Contingency Contract: Re-Ignition

Endgame mode · Season 1 Endgame endgamerisk stackingcombustion metaseason

When does Contingency Contract: Re-Ignition start?

Status
Ended
Official start
To be confirmed
Ends
To be confirmed

Times are server time (UTC+8), as published by Gryphline.

Endfield's first Contingency Contract. You raise the difficulty yourself by picking Test Criteria (risks) that weaken your operators, buff enemies or warp combat. The more risk you stack, the higher you score. The whole game's meta reshuffles here: this season's two Key Criteria punish Battle Skill damage and reward reaction damage, so Combustion, Crush and Shatter rule.

  • DatesJun 19 – Jul 16, 2026
  • UnlockAuthority Lv 30 + Paving the Way mission
  • CurrencyVitrified Coins
  • Reward capRisk 20

In Contingency Contract the difficulty isn't handed to you: you build it. You deploy your team into a 4-wave, timed operation, but first you choose how many Test Criteria (risks) to switch on. Each risk is worth 1★, 2★ or 3★ and adds to your Total Test Criteria: that number is your score. There's no single correct difficulty, the real one depends on your roster: the trick is stacking the risks your team is immune to by construction and pushing the number with those free modifiers.

How it works

◳

Three risk families

Team weakens your operators, Edit buffs enemies and Ambient changes the environment and the rules of combat.

★

Stack to score

Each criterion adds stars to your total. Risks joined by a line are mutually exclusive: only one per branch.

⚿

Key and Locked

Key Criteria are powerful nodes that unlock Locked criteria. They define the season's meta.

◈

Rewards cap at Risk 20

The whole shop unlocks at Risk 20. Above that it's bragging rights (and cycle missions). No stamina: retry freely.

Why the meta shifts

This season runs two 3★ Key Criteria that move everything. Ambient: Tremor boosts damage that is NOT Basic, Battle Skill, Combo Skill or Ultimate, and Ambient: Overclock cuts Combo Skill cooldown, but both punish Battle Skill damage hard. The upshot: reaction damage (Combustion, Shatter, Crush) and Inflictions become a near-free upgrade, while carries that live off their Battle Skill (Zhuang Fangyi) lose steam.

  • Up: Combustion, Shatter, Crush and anything that hits outside skill damage.
  • Down: pure Battle Skill carries, and Ultimates if you take Bent Edges.
  • Steady stars: Estella ignores several Cryo risks and is comfy for your first Risk 20.

Recommended teams

The operator with the accent frame is the key piece. Tap any of them to open their page; use the Planner to build the rotation.

Estella Combustion (high risk)

Risk 40

The leaderboard comp. Double Combustion source and Gilberta amplifying all Arts damage. The roster alone won't carry you, you have to pilot it well.

The comp in action

▶ 【危机合约】第一天首发 46分 42+狼卫 双燃烧打法思路 YZ-月咒 · 6:50 · bilibili · zh

A demo of the most popular team of the season at high difficulty: 46 points on day one of the event with the double Combustion fire comp.

Season Test Criteria

Reference by family. Stars are the criterion's weight. Key unlocks Locked, and Locked needs its Key active.

Ambient · environment

Change the rules of combat.

  • Tremor · 3★ Key Boosts damage that is NOT Basic/Battle/Combo/Ultimate; cuts Battle Skill DMG. Defines the reaction meta.
  • Overclock · 3★ Key Cuts Combo Skill cooldown; penalizes Battle Skill DMG.
  • Time Limit I–III · 3★ Timer −100 / −200 / −300s.
  • Mire · 3★ Dodge cannot be performed.
  • Hypoxia · 1★ Stamina regen −50%.
  • Withering I–II · 2★ Only 1 / no Healing Mass between waves.
  • Synced Growth · 2★ When you heal an operator, enemies heal too.
  • Partition · 2★ Locked Can't switch controlled operator once battle starts.
  • *-lysis (Thermo/Bio/Electro/Physico) · 1★ Locked Extends Solidification; only the named element (Heat/Nature/Electric/Physical) dispels it.
  • RE-Construct I–II · 3★ Locked Heavy Ram/Sting variants in the final waves.

Edit · enemies

Make enemies stronger.

  • Vitality I–III · 3★ Enemy HP +50 / +100 / +200%.
  • Thrill I–II · 2★ Enemy DMG dealt +30 / +80%.
  • Effect Barrier · 1★ After an Arts Infliction, the same one can't be re-applied for 5s.
  • Rush · 2★ Enemy move speed +100%; damage cap of 25% Max HP per 0.1s (kills one-shots).
  • Regeneration I–II · 2★ Locked Crowd-controlled enemies regenerate. Beware ults that bunch them up.
  • Toxic Residue I–II · 2★ Locked Defeated enemies leave toxin pools.
  • Encasement · 1★ Locked Enemy reduces damage taken per Vulnerability stack.
  • Flashfreeze · 1★ Locked Cryo Infliction converts into Solidification.

Team · your operators

Weaken you.

  • Weaken I–III · 3★ Operator attributes −10 / −20 / −40%.
  • Poor Basics · 3★ Basic Attack DMG Dealt −70%.
  • Bent Edges I–II · 2★ Ultimate damage penalty (II: −100% after the first cast).
  • Decapitate I–II · 2★ DMG taken by the controlled operator +50 / +100%.
  • Battle Chill I–II · 2★ Using a Battle Skill self-applies Cryo Infliction.
  • Heat Loss I–II · 2★ Using a Combo Skill self-applies Cryo Infliction.
  • Restraint I–II · 2★ Reduces Vulnerability / Arts Infliction damage.
  • Whittle Down · 3★ Part of the damage you take converts into Max HP loss.
  • Encumbered · 1★ Natural SP recovery pauses if you haven't landed a Final Strike in 12s.

Reaching Risk 20 the easy way

Pick the criteria your team is immune to by design and push the number with those. With a Combustion or Crush comp, the Key nodes (Tremor and Overclock) work in your favor: they give you stars AND raise your damage. Pile on the cheap ones that don't touch you (Time Limit if you clear with time to spare, Hypoxia if you don't lean on stamina, the *-lysis that doesn't clash with your element) and Risk 20 comes easy.

Combos that fight each other

Vitality plus attack reduction means the timer kills you: you can't out-DPS it. Rush (a cap of 25% Max HP per 0.1s) guts one-shot carries and Crush burst. Regeneration turns enemy-bunching ults (Tangtang) against you. And if your carry lives off Battle Skill, avoid stacking both Key nodes at once.

Shop · Secret Sanctuary

Paid in Vitrified Coins (15 per risk level the first time you clear each criterion). Coins don't carry over between seasons: spend them.

  • Protohedron—
  • Oroberyl50
  • Advanced Cognitive Carrier15
  • Advanced Progression Selection Crate I21
  • T-Creds—
  • Sticker: Contingency Contract200

Everything in version 1.6, Sanctuary of Ink →

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