MAJO - Apocalypse Tactics RPGAll games

MAJO - Apocalypse Tactics RPG/Guides

← All MAJO - Apocalypse Tactics RPG guides

MAJO beginner guide: rerolling, pulls and pity, week 1, and every game mode

Updated 19 September 2026

MAJO front-loads its important choices. The Witches you keep from rerolling, the banner you save for and the team you raise in week 1 decide how fast the first chapters go, so this guide follows that order: pulls first, then the first week, then fighting, then each mode and what it is worth to you.

Rerolling

Reroll by uninstalling and reinstalling the game rather than making a new in-game account — that's the method that actually resets your pulls.

Clear tutorial stages 1-4 first: doing so lets you collect every pre-registration reward from your inbox in one batch, on top of your starting pulls.

Spend gacha tickets on your reroll pulls and save any premium currency (stones) you're given for other early uses instead of pulling with it.

A practical stopping point is two or more SSR Witches — you don't need to land the exact top roster before you start playing for real.

One reroll cycle takes roughly 30 minutes.

Check your SSRs against the tier list before you stop. Every one of our seven comps runs a healer and a front-line Witch, so a Supporter or Defender from the top two bands is worth keeping over a second damage dealer.

Pulls: every banner at a glance

In MAJO, pulling is called Contact, and a banner's ticket is a Witch Contract. The rules below are the game's own banner descriptions, written out in plain terms. The banners differ in two ways that matter: how many pulls the guarantee takes, and whether your pity count follows you to the next banner of the same series.

"Guarantee" is the pull that's certain to give a Witch of that grade if none turned up before it. On every banner, getting a Witch of that grade resets your count to zero.

BannerGuaranteeShrinks after a hit?Count carries over?
Origin Contact (standard)SSR by pull 100No
Origin Contact with a Wishlist WitchYour chosen SSR by pull 100NoNo — lost when that pool closes
Limited ContactSSR by pull 100Yes: −20 per SSR, twice (100 → 80 → 60)Yes, to other Limited Contact banners
Eternal Contact (Isabelle / Bazhuli rate-ups)UR by pull 80Yes: −10 per UR, twice (80 → 70 → 60)Yes, to other Eternal Contact banners
Eternal Contact (Daphine / Dayu / Macak rate-up)UR by pull 100Not stated on this bannerNot stated on this banner
First Contact (new players)SSR by pull 40No
Novice ContactSSR by pull 200No

Limited and Eternal: the pity gets shorter

Limited and Eternal banners reward staying with the series. On Limited Contact, each SSR you get lowers the next guarantee by 20 pulls, up to twice: your first guarantee is at 100, then 80, then it stays at 60. Eternal Contact does the same for UR Witches in steps of 10: 80, then 70, then 60.

Both series also keep your count when a banner ends. Pulls you've made towards the guarantee on one Limited banner count on the next Limited banner, and the same goes for Eternal. Origin Contact doesn't do this for a Wishlist pool: when that pool closes, its count is gone and doesn't move to any other Origin Contact pool.

Two Eternal banners in the current game text describe different pity. The Isabelle and Bazhuli rate-ups use the 80-pull, shrinking version. The Daphine, Dayu and Macak rate-up states a flat 100 pulls and doesn't mention shrinking or carry-over. Check the banner's own details screen before planning around either.

The practical rule: stay in one series. A Limited or Eternal count follows you to the next banner of that series and shrinks towards 60, so saving for the next Limited Witch wastes nothing. The Origin Wishlist count is the one you can lose, so finish a Wishlist pity before its pool closes rather than after.

The Wishlist

On Origin Contact you can pick one Wishlist Witch. It makes her 100 times more likely than the other SSR Witches whenever an SSR comes up. It doesn't raise the chance of an SSR overall. With a Wishlist Witch set, the 100-pull guarantee is for her specifically, not any SSR.

Set a Wishlist Witch before your first Origin pull. Without one, the 100-pull guarantee lands on any SSR, and the Witch you wanted is just one name in the pool.

Duplicates, Crystals and Medals

Pulling a Witch you already own gives her Witch Crystals instead. Those crystals, plus Class Medals, are what raise her Star level (see Stars in the Progression guide).

