ToolStackToolStack
Browse Tools →
Home/Blog/Pokémon TCG Pocket Pull Rates
CollectiblesMay 26, 2026 · 10 min read

Pokémon TCG Pocket Pull Rates Explained: Crown Rare, God Pack & Every Rarity

Justin Pirrie

Justin Pirrie

Founder, ToolStack · May 26, 2026

Pokémon TCG Pocket Pull Rates — Crown Rare to God Pack

Pokémon TCG Pocket pull rates are published officially in-game under the Pack Points tab. The top-line numbers: ex cards pull at 5.000%, Art Rares at 2.572%, Super Rares at 0.500%, Immersive Rares at 0.222%, God Packs at 0.050%, and Crown Rares at 0.040%. What those percentages mean for your actual pack count is a different question — and the answer to some of them is genuinely surprising. Use the free Pokémon TCG Pocket pull calculator to run your own numbers instantly.

Calculate your exact pull odds — free, no signup

Enter how many packs you're opening or set a target probability — get results for every rarity in seconds.

Try the Pull Calculator Free →

Key Takeaways

  1. 1.Crown Rare (0.040%) and God Pack (0.050%) are in a completely different tier — you need 1,733 and 1,386 packs respectively for a 50% probability.
  2. 2.ex cards and Art Rares are achievable F2P within weeks — the free 2-pack daily limit gets you to a 50% ex chance in just 7 days.
  3. 3.The pity system (guaranteed ◆◆◆◆ every 10 packs per set) helps at the low end but does nothing for Crown Rares or God Packs.
  4. 4.A specific Crown Rare from a set with 3 Crown Rares has a real rate of ~0.013% — roughly 1 in 7,500 packs.

🎙 Listen to this article

Pokémon TCG Pocket Pull Rates — NotebookLM Audio Overview

Sponsored

Advertisement Space

The Official Pokémon TCG Pocket Pull Rates

These rates are sourced directly from Pokémon TCG Pocket's in-app disclosure under Pack Points. They apply per 5-card pack and don't change based on how many packs you've previously opened — each pack is an independent event.

RarityOfficial Rate1 in...Packs for 50%Packs for 90%
◆◆◆◆ ex5.000%20 packs14 packs46 packs
☆ Art Rare2.572%39 packs27 packs90 packs
☆☆ Super Rare0.500%200 packs139 packs461 packs
☆☆☆ Immersive0.222%450 packs312 packs1,038 packs
✦ God Pack0.050%2,000 packs1,386 packs4,605 packs
♛ Crown Rare0.040%2,500 packs1,733 packs5,756 packs

Source: Official Pokémon TCG Pocket in-game pack rate disclosure. Probability calculations use P(at least 1) = 1 − (1 − rate)^n.

Pokémon TCG Pocket pull rates infographic — rarity hierarchy, Crown Rare 0.04%, Immersive Rare 0.222%, God Pack 0.05%, ex 5%, pity system and target card difficulty explained

Save this — full pull rate hierarchy with pity system and specific card difficulty

The Number That Changes How You Think About Pull Rates

Crown Rare is 125× rarer than an ex card. Put another way: in the time it takes to reach a 90% Crown Rare probability (5,756 packs), you would statistically pull approximately 288 ex cards along the way. The game is designed so that the common-to-medium rarities feel accessible — they are — while the top-tier rarities remain genuinely rare.

The gap between God Pack (0.050%) and Crown Rare (0.040%) is small in percentage terms but both land in the same practical tier: most players will never pull one without significant investment. The YouTube video below walks through what these numbers mean in real pack-count and cost terms.

Full pull rate breakdown — what the official numbers actually mean for your pack count

Pull rate odds visualised — every rarity tier

How Pack Probability Actually Works

The key formula is: P(at least 1) = 1 − (1 − rate)^packs. This is the binomial probability formula — it tells you the chance of pulling a card at least once across a given number of packs.

