
Specialist
Projekt Red
★★★★★
S.W.E.E.P.
Introduction
Projekt Red is a 5-star character in Arknights. Projekt Red's class is Specialist. Faction: S.W.E.E.P..
On our Arknights tier list Projekt Red is A tier, 59th of the 293 characters ranked, from where 12 current tier lists put Projekt Red.
Is Projekt Red good?
Projekt Red redeploys in just 18 seconds instead of the usual 70 to 80, which lets her drop into a fight, clear or assassinate a target, and pull back out to do it again somewhere else. Execution Mode is built for taking down single high-value targets fast, and Wolfpack disrupts enemy formations and interrupts their abilities, which combines especially well with other stun-based skills like
Ash's Assault Tactics.
She's an A on our list, limited mainly by low HP and DEF and the fact that both her key skills only last a short while.
Strengths
- Extremely fast redeploy time compared to most operators
- Execution Mode is built for assassinating single targets
- Wolfpack disrupts formations and interrupts enemy abilities
- Chill raises her minimum damage against high-DEF enemies
Weaknesses
- Low HP and DEF
- Execution Mode doesn't last long
- Wolfpack's stun has a short duration
Profile
Projekt Red carries the title "the Wolf Hunter". Projekt Red is a female Lupo. Her birthday is August 25th, and she stands 162 cm tall. Projekt Red is voiced by Jenny Yokobori in English, Ami Koshimizu in Japanese, and Park Seen-he in Korean.
Background
EXE-Y: The red lone wolf, with a fully relaxed posture, lies prone in the pile of leaves.
Darkness falls, the ochre leaves flutter, and remarkably, her eye-catching red jacket, like the black knapsack she has on hand, blends into her surroundings.
She's waiting.
Kal'tsit said the prey will pass through here tonight; all you need do is stay calm and wait.
She listens to what Kal'tsit says. She's here, waiting.
Footstep noises.
The sound of boots treading on leaves.
The lone wolf patiently waits, until the prey has moved to the other side of her vision.
Then like an apparition, she flits behind them, a cold glint in her hand.
In the next instant, the lone wolf's figure fades back into the night.
The visitor warily watches around, inspects their pocket, feels what they should between their fingers.
They relax with a sigh, continue on, but are oblivious that the chip in their pocket has already changed homes.
Even the counterfeit they feel now will, in a few short minutes, slip from their pocket, to disappear into the eddy of the woods' falling leaves.
After all other breaths vanish, the lone wolf's figure emerges from the pile of withered leaves.
The true prey, the chip, securely lies deep in her knapsack.
Mission complete, the lone wolf sets back on foot, but her mood is by no means restful.
Disconnected from her mission already, she's enveloped by the scent of the deserted overgrowth, and remembers Siracusa's wilds.
She walks alone, the past on her mind.
The wilds were drenched in blood. Grandma taught her how to get out of them, then straight away threw her into their midst.
She got out.
She exhausted a whole life's worth of possibilities at once, soaked in blood from head to toe, and finally got out.
Grandma was very pleased, but as she expected, Grandma was no more than that either.
She got out of the wilds, and came headfirst into the maze, life's maze, far vaster than the wilds ever were.
The maze had uncountably many ways through, and Grandma never taught her a single one.
So she didn't know life's meaning, and she didn't want to either.
She had no desire in her to learn, or to give it any trial and error.
She just wanted the simplest way out of this whole maze–
Without Kal'tsit, she would be gone by now.
Kal'tsit said if you don't know where you can go, then stopping where you are, giving thought to the way forward, isn't necessarily a bad idea; during that time, she would be given shelter.
She listens to what Kal'tsit says.
For now, she stopped at a crossroads called Rhodes Island, and got food, a place to stay, and a salary she doesn't know the use of.
She even got a small fluffy ball, stuffed in her knapsack, that she can hold in her hand when there's no Lupo's tail to stroke, letting her feel fur brushing past her fingertips.
But how long is she going to stay here?
Kal'tsit didn't say.
But she's ultimately unable to adapt to this tremendous maze, and the wilds stopped needing her long ago.
So, is she going to leave?
She doesn't know.
The dagger she knows lies deep in her knapsack, letting out a minute hum, just like a whimper.
Stats
- HP1,505
- ATK530
- DEF302
- RES0
- Block1
- DP cost9
- Redeploy18s
- Attack interval0.93s
At Elite 2, max level. Each bar is measured against the highest value in the Arknights roster.
Skills
6Chill
TalentDeals at least 33% (+3%) of ATK damage every attack
Execution Mode
Skill · Passive · Duration 10sAfter deployment, ATK +80%, and gain 50% Physical and Arts Dodge
At Mastery 3
Wolfpack
Skill · PassiveAfter deployment, immediately deals 250% ATK Physical damage to all nearby enemies and Stun them for 3 seconds
At Mastery 3
S.W.E.E.P.
base skillS.W.E.E.P.: When this Operator is assigned to the Control Center, increases Morale of all Operators in the Control Center by +0.05 per hour. S.W.E.E.P. has Operators in the Control Center (including Red herself) recover 0.05 morale per hour while Red is assigned there, which stacks with other similar base skills.
Tracker
base skillTracker is notably the highest Reception Room buff, tied with Astesia's Astrology, Ch'en's Police Superintendent, and Gitano's Divination. Tracker: When this Operator is assigned to the Reception Room, Clue search speed increases by 25%
Mystery Prop Pack
ModuleThe EXE-Y Module, Mystery Prop Pack, increases Red's ATK by 10% if there are no friendly units in the adjacent 4 tiles to her in addition to increasing her ATK and ASPD. Once upgraded, Chill's minimum damage buff is increased.
Art




