Pack Odds Calculator
Pick a pack and the card you're chasing — see your real odds, plus the guaranteed Pack Point route.
It uses the official per-slot pull rates for each pack to work out your chance of pulling one specific card, how many packs you'd need to open for a 50% or 90% shot, and how many packs guarantee it via Pack Points instead.
Calculate your odds
Pick a pack and a card above to see your odds. Most packs open 5 cards and only the last two slots carry rare chances — but not every pack does, and the slot table below always prints the real structure of whichever pack you choose.
Slot-by-slot odds for the pack you picked
These are the raw numbers, exactly as the pack's official pull-rate table gives them — nothing derived, nothing quietly rounded away. The calculator above runs on precisely these figures, so you can check the maths yourself instead of trusting a black box. Note the last column: in standard 5-card packs, the final slot is weighted about four times as heavily as the one before it, at every rarity — this does NOT apply to the Deluxe pack (last slot is a guaranteed Double Rare) or the 6-card variant (last slot is pure Shiny).
CF / UF / RF are not separate rarity tiers — they are Parallel Foil prints of the very same Common / Uncommon / Rare card, drawn from the same card pool. Same card, not a new one.
Pick a pack above to see its slot-by-slot odds table.
God Pack: the odds curve by pack count
A Rare Pack, commonly called a God Pack, is not a bonus roll stacked on top of the normal slots — it is a separate branch that replaces the whole pack when it triggers, and when it does, all 5 cards come from one-star (Art Rare) or above. No diamond card gets in. Because every pack opening is independent, your chance of hitting at least one God Pack across N packs is NOT the rate times N — it follows the compounding formula 1 minus (1 minus p) to the power of N. The table below runs exactly that formula on the real rate in the data.
| Packs opened | Chance of at least 1 God Pack | |
|---|---|---|
| 10 | 0.50% | |
| 50 | 2.47% | |
| 100 | 4.88% | |
| 300 | 13.93% | |
| 500 | 22.12% | |
| 1,000 | 39.35% | |
| 2,000 | 63.22% |
Read this table to see why even 2,000 packs does not reach a two-in-three chance: cumulative probability approaches but never touches 100%. Some outside sources round this rate down to 0.04% (1 in 2,500); the first-party pull-rate data behind this site records 0.05% — 1 in 2,000 — and that is the number every calculation here uses.
Quick reference: rare-card odds across all 26 openable packs
The chance that ONE pack holds at least one card of each star and crown rarity, precomputed for every openable pack — no clicking needed. These are odds by RARITY (any card of that tier); for the odds on ONE named card, use the calculator at the top of the page.
| Pack | Art Rare | Super Rare | Immersive Rare | Crown Rare | Cards per pack |
|---|---|---|---|---|---|
| Everyday Wonders | 12.63% | 2.54% | 1.12% | 0.22% | 5 / 6 |
| Paradox Drive | 12.63% | 2.54% | 1.12% | 0.22% | 5 / 6 |
| Pulsing Aura | 12.63% | 2.54% | 1.12% | 0.21% | 5 / 6 |
| Mega Shine | 12.63% | 2.54% | 1.45% | 0.22% | 5 / 6 |
| Paldean | 12.63% | 2.54% | 1.12% | 0.22% | 5 / 6 |
| Gardevoir | 12.63% | 2.54% | 1.12% | 0.21% | 5 / 6 |
| Crimson Blaze | 12.63% | 2.54% | 1.12% | 0.22% | 5 / 6 |
| Mega Gyarados | 12.63% | 2.54% | 1.12% | 0.21% | 5 / 6 |
| Mega Blaziken | 12.63% | 2.54% | 1.12% | 0.21% | 5 / 6 |
| Mega Altaria | 12.63% | 2.54% | 1.12% | 0.21% | 5 / 6 |
| Deluxe | 12.89% | 2.55% | 1.12% | 0.21% | 4 / 5 |
| Secluded | 13.56% | 2.53% | 1.11% | 0.21% | 5 / 6 |
| Lugia | 13.57% | 2.53% | 1.11% | 0.21% | 5 / 6 |
| Ho-Oh | 13.57% | 2.53% | 1.11% | 0.21% | 5 / 6 |
| Eevee | 12.63% | 2.53% | 1.11% | 0.21% | 5 |
| Extradimensional | 12.62% | 2.53% | 1.11% | 0.21% | 5 |
| Solgaleo | 12.63% | 2.53% | 1.11% | 0.21% | 5 |
| Lunala | 12.63% | 2.53% | 1.11% | 0.21% | 5 |
| Shining | 12.62% | 2.54% | 1.11% | 0.21% | 5 |
| Arceus | 12.63% | 2.54% | 1.12% | 0.21% | 5 |
| Palkia | 12.64% | 2.54% | 1.12% | 0.21% | 5 |
| Dialga | 12.64% | 2.54% | 1.12% | 0.21% | 5 |
| Mew | 12.63% | 2.54% | 1.12% | 0.21% | 5 |
| Pikachu | 12.64% | 2.54% | 1.12% | 0.21% | 5 |
| Mewtwo | 12.64% | 2.54% | 1.12% | 0.21% | 5 |
| Charizard | 12.64% | 2.54% | 1.12% | 0.21% | 5 |
The last column shows that not every pack holds 5 cards: the Deluxe pack opens only 4 (and its third slot already carries rare odds), while ten recent sets add a 6-card pack variant that appears a few percent of the time. The figures in this table already fold in every variant of each pack at its true appearance weight.
