Arknights: Should you roll? Joint Operation 5 (2023)

Joint Operation 5 Headhunting Information

The "Joint Operation 4" banner released in conjunction with the "Contingency Contract: Specter" event works a little differently than the other banners:

  • The operators listed will be the only units available for their respective rarities.
  • Operator resource banners do not add operators to the distinction store

Notable operators:


Duration: June 9, 2022, 10:00 (UTC-7) - June 23, 2022, 03:59 (UTC-7)

Special Group: The only 5★ and 6★ Operators available are the ones listed under Price Boost.

(Considers 100% chance when rolling a 6★)

Ayerscarpe / April / Flint / Meteorite / Beeswax / Iris
(Considers 100% chance when rolling a 5★)

Test your luck with this banner in our:[Joint Operation 5] Summoning Simulator!

Should you shoot?

if you are not the owneranyof the 6★ units on this poster, thenSim. This is one of the best Joint Operation banners and is guaranteed to get you one of four 6★s that range in impact from "good" to "game breaking." Surtr is still ridiculously broken, and the other 6★ units are pretty strong.

However, if you own at least one of these 6★ Ops, the appeal drops dramatically. Note that the Joint Operation banner mechanic makes it easier to take out units on the banner, but more difficult to take one out.specificunit. It is not worth betting on the one that is missing in particular, since the odds are very low.

As with normal banners, an Operator of 5★ or higher is guaranteed for the first 10 turns. Should you shoot for it?Probably not. April can be great and fill a unique niche, but the other options are less exciting. Meteorite, Ayerscarpe, and Beeswax have potential uses, but they are not exceptional. Iris and Flint aren't very meta units, but at least they're fun to watch in action.

Quick Recap: Operators 6★

Close/Heavy Sniper

+ High ATK, huge multipliers and critical damage give you incredible burst DPS

+Increases ATKof allied snipers while deployed

+ From E1 onwards, shedebuffs or DEFof his target when he fires a critical hit

+ One of the best snipers to kill medium to high DEF enemies

- High cost of DP

- His normal attack range and S3 attack range can be a bit difficult to position

Rapid Redistribution Specialist/Executor

+ Gives you two quick redeploy units for the cost of one squad slot (him and his clone)

+ Versatile abilities that allow you to avoid/absorb damage, burst DPS, or AoE crowd control

+ Has the highest DPS of the quick redo specialists, making him the best quick redo assassin (especially if you can take down his clone on the same target)

- Typical archetype weaknesses: stats are not impressive compared to other operators 6★

- This and its clone both cost DP, so it can burn your DP quickly if used repeatedly

Arts Combat Guard

+ One of the best team burst damage currently in the game with S3, making it great for taking out lone bosses or groups of tough enemies in a short amount of time

+ Ignores a fixed amount of enemy RES when attacking (Talent 1)

+ When taking fatal damage, stays on the field for a few more seconds before retreating (Talent 2)

+ S1 absolutely destroys weak enemies as the ability refreshes immediately if it kills the target

+S2 gives you an option for constant ST or multi-target damage on a map if you want

+S3 is Armageddon in a cup, drastically increasing Surtr's ATK, attack range and target count, as well as giving it +5000 HP(!)

+ Combining S3 with his "stay on the field after fatal damage" talent 2 allows him to go toe-to-toe with the nastiest of Arknights enemies, which usually ends with their total destruction due to the incredible damage output of S3

+ Skills have VERY fast charge times

= S3 is PERMANENT once activated and cannot be turned off (you'll see why this is a problem in a minute)

- Archetype weaknesses: Block-1, high DP cost

- S3 constantly damages Surtr, up to 20% of her max HP per second, forcing her to retreat sooner or later (a lot of healing MAY keep her on the field, but it's usually not worth the effort) and trapping her in a style gaming helipad

- If you use S3 multiple times in a battle, Surtr's increased DP cost can become very expensive

Skill-DP/ Pioneer Vanguard

+ Talent 1 puts "Critical Damage" status on enemies that Saga would have killed, reducing them to 1 HP and making them unblockable; the wounded enemy will move through the Saga and can be killed by a nearby ally; when a wounded enemy dies, the Operator who dealt the final blow gains SP

+ Talent 2 gives Saga some healing and physical dodge the first time he drops below 40% HP

+ S1 is the standard DP generation ability of all Pioneer Vanguards 5★ and higher

+S2 damages enemies in a crisscross pattern from Saga's position and executes wounded enemies (this is the only way Saga can kill wounded enemies herself); the ability immediately generates DP and can hold multiple charges

+S3 massively increases Saga's damage, allows him to perform bonus attacks on low health targets (making it easier to hit them), and generates DP for the duration.

