Building Closure in Arknights: Skill Mastery, Module Picks, and Best Teams
October 14, 2026 marks the day Closure arrived on the Global roster. Rhodes Island's chief engineer now leaves the Store behind for the battlefield, where she offers DP refunds, a reduced DP limit, and front-line support. Deploy your squad fast with S2, or pick S3 when you need damage plus crowd control. The shopkeeper is finally lending a hand with your budget, too.
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Closure Overview

A 6-star Tactician Vanguard, Closure takes up ranged tiles. Any ally within the effect range of her Tactical Point becomes one of her Reinforcements, which lets them gain the related skill and Module effects. Her branch trait's ATK multiplier also kicks in when she attacks enemies that those Reinforcements are blocking.
Each of her two main skills fills a different role. With S2, DP spent on deployments comes back to you, while Reinforcements gain extra DEF and Block to help the squad settle into formation. S3 taps the normal attack ranges of her Reinforcements to broaden her coverage, dealing Physical damage and inflicting Sluggish. Opening deployments and later rotations both gain extra flexibility from her squad-wide DP borrowing mechanic.
Squads that need to get several key Operators out fast are a natural fit, and so are teams that expect their Vanguard to stay useful after the opening. Where you place the Tactical Point and when you deploy matter a great deal, so decide where your allies will stand before you lock in a formation.
Build Summary for Closure
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| Upgrade | Recommendation | Main Benefit |
| Promotion | Prioritize Elite 2 | Unlocks Talent 2, S3, and skill Mastery |
| S2: Model Expansion | Usually the first M3 priority | Faster first activation, opening DP, and deployment refunds |
| S3: Q.E.D. | M3 next; prioritize it if you need damage | Physical damage, wider coverage, and Sluggish |
| S1: Recursive Tactics | Optional Mastery for regular AFK use | Automatic DP generation and shields for Reinforcements |
| TAC-X Module | Unlock Level 1 first; consider Level 3 for frequent use | Reinforcement damage reduction, a lower DP limit, and faction ATK support |
| Operator Level | E2 Level 60 is a practical initial stopping point | Unlocks her Module; raise further for damage or survivability |
No matter the skill level, S2 returns 40% of deployment cost. Mastery raises its combat bonuses along with the immediate DP gain and startup. For S3, Mastery boosts the damage multiplier and Sluggish strength, and it cuts both the initial wait and the SP requirement that follows.
Closure Trait, Talents, and Skills
The skill numbers below assume Mastery 3 (M3). Talents are shown at Elite 2 without Potential bonuses, while Module upgrades appear on their own.
Branch Trait: Tactician
Pick a single Tactical Point inside Closure's attack range, and Reinforcements will be summoned there. For attacks on enemies that her Reinforcements are blocking, her ATK is multiplied by 1.5.
Instead of adding a separate 150% ATK bonus, the trait brings her ATK to 150% of its usual value on those attacks.
The Command Center never performs normal attacks. It provides 2 Block, costs 0 DP to deploy, and occupies no deployment slot. The moment Closure leaves the field, it disappears.
Talent 1: Precision Deployment
- Summons a Command Center at the Tactical Point to assist in combat.
- The Command Center automatically respawns 15 seconds after being defeated.
- The Tactical Point's effect range depends on Closure's equipped skill.
- Friendly units within that range count as Closure's Reinforcements.
Eligible allied Operators and summons inside the Tactical Point's effect range can receive this Reinforcement designation. Her support, then, extends beyond the Command Center alone.
Talent 2: Scheduler, Max Settings!
Requires Elite 2 to unlock:
- While Closure is in the squad, the DP lower limit is reduced by 3.
- Rhodes Island Operators gain +4% ATK.
Potential 3 shaves another 1 off the DP limit, while her TAC-X Module grants additional upgrades to this talent.
With a lower DP limit, you can borrow DP to complete a deployment rather than gaining extra DP on the spot. Whenever your DP is negative, natural DP recovery falls by 50%, so rely on skill-generated DP to lift the balance back above zero.
S1: Recursive Tactics

