ZZZ Pity Calculator

Enter your current pity and pulls — exact odds of getting the featured Agent with the 50/50 and hard pity 90. Base rates are official in-game numbers; soft pity thresholds are community statistics.

Pulls since your last 5★ (0–89).
Turn on if you lost the previous 50/50 → your next 5★ is guaranteed featured.
S
Chance to get Norma
Chance of at least one 5★
Average to get the featured
Guaranteed featured within
Featured odds by number of pulls
Odds by pull count
PullsFeaturedAny 5★
How does the Pity system work?

ZZZ rules: hard pity 90 (Agents) / 80 (W-Engines). If you lose the 50/50, your next S-rank is guaranteed to be the featured one. Pity and the guarantee carry over between banners.

This tool computes the exact probability of pulling a featured S-rank Agent or W-Engine using the game's real pity math, not a random simulation. Pick the channel, enter how many pulls you've made since your last S-rank (your current pity), flip the guarantee switch if your last S was NOT the featured unit, then set a budget in pulls or Polychrome — you get the chance of the specific target, the chance of any S-rank, the average pulls needed, and the worst case. To understand why the numbers come out this way, read the sections below on Zenless Zone Zero's real pity mechanics.

Reading the tool — what to enter, how to read the output

Three inputs drive the whole result. Channel changes the formula entirely since each has its own cap and rates: the Agent channel (standard + limited), the W-Engine channel, and the Star-Studded Cast (standard/stable) channel. Current pity is how many pulls in a row you've made without an S-rank — it counts from your last S-rank and resets to 0 whenever you hit one. The guarantee switch only applies to the limited channel: flip it on if your last S-rank was NOT the featured unit (you lost the 50/50), because your next S-rank there is then guaranteed to be the one you want.

Read the output in order: the chance of the exact target within budget, the chance of any S-rank (including off-banner), the average pulls needed to hit it, and the worst-case safety net. The distribution chart shows cumulative probability climbing pull by pull — it steepens sharply around the soft pity zone and goes nearly vertical at the hard cap. The odds-by-milestone table lets you compare a few budget scenarios at a glance without re-entering numbers.

Three baseline numbers — the 90 cap, the 80 cap, the 300 milestone

Each channel has its own separate hard cap: the Agent channel (both standard and limited) guarantees an S-rank within 90 pulls; the W-Engine channel guarantees one within 80 pulls. These are the in-game published figures, not estimates — hit the cap and it's 100% guaranteed, even though the base rate per pull sits around 0.6% (Agents) or around 1% (W-Engines, the highest weapon base rate among HoYo games).

The Star-Studded Cast channel — home to permanent Agents and W-Engines — has its own separate milestone: reach 300 pulls there and you freely SELECT any standard S-rank Agent, no luck involved. It also guarantees at least one A-rank or better every 10 pulls in a row, so this channel rarely leaves you empty-handed for a long stretch the way the other two can.

50/50 vs 75/25 — two different flavors of guarantee

When you land an S-rank on the limited Agent channel, there's a 50% chance it's the featured unit and a 50% chance it's a random standard Agent. Lose that coin flip and the guarantee kicks in: your next S-rank on that channel is then 100% guaranteed to be the featured one. So the worst case to secure a limited Agent is 90 pulls (loss) plus 90 more (guaranteed win) — 180 pulls, or 28,800 Polychrome.

The W-Engine channel is much friendlier: the featured W-Engine lands at 75% right on the first S-rank (75/25 instead of 50/50), so the worst case is still 80 plus 80 for 160 pulls, but the odds of ever needing that full stretch are far lower since the first-try win rate is already high. The tool automatically switches to the right guarantee math when you change channels, so you never have to remember which is 50/50 and which is 75/25.

Soft pity — why the odds aren't flat across pulls

If the S-rank rate stayed at a flat 0.6% from pull 1 to pull 90, most players would rarely feel close to the hard cap since cumulative odds would already be decent early on. In practice the game uses a rising curve called "soft pity": starting around pull 74-75, the per-pull S-rank rate jumps in steps instead of staying at the base rate, climbing faster the closer you get to 90 until it hits a guaranteed 100%. That's why most players actually land their S-rank somewhere around pull 75-85, rarely needing to reach the literal 90th pull.