- If Saga stands too close to an exit, a fast moving enemy (i.e. wolves) will be able to get past her and into her base, even if heavily injured.

- S3 has low uptime

Quick Recap: Operators 5★

AoE/ sniper gunner

+ Massive attack range and huge damage potential with critical chance talent

+ He can neutralize enemy DEF with his S2

- Slow attack speed

- He can fight high DEF targets even with his S2

Ranged/Lord Guard

+ Talent increases ASPD of nearby allies

+ A meleePhysical attacker that can deal Arts damagehit multiple targets with your abilities, which can be useful in some situations

+ S1 is relatively rareslow meleeoption and is multi-objective

- S2 requires enemies to be locked in order to take extra damage, but heavy blocking strategies are not common in the current meta, especially for high level content

- He faces strong competition from other members of his archetype, ie.LaplandmiArena

Modal Launcher / Phalanx

+ Common Archetype Strengths: Gain DEF +200% and RES +20 while Abilitiesare notactivate and attack all enemies within range while abilitiesthey areasset

+ Talent gives herHP regeneration, making it even more of a brick wall

+ S2convocationa Block-3 obelisk one square within its range, absorbing damage andGorgeousenemies in creation

= Has a faster ASPD than an AoE Caster and targets all units within range instead of dealing splash damage, but cannot attack while its abilities are not active

- Common archetype weaknesses: loses his massive survivability bonuses when using his abilities, but can't attack unless his abilities are active

- The limited duration of the S2 Obelisk means it can't usually replace a dedicated jammer

Brawler / Combat Guard

+ Common Archetype Strengths: High ASPD

+ The talent greatly increases the damage Flint deals to enemies he is not blocking

+ S1pushenemies behind anddelaythey

+ S2 gives him Flint Block-0, increases his ATK and ASPD and makes his attacks decreaseIt isenemies; Combined with his talent, this ability seriously increases Flint's DPS.

- Common archetype weaknesses: Low ATK, Block-1 limits ability to hold a single lane

- S2 has low uptime

-Veryless powerful and useful thanMountain, even considering their difference in rarity

anti-aircraft sniper/sniper

+ Usual archetype strengths: low DP cost, high ASPD, prioritizes air units

+ The talent reduces her spawn time (and, in E2, her DP cost), making her a fast spawning Sniper.

+ S2 gives you an ATK buff andCamouflagefor several seconds after deployment, shielding her from incoming attacks while shooting enemies

- Needs to be redeployed to wake up your S2 after it disappears

- Has a longer redeploy timer and higher DP cost than a true fast redeploy operator

Charge / Mystic Conjurer

+ Common Archetype Strengths: unusual attack range for a Caster, extremely high base ATK, "charges" when not attacking to unleash a stronger blow later

+ Relatively low SP costs for your abilities

+S1 is a quirky ability that can be used to hit far away targets, quickly attack for a few seconds, or quickly build up a full charge (since your ASPD determines your charge speed)

+S2 puts 2 enemies within range to sleep and deals AoE Arts damage when they wake up; Sleeping also gives Iris time to "recharge," so she disables enemies for a while, then unleashes massive burst damage on them afterward.

= Sleep can be a double-edged sword for most team comps

- Common weaknesses of the archetype:

  • VERY slow ASPD, drastically reducing your true damage potential
  • Accumulating a charge counts as an "attack", causing delays in your attack ability.actuallyattack if enemies come within range while she is charging, further reducing her true DPS
  • It's easy for her to waste charges killing enemies that are too weak, since she can't "save" them for strong targets.

- S1 has a VERY short duration and can reduce the damage of a fully charged attack if not timed correctly


Arknights: Should you roll? Joint Operation 5 (21)

Schwartzit's a direct kill button for anything stupid enough to walk past it. Your talent gives you a chance to crit and lower your target's DEF, and the chance becomes 100% while your S3 is active. His S3 also grants a huge bonus to ATK: considering how high Schwarz's base ATK is, this turns every critical hit into a piercing grenade.

That being said, Schwarz tends to be a bit limited in its application. Yes, he normally excludes any targets during his S3, but also units like SilverAsh and Eyjafjalla. Schwarz adds a bit of utility to the team with the DEF debuff he applies on his critical hits, but he's a DPS unit first and foremost, and there are other 6* units that can fill his role quite easily. (We're looking at you, Surtr.)