Auto Recovery / Auto Trigger.
Initial SP:1
SP Cost:8
Duration:8sec
Effects at M3:
- On activation, grants each of her Reinforcements one shield. These shields do not stack.
- Generates DP gradually during the skill, starting from a base amount of 3 DP per activation.
- Each use during the current deployment increases the DP generated by subsequent uses by 1, up to 7 DP per activation.
Rather than adding a fixed HP bonus, each shield soaks up one damage instance. DP generation climbs with every activation, and redeploying Closure wipes out that accumulated ramp.
S2:Model Expansion

Auto Recovery / Manual Trigger.
Initial SP:34
SP Cost:40
Duration:30sec
Effects at M3:
- Grants 10 DP on activation, then generates another 15 DP over the skill's duration.
- Her Reinforcements gain +60% DEF and +1 Block.
- Closure gains +80% ATK, attacks two targets at once, and can attack enemies blocked by her Reinforcements.
- Operators deployed within the Tactical Point's effect range during the skill refund 40% of their deployment cost.
With no initial-SP bonuses and no alterations to SP recovery, the first activation at M3 needs roughly 6 seconds. That activation's own DP generation totals 25, and any deployment refunds come on top of that amount.
Refunds are rounded up. Deploy an Operator at a current cost of 22 DP, for instance, and 9 DP comes back. Completing that deployment still requires enough available DP, including any borrowing the rules allow; the refund is separate from the cost shown, which does not become 13 DP.
S3: Q.E.D.

Auto Recovery / Manual Trigger.
Initial SP:23
SP Cost:30
Duration:30 sec
Effects at M3:
- Generates 18 DP over the skill's duration.
- Reduces her attack interval by 0.5 seconds.
- Targets enemies within her own or her Reinforcements' normal attack ranges, dealing Physical damage equal to 250% of Closure's ATK.
- Each attack applies 6% Sluggish for 3 seconds. The effect stacks up to 60%.
- Every 9 attacks increases her target count by 1, up to six increases and a maximum of seven simultaneous targets.
Closure's own coverage grows with S3. Damage from that skill scales off her ATK rather than the ATK of whichever ally provides the extra range, and it does not merely duplicate each range extension granted by allies' skills.
Sluggish drags down movement and attacks, and it also shifts the timing of some enemy abilities and statuses. Each application from Closure stacks and refreshes the duration. That 60% value is a ceiling rather than something S3 grants right away: repeated hits are needed to build up to it.
Gameplay Tips and Skill Mastery Priority
S2: First M3 for Faster Squad Setup
S2 is built for squads whose healing support, blockers, and main DPS all need to reach the field quickly. Work out the Tactical Point's coverage first, switch the skill on, then place your key Operators inside it — every refund then helps pay for the next deployment.
Turn it on ahead of your main deployment sequence. Hold off until every unit is already in place and a good share of the refund potential goes unused — you still get the combat bonuses and direct DP generation, though.
Early leaks are less likely thanks to the added Block, and Closure contributes against foes her Reinforcements are holding in place. The DEF bonus scales off the receiving unit's current DEF, so its defensive worth differs from one Operator to the next — it isn't a one-size-fits-all damage-reduction effect.
S3: Damage and Control After the Opening
S3 is the choice when you'd rather keep Closure on the field, contributing damage and control across several lanes.
Look at the lanes covered by each Reinforcement's normal attack range. Piling every ally onto one small area gets less from the skill than spreading useful coverage across several approaches.
Since S3 deals Physical damage, ATK buffs or DEF reduction make heavily armored targets easier to handle. Sluggish, meanwhile, takes pressure off your team and buys blockers and healers extra time to work.
S1: Automatic DP and Recurring Shields
Long deployments, AFK setups, or strategies that rely on shields to soak specific hits are where S1 fits. It refreshes shields on Reinforcements at regular intervals and produces DP without any manual activation.
When materials are limited, finish the S2 or S3 upgrades you'll actually use first. Save S1 Mastery for a point when its automatic shield cycle has a regular role in your strategy.
Module Pick: Little Trophy for Herself

