PLAYER FIELD GUIDE

Pack Simulator Guide

Pull rates, god packs and target mode explained · 2026-08-03

STRATEGY ARCHIVE

What is the pack simulator?

The pack simulator recreates pack openings using the published in-game pull rates: pick a booster and open as many packs as you like — no hourglasses, no money, and no connection to your game account. It currently covers 27 regular boosters (promo and tutorial packs excluded), and the card pool comes from the same data as the Card Dex, so which cards a booster can produce and at what rarity matches the game exactly.

It is built for three kinds of players: those asking “how many more packs until that card drops”, those who want to see the expected cost before spending, and those who just want to rip a few packs.

Getting started in three steps

Step 1 — pick a booster. The grid shows every booster with its set code (A3b, B2, and so on) and card count. Boosters that contain shinies carry a “has shinies” tag.

Step 2 — open packs. Three buttons: Open 1 pack reveals the cards one at a time; Open 10 packs lays out all ten pulls at once; Fast-sim 100 packs skips the card art and hands you a summary instead — best pull, cards worth a look, rarity breakdown and a luck chart — with the full 600-card result available on demand.

Step 3 — read your totals. The stats panel tracks packs opened, cards pulled, god packs, pack points, and an actual vs. expected count for every rarity. Totals are kept per booster and stored in your own browser, so they survive a page reload; “Reset stats” clears them.

How the five cards are decided

This is the part most players get wrong: a five-card pack is not five identical draws.

  • Cards 1–3 are always 1-Diamond, 100%. They can never be rare — there is no point holding your breath through the first three.
  • Card 4 and card 5 each have their own distribution, and card 5 is significantly better: 3-Diamond jumps from 5% to 20%, and ★1 from 2.572% to 10.288%.

Separately, series A boosters that contain shinies (A2b onward) use a second table: the shiny odds are carved out of 2-Diamond and 3-Diamond, while every other rarity keeps the same value.

RarityCard 4 (standard)Card 4 (series A w/ shinies)Card 5 (standard)Card 5 (series A w/ shinies)
2-Diamond90%89%60%56%
3-Diamond5%4.952%20%19.81%
4-Diamond1.666%1.666%6.664%6.664%
★12.572%2.572%10.288%10.288%
★20.5%0.5%2%2%
★30.222%0.222%0.888%0.888%
Shiny 1—0.714%—2.857%
Shiny 2—0.333%—1.333%
Crown0.04%0.04%0.16%0.16%

These are the rates once a regular booster has been selected — about 99.95% of openings. The other 0.05% are god packs, which have their own rates. If a booster contains no cards of a given rarity, the simulator redistributes that probability proportionally, which is why selecting a booster swaps the table for the exact numbers that booster uses — you never have to work out which column applies.

Add the two columns together and you get the numbers people always ask about. A Crown appears at roughly 0.04% + 0.16% = 0.2% per pack, i.e. about 500 packs for any Crown at all. That is for any Crown; a specific one is rarer still, by a factor of however many Crowns the booster holds.

Series B and the sixth card: shinies moved

This is where older guides on the web will mislead you. From series B (Mega Rising), shinies were removed from cards 4 and 5 and given their own slot: every pack has a 5.238% chance of an extra sixth card after card 5, split into 3.571% for Shiny 1 and 1.666% for Shiny 2. In practice this means that in a series B booster, seeing a six-card pack is seeing a shiny — you know before the reveal.

The knock-on effect: series B god packs no longer contain shinies (see below). Series A boosters keep the old behaviour, with shinies still on cards 4 and 5. The simulator implements both rule sets per booster, so you never have to remember which is which.

Note: the game also has an 8.330% variant where the sixth card is a baby Pokémon. The card data gives no way to tell which cards count as babies, so that part is not simulated — the page says so too.

God packs: the 0.05% one-in-2,000

Every opening has a 0.05% chance (about 1 in 2,000) of being a god pack, where all five cards come from that booster’s high-rarity pool, drawn with equal probability.

Two details matter:

  • Cards are drawn equally, not rarities. If a booster has 23 high-rarity cards, each one is exactly 1/23. Assuming the game rolls a rarity first and then a card would overstate Crown odds several times over.
  • Series A god packs include shinies; series B onward do not. The series A pool holds ★1/★2/★3/Shiny 1/Shiny 2/Crown. From series B, with shinies moved to the sixth card, only ★1, ★2, ★3 and Crown remain.