I recommend going for Schwarz if you don't have other good boss killing options.


Arknights: Should you roll? Joint Operation 5 (22)

Ghostis an inversion of the Ghost ofThe Phantom of the Opera. Whereas Erik the Ghost was terrible to look at but had the voice of an angel, the Ghost of Rhodes Island is a jovial bishounen whose distorted Originium voice inspires madness in those who hear it. After being implanted, the Ghost can create a clone of itself that is implanted with the same ability the Ghost is currently using. Enemies don't just have a dazzling, dazzling, murderous Ghost lying around the field - they have to deal withof the.

Phantom occupies a strange place in Arknights. In terms of fast redeploy units, Gravel is better at parrying, and Projekt-Red's Stun debuff doesn't have any element of randomness attached to it. The Phantom's strength is its burst damage, but there are plenty of other units (ie DP-on-Kill Vanguards) that can fill the same role. However, they lack the fast redeploy time of the Ghost. When you need to kill enemies in different parts of the battlefield (i.e. any map that has enemy launchers pre-deployed), Phantom and his clone can get the job done like no one else.

I recommend shooting for the Ghost.


Arknights: Should you roll? Joint Operation 5 (23)

Surtrit's a woman who takes the difficulty curve of Arknights and puts it on her knee. She then sets him on fire.

As Guard of the Arts, he already deals heavy damage to most enemies; with his RES reduction talent, he does even more. His abilities make the damage potential explode, essentially stronger. In fact, she might just be one of the most forceful Operators to ever debut in Arknights. Surtr can kill anything! She includes, unfortunately, herself, as her S3 deals constant damage to her, practically guaranteeing an eventual retreat from her. However, she will first activate her E2 talent, which keeps her on the field at 1 HP for several seconds, no matter how much damage she is taking. This gives you time to incinerate the last few targets before heading to the bank to freshen up.

I highly recommend going into Surtr. (No one is surprised.)


Arknights: Should you roll? Joint Operation 5 (24)

that sagathe weapons are a relentless joy, a massive naginata, and the "Critically Inherited" status ailment, which turns enemies into SP batteries for Saga allies. With her S2, Saga can run her SP batteries, sorry, I mean her "enemies" of hers, by herself; with her S3, Saga amps up her offensive prowess so she can hit targets even more effectively.

Vanguards are essential to almost any strategy on almost any map, but they can sometimes feel like dead weight once you have all the DP you need to deploy your Operators. This is never a problem for Saga. Not only does he block 2 and hit hard, but he also brings one of the most valuable utility features to the field: bonus SP for his allies. As long as Saga has something to kill, he's an excellent utility character even after his DP needs are covered for the map.

I recommend using Saga, but not on this particular banner, unless you're also interested in the other 6★ options.


Arknights: Should you roll? Joint Operation 5 (25)

Meteoriteit is very simple to understand. Aim at enemies. Watch the enemies explode.

This is not a bad thing either. Between his critical chance talent and his S1 auto, Meteorite is wonderfully low-maintenance and terrifyingly effective. She does have a bit of utility with her S2, which leaves a powerful DEF debuff on targets, but Meteorite really tries to do the best damage possible.

Meteorite's only problems are those inherent to the AoE Sniper archetype: high DP cost and very slow ASPD. The slow ASPD severely impairs his overall DPS and makes him generally inefficient to use against difficult solo enemies and bosses. However, when swarms appear, Meteorite is one of the best in the business at taking them out.

I don't recommend pulling Meteorite, but it might be worth picking up if you do.


Arknights: Should you roll? Joint Operation 5 (26)

Ayerscarpehe has a gun and a lot of swords. An average person would probably use the weapon for ranged attacks and the sword for melee attacks. No Ayerscarpe: Use the gun to shoot the swords and the swords to shoot electricity. Your fellow traders are confused.

Ayerscarpe can be a huge advantage, between its multi-target art damage and the ASPD buff it brings to the table. However, this is usually not enough to make it stand out compared to other units of its archetype. There are plenty of extremely strong ranged guards out there, and Ayerscarpe's limited utility and clunky S2 have trouble standing out from the crowd. The S2 is its real problem: successfully blocking enemies in high-level content can be very difficult, and its effects aren't really worth it to make it work. In a vacuum, Ayerscarpe can perform admirably, but in practice, there are usually better Operators to bring into the field.

