Rerolling in Ragnarok Idle Adventure Plus is worth considering if you plan to stick with your account. The useful approach is to set a clear finish line before starting: aim for any card in the top target group, check your buddy, and accept a strong opening when you get it.
The verdict: Yes, with a stop line. Stop when you get any card from the top group below. Budget roughly 10–15 minutes of early progression to unlock summons on each attempt; that is the unlock time, not a measured full reroll cycle. Save your pulls and spend them only in 5-pull units.
This guide covers the Global version, launched February 20, 2025. Card and buddy rankings below are overseas guide evaluations.
How rerolling works
There are two standard ways to restart your opening. Decide which route you will use before settling into repeated attempts.
For account switching, tap the profile icon in the top-left, then select Switch. This returns you to the login screen, where you can sign in with a different account.
If you began as a guest, choosing a new server also effectively restarts your progress. That gives guest players another route for trying a fresh opening.
The main commitment comes before the pulls. Summons are not available immediately: you need roughly 10–15 minutes of early progression before the card gacha unlocks. Every restart therefore means going through that opening again.
Use your initial run to get comfortable with the route to summons and the switch or server-selection process. Fix the routine before repeating it. A familiar sequence makes it easier to judge whether another attempt is worth your time.
Also decide what counts as a keep before opening the summon screen. Otherwise, a result you would have accepted beforehand can suddenly feel disappointing because you have started imagining a particular card.
Keep the pulls you receive together. The spending rule throughout this guide is to use 5-pulls, including on the account you eventually keep.
The rates you are rolling against
The listed rates favor the 5-pull option for both Gold and Purple cards.
| Rarity | Single pull | 5-pull |
|---|---|---|
| Gold — MVP cards | 2.5% | 3.7% |
| Purple — Mini cards | 45.8% | 46.3% |
| Blue | 51.2% | 50.5% |
For rerolling, that difference gives you a straightforward rule: save your pulls for 5-pull units instead of spending them individually. Make that choice before you start, so impatience does not change your spending halfway through an attempt.
Simple arithmetic from the listed Gold rate: at 3.7%, the average works out to approximately 27 pulls per MVP card, or roughly six 5-pulls.
That is an expectation across results, not a promise for your next account. It also refers to any MVP card, not specifically a card in the top target group. You should not read it as an average number of pulls needed to finish this reroll guide.
Actual results vary. A favorable average cannot tell you when your next Gold card will appear, and getting a Gold card does not by itself tell you whether it meets your target.
That uncertainty is why the finish line should be a group. Accepting any suitable top-group card gives you several successful outcomes. Demanding a particular name narrows the result you will accept while leaving you with the same progression work before each new attempt.
Use the rates to understand the choice, then use the target tables to judge the actual opening.
Card targets
Overseas guide evaluations treat the top group below as the realistic reroll finish line. Getting any card from that group is enough to stop; you do not need to keep rolling for Wild Rose specifically.
The next group is also a legitimate keep. Its appeal becomes especially clear when you judge the card alongside a highly rated buddy.
| Group | Cards | Why |
|---|---|---|
| Top group — finish line | Wild Rose, Muka, Strouf, Dracula, Lord of the Dead | Overseas guide evaluations place these in the top target group. Accept any of them. Wild Rose is rated the strongest early-game damage card in those evaluations, with physical attack and crit as its appeal. |
| A group — also a keep | Owl Duke, Gullinbursti, Fallen Bishop, Ice Titan, Isis, Phreeoni, Mistress, Mysteltainn | Overseas guide evaluations also accept this group for a starting account. Mysteltainn is a Purple Mini card; the other listed cards are A-tier MVPs. Phreeoni receives a beginner-friendly recommendation for its balanced offense and defense, especially with the Swordsman line. |
Wild Rose deserves attention, but its favorable evaluation should not turn into a requirement. If you pull Muka, Strouf, Dracula, or Lord of the Dead, you have reached the same finish line for this guide.
Mysteltainn is the rarity exception to remember. It is a Mini card, not an MVP card. Overseas guide evaluations rate it as the only A-tier Mini and still include it in the keep group. Judging only by Gold rarity could make you overlook a result that already meets the broader keep recommendation.
Phreeoni is worth a closer look if you want a forgiving opening. Its evaluated balance of offense and defense, along with its fit for the Swordsman line, makes it an understandable keep for a first account.
Treat these groups as starting-account guidance. They give you a practical acceptance rule without requiring you to chase one name or assume every card’s value can be reduced to its rarity.