For the ex rate of 5%: open 14 packs and you have a 51% chance of pulling at least one. Open 46 packs and that rises to 90%. This is why ex cards feel frequent — a couple of weeks of free daily packs and you're statistically likely to have pulled one.

For Crown Rare at 0.040%: open 100 packs and you have a 3.9% chance. Open 500 packs and you're at 18.1%. You need 1,733 packs to reach even a 50% probability. The maths doesn't lie — and it explains why God Pack viral videos feel so extraordinary. They are.

Critically, each pack is independent. Opening 1,000 packs without a Crown Rare doesn't increase your odds on pack 1,001. The probability resets every single time. This is the gambler's fallacy in action — feeling like you're "due" a rare pull doesn't make it more likely.

The Free-to-Play Track: What You Can Pull on 2 Packs Per Day

Pokémon TCG Pocket gives every player 2 free packs every 24 hours. Here's what the daily grind looks like in terms of probability milestones:

Target RarityDays to 50% (F2P)Days to 90% (F2P)Verdict
◆◆◆◆ ex7 days23 days✅ Very achievable
☆ Art Rare14 days45 days✅ Achievable
☆☆ Super Rare70 days231 days⚠️ Takes patience
☆☆☆ Immersive156 days519 days⚠️ Long grind
✦ God Pack693 days2,303 days❌ Practically never F2P
♛ Crown Rare867 days2,878 days❌ Practically never F2P

Free-to-play timeline — how long each rarity takes on daily packs

The Pity System: What It Does (and Doesn't) Guarantee

Pokémon TCG Pocket's pity system guarantees a ◆◆◆◆ ex or higher card every 10 packs from the same set. This is a genuine help for building a playable collection — over 100 packs you're guaranteed at least 10 ex cards from pity alone, regardless of your luck.

What it doesn't do: the pity system has no effect on Super Rare, Immersive Rare, Crown Rare, or God Pack pulls. Those remain fully governed by their independent per-pack probability. There is no secondary pity for rarer cards — only the base ◆◆◆◆ floor.

Important: the pity counter tracks packs from a single set. Opening 5 packs from Set A and 5 packs from Set B does not trigger the Set A pity. Each set has its own independent 10-pack counter. If you're trying to efficiently use pity, pick one set and stay with it.

The Specific Card Problem

The pull rates above are for any card at that rarity. If you're hunting a specific Crown Rare — say, one particular card in a set that contains three Crown Rares — divide the probability by three.

A specific Crown Rare in a 3-Crown set: 0.040% ÷ 3 = 0.013%. That's roughly 1 in 7,500 packs. For a 90% chance of that specific card you'd need approximately 17,700 packs.

The pull calculator's specific card tab handles this automatically — enter the number of cards at that rarity in the set and it adjusts the probability. Most players who try this tab are surprised by how much rarer a specific card is versus any card at that rarity.

Specific card probability — how rarity divides across a set

God Pack Reality Check

God Pack videos go viral because they feel miraculous — and statistically, they are. The 0.050% rate means that in a pool of 2,000 players each opening one pack, only 1 pulls a God Pack. The other 1,999 don't make videos.

This is survivorship bias at work. The player who hits a God Pack on pack 200 gets a viral clip. The hundreds of players who opened 3,000 packs and never saw one don't document it — but they exist in far greater numbers. Plan for the average, not the highlight reel.

If You're Deciding Whether to Spend

Chasing ex cardsReasonable

ex cards at 5% are excellent value. $14 in packs gives you a 50% shot. Over a small bundle you'll almost certainly pull several. F2P is also fine — 7 days of free packs gets you there.

Chasing Art RaresReasonable

At $27 approximate cost for 50% odds, Art Rares are very achievable. Expect to pull one or more from any moderate bundle. F2P works well here too — 2 weeks of daily packs.

Chasing Super RaresBudget carefully

139 packs for 50% at ~$1/pack = ~$139. Budget $150-$200 and accept you may need to target whichever Super Rare appears, not necessarily the exact one you want.