I do not recommend shooting at Ayerscarpe.

Bee wax

Arknights: Should you roll? Joint Operation 5 (27)

Bee waxdebuted the Phalanx Caster archetype, an unusual unit that switches between two "modes" based on ability usage. When Beeswax doesn't have an active Ability, he doesn't attack, but gains colossal defensive bonuses that make him nearly as tough as a high-level Defender. When sheit doesactivates a Skill, loses its defensive bonuses, but begins dealing Arts damage to all enemies within range. Your S2 has the added benefit of building a massive Block-3 obelisk on the field, stunning enemies and halting their advance.

Phalanx Casters are strange units that can be difficult to use well. Since they are ranged units, they cannot block, so they are best used to absorb attacks from ranged enemies. However, since they lose their defensive bonuses when they activate an ability, soaking up ranged attacks often means that the phalanx caster must play passively for a large portion of the map. In many cases, using a Defender and a smart deployment order can be more effective than a Phalanx Caster.

On the other hand, some maps have strange layouts that force their ranged operators into danger. In these cases, beeswax can minimize the damage and give you a break to focus on other problems. Beeswax abilities also charge up quickly and can be used to keep waves of weak enemies at bay, and don't forget your obelisk S2, which is a great bait target for burst damage opponents (i.e. spearmen). ).

I don't recommend throwing away Beeswax, but it might be worth replaying if you throw it away.


Arknights: Should you roll? Joint Operation 5 (28)

piedrahe's a Brawler Guard, and the Brawler Guards have been in a tough spot so far. His damage takes against high DEF enemies, and his low survivability makes them a weak link on the battlefield. Flint deals with these issues in a fascinating way: he uses his S2 to gain Block-0 so she can't be hit by melee enemies, and then uses his talent to deal massive bonus damage to enemies. which is not blocking. Who says idiots can't think (or punch) outside the box?

Unfortunately, while the Brawler Guard archetype has a very strong 6★ reputation in Mountain, lower rarity Brawler Guards like Flint weren't so lucky. Flint's idea of ​​"Temporary Block-0" is interesting, but he'll rarely be more effective than committing to a Block or no Block strategy, and even with the bonus damage from him, he can have trouble scratching targets with DEF. high.

I do not recommend pulling flint.


Arknights: Should you roll? Joint Operation 5 (29)

AprilHe's trying out for the experimental role of rapid redeployment anti-aircraft sniper, and seems to be doing pretty well. Her talent reduces redeploy time and DP cost, and her S2 causes her to deploy with extra ATK and a camouflage buff that prevents enemies from targeting her. April can slide, shoot arrows at some unsuspecting enemies, and then punch before becoming vulnerable to retaliation from her. And in less than a minute, she'll be ready to do it again.

Anytime you see a bunch of enemies already spawned on a map, especially those pesky enemy Casters, or large waves of ranged enemies closing in, April is a great solution. Your S2 gives you several seconds to open fire on them without the need for protection or healing, safely reducing their numbers.

The rest of the time, April's utility is more unstable. Their S2 is great, but since it only kicks in when deployed, you'll want to take it out and redeploy it once its life is up. And despite her talent, April's redeploy time and DP cost are still significant hurdles, certainly much bigger than for a true quick-redep unit. If you're not using her layer leveling combo, she's probably not the most efficient flak gunner for the job.

I don't recommend choosing April unless you're very interested in her niche, but she's well worth creating if you choose her.


Arknights: Should you roll? Joint Operation 5 (30)

Irisshe went from being a literal fairy tale to returning a radio to a Rhodes Island operator who had left it with her as a child. How come Iris hasn't aged since she took that radio decades ago? Magic? dreams? Iris doesn't speak. But she certainly is contributing, bringing one of the highest ATK of all Arknights, a special damage charge trait, and the power of sleeping sickness to resist those who threaten the children of the world.

It's extremely rewarding when Iris has time to create a fully charged blast and launch it for massive damage. However, it takes her so long to build up a full charge that she rarely makes it, and even when she does, she can waste it on fry just before the boss comes into range. Her abilities can also be strange: S1 can greatly speed up the charge time, but can also neutralize the damage of the charged attack, and S2 engages Sono, who is always a difficult disease to treat.

I do not recommend shooting for Iris.


