DROP RATES
Drop Rates
This page lists the probabilities for all random content in the Game. The numbers are taken directly from constants in the game code and match what the Game shows; if they ever differ, the in-game display prevails.
AHero recruitment
Recruiting costs Crystals: 3 for one draw, 28 for ten. A ten-draw is just a way to buy and uses the same per-draw counters and pity as single draws. The pool has 9 heroes (Lamp Keeper · Solveig is given at the start and is not in the pool).
A1 Base rates and individual heroes
| Rarity | Base rate | Heroes in pool | Each hero (base rate, none of the tier owned) |
|---|---|---|---|
| SSR | 3% | Still Needle · Frieda Fragment · Ulrike Patch · Embla | 1% |
| SR | 15% | Scavenger · Ronja Echo · Signe Sky Piercer · Skadi | 5% |
| R | 82% | Red Line · Brenna Far Marker · Estrid Rivet · Gerda | 27.333% |
A2 Pity
- SSR soft pity: counting from your last SSR, starting with draw 41, the SSR rate rises by 8% per draw.
- SSR hard pity: counting from your last SSR, draw 50 is always an SSR.
- SR pity: after 9 R results in a row, draw 10 is always SR or better. The SSR rate on that draw is unchanged and the R share goes entirely to SR; if SSR pity triggers at the same time, SSR takes priority.
- Counters never reset with time or versions.
| Draw number since last SSR | SSR | SR | R |
|---|---|---|---|
| 1 – 40 | 3% | 15% | 82% |
| 41 | 11% | 15% | 74% |
| 42 | 19% | 15% | 66% |
| 43 | 27% | 15% | 58% |
| 44 | 35% | 15% | 50% |
| 45 | 43% | 15% | 42% |
| 46 | 51% | 15% | 34% |
| 47 | 59% | 15% | 26% |
| 48 | 67% | 15% | 18% |
| 49 | 75% | 15% | 10% |
| 50 | 100% | 0% | 0% |
The SR column shows normal draws; on a draw where SR pity triggers, SR = 1 − SSR and R = 0.
A3 Individual hero probability (collection protection and targeting)
Each draw first determines the rarity using the table above, then picks a hero within that rarity:
- Collection protection: the hero is chosen uniformly from the heroes of that rarity you do not own yet; only once you own all 3 of that rarity is it chosen uniformly from all 3 (duplicates convert into that hero’s XP).
- So the probability of recruiting a given hero H of rarity X on a draw is:
P(H) = P(X) × 1/k, where k is the number of rarity-X heroes you don’t own (if you don’t own H);
P(H) = 0(if you own H but not every rarity-X hero);
P(H) = P(X) × 1/3(if you own all 3 rarity-X heroes).
P(X) is that draw’s rarity probability from the table above, including pity. - Targeting (SSR only): with a target set, the next SSR is your target with 50% probability; if it is not, the SSR after that is guaranteed to be your target. While targeting: target
P = P(SSR) × 0.5(P(SSR) × 1when guaranteed); the other SSR heroes share the remaining 50% (collection protection still applies), or 0 when guaranteed. Targeting costs nothing extra and does not change rarity rates or pity counters; it ends once you get the target. Note: changing your target clears the “next SSR is guaranteed to be the target” guarantee.
Example: with an empty collection, no target and on draws 1–40, each SSR hero is 1%, each SR hero 5% and each R hero 27.333%. Once you own Still Needle · Frieda, the other two SSR heroes are 1.5% each.
A4 Reference figures
Including soft and hard pity, the long-run overall SSR rate is 4.06%. With collection protection and no targeting (exact calculation, not a simulation):
| Goal | 50% of players within | 90% of players within |
|---|---|---|
| First SSR | 23 draws | 45 draws |
| A specific SSR | 45 draws | 90 draws |
| All 9 heroes in the pool | 73 draws | 109 draws |
BEquipment rolls
Rolls happen during the build phase of a battle and cost in-battle Power (not Crystals, though Power can be bought with Crystals). Each roll first checks for special gear (Dark Gold / Named Gear, possible only after 8 waves are completed in the run); otherwise it gives normal gear using the rarity weights below. Rarities not yet unlocked are excluded and the remaining weights are normalised. Endless waves continue the campaign count.
