Random Immortal Fragment Drop chance (+1400 rolls)
Introduction: Why Random Fragments Matter
Random Immortal Fragments are a core background system in Infinity Kingdom. Unlike targeted fragments earned through events, shops, or purchases, these fragments convert into a random immortal when used.

They exist in multiple forms:
- General Random Immortal Fragments
- Holy / Shadow Fragments
- Elemental-Specific Fragments
- Chaos Fragments
At first glance, they appear to offer equal chances across their respective pools. In practice, however, experienced players have long suspected otherwise.
For newer players, random fragments help unlock immortals and accelerate early progression. For mid- and late-game players, they shift toward ascension support and eventually become a steady source of Soul Crystals.
The issue is simple: The game does not publish drop rates.
This article uses community-collected data to examine how these systems actually behave—and what players should realistically expect from them.
The Community Dataset
All findings in this article are based on player-submitted data collected through the IK-Wiki Community Project.
The dataset includes:
- Hundreds of recorded fragment openings
- Coverage across multiple fragment types
- Increasing sample size for newer categories

While no dataset of this kind is ever truly complete, the current volume is large enough to reveal clear and consistent patterns.
More data is still needed—especially for Chaos, Holy/Shadow, and newer fragment pools—but the overall structure is already visible.
Key Finding: Random Does Not Mean Even
The most important takeaway is straightforward:
Random fragment drops are not evenly distributed.
Across all fragment types, drop rates follow a consistent pattern:
- Immortals that are easier to obtain elsewhere appear more frequently
- Immortals that are harder to obtain appear less frequently
- Immortals that define strong builds are further suppressed
This creates a system that feels random in the short term, but becomes predictable over time.
General Random Immortal Fragments
Drop Rate Overview
The general pool shows a wide distribution, but it clearly separates into three groups:
High Frequency (~3.5%–5%+)
- Leonidas (~5.26%)
- Richard I (~4.54%)
- Hippolyta (~4.54%)
- Seondeok (~4.36%)
- Frederick (~4.17%)
- Cleopatra (~3.81%)
Mid Frequency (~2%–3.5%)
- Merlin (~3.63%)
- Yi Seong-Gye (~3.99%)
- Zenobia (~2.90%)
- Hannibal (~2.72%)
- Dido (~2.72%)
Low Frequency (~0.5%–2%)
- Alexander (~1.81%)
- Charles (~1.27%)
- Tokugawa (~0.73%)
- Darius (~0.73%)
- Toyotomi (~0.54%)
- Yi Sun-Shin (~0.54%)
What the Distribution Shows
Accessibility Drives Frequency
The highest drop rates are dominated by immortals that are:
- Free-to-play friendly
- Available early
- Easily obtained through other systems
These immortals quickly accumulate and often become excess fragments over time.
Build-Defining Units Are Suppressed
Immortals that act as core pieces in optimized builds consistently fall into the lowest drop range.
These are typically:
- Harder or expensive to obtain through other means
- Central key pieces to high-performance meta compositions
Their low appearance rate strongly suggests intentional weighting.
Player Impact
- Early Game: Fast unlocks and rapid progression
- Mid Game: Gradual ascension, increasing duplicates
- Late Game: Primarily Soul Crystal generation
Understanding how random fragment drop rates are structured changes how you should approach them at every stage of the game.
Early Game
In the early stages, random fragments feel extremely rewarding. Most of the high-frequency drops come from immortals that are:
- Easy to unlock
- Broadly usable
- Effective without heavy investment
This allows new players to:
- Build teams quickly and try many different immortals out
- Experiment with different elements and combinations of immortals without high investment
- Progress without needing targeted systems
At this stage, the system works in the player’s favor.
Mid Game
As your roster fills out, the value of random fragments begins to shift.
You will start to notice that:
- The same immortals appear repeatedly
- Progress through random fragments slows down
- Key immortals for your intended builds do not appear reliably
This is where the structure of the system becomes more visible: Random fragments continue to provide value, but no longer drive meaningful progression on their own.
Instead, they become a steady source of Soul Crystal upgrade materials. And as such they remain highly relevant to your growth as you unlock skills and upgrade them.
Late Game
In later stages, random fragments transition almost entirely into a resource system.
