All 26 Packs

Every pack you can open in Pokémon TCG Pocket, with the official drop rate for its rarest card.

What is this page?

All 26 Pokémon TCG Pocket packs — filter by set, see the release date and the official rate for the rarest card in each pack.

Official pull rates, per set

Every number below comes straight from the published rate table for the set you pick — slot by slot, pack type by pack type. Rate tables are not the same across sets, so nothing here is copied from one set and passed off as a game-wide rule.

Regular Pack 94.711% 5 cards
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Slot URIMSRARRRRUC
Slot 1 100%
Slot 2 100%
Slot 3 100%
Slot 4 0.04%0.222%0.499%2.572%1.667%5%89.999%
Slot 5 0.16%0.889%2%10.286%6.667%20%59.998%
Regular Pack +1 5.238% 6 cards
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Slot URSSRSIMSRARRRRUC
Slot 1 100%
Slot 2 100%
Slot 3 100%
Slot 4 0.04%0.222%0.5%2.572%1.667%5%89.999%
Slot 5 0.16%0.889%2%10.286%6.667%20%59.998%
Slot 6 31.82%68.18%
Rare Pack 0.05% 5 cards
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Slot URIMSRAR
Every slot (x5) 8.695%4.347%52.173%34.782%

CF (Common Foil), UF (Uncommon Foil), and RF (Rare Foil) are the foil parallel prints of Common, Uncommon, and Rare — pulled from the same card pool, listed in the official rarity table, but with no separate Pack Point value to redeem.

Special Art Rare (SAR) has no slot of its own — it is drawn from the SAME ★★ slot as Super Rare. That is why there is no SAR column above: an SAR card and an SR card in the same pack have identical per-pack odds.

Source: the published per-slot rate tables, complete for all 19 sets with an openable pack. The two Promo sets (Promo A, Promo B) never come from booster packs, so they have no such table — not because it is unpublished.

Which sets pack the most rarity

Chance of at least one card of that grade in a single opening, computed with the union rule across every slot and weighted by how often each pack type appears — not by adding slot percentages together. Packs inside one set share that set's rate table, so the choice between packs of the same set is about which cards you want, not about better odds.

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Set Crown Rare per opening Art Rare or above per opening Expected packs per Crown
B2b · Mega Shine 0.222% 20.658% 450
B3a · Paradox Drive 0.22% 20.654% 456
B1a · Crimson Blaze 0.218% 20.652% 458
B3b · Everyday Wonders 0.218% 20.653% 458
B2a · Paldean Wonders 0.217% 20.654% 460
A1a · Mythical Island 0.212% 16.267% 471
A1 · Genetic Apex 0.211% 16.267% 474
A2a · Triumphant Light 0.211% 16.267% 475
B1 · Mega Rising 0.211% 20.654% 475
B3 · Pulsing Aura 0.209% 20.654% 479
B2 · Fantastical Parade 0.209% 20.654% 479
A2 · Space-Time Smackdown 0.209% 16.267% 479
A4a · Secluded Springs 0.207% 22.026% 483
A4b · Deluxe Pack: ex 0.207% 18.375% 484
A3a · Extradimensional Crisis 0.207% 21.179% 484
A3b · Eevee Grove 0.206% 21.179% 485
A4 · Wisdom of Sea and Sky 0.206% 22.026% 486
A2b · Shining Revelry 0.206% 21.179% 486
A3 · Celestial Guardians 0.206% 21.179% 487

Computed from the rate data on this page, including the Rare Pack path. Expected packs is 1 divided by the per-opening chance, so it is an average, not a pity counter — there is no counter in this game.

How pull rates actually work, slot by slot

Not every pack gives five cards, and not every pack opens with three Common slots. The structure depends on the pack type, and the per-set rate table above shows the exact structure of whichever set you pick.

  • Regular Pack, 5 cards: the common case, used by 18 of the 19 sets with published data. Slots 1 to 3 are Common; all the variance sits in slots 4 and 5.
  • Deluxe Pack: ex, set A4b, 4 cards: slot 1 Common, slot 2 lands Uncommon 82.27 percent of the time, slot 3 is the real rare slot (Art Rare 12.858 percent, Crown Rare 0.198 percent), and slot 4 is a guaranteed Double Rare at 100 percent.
  • Regular Pack +1, 6 cards: 10 sets have it. A4 and A4a show it on 8.33 percent of openings; the eight B sets show it on 5.238 percent.
  • Rare Pack, 5 cards: a flat 0.05 percent of openings in all 19 sets, every card high grade.

For a standard Regular Pack in set A1, slot 4 rolls Uncommon 90, Rare 5, Double Rare 1.666, Art Rare 2.572, Super Rare 0.5, Immersive Rare 0.222 and Crown Rare 0.04 percent. Slot 5 runs its own table at exactly four times the rate on every grade above Uncommon: Rare 20, Double Rare 6.664, Art Rare 10.288, Super Rare 2, Immersive Rare 0.888 and Crown Rare 0.16 percent.

The two slots are independent, so the chance of at least one Art Rare in a pack is not 2.572 plus 10.288. The union rule gives 1 minus 0.97428 times 0.89712, which is 12.60 percent per pack. Crown Rare works out to 0.19994 percent, about 1 in 500 packs down the Regular Pack path, and 0.2111 percent once the Rare Pack path is folded in, about 1 in 474. Exact percentages change from set to set, which is why the table above is driven by the set you selected rather than by one set standing in for the whole game.