B1 Rarity rates (no base type chosen)
| Rarity | 0–1 waves done (before waves 1–2) | 2–3 waves done (before waves 3–4) | 4–7 waves done (before waves 5–8) | 8+ waves done (from wave 9) |
|---|---|---|---|---|
| White | 53.191% | 50.505% | 50% | 49.75% |
| Green | 31.915% | 30.303% | 30% | 29.85% |
| Blue | 14.894% | 14.141% | 14% | 13.93% |
| Purple | — | 5.051% | 5% | 4.975% |
| Gold | — | — | 1% | 0.995% |
| Dark Gold | — | — | — | 0.4% |
| Named Gear | — | — | — | 0.1% |
The in-game rate bar shows whole-number percentages for the current number of completed waves; this table shows more decimals.
B2 Individual normal items
With no base type chosen, the 6 base types (Range, Slow, Overclock, Stun, Pierce, Chain) are equally likely, so the chance of a given base type at a given rarity is that rarity’s rate ÷ 6. Affixes are rolled after the rarity is decided.
| Rarity | 4–7 waves done | 8+ waves done |
|---|---|---|
| White | 8.333% | 8.2917% |
| Green | 5% | 4.975% |
| Blue | 2.333% | 2.3217% |
| Purple | 0.833% | 0.8292% |
| Gold | 0.167% | 0.1658% |
When you choose a base type, normal gear is always that type, with the rarity rates in B1 (after 8 waves, the normal share is 1 − Named Gear chance − that base type’s Dark Gold chance).
B3 Dark Gold items (each)
After 8 waves, with no base type chosen, Dark Gold totals 0.4%: 0.04% for each of the 10 items. When you choose a base type, each Dark Gold item of that type is still 0.04% and Dark Gold items of other types cannot appear.
| Dark Gold item | Base type | No base chosen | This base chosen |
|---|---|---|---|
| Lone Wolf Scope | Range | 0.04% | 0.04% |
| Condenser Loop | Slow | 0.04% | 0.04% |
| Phase Inverter | Overclock | 0.04% | 0.04% |
| Riptide Discharger | Overclock | 0.04% | 0.04% |
| Static Thorns | Stun | 0.04% | 0.04% |
| Terminal Fuse | Stun | 0.04% | 0.04% |
| Ember Piercer | Pierce | 0.04% | 0.04% |
| Collapse Warhead | Pierce | 0.04% | 0.04% |
| Surplus Siphon | Chain | 0.04% | 0.04% |
| Scavenger Protocol | Chain | 0.04% | 0.04% |
B4 Named Gear (each)
After 8 waves, Named Gear totals 0.1% (not affected by choosing a base type) and is picked uniformly from the Named Gear you do not currently hold (each player can hold only one of each). If you hold all 4, that 0.1% gives Dark Gold instead.
| Named Gear item | Base type | Per roll (none of the 4 held) |
|---|---|---|
| Key of the Broken Needle | Stun | 0.025% |
| Night Watch Wick | Range | 0.025% |
| Red Line Gloves | Overclock | 0.025% |
| Hertz Collapse Core | Chain | 0.025% |
In general: chance of a given Named Gear item you don’t hold = 0.1% ÷ number of Named Gear items you don’t hold.
CEndless supply crates (free rewards)
Single-player Endless awards one supply crate every 10 waves completed (no payment involved). A crate has 3 candidate slots, each rolled independently using the table below; you pick 2 if your base took no damage during those 10 waves, otherwise 1.
| Endless waves completed | Purple | Gold | Dark Gold | Named Gear |
|---|---|---|---|---|
| 10–29 | 70% | 26% | 3.5% | 0.5% |
| 30–59 | 55% | 40% | 4% | 1% |
| 60+ | 40% | 53% | 5% | 2% |
- First crate: the first supply crate always contains a Dark Gold item.
- Dark Gold pity: after 2 crates in a row without special gear, the next crate always contains a Dark Gold item.
- Named Gear pity: after 4 crates in a row without Named Gear, the next crate always contains one (paused while you hold all 4).
- A pity item replaces the rightmost normal slot, or is added as an extra candidate if there is none. Specific items are chosen as in B3 and B4.
Notes
These are the beta-version rates. Any change will be reflected in the Game and on this page at the same time. All random results are generated on your device under fixed rules and never change based on whether or how much you have paid, or on your account.