TAC-X: Little Trophy for Herself fills the X Module slot on Closure.
On smaller screens, a horizontal swipe brings the complete table into view.
| Module Level | Main Effect | Investment Advice |
| Level 1 | Reinforcements take 15% less damage from enemies they are blocking | A useful first unlock if you regularly field her |
| Level 2 | DP lower limit reduced by 4; Rhodes Island Operators gain +6% ATK | An intermediate upgrade if needed |
| Level 3 | DP lower limit reduced by 5; Rhodes Island Operators gain +8% ATK | Consider for frequent use and stronger squad support |
At Level 1, the reduction covers only damage dealt by enemies that the affected Reinforcement is blocking. Being within the Tactical Point's effect range, however, won't give you a blanket 15% reduction from every source.
Instead of gaining an extra copy of the bonus, Levels 2 and 3 overwrite the Talent 2 values they correspond to. Potential 3 pushes the DP limit down 1 further, which becomes -6 once the Level 3 Module is in place. For the ATK bonus, the game's Rhodes Island faction classification is what counts.
Building a Closure Team: Comps and Operator Synergies
General Opening: S2 + Main DPS + Blocking and Healing Support
Activating S2 comes after both Closure and the Tactical Point are deployed. Your key Operators go inside the refund area next, and the remaining lanes are filled last — this is her simplest setup.
Costlier Operators each produce a larger individual refund, though placement still comes first. A stockpile of DP helps very little if your main DPS cannot reach the enemies that matter.
Sustained Laneholding: Haruka S2 + Zima the Raging Tide S2 / Ulpianus S2

Closure

Haruka

Zima the Raging Tide

Ulpianus
Healing and bubbles come from Haruka through Shelter, while the laneholder role falls to either Ulpianus or Zima the Raging Tide. For the blocker to gain Closure's Module reduction against the enemies it blocks, it needs to stay within the Tactical Point's effect range.
Haruka's S2 expands both how many allies her healing reaches and how many targets her bubble talent can affect. Once you've activated it a second time, the effect lasts indefinitely—ideal for a sustained formation.
Closure's S2 gets your formation online faster, and once the defense is set, S3 contributes extra damage along with Sluggish. Bear in mind that Shelter, Module damage reduction, and each Operator's personal survival tools all carry their own conditions — never combine their percentages into one damage-reduction figure.
Deployment Refunds: Bagpipe and Texas the Omertosa

Closure

Bagpipe

Texas the Omertosa
Repeated deployments become cheaper when you pair S2 with retreat refunds.
The Module Bagpipe is looking for is the one that gives back the entire DP cost of her current deployment when she retreats. Picture a deployment that costs 20 DP: Closure hands back 8 DP, and once Bagpipe retreats, the full 20 DP comes back as well. From that refund interaction, the net result is a gain of 8 DP.
Equip the X Module and Texas the Omertosa gets 80% of her current deployment cost back whenever she retreats. Add Closure's deployment refund into the mix, and the cost of dropping her repeatedly becomes far easier to offset.
Line up these interactions with S2's active window, your redeployment cooldowns, and valid placement tiles in mind. Just remember that the opening deployment still requires enough DP.
High-Cost Delivery: Exusiai the New Covenant S3 + Mudrock