How this is calculated
How the pack odds calculator works
This calculator answers a question most others cannot: your chance of pulling one SPECIFIC, named card, not just any card at a given rarity. Pick the pack you are opening, pick the exact card inside it, and the calculator compounds that card's true slot-level probability across however many packs you plan to open. The distinction matters because two cards of the same rarity do not necessarily share the same odds — what decides it is how many cards of that rarity are competing for the slot IN THAT PACK.
Take the real numbers: set A1 holds 24 Art Rare cards, but they are split across three packs and each pack carries only 8 of them. A calculator that divides by the SET reports odds three times worse than the truth and tells you to open hundreds of packs you never needed. This one divides by the PACK. And if you pick a card that is exclusive to a different pack, it returns 0 percent and says so plainly — because that is the correct number, not a flattering one.
Why the math works by slot, not by pack
Most packs open 5 cards, and in those packs the first three slots are locked to Common, so they contribute nothing to your rare chances — only the last two carry meaningful odds, and they are not equal: the final slot is weighted about four times as heavily as the one before it, at every rarity (25 of 26 packs land exactly on 4.00×; Crimson Blaze's Crown Rare is the exception at 3.95×, due to rounding in the official source data). But this is NOT a universal rule, and any guide that states it as one is simply wrong. The Deluxe pack opens only 4 cards, its second slot is no longer pure Common, and its third slot is a full rare slot. Ten recent sets also add a 6-card pack variant that turns up a few percent of the time.
That is why this calculator takes no shortcut by averaging odds across five slots. It walks every pack type at its true appearance weight, then walks that type's real slots — four, five or six of them, exactly as the data records. The slot-by-slot table for whichever pack you choose is printed on this page so you can inspect those very numbers instead of trusting a black box.
God Pack odds, and why they are their own calculation
A Rare Pack, also called a God Pack, is not a bonus roll added to the normal slots — it is a separate branch that replaces the entire pack when it triggers. When it does, all 5 cards come from one-star (Art Rare) or above: no diamond card gets in, not even the three-diamond Rare tier. The chance on any given pack opening is 0.05 percent, or 1 in 2,000. Because every opening is statistically independent, your chance of hitting at least one God Pack across N openings is not 0.05 percent times N — it follows the compounding formula 1 minus (1 minus 0.05 percent) to the power of N. The curve table on this page runs exactly that formula and prints the results from 10 packs up to 2,000, so you see the shape of the curve rather than one flat number.
Some outside sources round this figure to 0.04 percent instead of 0.05 percent. Cross-checking the pull-rate data behind this site against a second independent source confirms 0.05 percent as the correct value, and every calculation here is built on that corrected number.
A worked example so the numbers feel real
Take 100 packs from set A1 (Genetic Apex) and work out the statistical expectation, folding in both the regular packs and the Rare Pack at their true appearance weights: roughly 13 Art Rare hits (12.95 to be exact), about 2.6 Super Rare, about 1.1 Immersive Rare, and about 0.2 Crown Rare. These are expected values, not guarantees — every pack is an independent roll and real results scatter around the average, sometimes a long way from it on a sample as small as a hundred packs.
The same maths shows why opening 100 packs without a single God Pack is entirely unremarkable: at 0.05 percent per pack, the expected God Pack count over 100 openings is just 0.05, and the chance of seeing at least one is 4.88 percent. That means more than 95 in every 100 players who open exactly 100 packs will see no God Pack at all. That is ordinary variance, not bad luck breaking some hidden system, and the cumulative percentage table on this page is the honest way to read your real chances instead of assuming a rare hit is 'due'.
Frequently asked questions
How many packs do I need to open to guarantee a card?
There is no guarantee. Every pack opening is an independent roll, so no fixed number of packs makes a pull certain — the calculator shows cumulative probability approaching but never reaching 100 percent, and even very high percentages like 95 percent still leave a real chance of missing.
Is there a pity system or bad luck protection?
No confirmed pity system has been published for this game. Each pack opening draws independently from the same slot table every time, so the odds do not shift because you have gone a long stretch without a rare pull. Treat every pack as a fresh, independent roll.
Why do two calculators give me different God Pack odds?
Some sources round the Rare Pack rate to 0.04 percent. Cross-referencing the pull rate data behind this site against a second independent source puts the real figure at 0.05 percent, and that is the number this calculator uses.