Games

Gacha Probability Calculator - Pulls Needed, Pity & Bust Rate

Enter a drop rate and pull count to get the chance of at least one hit, k-or-more hits, pulls needed for 50/90/99%, and the bust rate. Supports pity, rate-up share, and cost.

Effective rate 3.00%
Chance of a hit in 100 pulls
95.2%
Expected hits
3.00
Average over 100 pulls
Expected pulls per hit
33
1 ÷ rate
Chance of zero hits
4.76%
Going bust
Pulls needed for at least one hit
50% of players hit
23
90% of players hit
76
99% of players hit
152

Chance of a Hit by Pull Count (At Least 1)

PullsAt least 1ZeroExpected
13.00%97.0%0.03
1026.3%73.7%0.30
3059.9%40.1%0.90
5078.2%21.8%1.50
10095.2%4.76%3.00
15099.0%1.04%4.50
20099.8%0.23%6.00
300>99.9%0.01%9.00
500>99.9%<0.01%15.00
* With a pity counter set, the probability becomes 100% at or beyond that count. Each pull is assumed to be independent.

What the Gacha Probability Calculator Does

Enter a drop rate and a number of pulls, and this calculator gives you the theoretical chance of landing what you want. Unlike a simulator that rolls random pulls, it shows the exact value from the formula.

A common misreading is "3% rate, so 100 pulls gives me 3 copies." Three is the average; about 5% of players get nothing at all. This tool shows the expected count next to the probability of at least one hit, so you can see the realistic line before you spend.

Gacha Probability Formula: Chance of a Hit in n Pulls

Assuming each pull is independent, the chance of zero hits in n pulls is (1−p)^n. One minus that is the probability of at least one hit. At a 0.7% rate over 100 pulls: 1 − 0.993^100 ≈ 50.4%.

The k-or-more probability uses the binomial distribution: sum the chance of exactly i hits for i = 0 through k−1, then subtract from 1. "Pulls for 50% of players" is the smallest n where the failure rate (1−p)^n drops below 0.5, i.e. ceil(ln(0.5) / ln(1−p)).

Pulls Needed by Drop Rate: Quick Reference (0.5% to 5%)

For common drop rates, here are the pulls at which 50%, 90% and 99% of players have at least one hit, plus the chance of zero hits in 100 pulls. Find the row closest to your rate for a quick no-pity estimate.

Rate50%90%99%Zero in 100
0.5%13946091960.6%
0.7%9932865649.5%
1%6923045936.6%
2%3511422813.3%
3%23761524.8%
5%1445900.6%

Theoretical values with no pity and a 100% rate-up share.

Calculating with Pity, Rate-Up Share, and Cost

Chance of hitting before pity and pity-capped pulls needed

Enter a pity count and the probability becomes 100% at that many pulls; the pulls-needed figures are capped there too. The tool also shows the chance of hitting before pity, which helps you decide whether to save up for a guaranteed pull.

Effective drop rate from the rate-up share

This is the share of top-rarity drops that go to your target unit. A 3% top-rarity rate with a 50% share is calculated as an effective 1.5%. If your game publishes an explicit rate for the featured unit, enter that as the rate and leave the share at 100.

Cost per pull: gems or money needed

Enter a gem count or currency amount and cost appears alongside the pull-count table and pulls-needed figures. Any unit works — gems per pull, or a 10-pull price divided by ten.

Gacha Calculator vs. Gacha Simulator

Use this calculator to learn how many pulls you need for a given confidence; use the Gacha Simulator to feel how streaky real luck is. Get the target number here first, then check the variance in the simulator.

Frequently Asked Questions

Q. If the rate is 3%, will 100 pulls give me 3 copies?
A. 3 is the expected value, but you can easily end up with zero. At a 3% rate, the chance of 100 pulls yielding nothing is about 4.8% — roughly 1 in 20 players. Expected value and the probability of at least one hit are different things, so check both before you spend.
Q. How many pulls does a 1% gacha take to hit?
A. With no pity, half of players hit by 69 pulls, 90% by 230, and 99% by 459. The expected value is one copy per 100 pulls, but about 37% of players get nothing in 100 pulls.
Q. How is "pulls needed" calculated?
A. We find the smallest n where the chance of never hitting, (1-p)^n, drops below the target failure rate (0.5 for 50%). The formula is n = ceil(ln(1-q) / ln(1-p)). When a pity counter is set, it caps the result.
Q. What is the rate-up share?
A. When the top rarity drops, this is the share that goes to the specific character or item you want. For example, a 3% top-rarity rate with a 50% rate-up share gives an effective rate of 1.5%. If your game publishes an explicit rate for the featured unit, enter that as the rate and leave the share at 100.
Q. Does the pity counter affect the k-or-more probability?
A. No. In this tool, pity only applies to the at-least-one probability and the pulls-needed figures. The k-or-more probability uses a plain binomial distribution without pity, so in games where pity resets and triggers repeatedly, the real odds are higher than shown.
Q. How is this different from the simulator?
A. The simulator rolls actual random pulls so you can feel the variance; this calculator uses formulas to give the theoretical odds. Use this one for "how many pulls for what percent" and the simulator to experience how streaky luck can be.