Read This Before You Reroll
Sword x Staff has limited server capacity. Rerolling means leaving your starting server, and once a server hits its cap you cannot join it later. If your friends or guild are already on a server, rerolling can lock you out of playing with them permanently. The decision is not just about pulls. Read the Should You Reroll section before opening a new account.
TL;DR
- Most players should not reroll. Server lock-in plus a short catch-up window means the cost is real and the upside is small.
- Each reroll run is 15-20 minutes. You get roughly 45 free pulls plus the 10 forced tutorial pulls, before counting redemption codes.
- Mage top reroll target: Water Assault. Best opening AoE plus Water synergy.
- Warrior top reroll target: Heavy Impact. Best T1 single-target boss-killer.
- Mileage from rerolling is small. Non-rerollers catch up within roughly a week of dailies + redemption codes.
A focused decision tree on whether to reroll and what to target if you commit to it. The truth most reroll guides bury: in Sword x Staff the catch-up curve is short and the server lock-in is permanent, so the math rarely favours rerolling unless you have a very specific target and no social commitments to the launch server.
Should You Reroll?
Three questions decide it. Answer them honestly before opening a fresh account.
- Are your friends or guild already on a specific server? If yes, do not reroll. Servers fill. The risk of getting locked out of joining them is higher than the upside of one extra Legendary skill.
- Do you have a specific skill target in mind? If no, do not reroll. Rerolling without a target is rerolling for general "good pulls," which is statistically the same as just playing the game and claiming dailies.
- Are you committing to Warrior or Mage for the long haul? Reclassing unlocks at Aqualis but isn't lossless — skills swap like-for-like (so F2P players RNG into target-class skills they don't own) and class-specific stat tuning doesn't transfer cleanly. The launch skill pool still matters less than the eight weeks of progression you'd skip rerolling, but it isn't a free reset later either.
The catch-up window is short. Non-rerollers receive launch login rewards, KonoSuba collab pulls (650+ across milestones), and the 13 active redemption codes within their first week. After day 7-10 the gap between a rerolled account and a regular account is small enough that the social cost of rerolling usually outweighs the benefit.
How A Reroll Run Works
If you decide to reroll, the loop is short. Expect 15-20 minutes per run.
- Create a guest account. Do not bind to email or social on the first attempt. Guest accounts let you rotate cleanly without burning credentials.
- Run the tutorial. Tutorial includes 10 forced pulls. Skip every cutscene that has a skip button.
- Claim launch mail rewards. Compensation pulls, founder gift, and any cross-promo bundle land in your in-game mailbox at start.
- Redeem launch codes. The 13 currently live codes are listed on the Codes tab. Most grant a Stellatie + Destiny Fruit + Rare Auroral Badge bundle.
- Pull on the launch banner. Standard 10-pulls until you exhaust your pull pool. Roughly 45 free pulls plus the forced tutorial 10, before codes.
- Check your results against the target list below. Stop and commit if you hit a target. Otherwise reset by clearing the app cache or logging out of the guest account.
Bind your final account. Once you have the pulls you wanted, bind to a permanent email or social account immediately. Guest-only accounts can be wiped by app reinstalls or device changes.
Mage Reroll Targets
Mage opens into Sorcerer or Sage at the second-class advancement (Lv.44, in Cinder Ridge). The launch reroll list assumes you are going Sorcerer, which is the F2P-friendly path. Sage targets overlap heavily, so this list still pays out if you swap later.
- Water Assault. The single best Mage opener. Wide AoE with respectable damage, and the Water tag synergises with the Water to Ice charm. Multi-hit, which means against medium and large enemies it can hit the same target multiple times. The closest thing to a "must-pull" on the Mage roll.
- Gale Shield. The best early Mage protection. Note: Sorcerer eventually replaces this with Void Bubble (a stronger version), so Gale Shield is good now but not a permanent slot.
- Water to Ice charm. Pairs directly with Water Assault. If you land both in the same opening, the multi-hit Water damage carries you through most of Verdantglade.
- Mana Surge. Strong general Crit passive. Useful on any Mage build, including the eventual Sage swap.
What to ignore on the Mage roll. Single-target Mage-side skills (Fireball, Frost Spear) are placeholders for the first few weeks. They get replaced by the second job tier. Do not reroll for them.
Warrior Reroll Targets
Warrior opens into Duelist or Knight. Targets below assume Duelist, which is the more popular branch and the higher-ceiling DPS option.
- Heavy Impact. The best T1 single-target boss-killer in the game. If your account drops Heavy Impact, stop rerolling. This is the single highest-value Warrior pull at launch.
- Mountain Collapse. Top AoE option, but place it last in your skill rotation. Its knockback shoves enemies out of position and can ruin follow-up AoE skills if cast early.
- Whirlwind Slash. The other essential AoE. Pairs cleanly with Quadrant Slash and fits any Duelist clear rotation.
- Blade of Lament. Valuable lifesteal for solo content. Pushes a Duelist through Fantasy Ladder walls without forcing you into a tank build.
- Counter Blade. Passive damage. Always-on contribution that does not occupy a slot rotation.
What to ignore on the Warrior roll. Knight-leaning utility skills (Guard Defense, Charge Assault) are fine but not reroll-grade. They become useful if you commit to Knight, but the Warrior roll pool is best used chasing Duelist-side DPS skills.
Stop Conditions
Two conditions worth stopping on. Pulling for the perfect roll wastes hours that compound against your progression.
- One named target plus one supporting card. Heavy Impact + Counter Blade. Water Assault + Water to Ice charm. Either pair is enough to commit.
- Three reasonable hits. If you pull three of the named targets above, that account is better than 95% of fresh accounts. Stop and bind it.
Do not chase a Legendary you do not need. The standard banner pity is 70 pulls for a guaranteed Legendary, but you only get roughly 55 pulls during the reroll window. A single bad-luck account does not justify another 20-minute reset cycle.
What To Do If You Should Not Reroll
If you ran through the decision tree and the answer was "do not reroll," that is the strong default. The time spent rerolling is better invested elsewhere:
- Push map exploration. Goddess Statues compound. See the Beginner Guide for why this beats every other day-1 activity.
- Redeem the active codes. 13 currently live. Roughly 200 Dawnium, 13 Destiny Fruits, and 13 Stellatie across the standard bundles. Each code takes about 10 seconds.
- Join a guild at level 15. Guild Boss drops include Skill Shard Vouchers, which is the highest-quality skill acquisition path in the early game outside Cinder Ridge.