Closure

Exusiai the New Covenant

Mudrock
With Exusiai the New Covenant's S3, an Operator can be delivered at no DP cost, yet that delivered unit still carries a deployment-cost value. That is why dropping Mudrock into the area covered by Closure's active S2 refund can set off the refund; pulling her back off the field afterward may also give DP back, following the usual rules that apply.
Look at the delivery tile, available deployment slots, and skill timing before you act. A high-cost Operator delivered this way can create sizeable refunds, but plan for lane coverage once your main blocker exits the field.
Closure's Base Skills and Trading Post Teams
Base Skills
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| Skill | Unlock / Facility | Effect |
Chief Engineer | E0 / Control Center | Reduces the hourly Morale drain of all Operators in the Control Center by 0.05 |
Special Order | E2 / Trading Post | Order acquisition efficiency +10%; produces Closure's Special Orders, which do not count as Defaulted trades |
A single Closure's Special Order converts 2 Pure Gold into 1,200 LMD, with a base acquisition time of 2 hours 24 minutes. As usual, order acquisition bonuses from teammates can cut that wait down.
Fast Orders Need Enough Storage
The special orders Closure turns out are small, and their base acquisition time is shorter than that of ordinary orders that need 3 or 4 Pure Gold. When efficiency bonuses are strong, finished orders pile up fast. Because Trading Post storage is counted by number of orders, a queue left uncollected for too long will fill up and halt additional acquisition.
Another thing to weigh beside how fast orders come in is bringing teammates who raise the order cap. A larger limit won't make any individual order more valuable; what it does is give you more breathing room while offline and cut down on time wasted when the queue hits capacity.
Team 1: Closure + Vigil + Bellone, with Umiri Yahata Support
On smaller screens, swipe the table horizontally to bring every column into view.
| Operator | Assignment | Contribution |
Closure | Trading Post | Special Orders; acquisition efficiency +10% |
Vigil | Same Trading Post | At E2 with a Level 3 Reception Room: acquisition efficiency +40% |
Bellone | Same Trading Post | At E2 with Vigil present: acquisition efficiency +40%; order limit +2 |
Umiri Yahata | Control Center | At E2: acquisition efficiency +5% for each Siracusa Operator assigned to Trading Posts |
Vigil and Bellone are both Siracusa Operators, which means Umiri adds 10% combined acquisition efficiency to this Trading Post. Once the earlier conditions are met, the listed skill bonuses come to +100% in total; facility bonuses, staffing, and any outside support are excluded from that figure.
Extra storage and faster acquisition work together in this lineup. When Bellone and Vigil are assigned to the same Trading Post, his Outstanding Debt raises the order limit by 2 and cuts his own hourly Morale consumption by 0.1. That makes the pair convenient for a regular shift.
Team 2: Closure + Jaye + SilverAsh, with Gnosis Support
Smaller screens: swipe the table sideways to reveal the full set of columns.
| Operator | Assignment | Contribution |
Closure | Trading Post | Special Orders; acquisition efficiency +10% |
Jaye | Same Trading Post | Converts order capacity and related storage mechanics into acquisition efficiency |
SilverAsh | Same Trading Post | At E2: acquisition efficiency +20%; order limit +4 |
Gnosis | Control Center | At E2: Kjerag Operators in Trading Posts receive -15% acquisition efficiency and +6 order limit each |
This lineup calls for the original SilverAsh rather than SilverAsh the Reignfrost. Gnosis, working from the Control Center, raises this Trading Post's capacity thanks to SilverAsh's Kjerag affiliation. The efficiency penalty is tied to the same interaction, which lets Jaye's skills function alongside the higher order capacity.
This version of the team requires Jaye at E1 or higher. His Basic Needs lowers the order limit based on how much acquisition efficiency the other Operators provide, and it also interacts with Street Economics. As a result, SilverAsh's +4 and Gnosis's +6 cannot be viewed as a simple final increase to net capacity.
Piling on acquisition speed is not the focus here. Instead, added capacity and Jaye's conversion mechanics help the team keep up with the frequent small orders Closure generates. Since Jaye's promotion stage affects the result, do not mix an E0 calculation into this promoted-Jaye configuration.
Final Thoughts
Closure's S2 speeds up deployment, while S3 gives her lasting value through damage and control. In the base, Special Orders provide a steady LMD stream. Focus on the skills you use, spend Tactical Point carefully, and make sure her Trading Post has enough order capacity to keep operating between collections.
When you are planning your next banner pulls and upgrades, get ready for your next squad upgrade as well.

Chief Engineer
Special Order
Vigil
Bellone
Umiri Yahata
Jaye
SilverAsh
Gnosis