Arknights Endfield Expected Gacha System: Rates, Banners, and Monetization
Arknights: Endfield’s Beta Test II locks in a gacha system that mixes relatively low pity ceilings and clear guarantees with mechanics that heavily reward long-term saving and punish “banner hopping.” Here’s how characters, weapons, and monetization currently work, and what players should expect at launch if this system ships mostly unchanged.
Character Banners and Rates
Endfield splits character gacha into several banner types, with Limited-Time Operator (LTO) banners serving as the main chase.
- Base Character Rates: On standard/limited character banners, 6★ rate is around 0.8%, 5★ sits at 8%, and the rest are 4★ units.
- Soft Pity & Hard Pity:
- Featured 6★ Guarantee: Limited banners track a separate 120-pull counter that guarantees the featured character once; if you haven’t pulled them by 120, that pull forces the rate-up. This 120 guarantee is one-time per banner and resets after obtaining the unit.
Unlike some gachas, Endfield currently does not store “lost 50/50” history: each 6★ on limited banners is an independent 50/50 between the rate-up and an off-banner character, unless you hit the 120 hard pity.
Dupe System and Potentials
Each operator has five Potential levels, unlocked by pulling duplicates.
- Dupes improve stats or utility, and the system adds an extra safety for whales:
- In the absolute worst-case math, fully maxing a single limited unit via pure safety nets can approach ~1,200 pulls, making high Potentials a clear whale target while leaving casual players comfortable with just one or two copies.
This structure creates a two-tier experience: friendly for one-copy enjoyers who save, brutal for collectors chasing full Potential.
Weapon Gacha and Arsenal Tickets
Weapons use a separate gacha economy that doesn’t consume character currency.
- Currency: Pulling on character banners generates Arsenal Tickets, which are then spent on the weapon gacha; premium crystals aren’t directly reused here in Beta II.
- Weapon Rates & Pity:
- Milestones & Selectors: Reaching certain pull milestones grants choose-one 6★ weapon boxes and alternating rewards between featured drops and selection crates, plus a shop where some high-rarity weapons can be bought directly with enough tickets.
In practice, this means signature weapons are discounted but not free for light/F2P players; the more you pull characters, the more realistic weapon acquisition becomes.
Banner Types and New-Player Banners
Preview articles describe multiple banner structures, including beginner-friendly banners and limited banners.
- A new-player banner offers a discounted 10-pull price (e.g., 4,000 crystals instead of 5,000) and a guaranteed 6★ within 50 pulls, smoothing early progression.
- Standard and LTO banners appear to share the core pity logic but vary in rate-ups and ticket rules, with some limited banners using special limited tickets that expire when the banner ends.
Because limited tickets disappear with the banner, spreading pulls thinly across multiple events is noticeably inefficient compared to committing to 120 on one target.
Monetization, Battle Pass, and F2P Outlook
From a monetization perspective, Endfield’s beta setup highlights clear safeguards and long-term engagement hooks.
- Battle Pass: Beta II’s pass offers basic rewards for leveling and extra rewards via a premium tier that can be purchased using in-game premium currency (Origeometry). Completing it fully can effectively refund most or all of the premium spent, allowing dedicated players to chain passes over time with careful play.
- Income & Pull Pace: Early beta progression yields some limited tickets, crystals from quests and exploration, and chests with small crystal drops—enough for a few multis but not rapid-fire pulling. Combined with expiring banner tickets and the 120 hard pity, the system strongly nudges players to save long-term and then go all-in on a favorite banner.
Overall, the expected gacha experience is player-friendly for focused, patient pulling (guaranteed 6★ by 80 and rate-up by 120, plus generous weapon pity), but explicitly tuned to be harsh on impulsive, multi-banner chasing or high-potential completionism.