By this point:
- Most high-frequency immortals are already maxed
- New drops are often duplicates
- Soul Crystal conversion becomes the primary value
At the same time:
- Low-frequency immortals remain difficult to acquire through RNG
- Completing optimized builds requires targeted investment
Holy and Shadow Fragment Pools
Random Holy Fragments
Observed Drop Rates
- Manco Capac — ~31.6%
- Julius Caesar — ~23.7%
- Gilgamesh — ~21.1%
- Theodora — ~7.9%
- Khubilai Khan — ~7.9%
- Nebuchadnezzar — ~7.9%
Analysis
This pool is heavily skewed: The top three immortals account for roughly 75% of all drops
Cost alone does not explain this distribution:
- Despite being a later-arrival and a high cost immortal Manco seems to be readily available, surprising takeaway.
- Others are clearly suppressed, for example despite being the first holy immortal released, Theodora sits in the rare end of the scale. One might speculate that is due to her strong performance as a top heal-support usable across many different builds and strategies.
Random Shadow Fragments
Observed Drop Rates
- Tutankhamun — ~23.1%
- Bjorn — ~21.2%
- Elizabeth Bathory — ~19.2%
- Siegfried — ~17.3%
- Tomyris — ~11.5%
- Himiko — ~7.7%
Analysis
All immortals in this pool are relatively expensive, yet distribution is uneven. Immortals mainly usable in shadow builds like Tutankhamun and Siegfried are quite frequent drops, and interestingly Bjorn who is widely used across builds and setups as a powerful tank in most compositions is surprisingly common here. Contrary to that surprise, the top meta pick from the shadow stable in the current meta: Himiko, is also the most rare occurance.
Mixed Holy/Shadow Fragments
This pool appears noticeably more balanced than the individual Holy or Shadow fragment pools. The extreme skew seen in Holy fragments is absent, and no single immortal dominates the distribution. Instead, drop rates are spread across a wider range, suggesting a different internal weighting model rather than a simple combination of the two pools.
However, the sample size for this category is still limited, so the current distribution may appear more even than it truly is over time. The sample size for holy and shadow and mixed are still quite limited, so do help out so we can figure out what the real drop chances are here!
Elemental Fragment Pools
General Structure
Across all elements, a consistent pattern appears:
- A small group of high-frequency immortals (~17–21%)
- A mid group (~10–16%)
- A low-frequency group (~3–9%)
Elemental Observations
Random Earth Fragments
Observed Drop Rates
Cleopatra — ~20.75%
Zenobia — ~16.35%
Alexander — ~16.35%
Leonidas — ~15.09%
Arash — ~9.43%
Charles — ~8.18%
Mehmed II — ~6.92%
Pakal — ~4.40%
Yi Sun-Shin — ~2.52%
The most common drops are immortals that are easily obtainable and were introduced earlier in the game. Cleopatra and Leonidas sit at the top, which aligns with both their accessibility and their early release timing.
Looking further down the list, a pattern begins to emerge around both release timing and acquisition cost. More recent arrivals such as Pakal and Yi Sun-Shin sit at the bottom of the pool, alongside immortals that require higher investment to obtain outside of fragments.
Charles is a notable exception. Despite being one of the earlier immortals, he appears in the lower half of the distribution. Historically, Charles was one of the most expensive immortals to acquire, and his lower drop rate here suggests that pricing and historical value still influence weighting, not just release order.
At the same time, Alexander appears at a relatively high rate despite being both impactful and not freely obtainable. This fits well with release timing and pricing as strong indicators, yet also shows that where we earlier discussed immortal-demand in the current meta as something that may have been used to weight drop rates, these are not absolute rules.
Random Fire Fragments
Observed Drop Rates
Frederick — ~17.57%
Hippolyta — ~16.22%
Ashoka — ~14.86%
William — ~14.19%
Seondeok — ~11.49%
Empress Wu — ~11.49%
Cyrus — ~10.81%
Trajan — ~3.38%
This pool shows a much clearer and more consistent structure compared to Earth. The most common drops are all immortals that are freely obtainable and were introduced early in the game. Frederick, Hippolyta, Ashoka, and William dominate the top of the distribution, which aligns closely with both accessibility and release timing.
Moving further down, immortals that require more investment or were introduced later begin to drop off. Seondeok and Empress Wu sit in the mid-range despite their strong performance, likely due to their importance in Fire builds but also their availability through other systems over time.
Cyrus, while more expensive and tied to more specific build setups, appears slightly lower but still within a reasonable range.
