Pokémon TCG Pocket Rarity Guide: All 11 Tiers and Real Pull Rates
All 11 Pokémon TCG Pocket rarities explained, plus the exact per-slot pull percentages and the 0.05% God Pack chance.
The 11 Rarity Tiers
Every card in the game sits in one of 11 tiers, grouped into four visual families shown by the icon printed on the card itself. If you're new, the icon is the fastest way to gauge a card's value at a glance without knowing the exact name of the tier: diamonds mean common progression fodder, stars mean a genuine chase card, a crown means a trophy pull, and a shiny star means an alternate-art chase that runs on its own separate track.
| Tier | Name | Group |
|---|---|---|
| C | Common | Diamond ◊ |
| U | Uncommon | Diamond ◊◊ |
| R | Rare | Diamond ◊◊◊ |
| RR | Double Rare | Diamond ◊◊◊◊ |
| AR | Art Rare | Star ★ |
| SR | Super Rare | Star ★★ |
| SAR | Special Art Rare | Star ★★ |
| IM | Immersive Rare | Star ★★★ |
| UR | Crown Rare | Crown |
| S | Shiny | Shiny |
| SSR | Shiny Super Rare | Shiny |
Note that SR and SAR share the same effective tier — same points cost, same trade cost, same pull odds — they're just two different art treatments of the same rarity slot, as are S and SSR within the Shiny family.
Per-Slot Odds: The Numbers No One Else Publishes
A normal pack deals 5 cards, but only 2 of them can ever roll above Common — the first 3 slots are always Common, every time, in every pack. That's not a rumor, it's baked into the odds table itself: slots 1 through 3 simply have no chance rows for anything above Common. Here's the exact per-slot breakdown used across most sets:
| Slot | Crown | Immersive | Super/Special Art Rare | Art Rare | Double Rare | Rare | Uncommon |
|---|---|---|---|---|---|---|---|
| Slot 4 | 0.04% | 0.222% | 0.5% | 2.572% | 1.666% | 5% | 90% |
| Slot 5 | 0.16% | 0.888% | 2% | 10.288% | 6.664% | 20% | 60% |
Slot 5 always runs at roughly 4x the odds of Slot 4 for every tier above Common — which is why the 5th card in any pack is the one worth watching first, and why community talk about a pack "feeling loaded" usually traces back to what showed in that final slot. For a newcomer, the practical takeaway is simple: 3 out of every 5 cards you pull are locked to Common no matter what, so judge a pack's luck only by its last two slots.
God Pack: The 0.05% Jackpot
A Rare Pack — the pack the community calls a God Pack — appears at a flat 0.05% rate, roughly 1 in 2,000 packs opened. Every one of its 5 cards is guaranteed Star-tier or higher; none of the 5 can land on a Diamond-tier Common, Uncommon, Rare, or Double Rare. It's the one pack type in the entire game where the odds table for slots 1–3 changes completely instead of staying locked to Common.
- Appearance rate: 0.05% (about 1 in 2,000 packs)
- All 5 cards guaranteed Star-tier or above
- Example per-slot split seen on early sets: Art Rare 40% · Super Rare 50% · Immersive Rare 5% · Crown Rare 5%, identical across all 5 slots
The exact split shifts a little from set to set as newer tiers like Shiny get folded into the pool, but the core rule — zero Diamond-tier cards inside — holds across every set. At roughly 1 in 2,000, most players will open a great many packs across a set's lifespan before ever seeing one, which is exactly why it's treated as a jackpot rather than a plan.
How Rarity Maps to Points and Trade Value
Rarity doesn't just decide how hard a card is to pull — it decides what that card is worth once you have it, whether you're redeeming with Pack Points or trading with a friend.
| Rarity | Pack Points | Shinedust (trade) |
|---|---|---|
| Common / Uncommon | 35 / 70 | 0 / 0 |
| Rare / Double Rare | 150 / 500 | 1,200 / 5,000 |
| Art Rare | 400 | 4,000 |
| Super Rare / Special Art Rare | 1,250 | 25,000 |
| Immersive Rare | 1,500 | not tradeable |
| Crown Rare | 2,500 | not tradeable |