The exact soft pity onset isn't officially published — community measurements put it somewhere around pull 74 to 75 depending on sample size, with the rate climbing roughly 2% per pull past that point. This is a large-sample community statistic, not a figure from official documentation, so the tool flags it as a community estimate rather than an absolute claim — transparency over false precision.

Planning a Polychrome save toward a goal

To know how much to save before a new banner drops, work backward from the worst case: multiply the pulls needed (up to 180 for a limited Agent starting at 0 pity with no guarantee) by 160 Polychrome per pull. But most players don't need to bank the full worst case — plug in your actual pity and guarantee status, check the probability at a few budget milestones (say 30, 60, 90 pulls), and decide how much risk you're comfortable carrying.

Three practical saving tips: if you already hold the guarantee (you lost the 50/50 last time), the upcoming limited banner is nearly a sure thing at the cap — prioritize saving for that one first. If the tool already shows 80-90%+ at your current budget, saving further adds very little for a lot more farming. And don't forget: switching between "how many pulls" and "how much Polychrome" is just a display toggle in the tool — both modes describe the same odds, just a different unit to track your wallet.

Why the tool's numbers differ from hand-counting

Hand-counting with "on average 1 in 0.6% pulls gets an S" only holds if the rate never changes — but since soft pity spikes the rate after pull 74-75, the real average pull count is well below the naive 1/0.6% ≈ 167 figure. That's why community-measured averages vary quite a bit — some report roughly 62 pulls counting from 0 pity including a possible loss-then-guaranteed-win, others report 75-80 pulls if only averaging near-cap outcomes — the gap comes from how each source defines "average," not a calculation error.

The tool uses a closed-form probability model: it computes the entire soft-pity curve plus guarantee state exactly with math, rather than running tens of thousands of trials and averaging like some Monte-Carlo simulators do. That approach gives stable results — feed it the same numbers and it returns the exact same probability every time, with no simulation noise.

Understand it deeper

Why doesn't the Star-Studded Cast (standard) channel have a 50/50 guarantee switch?

Because that channel has no 50/50 mechanic at all — every S-rank there is fully random within the standard pool, with no "featured vs off-banner" split like the limited channel. Instead it has its own milestone: reach 300 pulls and you freely select any standard S-rank Agent, plus a guaranteed A-rank or better every 10 pulls.

What does the distribution curve in the tool actually mean?

It's cumulative probability: at each pull milestone, the curve shows the chance you've ALREADY hit your target by that point. It stays nearly flat early on (base rate is low), climbs sharply through the soft pity zone, and goes nearly vertical at the hard cap since the odds are then forced to 100%.

Does switching between pull-count and Polychrome mode change the result?

No. Both modes just display the same budget two ways — 160 Polychrome always converts to exactly 1 pull. The probability returned is identical whether you enter 20 pulls or 3,200 Polychrome; pick whichever unit matches how you track your wallet.

Should I pull early or save until near the hard cap?

There's no universally right answer — it's a risk-appetite choice, and the tool just gives you the numbers to decide with. If your current budget already shows 80-90%+, pulling now is reasonable; if you're early in the soft pity zone with low odds, saving a few dozen more pulls usually raises your chances far more than pulling immediately.

FAQ

What is ZZZ's pity cap?

Agent channels (standard + limited) guarantee an S-rank within 90 pulls; W-Engine and Bangboo channels cap at 80. Odds spike from around pull 75 (soft pity), so most players hit their S-rank between 75-85.

How does the 50/50 work?

When you hit an S-rank on a limited banner, there is a 50% chance it's the featured agent. If you lose (get a standard S-rank), your next S-rank is GUARANTEED to be the featured one — 180 pulls worst case. The W-Engine channel is kinder: 75% to win outright.

Does pity reset when a banner ends?

No. Your pull count and guarantee status carry over between limited banners of the same type — taking a break loses nothing.

Where do these numbers come from?

The 0.6% base S-rank rate is published in-game; soft pity thresholds come from large-sample community statistics. The calculator implements exactly that math, with golden tests re-run every patch.

How much Polychrome is one pull?

160 Polychrome converts to 1 Master Tape or Encrypted Master Tape. Every 10 consecutive pulls guarantees at least one A-rank item.

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