake like it again.
- Talk after Trust Increase 1
- The name Blacknight was given to me by a Yan storyteller. I always used to do my work at night, pulling the floor from under them when those merchants were drowsy. Me and my slumberfoots would take away their wealth, and 'devour' their dreams too.
- Talk after Trust Increase 2
- Don't act so nice to me... you never know when my crossbow will be aimed at your head. You don't believe I'm like that? Up to you, then. I've got no interest in dealing with a penniless good guy.
- Talk after Trust Increase 3
- They called me their boss. So I protected them, gave them food and a place to rest. But now, for as long as I haven't beaten you, you're my boss. I'll protect you, and I'll follow your orders.
- Idle
- ...Fell asleep hugging Helmet? Light, bring a blanket over. Keep your movements low.
- Onboard
- You're the best tactician on Rhodes Island? I'm Blacknight, and excuse me but we're going to need a showdown. If I lose, you'll be my boss from then on, and I ask to be trained properly.
- Watching Battle Record
- Mm, all memorized. Anything else?
- Promotion 1
- You're not worried I'll take the bonus and run? I'm joking. For that matter, a badge like this won't fetch any real money anyway.
- Promotion 2
- Work and earn a living. I wonder if my parents lived a life like this in Rim Billiton? It's fine, but I'm not letting my crossbow rust.
- Added to Squad
- Good timing. I need something to do.
- Appointed as Squad Leader
- You want me leading? Then you'll want to watch how I do it.
- Depart
- Listen up, darlings. Once we're on the battlefield, you need to listen to the Doctor too.
- Begin Operation
- You want to run? Before you do, remember to leave your valuables behind.
- Selecting Operator 1
- I'm right by you. Don't make a sound.
- Selecting Operator 2
- Understood. Just as planned, then.
- Deployment 1
- I'm heading that way.
- Deployment 2
- Let's clear this path up first.
- In Battle 1
- Helmet, lure the enemy left!
- In Battle 2
- Light, harass the closest enemy!
- In Battle 3
- Cart, set mines in the bushes!
- In Battle 4
- Drill, open a hole!
- 4-star Result
- How'd me and the darlings do? No compliments for us?
- 3-star Result
- Not bad! I've learned some more moves.
- Sub 3-star Result
- I'll take a few to the next crossing. We need to get this cleaned up.
- Operation Failure
- No, you have to get out of here! Do as I said, or the enemy will have you trapped. We'll retreat for now and think of a better way to fight back.
- Assigned to Facility
- Roaming under the night sky is just one hundred times better than getting shut in here.
- Tap
- Who was that?!
- Trust Tap
- Tired? You can have Helmet to hug for a little bit, then. At least until tomorrow.
- Title
- Arknights.
- New Year's blessing
- Well, New Year's today. Once winter passes, the caravans start coming again. If things were usual, we'd pull off a big job, and have a feast on the nobles' dime, celebrating all around. It's comfy times here, though, and I have no need for my old job. I wonder when I'll finally get the chance to bring those kids in.
- Greeting
- Hey, Helmet, no running about in the corridor! Don't think I can't see you just because you're hiding in someone's arms... oh, fine, I'll let you off, for {@nickname}'s sake.
- Birthday
- To the children of the wild, having food in your belly and a safe place to shelter's all the lucky blessings you'll ever count, no one has birthdays on their mind, and I have no idea what I should even give you. How about this? Ten favors I'll do you. Not missions from the Doctor of Rhodes Island, but things you want me to do.
- Anniversary Celebration
- I still remember some of my toddler days. The fireplace at home. Mum holding me. The little handicraft beastling from my dad. That was my first home. Then I left the wilds, and lost my home again. I know there's no protecting who I want to protect yet, not before I get stronger. So, you're not going to stop me in my step. No one will.
Upgrade costs
Open in the plannerPromotion
- Elite 1
Vanguard Chip ×4
Oriron ×4
Device ×2
LMD ×20,000 - Elite 2
Vanguard Dualchip ×3
Incandescent Alloy Block ×8
Loxic Kohl ×15
LMD ×120,000
Skill levels
- Lv. 2
Skill Summary - 1 ×4 - Lv. 3
Skill Summary - 1 ×4
Damaged Device ×4 - Lv. 4
Skill Summary - 2 ×6
Orirock Cube ×4 - Lv. 5
Skill Summary - 2 ×6
Sugar ×5 - Lv. 6
Skill Summary - 2 ×6
Loxic Kohl ×4 - Lv. 7
Skill Summary - 3 ×6
Manganese Ore ×2
Compound Cutting Fluid ×3
Mastery: Drowsy
- M1
Skill Summary - 3 ×5
Keton Colloid ×3
Coagulating Gel ×2 - M2
Skill Summary - 3 ×6
Refined Solvent ×3
Polymerized Gel ×6 - M3
Skill Summary - 3 ×10
D32 Steel ×4
Keton Colloid ×4
Mastery: Peaceful Slumber
- M1
Skill Summary - 3 ×5
Optimized Device ×2
Oriron Cluster ×3 - M2
Skill Summary - 3 ×6
Orirock Concentration ×2
Grindstone Pentahydrate ×7 - M3
Skill Summary - 3 ×10
Crystalline Electronic Unit ×4
Grindstone Pentahydrate ×3
Module: The Stars and The Sleepyhead (TAC-X)
- Stage 1
Module Data Block ×2
Cutting Fluid Solution ×3
LMD ×40,000 - Stage 2
Module Data Block ×2
Data Supplement Stick ×20
Crystalline Circuit ×4
LMD ×50,000 - Stage 3
Module Data Block ×2
Data Supplement Instrument ×8
Refined Solvent ×5
LMD ×60,000
How to get Blacknight
Recruitment & Headhunting
Art