Should I roll on beginner banner arknights? ›

The faster method: Reroll on the Beginner banner (since it guarantees a 6 Star) until you get one of the stronger units available on that banner (typically SilverAsh or Exusiai)

Should you pull Arknights banner? ›

It is not worth pulling for the specific Operator you're missing, as the odds are too low. With that in mind, saving for the upcoming limited banners might be a better idea than pulling heavily on this banner. Like with normal banners, a 5★ or higher Operator is guaranteed in the first 10 rolls.

Is W good in Arknights? ›

W is the second limited Operator in Arknights, and while she is very good, she is not essential.

Is it better to 10 pull or single pull Arknights? ›

Do not be tempted to do ten pulls at once while still at the guaranteed ten. Instead, try to do one pull at a time; the player might get the guaranteed 5★/6★ Operator before the 10th pull, which allows one to save their Orundum and/or Headhunting Permits for future banners.

Does Arknights have a pity system? ›

The Arknights gacha has a pity system that increases the chance of pulling a 6★ Operator after 50 pulls without one. It persists across non-limited banners, ensuring even the unluckiest of players can get high-rarity units.

How long does it take to finish Arknights? ›

Powered by IGN Wiki Guides
Main Story3800h
Main + Extras21150h
All PlayStyles5940h

What are the chances of getting a 6 star in Arknights? ›

While the base rate for six-star Operators is set at 2%, you are guaranteed one six-star character every 99 pulls. The rate goes up bit-by-bit starting after your 51st roll until you hit 100% chance at that final pull. Yostar Specific Arknights characters will have increased drop rates depending on the banner.

How rare is very rare Arknights? ›

Common: 70.0% ~ 99.9% Uncommon: 40.0% ~ 69.9% Rare: 10.0% ~ 39.9% Very Rare: 9.9% or below.

Who is the best operator in Arknights? ›

Arknights: 7 Best DPS Operators, Ranked
  1. 1 Ch'en The Holungday.
  2. 2 Surtr. ...
  3. 3 Silverash. ...
  4. 4 Ebenholz. ...
  5. 5 Nearl The Radiant Knight. ...
  6. 6 Eunectes. ...
  7. 7 Skadi. Skadi is a ranged operator belonging to the guard class that possesses the duelist and dreadnought archetype. ...
Feb 6, 2023

Is Arknights getting an anime? ›

A spin-off game, Arknights: Endfield, was announced for PC and mobile devices in March 2022. An anime television series adaptation by Yostar Pictures aired from October to December 2022. A second season has been announced.

Should you pull Weedy? ›

Hand-weeding is still the best defense on small lawns where the number of weeds isn't overwhelming. It's most effective against annual broadleaf weeds. Pulling them while they're young—before they flower and seed—is the simplest way to prevent them from spreading.

Is Arknight a grindy? ›

In short, yes, Arknights is grindy, but not as hectic as other gacha games.

What does 200% trust do Arknights? ›

Raising them to 200% Trust would give the full +100 ATK.

Does Arknights drain battery? ›

Mobile gamers reviewed that their battery ran down fast when they were playing the game, Arknights. You always worry about the duration of mobile devices. However, you would enjoy longer gameplay if you play Arknights with MEmu.

Is 74 soft pity? ›

“Soft pity” is when you start hitting 70 to 80 pulls. The rate of getting a 5-star increases more and more as you reach 80, and is when you usually get a 5-star character. But if you're unlucky, you hit “hard pity”; which guarantees you a 5-star on your 90th pull.

What pity is a guaranteed 4-star? ›

The pity system in Genshin Impact works a bit like this: Limited Character Banner: Roll 10 times for a guaranteed 4-star and 90 times for a guaranteed 5-star. Standard Banner: Roll 10 times for a guaranteed 4-star and 90 times for a guaranteed 5-star.

How many wishes is soft pity? ›

Basically, if the pity count for a banner is 90, players can obtain the 5-star character at around 75 wishes due to the soft pity system. The 75-ish count is called the soft pity.

How much is a 10 pull Arknights? ›

Each pull costs 600 Orundum (3.3 Originium), and 10 pulls costs 6000 (33.3 Originium).

Why is it called Arknights? ›

A: The name "Arknights" can be traced back to the idea of "Archknights". But we removed the "ch" part so that it sounds like a combination of "ark" and "knights". It's easier to choose an English name for the game since it's pretty straightforward.

What happens if I refund Arknights? ›

No Refunds. Pleased be noted that while using your account, completed payments cannot be canceled and there are no refunds for completed payments. You may cancel your Yostar account at any time; however, there are no refunds for cancellation.

