Arknights Rerolling Guide for Beginners

Hello and Welcome to Arknights! In this post, Dr.Deeps will go over a few topics to help you make a well informed decision on which account to keep if you decide to reroll for a great start.

Topics:

How to Reroll
Basic Team Building
Summary & Priority Roles to Reroll For





How to Reroll (Android verified)

*For iOS users, proceed straight to the linked post by u/Marqo_M in step 5
  1. Begin game as normal (guest)
  2. Play through the forced tutorial battles
  3. Claim the pre-registration rewards and 3800 orundum (gacha currency)
  4. Clear a few stages to reach 14 orundum prime (premium currency)
  5. Roll on the 6* banner twice. If you are happy with your start, bind your account. If the account might be worth holding on to, follow steps 6 - 8 as outlined by u/Marqo_M
  6. If the account is definitely NOT worth keeping, proceed as following

Go to Settings > Apps > Arknights > Data Storage > Clear Data 


Next, go to Settings > Google > Ads > Reset advversiting ID
You may now begin the game again as a guest (back to step 1)

Basic Teambuilding 

In Arknights, there is no perfect team as you will often encounter challenging stages that will require you to build a specialized team tailored to the level. That being said, enemy waves can still be broken down to 3 phases: the early rush, which gradually (or sometimes abruptly) escalates into a full scale zerg invasion before finishing up with elite enemies. It will thus be helpful to build a general core team with that in mind and switching out characters when needed. Below we will outline one such core:

2 VanguardsMore often than not, you will need to defend more than one entry point, thus having at least two melee units that you can drop early in a fight will be very crucial. Vanguards fit the bill due to their overall balanced stats and Deploy Point Gaining abilities, which will help in deploying subsequent units. (think Ramp mechanics if you play card games)  


1 Cheap Sniper: Aerial units can bypass all your melee defenses and will need to be dealt with quickly. Snipers prioritize attacking them and are thus ideal as your anti-air option. It is thus recommended to have at least one of these. 
  
1 AoE Caster: Mob rushes are very common in this game and are generally designed around you having an AoE caster, it is thus recommended to have at least 1 in your party, despite their extremely high deploy costs.

2 Medics: 1 Single target and 1 AoE is advisable as map design greatly influences which is more useful. One thing to note is that AoE medics are not easy to use in the beginning but become much more flexible in terms of placement after being promoted.

1 Defender: Elite units will usually obliterate vanguards in 1-2 strikes. As such, defenders are often mandatory in later stages of a fight. Defenders can also help halting mob rushes if your damage dealers are underleveled. Having 2 defenders is also very helpful when elites come from more than 1 path (provided your medics are good enough to sustain them while being spread out)

1 Interceptor: Some elite units are dangerous enough that you don't want them reaching your formation at all. As such it is recommended to develop one specialized unit to assassinate priority targets.

This leaves us with 4 more flex slots. Experiment and fill the slots according to your play style. Feel free to use (or not) my personal recommendations as a placeholder until you figure out your own team comp.

1 AoE sniper: Anti-air insurance, while being a cheaper AoE option than AoE mages, if the need arises

1 Caster: Extra insurance against armored enemies, cheaper source of magic attacks (Arts damage) compared to AoE versions

1 Slow-based supporter: Pairs well with casters to take down elite armored enemies, this gimmick is heavily used in the early missions of chapter 2.

1 Defender: Because stalling is my basic instinct in games. Don't judge.


Example Team Comp:




Summary & Priority Roles to Reroll for (non 6*)

tldr: An account power is determined less by indivivual unit power but more by how well strategic roles are being filled and whether a balance of unit quality and unit deployability is achieved in a team.

Role
Recommendations
Priority
2x Vanguards
Texas, Vigna
Low
1x Sniper
Blue Poison
Moderate
1x AoE Caster
Skyfire, Gitano
Low
2x Medic
Ptilopsis/Perfumer, Silence
High
1x Defender
Liskarm,Cuora
Moderate
1x Interceptor
Projekt Red, Melantha
Low
1x AoE Sniper
Meteorite, Shirayuki
Moderate
1x Caster
Amiya, Steward
Just Amiya. 
nx Waifu/Husbando
TEXAS BEST GIRL
Non-Negotiable

BUT WHO DO I CHOOSE FOR MY 6* ?

If you haven't noticed yet, this guide was made partially so you can go with whatever 6* you like as long as you have the required roles filled sufficiently well. But if I must give you an answer, SilverAsh for his  Range Expansion and High Damage on his third skill (kills through armor despite not dealing Arts damage). Also he has a talent that reduces the redeployment cooldown on your units and another that reveals invisible units.

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