  1. Contacts can also drop Medals. They're used for Star Upgrades across Witches of different Classes, not tied to one Witch.
  2. Contract tickets by banner: Witch Contract: Origin (Origin Contact), Witch Contract: Limited (Limited Contact), Witch Contract: Eternal (Eternal Contact), Witch Contract: First and Witch Contract: Novice (the new-player banners).
Duplicate of a…Witch Crystals
UR Witch60
SSR Witch60
SR Witch5

Week 1 priorities

Build and raise one team of four Witches first rather than spreading resources evenly across your whole roster — a single strong team clears story content far faster than four half-built ones.

Since Class Equipment and Talent Serums are both shared per Class (see the Team Building guide), the cheapest early setup is one Witch per Class — you only have to raise four Classes, not four favourites.

Daily order that gets the most out of limited stamina: claim event rewards first, then spend stamina pushing the main story; once the story stalls, switch to Resource Combat stages for materials, then move on to Tower of Anomalies.

In the Thousandfold pull event, you can hold up to three separate roll results before making your final choice — and the event runs for a full 10 days, so it's worth waiting to see more of your options before committing.

Buying stamina with premium currency in the first few days lets you clear more stages while everything is still cheap to progress through.

Take full 3-star clears on early stages as you go. The bonus materials are easiest to collect while the stages are still short.

Start climbing the Tower of Anomalies once the story stalls. It is where your starting Witches get the materials to go up in Stars, so leaving it for later slows the whole team down.

Fighting effectively

MAJO's Auto Battle can waste a Witch's skills by using them at the wrong moment — playing a fight manually, timing skills and repositioning yourself, can clear stages that Auto Battle can't.

Against a mixed enemy group, a reliable order is: let your Arcanists break enemy shields first, then bring in your Vanguard for the burst damage once the shields are down.

Use the free Simulation mode (available before Boss Training and Combat Training fights) to test a team composition without spending any of your limited attempts.

Modes: Story

The main story runs from the Prologue (Twisted Heroic Dream) through the numbered chapters, beginning with Chapter One, "Blue Lady". The game's own tip if you get stuck: go back to earlier stages, earn their 3-star ratings, and collect the extra resources. Floating Law effects don't apply in story chapters.

Resource Combat: Domains and Hunting Grounds

Each resource mode has difficulty ranks from D up to SS.

Run the Trial Domain whenever you have tickets. Observer Tears raise a whole Class at once, which makes them the best-value upgrade in the game for a new account.

ModeEntry costWhat it gives
Trial DomainTrial Domain Ticket (restores daily at 21:00 UTC; VIP adds extra runs)Observer Tears — Class Levels
Arsenal DomainStaminaEquipment Upgrade Components — Class Equipment
Defender / Vanguard / Arcanist / Supporter Hunting GroundsTalent materials; Hunting Grounds open at Observer Level 14

Tower of Anomalies

The Tower is split into the permanent General Recon Zone and three Faction Exploration Zones: Beastfolk, Human and Android. The faction zones are only open for a limited time after each version update. Every combat zone has its own terrain effects, and the game's advice is to bring Witches that counter them.

Terrain effects you'll meet, as the game describes them:

Read a zone's terrain effects before you pick the team. Energy Gathering Place and Wild Instinct reward Extreme-heavy teams like Magic core, while Team Spirit's extra Stagger on every Extreme suits Execution core.

  1. Other Tower modifiers come as trade-offs, for example: Normal attacks, Class Skills and Special attacks +50% damage but Extreme Skills −50%; Extreme Skills +25% damage but every Extreme cast permanently lowers your Defense by 2%; Critical Power +30% but Stagger Value −50%.
  2. Season 1 Tower floors also carry penalties such as your Normal attacks' bonus damage cut by 10–25%.
  3. One Boss floor runs as an Endless Mode, purely to see how much damage you can deal.
EffectWhat it does
Energy Gathering PlaceYour Extreme Skills charge faster (+30% or +50%, depending on the zone)
AdrenalineYour team deals an extra 300% damage for 10 seconds each wave
Wild InstinctYour Extreme Skills deal 10% more damage
Team SpiritYour Extreme attacks inflict 1 Stagger
Accelerate OperationYour Attack Speed +20%
Demonic Attack / Demonic LifeEnemies get much higher Attack / Health
DemonizationEnemies get much higher Health and Attack
Weakening LifeEnemies get much lower Health
For Our KingEach surviving monster raises the Boss's Attack sharply — clear the adds
Blood SupplyEach surviving monster keeps healing the Boss — clear the adds
Death FuryWhen an enemy dies, the survivors gain a lot of Attack