Chasing Crown Rare / God PackAvoid if budget-conscious

1,700+ packs for a 50% chance at ~$1/pack = $1,700+. The expected cost to flip a coin on a Crown Rare is genuinely high. Know this number before you spend — it's the most important thing the pull rates tell you.

Run your exact numbers before you spend

Enter your target rarity and budget into the calculator — see precisely what probability your spend buys you.

Open Pull Calculator →

Related Collectibles Tools

If you're deep in the TCG hobby, these tools are all free and built for the same decisions:

Pack Break EV Calculator — Expected value for any box breakCard Grading Profit Calculator — Is grading your pull worth it?eBay Best Offer Calculator — Know your break-even before you acceptCard Flip ROI Calculator — See real profit after all fees

Know your odds before you open a single pack.

Free pull rate calculator — enter your pack count or probability target, see results for every rarity in seconds. No signup, no ads.

Frequently Asked Questions

What are the official Pokémon TCG Pocket pull rates?

Pokémon TCG Pocket publishes pull rates officially inside the app under the Pack Points tab. Per 5-card pack: ex cards 5.000%, Art Rare 2.572%, Super Rare 0.500%, Immersive Rare 0.222%, Crown Rare 0.040%, God Pack 0.050%. These are the exact rates used in the ToolStack Pokémon TCG Pocket pull calculator.

How many packs do you need to pull a Crown Rare in Pokémon TCG Pocket?

Using the binomial probability formula on the official 0.040% Crown Rare rate: you need 1,733 packs for a 50% chance and 5,756 packs for a 90% chance of pulling at least one Crown Rare. At 2 free packs per day, that's 867 days (2.4 years) for a coin-flip chance. Use the free pull rate calculator at toolstack.tech/tools/pokemon-tcg-pocket-pull-calculator to run your own targets.

What is the God Pack rate in Pokémon TCG Pocket?

The official God Pack rate in Pokémon TCG Pocket is 0.050% per pack — that's 1 in every 2,000 packs. A God Pack is a special pack where all 5 cards are rare or higher. You need 1,386 packs for a 50% probability and 4,605 packs for 90% probability of pulling one.

How does the pity system work in Pokémon TCG Pocket?

Pokémon TCG Pocket guarantees a ◆◆◆◆ (Diamond 4) ex card or better every 10 packs from the same set. This is a minimum floor — it doesn't affect the probability of pulling Crown Rares, God Packs, Immersive Rares or Super Rares. The pity counter resets when you switch to a different pack set. It only tracks packs opened from the same set.

How do I calculate my pull probability in Pokémon TCG Pocket?

The formula is P(at least 1) = 1 − (1 − rate)^packs. For example, opening 100 packs at a 5% ex rate: 1 − (0.95)^100 = 99.4% probability. For rarer cards like Crown Rare (0.040%), 100 packs gives only 3.9%. The free Pokémon TCG Pocket pull calculator at toolstack.tech handles this formula automatically — enter your packs or target probability and get instant results.

What is the Immersive Rare drop rate in Pokémon TCG Pocket?

The official Immersive Rare rate is 0.222% per pack — roughly 1 in every 450 packs. For a 50% probability you need 312 packs; for 90% you need 1,038 packs. On the free daily 2-pack track that's 156 days for a coin-flip chance.

Is it worth spending money on Pokémon TCG Pocket packs?

It depends entirely on which rarity you're targeting. ex cards (5.00%) and Art Rares (2.572%) are very achievable free-to-play — you'd expect an ex within 14 packs and an Art Rare within 27. Super Rares require more patience (~139 packs for 50%). Crown Rares and God Packs require 1,700+ packs for even a 50% chance — at approximately $1 per pack, that's over $1,700 to flip a coin on a Crown Rare. Use the calculator to decide based on your specific target.

Do pull rates reset between sets in Pokémon TCG Pocket?

The pull rates themselves are fixed per rarity and don't change between sets. The pity system counter does reset when you switch pack sets — your 10-pack pity guarantee only tracks packs from the same set. Splitting your packs between multiple sets therefore resets each pity counter separately.

Back to Blog