Trajan stands out clearly as the rarest immortal in the pool. As a later arrival, a KVK-immortal, a more expensive than other fire immortals and as a key enabler for optimized Fire builds, his low drop rate strongly supports the idea that restricted availability and build importance both contribute to suppression.
Random Lightning Fragments
Observed Drop Rates
Peter — ~19.55%
Richard — ~16.54%
El Cid — ~14.29%
Yi Seong-Gye — ~13.53%
Hammurabi — ~10.53%
Darius — ~7.52%
Louis — ~7.52%
Tokugawa — ~6.77%
Khan — ~3.76%
The Lightning pool appears to follow a very clear pattern based on release timing and acquisition cost.
The top of the pool is dominated by older, freely obtainable immortals. Peter, Richard, El Cid, and Yi Seong-Gye make up the highest drop rates, all of which are accessible early and require little to no investment to build over time. This aligns closely with what we see in other fragment types, where early and widely available immortals are consistently favored.
Moving into the mid-range, Hammurabi begins to bridge the gap. While not tied to KVK, he still requires more investment compared to the top group, and his drop rate reflects that.
Further down, Darius, Louis, and Tokugawa all fall into a similar category. These are newer, KVK-tied immortals that require additional effort and resources to obtain. Their lower drop rates suggest that both later release timing and increased acquisition cost contribute to reduced availability in fragment pools.
Khan stands out clearly as the rarest immortal in the pool. Historically one of the most expensive Lightning immortals and a central piece in high-performing builds, his low drop rate reinforces the broader pattern seen across all fragment types:
Immortals that are both costly and highly impactful are deliberately less common.
Overall, the Lightning pool strongly supports the idea that drop rates are driven primarily by:
- Release timing (older immortals appearing more frequently)
- Acquisition cost (more expensive or restricted immortals appearing less frequently)
with additional suppression applied to immortals that play a central role in optimized builds.
Random Water Fragments
Observed Drop Rates
Yoshitsune — ~17.78%
Dido — ~17.04%
Ramesses — ~16.30%
Harald III — ~13.33%
Merlin — ~13.33%
Attila the Hun — ~11.11%
Ragnar — ~4.44%
Margaret — ~3.70%
Artemisia — ~2.96%
The Water pool follows a familiar pattern where release timing and acquisition cost appear to drive drop rates.
Older immortals dominate the top of the pool. Yoshitsune, Harald, Attila, and Merlin were all part of the original Water lineup and remain among the most common drops. This is particularly favorable for Water players, as Merlin continues to be one of the most impactful immortals in the element despite his age.
Dido is slightly younger to the game than the original group in terms of release timing, but still appears at a high rate. Her role as an accessible and easy-to-use support likely contributes to her position, reinforcing the idea that ‘beginner’ immortals are favored in fragment pools.
Ramesses is a more interesting case. Historically, he was one of the more expensive Water immortals, yet he appears near the top of the distribution. This likely reflects a combination of factors: his early release timing and his relatively limited role in current builds.
At the lower end of the pool, Ragnar, Margaret, and Artemisia are all more recent additions. Their reduced drop rates align closely with their later release timing and higher acquisition barriers as seems to be the pattern here.
Among these, Ragnar and Artemisia stand out as particularly valuable in modern Water setups, which further supports their lower appearance rates. Margaret, while much less widely used, was introduced as part of an attempt to enable physical Water builds. While that direction has not become dominant, her low drop rate is still consistent with her status as a newer release that could have played a central role in a shifting meta.
Overall, the Water pool strongly reinforces the broader pattern:
- Older immortals appear more frequently
- Newer immortals appear less frequently
with additional influence from how relevant or central an immortal is within current builds.
Random Wind Fragments
Observed Drop Rates
Qin — ~21.26%
King Arthur — ~20.47%
Hannibal — ~16.54%
Atalanta — ~16.54%
Toyotomi — ~8.66%
Saladin — ~7.87%
Matilda — ~4.72%
Baldwin — ~3.94%
The Wind pool continues the same overall pattern, with drop rates closely aligned to release timing and acquisition cost.
At the top, Qin, King Arthur, and Hannibal were the original freely obtainable Wind immortals. Their high drop rates are consistent with what we’ve seen across all other elements, where early and accessible immortals dominate the pool.
Saladin was also available early, but at a significantly higher cost. His position in the mid-range reflects that difference, sitting below the free immortals but still above newer releases.
Baldwin is an interesting case. While he was available early on, he was historically one of the most expensive immortals in the game, alongside Genghis Khan and Charles. His low drop rate suggests that historical pricing and value still influence weighting, even when release timing would suggest otherwise.