Boss Training

Boss Training pits your team against one powerful target. Targets in the current game data include Abyssal Slime, Venomous Frilled Lizard and Robot Moai. Each win earns points, and repeat runs keep adding to your total. Clearing a difficulty unlocks the next rank, and higher difficulties award more points. Your total decides your leaderboard rank, and higher ranks get better end-of-event rewards.

Cleared difficulties can be Swept, scored on your best single run. Simulation lets you test a lineup without spending an entry, so set up your best team there first. The game also suggests checking the lineups top leaderboard players used if you're stuck. Entries cost Boss Training Tickets.

A single target that stands still is where Maro's fixed heal zone works best and where Jenny's 2320% Extreme lands in full, so a Maro and Jenny team is a good first attempt.

Combat Training

Combat Training throws varied targets and large enemy groups at you. You pick the difficulty: higher difficulties give more points but add more Battlefield Effects, which can buff or debuff either side. Each exercise is two battles with a combined score, and the points buy prizes in the training exchange shop.

After you tap Start and spend an entry, a countdown begins, and you can finish up to two Combat Trainings within it. Cleared difficulties can be Swept (scored on your best single run), and Simulation is free. Entries cost Combat Training Tickets.

Mania is worth planning around: every heal gives +50% damage for 15 seconds, so a team with a frequent healer gets far more from it than one relying on a single big heal.

Battlefield effect (difficulty levels 1–4)What it does
FragileEnemies' Mental Resistance −35%
ManiaWhen healed, gain +50% bonus damage for 15 seconds (1 stack)
LifelineAndroid Witches' Extreme Skill charge speed +30%
VixenHealing from an Extreme Skill also gives the target +60% Attack Speed for 10 seconds

Witch Arena (PvP)

Our tier list ranks PvE only. Because Arena fights run on auto with no manual Extremes, test a defense team in a few real matches rather than copying a PvE comp.

  1. Set a Defense Team and it accepts challenges automatically in the background. Wins on defense also earn Arena Points.
  2. When you challenge someone with Choose Opponent, the fight is fully automatic. You can't cast Extremes manually in the Arena, so the team has to work on auto.
  3. Arena Points earn Daily Rank Rewards and time rewards based on your score bracket, plus rewards for your accumulated total.
  4. Battle Coins from those rewards buy resources in the Arena Exchange, including the Primal Skills Tome Selection Chest.
  5. Arena rules: with 60 seconds left in a battle, every Witch's Extreme charge and skill damage rise sharply. Witches' attributes are also slightly adjusted for the Arena. Season 1 adds: deploy Witches of only one Class and your whole team gets +5% damage.
  6. Entries cost Witch Arena Tickets, and extra tickets can be bought with Omen Stones up to the recovery cap.

Crystal Refinement

Crystal Refinement stages are farms for a specific Witch's crystals. The current one is Crystal Refinement – Tomoe, an SR Witch. Crystals raise a Witch's Stars; see the Progression guide.

Tomoe is the current refinement Witch, which makes her the cheapest Arcanist to raise in Stars right now and a sensible placeholder until Jenny or Patra arrives.

loadoutgg is not affiliated with, endorsed by, or sponsored by DarkWind Ltd., R Studio, or the creators of MAJO - Apocalypse Tactics RPG. MAJO and all character names, art, and other assets referenced here are trademarks and copyrighted material of their respective owners, used for informational/fan-reference purposes. The skill text, equipment data, and other compiled game data on these pages are loadoutgg's own work -- extracted from the game's own client and rewritten in our own words. This compilation is not offered for reuse; please link to loadoutgg rather than copying or scraping it. Full copyright & licensing detail is at loadoutgg.com/legal.