
Pirots 5
- RTP
- 96.00%
- Volatility
- Medium-high
- Max win
- 10,000x
- Layout
- 6×6 (expands to 8×8)
- Lines / ways
- CollectR (collector birds gather matching gems)
- Released
- Jul 2026
Verified with the studio’s official game pageSourceNot published means the studio has not released the figure; we do not guess.
Pirots 5 · demo mode · virtual coins only · 18+
Demo mode · virtual coins · 18+
Features and RTP settings
Lower RTP settings are also offered by the studio for this game: 94.00%, 92.00%, 90.00%, 87.00%. Any copy you open could run one of these, so check the in-game rules.
Inside this review
- What changed in chapter five, by the numbers
- Pirots 5 spec sheet
- The return figure and the risk profile
- Birds, gems and adjacency
- Collectable feature symbols
- Three traps that redraw the grid
- Captain Blackfeather and the ghost birds
- Free drops: Bonus and Super Bonus
- Inside the Cursed Temple coin game
- Getting to 10,000x
- X-iter buy options and prices
- How the four numbered chapters compare
- Who should try Pirots 5
- Where Pirots 5 scores and where it slips
- Pirots 5: common questions
What changed in chapter five, by the numbers
Pirots 5 keeps the CollectR engine that defines ELK Studios' numbered series and changes three things around it. The setting moves from the space stations of Pirots 4 to an ancient Egyptian temple. The temple gets a set of traps that act on the grid while the birds are still collecting. And the top RTP rises to 96%, two points above the 94% default quoted for the earlier numbered entries.
What stays fixed is just as important. Four collector birds still sit on a 6×6 grid and gather adjacent gems in their own colour. Collections still feed progress that can stretch the grid to 8×8. The ceiling is still 10,000x the bet, the series standard. For returning players, this is an incremental update to a familiar machine: same birds, same collection logic, same cap, with new grid events bolted on top. For newcomers, it is one of the most rule-dense slots available, so the sections below are worth reading before you play.
Pirots 5 spec sheet
| Spec | Figure |
|---|---|
| Studio | ELK Studios |
| Grid | 6×6, growing to 8×8 |
| How wins form | CollectR: four collector birds take matching gems |
| RTP options | 96% (top), 94%, 92%, 90%, 87% |
| Volatility | Medium-High (some ratings say High) |
| Hit frequency | 25.1% |
| Max win | 10,000x the bet |
| Stake range | 0.20–100 coins |
| Feature buys | X-iter, five modes priced 3x–250x |
The return figure and the risk profile
The top configuration returns 96%. In plain terms, over an extremely long run of spins the design pays back 96 coins for every 100 wagered. It is a long-run average, not a forecast for a session, and every spin is independent of the ones before it.
The figure matters because of where the series has been. The default for Pirots 4 is listed at 94%, and the same 94% is reported for the original game and for Pirots 3. This chapter adds two points at the top. Alongside 96%, ELK offers builds at 94%, 92%, 90% and 87%, so the version on any given site can sit below 96%. Between the 96% and the 87% builds the long-run gap is 9 coins per 100 staked, which is substantial. The only dependable way to know which build is loaded is the information panel inside the game.
Volatility is rated Medium-High, while some ratings put it at High, so place it at the top end of that band. A 25.1% hit frequency means about one spin in four returns something, and with gem values starting at 0.05x a large share of those returns are well under the stake. The value is concentrated in sequences where upgrades have already stacked up, and in the bonus rounds.
Birds, gems and adjacency
There are no paylines and no ways-to-win count. The grid holds four bird symbols (blue, green, purple and red) plus gems and feature symbols. Birds take turns, and each one gathers gems that match its colour and touch it horizontally or vertically. Diagonal neighbours never qualify.
After a bird takes a gem, it moves into that gem's cell and looks at its new neighbours. That is how one bird can thread through a long trail of same-coloured gems in a single drop. Each collected gem pays its current value, empty cells refill, and the process repeats until none of the birds has anything left to take. Colour only restricts gems; any bird may pick up a feature symbol.
Seven levels per gem colour
Each colour has a seven-step value ladder. The published bottom and top of each ladder, per gem collected and as a multiple of the bet:
| Colour | Starting value | Value at level seven |
|---|---|---|
| Red | 0.1x | 25x |
| Purple | 0.1x | 15x |
| Green | 0.05x | 10x |
| Blue | 0.05x | 7.5x |
The spread is the engine of the game's volatility. Blue gems at their starting level are worth almost nothing, while the red bird working along a long trail of maxed-out red gems is where ordinary spins earn most. Most drops pay a fraction of the stake. The big ones arrive when upgrades have accumulated before a long chain appears.