Atalanta, Toyotomi, and Matilda are all later additions tied to KVK or King of the Hill systems. Their placement lower in the pool aligns well with their later release timing and increased acquisition requirements. That said, Atalanta appears at a higher rate than expected given her availability, which is a positive outcome for players, especially considering her usefulness in boss-focused setups.
One point worth noting is the relatively small gap between Matilda and Baldwin. Given Baldwin’s historical cost and importance, a larger separation might be expected. This could be an effect of sample size, and may become more pronounced as more data is collected.
Overall, the Wind pool continues to support the broader hypothesis:
- Older and more accessible immortals appear most frequently
- Newer and historically more expensive immortals appear less frequently
with some minor deviations that may be explained by sample size or specific design choices.
Random Chaos Fragments
Observed Drop Rates (Early Data)
Wukong — ~30.77%
Athena — ~23.08%
Poseidon — ~15.38%
Loki — ~15.38%
Fu Fei — ~15.38%
The Chaos fragment pool is still based on a relatively small sample size, so any conclusions should be treated as early observations rather than confirmed patterns.
That said, even with limited data, the distribution does not appear to be even. Wukong and Athena currently sit noticeably above the rest of the pool, suggesting that weighting is already present despite all Chaos immortals being in the same highest cost category.
Unlike other fragment types, Chaos does not have a clear separation based on early vs late release in the same way. All Chaos immortals are relatively recent additions and sit at the highest level of acquisition cost. This makes it harder to directly apply the same release-timing pattern seen in elemental and standard pools.
Conclusion
Looking across all fragment types—general, Holy, Shadow, elemental, and early Chaos data—a consistent pattern emerges.
Random fragment drop rates are not arbitrary. They are structured around release timing and acquisition cost, with additional adjustments based on how central an immortal is to progression and build performance.
Older immortals, especially those that were available at launch or easily obtainable through early systems, consistently appear at the highest rates. This is true across every element, as well as in the general fragment pool.
Newer immortals, particularly those tied to KVK, King of the Hill, or later seasonal systems, appear significantly less often. This reflects both their later release timing and the increased effort required to obtain them outside of fragments.
Historical pricing also plays a role. Immortals that were once among the most expensive in the game—such as Charles, Baldwin, or Khubilai Khan—tend to remain suppressed even if they were introduced early. This suggests that the system retains a form of “legacy weighting” tied to their original value.
At the same time, the data shows that drop rates are not determined by strength alone. Some highly impactful immortals remain accessible due to their age or broad usability, while others that define optimized builds are more tightly controlled.
The result is a system that behaves predictably over time:
- Older and more accessible immortals appear most frequently
- Newer and more expensive immortals appear less frequently
- Immortals tied to key builds are often further suppressed
For players, this has clear implications.
Random fragments are not designed to help you complete specific builds. Instead, they provide:
- Reliable early progression
- Gradual mid-game support
- Long-term resource generation in the late game
Over time, they will give you a large number of fragments for immortals you already own, and only occasional progress toward those you actually need.
Random fragments support progression—but they do not control it.
Understanding this helps set the right expectations and allows players to focus their resources where it matters most: targeted systems, events, and planned investments.
As more data is collected—especially for Chaos and mixed pools—these patterns can be refined further. For now, the overall structure is clear, and consistent across every fragment type currently available.
Contribute to the Project
The data presented in this article is entirely based on player submissions, and while clear patterns have already emerged, the project is still far from complete.
Several fragment types—especially Chaos, Holy/Shadow, and mixed pools—are still working with relatively small sample sizes. As seen in some sections, this can affect how strongly certain patterns appear, and more data is needed to confirm long-term distributions.
If you are actively using random fragments, you can help improve the accuracy of this project by recording your results and submitting them to the IK-Wiki community dataset. Submit here!
Contributions are particularly valuable if you:
- Open fragments in large batches
- Track results consistently over time
- Focus on less-represented categories such as Chaos or mixed pools
Even small contributions add up. The strength of this dataset comes from volume and consistency across many players, not just individual large samples.
The more data we collect, the clearer these systems become—and the better players can plan around them.
As the dataset grows, this article will continue to be updated with:
- More accurate drop rates
- Better-defined patterns
- Additional insights across all fragment types
If you want to contribute, make sure to follow the project guidelines carefully so that your data can be included and verified.
Published: 01-04-2026
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