Rare Pack: what 0.05 percent really means

On top of the Regular Pack, every opening carries a separate 0.05 percent roll for the whole pack to convert into a Rare Pack. That is the same 0.05 percent in all 19 sets with published data, roughly 1 in 2,000 openings. Inside a Rare Pack all five slots share one high-grade table, so it always hands you five cards at Art Rare or above.

That high-grade table is not the same across sets. This is exactly where one set's numbers get copied and passed off as a game-wide law. Across the 19 published sets:

  • Crown Rare: 2.38 percent (A3) up to 11.111 percent (B2b), close to a five-fold spread
  • Super Rare: 30.769 to 62.5 percent
  • Art Rare: 15.151 to 47.058 percent
  • Immersive Rare: 2.38 to 5.555 percent
  • Six sets (A2b, A3, A3a, A3b, A4, A4a) also carry both Shiny and Shiny Super Rare inside the Rare Pack, with Shiny reaching 30.303 percent; A4b is the exception — it only has Shiny Super Rare (7.692 percent), no Shiny

Set B2b goes one step further with a Themed Rare Pack: 0.005 percent of openings, 1 in 20,000, with all five slots at Shiny Super Rare 100 percent. It is the rarest pack in the entire dataset.

  • The 0.05 percent does not climb with the number of packs you have opened. There is no counter and no memory.
  • The metallic sound and the extra flash are shown after the roll has already resolved, not before it
  • Nothing you do in game raises this rate

Which pack is worth opening

With 26 openable packs across 19 sets the answer depends on your goal, and the rarity-density ranking above does the arithmetic for you.

  • Hunting one specific card: open only the pack that lists it. Pack-exclusive cards are a flat zero from any other pack, no matter how many you open, and each card page names its pack.
  • Hunting Crown Rares: take the set with the highest Crown density in the ranking. Inside the Rare Pack alone, the gap between the top and bottom set is close to five-fold.
  • Hunting Pack Points: every pack is equal, 5 points per opening regardless of what comes out.
  • The two promo sets (Promo A, Promo B) never come from booster packs, so they will never have a per-slot table — every set with an openable pack, including the two newest, B3a and B3b, already has a full table above.

The six-card variant, Regular Pack +1, exists in 10 sets and splits into two genuinely different shapes:

  • A4 and A4a: appears on 8.33 percent of openings, and the sixth slot rolls Rare 87.1 percent or Art Rare 12.9 percent. No Shiny at all.
  • The eight B sets (B1, B1a, B2, B2a, B2b, B3, B3a, B3b): appears on 5.238 percent, and the sixth slot rolls Shiny 68.18 percent or Shiny Super Rare 31.82 percent. B2b differs: Shiny 68.18, Shiny Super Rare 25.42, Immersive Rare 6.4 percent.

That is why an opening occasionally shows six cards instead of five without you buying anything extra.

Pack Points: the guaranteed fallback

Every opening drops 5 Pack Points into that pack's own pool, and points never move between packs. Switch the pack you are grinding and you start from zero.

The exchange board covers all 11 grades:

  • Common 35 points, Uncommon 70, Rare 150, Double Rare 500
  • Art Rare 400, Super Rare 1,250, Special Art Rare 1,250, Immersive Rare 1,500
  • Shiny 1,000, Shiny Super Rare 1,350
  • Crown Rare 2,500
  • Art Rare at 400 points is 80 openings, the cheapest Star-grade exchange on the board
  • Double Rare at 500 points is exactly 100 openings, a guaranteed 4-Diamond even on the worst luck
  • Crown Rare at 2,500 points is 500 openings, a target worth planning only if you have already committed to one pack

Pack Points are the hedge against the arithmetic above: a Crown Rare at 0.2111 percent per opening means plenty of players will never see one on luck alone. The board turns that bad-luck scenario into a fixed, predictable pack count instead of an open-ended gamble.

How many packs you can open in a day

The pack clock refills on a 12-hour cycle, so a free account opens 2 packs a day at no cost. Premium Pass, the paid subscription, adds one more opening per day. Pack Hourglasses shorten the wait and Poké Gold buys openings outright, but both only trade time for openings; neither changes the odds in any slot.

  • 2 packs a day for free, 3 a day with Premium Pass
  • 500 points, a guaranteed Double Rare, is 100 openings, about 50 days of free play
  • 2,500 points, a Crown Rare, is 500 openings, about 250 days of free play

Source note: the daily rhythm and the Premium Pass or Pack Hourglass items are game systems, not entries in the official rate tables this page reads its numbers from. Treat this section as a description of the mechanic; every percentage elsewhere on this page traces back to the published per-slot rate data.

Frequently asked questions

Is the Rare Pack drop rate the same for every pack in the game?

Yes. Every pack with a published rate table shows the same 0.05 percent Rare Pack chance, roughly 1 in 2,000 opens, regardless of which set or pack you are pulling from.

Why does slot 5 give better cards than slot 4?

Slot 5 runs on a separate, richer rate table. Art Rare sits at 10.288 percent in slot 5 versus 2.572 percent in slot 4, and Crown Rare sits at 0.16 percent versus 0.04 percent, so slot 5 is roughly 4 times more likely to hit the higher tiers across the board.

Do Pack Points carry over if I open a different pack tomorrow?

No. Pack Points accumulate separately for each individual pack. Switching to a different pack starts a fresh pool at zero, so pick one pack to commit to if the goal is reaching a specific redemption tier.

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