The meter and the expanding grid
Every collection adds to a progress meter, and as it fills the grid widens step by step, up to 8×8. The official ELK page describes this expansion and states that the grid's dimensions, the meter and any gem upgrades survive into the bonus. How much meter each extra row and column requires is not disclosed, so no thresholds appear on this page. What is clear is that a bigger grid gives birds more cells to travel, which is why the grid's size at the moment a bonus triggers is so important.
Collectable feature symbols
Any bird that reaches one of these can collect it:
- Wild: stands in for gems and pays at the current upgrade level of whichever gem it replaces.
- Coin: pays the value shown on it times the bet. A Max Win coin, where one appears, pays whatever is still needed to hit the 10,000x cap.
- Upgrade / Upgrade All: moves gems up between one and three rungs of their ladder, for a single colour or, with Upgrade All, for all four.
- Transform / Super Transform: recolours clusters of gems to match a bird, which can hand one bird a long route in an instant.
- Captain Blackfeather: works differently from the rest and has its own section below.
- Tokens: nine are spread across the game's worlds, each listed at 5x the bet. Gather all nine and the Boss Castle unlocks for good.
Familiar movement rules return as well. Switcheroo and Super Switcheroo swap the positions of neighbouring birds. Labyrinth clears gems from random rows or columns when at least three birds are adjacent. Portals send birds to collectable symbols sitting on the grid's edges.
Three traps that redraw the grid
The traps are what set Pirots 5 apart from Pirots 4. Earlier chapters had disruptive events (Pirots 4 had a Black Hole that relocated birds), but the temple adds three separate traps. Each widens the spread of outcomes rather than evening it out, because each can cut a chain short or create a new one.
Arrows
Arrow shooters knock out any bird they hit. The consequence is what counts: the lost bird's gems switch to the colours of the birds still on the grid, and the lost bird comes back at the next refill. So losing a bird is not purely bad news. Shoot the red bird and its red gems become collectable by the survivors, which may lengthen their routes.
The boulder
A boulder anywhere from 2×2 to 4×4 rolls over the grid, destroying symbols and birds along its path. It opens space fast and forces refills, but it can also flatten upgraded gems that a bird had not reached yet.
The rotating door
The Secret Door divides the grid into four quarters and spins each one 180 degrees. According to ELK, every symbol and bird moves, and cross-over floor tiles let birds pass cells they have already cleared. This trap matters most, because it is the only way into the rarest feature: clear the whole grid during a Secret Door event and the Cursed Temple coin game starts.
Coffins in the Catacombs
The Catacombs are a side path rather than a trap. When a bird collects a symbol sitting on a catacomb corner tile, it is pulled into a coffin challenge. ELK describes fights with mummies, and beating one awards feature symbols. Since the entrances sit in the corners, where the birds happen to be on the grid determines how often this comes up.
Captain Blackfeather and the ghost birds
The new character mechanic in this chapter is Captain Blackfeather. ELK says he can make ghosts of anywhere from one to four birds, and that their symbols then become Blackfeather gems. Rule summaries in circulation explain what sets him off: he activates when next to a bird, and that bird becomes a ghost.
The gem swap is where the value lies. Each Blackfeather gem is worth between 0.15x and 30x the bet. The top end beats the best red gem (25x), so converting a board full of low-level blue and green gems is a genuine lift in what those cells can pay. Inside the Cursed Temple coin game, he is able to boost the treasure in the middle, which brings one more coin rain.
Free drops: Bonus and Super Bonus
The standard bonus starts when the birds collect three bonus symbols, drawn as scarabs. It gives five free drops.
The carry-over rule is the most consequential detail in the whole game. ELK states that the bonus keeps whatever the base game built: the grid's size, the meter's progress and every gem upgrade. Rule summaries say portals persist as well. Trigger the bonus on a small 6×6 board with untouched gems and you begin far behind someone who triggers it on an expanded board where the reds have climbed several rungs. Those base spins are doing real work, because they set where the bonus begins.
The Super Bonus starts when one of the three bonus symbols collected is a super bonus symbol. Its extra is the Cursed Treasure Coin Rain, which fires on each drop of the round rather than being confined to the coin game.
Inside the Cursed Temple coin game
- How it starts: every cell has to be emptied during a Secret Door event. Of the three bonus-style features, this one is usually called the hardest to reach.
- Playing field: an 8×8 grid, with a cursed treasure in the middle.
- Respins: every coin that lands sets the respin count back to three, in standard hold-and-respin fashion.
- Birds: coins can stack, or double bird values.
- Blackfeather: the captain can upgrade the treasure, adding another coin rain.
No full coin value table is published on the official page, so individual coin values are not listed here.
Getting to 10,000x
ELK confirms the max win as 10,000x the bet. Getting there means several things have to compound together: an expanded board, high gem levels, long single-colour chains and, in all likelihood, a Super Bonus or a Cursed Temple round. A dedicated Max Win coin pays the remaining difference to the cap when it is collected. Hitting the 10,000x limit ends the round. At the maximum stake of 100 coins, the ceiling equals 1,000,000 coins.