The simulator’s god pack model was checked booster by booster against the in-game offering rates screen — pool size, per-card probability and Crown counts all line up. God packs are highlighted with a gold frame when they land, and counted separately in your totals.

Target mode: the average lies to you

This is the most useful feature. In target mode, type the name of the card you actually want and the simulator pulls until it drops, then tells you how many packs it took.

The chart underneath is the part worth reading. It gives you:

  • the expected number of packs (the average) — 1 ÷ the per-pack chance;
  • how many packs it takes for half of players (the median), 3 in 4, and 9 in 10.

Those three numbers are never equal, and the gap is bigger than most people expect. Pack pulls follow a geometric distribution, where the median is only about 0.69× the average, while 1 in 10 players needs more than 2.3× the average. So “averages 100 packs” really means: half of players have it inside 69 packs, but one player in ten opens more than 230. Someone hitting it in 30 packs tells you nothing about your own run — they simply landed on the left half of the curve.

A run that reaches 20,000 packs without a hit stops there; roughly 1% of players fall into that tail.

Reading the luck chart

The 100-pack summary includes a luck chart. Centre means you matched expectation, right means you pulled more than expected, left means less.

Three rules for reading it:

  • Only the solid bars tagged “unusual” are real outliers. The faded ones would easily reappear in another run of the same size — that is randomness, not luck.
  • Ignore anything tagged “too few”. It means fewer than 5 cards were expected, which cannot be judged statistically. Crown lands here almost every time.
  • 1-Diamond and 2-Diamond going right is not good news. Extra commons only mean they ate the slots. The rarities where “right” is genuinely good are Stars, Shinies and Crown.

The neighbouring rarity breakdown uses a log scale — each gridline to the right is 10× the odds. On a linear scale the 1-Diamond bar would flatten every other rarity into a single line.

Pack points: rarer does not mean pricier

Every pack opened earns 5 pack points, which you spend at the in-game exchange on a card of your choosing. This table is worth memorising, because it does not rise monotonically with rarity:

RarityPoints= packs opened
1-Diamond357
2-Diamond7014
3-Diamond15030
4-Diamond500100
★140080
★21250250
★31500300
Shiny 11000200
Shiny 21350270
Crown2500500

Two counter-intuitive entries: ★1 (400) is cheaper than 4-Diamond (500), which makes trading for an ex card one of the worst-value uses of points on the table; and ★3 (1500) costs more than Shiny 2 (1350) even though Shiny 2 is far harder to pull.

The Crown row is the one to study. Trading for a specific Crown costs 2,500 points = 500 packs opened — and as calculated above, pulling any Crown also averages about 500 packs. Same pack count, but points get you the exact card, guaranteed, whereas pulling is random and 1 player in 10 needs more than twice the average. When the pack counts are close, always take the points.

The simulator’s summary does this arithmetic for you: points earned in the run, what they can be traded for, and how the “trade for it” and “pull for it” pack counts compare.

Three genuinely useful ways to use it

  • Run target mode before you spend. Enter the card you want, look at the 9-in-10 figure rather than the average, and convert it into hourglasses or currency. That number talks a lot of people out of it.
  • Decide between pulling and trading. Compare your target card’s average pack count against the points table above. If trading for it costs less than about 1.5× the average pull, banking points is usually the better play.
  • Claim what you cannot pull. Cards in the simulator are clickable — Diamond cards (◆1–◆4) can be claimed free on this site, while Star and Shiny cards go through points redemption or a trade (the reasons are in Card Rarity Explained). Bad simulated luck? Go fill the gaps on the claim page.

Frequently asked questions

Q: Do simulated cards go into my game account?
No. The simulator is pure probability and presentation — it has no connection to your game account and requires no login. To actually receive cards, use the claim page.

Q: Are the rates official?
They are the values published on the game’s pull-rate screen, cross-checked against multiple sources. Within a single rarity, however, the simulator treats every card as equally likely; whether the real game applies undocumented weighting has never been stated.

Q: Can I lose my stats?
They live in your own browser (localStorage), kept separately per booster. Switching device or browser, or clearing your browsing data, resets them — nothing is synced.

Q: I opened 2,000 packs and never saw a god pack. Why?
0.05% means one in 2,000 on average, not guaranteed. The chance of opening a full 2,000 packs without a single god pack is about 37% — more than a third of players end up there.

Q: Is the simulator available in other languages?
Yes — English, Japanese and Traditional Chinese, with card names and artwork switching along with the language.

Not claiming cards here yet? Start with the complete claim guide.