Do not forget the buddy
The buddy pull counts because your buddy is part of the team’s foundation. Check that result before deciding whether to discard an opening with an A-group card.
These buddy tiers are also overseas guide evaluations, rather than rankings established through our own testing.
| Buddy | Evaluated tier | Character line |
|---|---|---|
| Jule | S | Archer |
| Swana | S | Magician |
| Harding | A | Thief |
| Brade | B | Swordsman |
| Aiyi | C | Acolyte |
Under those evaluations, Jule and Swana are the highest-rated buddy targets, followed by Harding. An A-group card alongside an S- or A-tier buddy is a strong opening and a sensible place to stop.
This is particularly useful when the card result feels close to your ideal. Instead of rejecting it because it missed the top group, consider whether the buddy makes the overall start worth keeping.
Your own character is another core team slot. The related overseas guide advice favors choosing the Archer or Magician line for your character and pairing that choice with a strong buddy to build early-game damage more reliably.
Keep that advice in view when planning your account. The card is the clearest reroll finish line, but the buddy and your character choice help explain the opening you will actually play.
You do not need to add a perfect buddy requirement after pulling a top-group card. Doing so would move the finish line after you had already reached it.
When to stop
Use these rules while the result is still on screen:
- Any top-group card: stop. You have reached the planned finish line.
- An A-group card with an S- or A-tier buddy: keep. That combination is a strong start by the same overseas guide evaluations.
- An A-group card with a lower-rated buddy: consider your time budget. The card group is still a legitimate keep; another attempt is a choice, not an obligation.
- A result below your chosen acceptance line: restart if you still want to spend the time. Use the account-switch or guest new-server route.
The most common trap is quietly changing “a top-group card” into “the exact top-group card I wanted.” That changes the task considerably.
A group target lets several named outcomes end the reroll. A specific-card target accepts only that name. Narrowing the acceptable result multiplies the expected attempts, which is why a manageable opening search can turn into a much longer chase.
The available rates do not provide a per-card chance for calculating an exact named-card reroll expectation. The useful conclusion is the direction of the tradeoff: the narrower your target, the more results you reject.
Timebox the process around your willingness to repeat the opening. Each new attempt requires roughly 10–15 minutes to reach summons, before allowing for the rest of your reroll routine. Decide how much repetition you are comfortable with before starting another account.
A previous disappointing run does not make a good current result less valuable. If the account meets your stop rule, keep it and move on to playing.
Rerolling is most worthwhile when you intend to stay with the account and want a stronger foundation. Once you have an accepted start, further searching trades more of your time for the possibility of a preferred result.
Step by step
- Choose your finish line and restart route.
Aim for any card in the top group, with an A-group card plus an S- or A-tier buddy as another strong keep. Decide whether you will switch accounts or, if starting as a guest, choose a new server. Set your time budget before beginning.
- Progress until summons unlock.
Expect roughly 10–15 minutes of early progression to reach the card gacha. Use your initial attempt to learn the routine so later attempts follow a familiar path. Remember that this is the summon-unlock estimate, not a full-cycle time.
- Spend your available pulls in 5-pull units.
Keep the pulls you receive together and use the option with the better listed Gold and Purple rates. Apply the same spending discipline to every attempt. Do not turn to singles simply because the account has not produced your target yet.
- Check the card against the target table.
Any top-group card finishes the reroll. If you get an A-group card, recognize it as a legitimate keep and check the buddy before deciding. Remember that Mysteltainn qualifies for that group despite being a Purple Mini card.
- Judge the buddy and the overall opening.
Overseas guide evaluations rate Jule and Swana at S tier and Harding at A tier. An A-group card alongside any of those buddies is a strong start. Keep your intended character line in mind too, including the advice favoring Archer or Magician for early damage.
- Keep the account or repeat the chosen loop.
If the result meets your acceptance rule, stop rerolling. Otherwise, tap the profile icon, select Switch, and sign in with another account, or choose a new server if using the guest route. Repeat only while it remains within the time you chose to spend.
The routine works best when the acceptance rule stays steady. Check the card, check the buddy, make the decision, and avoid renegotiating your target after every pull.
This guide covers Ragnarok Idle Adventure Plus Global, launched February 20, 2025. Card and buddy tiers reflect overseas guide evaluations current as of November 2026. The Japanese version is separate and unreleased; its rates and specifications may differ.


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