X-iter buy options and prices
Feature access runs through ELK's X-iter system. Where offered, there are five modes:
| Mode | Price | Effect |
|---|---|---|
| Bonus Hunt | 3x the bet each spin | Raised bonus trigger chance (quoted at between 4x and 5x) |
| Mega Hunt | 10x the bet each spin | Bonus trigger chance more than 20x higher |
| Cursed Temple | 50x the bet | The coin game, guaranteed |
| Bonus | 100x the bet | The standard bonus, guaranteed |
| Super Bonus | 250x the bet | The Super Bonus with coin rain, guaranteed |
The carry-over rule has a logical side effect here: a bought bonus may not benefit from base-game build-up the way a natural trigger can. RTP figures for individual X-iter modes are not published, so their long-run returns cannot be compared. For comparison, Pirots 4 listed its Super Bonus at 500x, so this chapter halves the price.
How the four numbered chapters compare
Every chapter has its own specs, so each is described on its own line to avoid blending them.
- Pirots, March 2023. The pirate original. Its grid began at 5×5 and grew to 8×8. RTP 94%, high volatility, 10,000x max win. Gems upgraded as far as level 5, and its feature symbols included a Bomb.
- Pirots 3, June 2024. The Wild West chapter, listed at 94% RTP with a 10,000x max win. It opened with a grid 6 reels wide and 7 rows deep, expanding to 7 wide and 8 deep, and brought in Bandit and Train modifiers.
- Pirots 4, July 2025. The space chapter. Its default return is 94%, its volatility is rated mid-high and it hits on 25% of spins, with the same 10,000x ceiling and a grid that grows from 6×6 to 8×8. Play moved between a space station, Frozen Fury and Inferno; its events were the Black Hole, Alien Invasion and Lost in Space; X-iter ran from 3x up to 500x.
- Pirots 5, July 2026. Matches Pirots 4 on grid size and on the 10,000x ceiling and has a near-identical hit rate (25.1% versus 25%). The differences are a 96% top RTP, a cheaper top X-iter tier at 250x, and traps that act directly on the grid.
Two contrasts are worth spelling out. Where the older Black Hole simply shifted birds around, this chapter's arrows take a bird off the board and hand its gems to the others, a different kind of disruption. And seven gem levels give more room to upgrade than the five reported for the original.
Who should try Pirots 5
This is a game with a long memory. Much of what it pays depends on progress that builds and persists, from the board's dimensions and the meter to gem levels and the nine Boss Castle tokens. Players who like keeping track of that kind of progression will find the design rewards their attention.
It also answers a common complaint from series regulars. Anyone who passed on earlier chapters because of the 94% ceiling now has a 96% top build.
It is the wrong pick for anyone who wants spins they can read at a glance. With so many systems active at once, from traps and portals to the Catacombs and the captain, one drop can contain several events, and a Medium-High to High volatility rating means long spells of small returns are built in.
Where Pirots 5 scores and where it slips
Scores
- A 96% top RTP, above the 94% default of the earlier numbered chapters
- Because base-game progress follows you into the bonus, ordinary spins have a clear purpose
- Blackfeather gems, worth up to 30x each, can rescue a weak board
- Five X-iter modes, with the Super Bonus at 250x instead of 500x
Slips
- Builds as low as 87% exist, and which one is loaded is not always obvious
- An extremely dense rulebook, and no published meter thresholds for grid growth
- Gems that begin at 0.05x leave plenty of collections paying very little
Pirots 5: common questions
Which RTP settings does Pirots 5 come in?
96% is the highest. ELK also provides 94%, 92%, 90% and 87% builds, so the game’s own info panel is where to confirm the live setting.
What do the four birds collect?
There is a blue, a green, a purple and a red bird. Each takes gems of its own colour that touch it horizontally or vertically, never diagonally. Feature symbols can be collected by any bird.
What size can the grid reach?
It opens at 6×6 and can grow to 8×8. The Cursed Temple coin game is always played on 8×8.
How is the Pirots 5 bonus triggered?
The birds need to collect three bonus symbols, which awards five free drops. If a super bonus symbol is among the three, you get the Super Bonus, where coins rain down on each drop.
How do you reach the Cursed Temple coin game?
Empty every cell during a Secret Door event. Where the option exists, X-iter also sells it directly for 50x the bet.
What is Captain Blackfeather’s role?
Once he is next to a bird, he can ghost up to four birds (at least one), and their symbols become Blackfeather gems, each valued from 0.15x to 30x the bet.
What is the top payout in Pirots 5?
10,000x the bet. Reaching it ends the round.
How volatile is Pirots 5?
Medium-High is the listed rating, though some ratings put it at High. In practice the value sits mainly in upgraded chains and the bonus rounds.