How rare is top operator tag? ›

Chances of getting Top Operator was roughly 1 in 650. Chances of getting Senior Operator was roughly the same as Top Operator.

Is Arknights guaranteed 5 star or higher? ›

Compared to other mobile games, Arknights features a Gacha system that is reasonably F2P-friendly. Although 10 pulls cost the exorbitant sum of 6000 Orundum, you are guaranteed to find a 5-star or better operator during your first 10 pulls in every new banner.

Who is the best caster Arknights? ›

Caster tier list for Arknights
ACorroserum, Carnelian, Dusk, Ceobe, Eyjafjalla, Ifrit, Mostima
BAmiya, Lava the Purgatory, Click, Haze, Leizi, Gitano, Iris, Mint
CPassenger, Skyfire, Greyy, 12F, Tomimi, Leonhardt, Steward
DAbsinthe, Durin, Lava, Beeswax, Nightmare
Feb 6, 2023

Should I get weedy Arknights? ›

Increasing Weedy's skill greatly enhances the damage that can be dealt so try to raise it to more than Lv 7 if you can. This and with the help of her Talents and Water Cannon, Weedy can widen the distances between your camp and the enemy. This is especially useful when taking on Contingency Contracts.

How many people play Arknights? ›

GameAs ofPlayer count
Quiz RPG: The World of Mystic WizNovember 201740 million
PES Club ManagerJuly 202040 million
ArknightsApril 202040 million
Pokémon DuelMarch 201940 million
63 more rows

Is Arknights hard to get into? ›

Arknights is also fairly straightforward. You can level up your characters, but there's no extra additional things for me to have to funnel materials into. Games like Genshin Impact or Granblue Fantasy feature summons, weapons, and other equips for characters that you also have to level up.

Should I wish on beginner banner or standard? ›

Generally, new players should prioritize the following in this order: Beginners' Wish (high chance to get a 5-star, and it costs less than average on 10x pulls) Character-specific banners (if a player plans to reroll regardless of how long it will take, this is a better option than Beginners' Wish)

Should I wish on beginner banner? ›

Should You Pull Beginner's Wish? Yes, using up 20 pulls in this banner is not a waste! Not only are you guaranteed a character, there's also a 20% discount on the Wish, so we strongly recommend pulling this gacha!

Should you roll on beginner banner Genshin? ›

If you're entirely new to the game, you will definitely want to use your first few Wishes on the Beginner's Banner in Genshin Impact. This banner will let you roll at a discounted rate twice and guarantees that Noelle, 4★ Geo character, will drop in at least one of those pulls.

How many primogems is 90 wishes? ›

Genshin Impact 3.4 Primogems estimation: Why some players will get over 90 Wishes in this update. That's 14,735 Primogems.

What are the chances of getting a 5 star character on standard banner? ›

The Issue with Standard Banner

Generally speaking, there is a 0.6% chance of pulling a 5-star Genshin character or weapon with every pull, and players are guaranteed a 5-star every 90 wishes.

Do permanent wishes count towards pity? ›

The Pity count for the Standard/ Permanent banner and time-limited character's banner is at 90 wishes. However, on the weapons banner, the pity is set at 80 wishes. If a player is unlucky enough to not get 5-star item in 89 attempts, they'll have a 100% chance to obtain it via the pity system on the 90th attempt.

Are you guaranteed the banner character for your first 5 star? ›

Is your first 5 star guaranteed in Genshin? 5 stars have a 0.6% drop rate in Genshin Impact, In a “featured” banner, the featured 5 star (in this case, Chidle) has a 50% chance of being the 5 star you pull. In any given banner you will be guaranteed a 5 star of some kind after 90 pulls.

Which banner is better to wish on? ›

Character Event Wish banner is the best Genshin Impact banner if you want to get a specific five-star character. As mentioned above this Wish banner runs specific five-star characters for a limited amount of time.

Does beginner banner count towards pity? ›

Does pity carry over between banners? Pity in Genshin Impact doesn't carry over between different types of banners.

What Banner Should I pull for reroll? ›

It's highly recommended that you reroll 2x on the Beginner banner and 1x on the Venti banner, as unless you are planning to spend a lot of money, fetching a character from there can be extremely difficult.

Is the pity roll per banner? ›

Pity carries over from banner to banner. So, if you roll 75 times before a new banner drops, those rolls will carry over. Note that this only works if you're rolling on the same banner. Character and Standard banners don't share the same pity.


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