Free tool

    Gacha Simulator: Pity, Pull Odds and Expected Pulls

    Updated October 2, 2026No sign-up. Runs in your browser.

    This gacha simulator works out exactly how many pulls it takes to get the top-rarity item when the rate has soft and hard pity, and the chance that your pulls are enough for one copy or several. With a 0.6% base rate, soft pity from pull 74 and hard pity at 90, the item takes 62.3 pulls on average, an effective rate of about 1.6%, and 9 in 10 copies arrive by pull 80. Set your own rates below, or press Pull ×10 to try your luck.

    Gacha simulator

    Expected pulls per copy

    62.3

    effective rate 1.61% vs 0.60% base

    Half of copies by

    pull 76

    9 in 10 copies by

    pull 80

    1 copy in 90 pulls

    100.00%

    expected 62.3 pulls; half by 76, 9 in 10 by 80

    0%50%100%04590
    Chance of at least one top-rarity item by each pull. The dashed lines mark pull 76 (50%) and pull 80 (90%).
    The rate on each pull and the chance of the first top-rarity item by then
    PullRateFirst hit hereBy this pull
    10.60%0.60%0.60%
    30.60%0.59%1.79%
    60.60%0.58%3.55%
    90.60%0.57%5.27%
    120.60%0.56%6.97%
    150.60%0.55%8.63%
    180.60%0.54%10.27%
    210.60%0.53%11.87%
    240.60%0.52%13.45%
    270.60%0.51%15.00%
    300.60%0.50%16.52%
    330.60%0.49%18.01%
    360.60%0.49%19.48%
    390.60%0.48%20.92%
    420.60%0.47%22.33%
    450.60%0.46%23.72%
    480.60%0.45%25.09%
    510.60%0.44%26.43%
    540.60%0.44%27.75%
    570.60%0.43%29.04%
    600.60%0.42%30.31%
    630.60%0.41%31.55%
    660.60%0.41%32.78%
    690.60%0.40%33.98%
    720.60%0.39%35.16%
    730.60%0.39%35.55%
    746.60%4.25%39.81%
    7512.60%7.58%47.39%
    7618.60%9.79%57.18%
    7724.60%10.53%67.71%
    7830.60%9.88%77.59%
    7936.60%8.20%85.79%
    8042.60%6.05%91.85%
    8148.60%3.96%95.81%
    8254.60%2.29%98.10%
    8360.60%1.15%99.25%
    8466.60%0.50%99.75%
    8572.60%0.18%99.93%
    8678.60%0.05%99.99%
    8784.60%0.01%100.00%
    8890.60%0.0020%100.00%
    8996.60%0.00021%100.00%
    90100.00%0.0000072%100.00%

    Exact maths, not a simulation: the chance of the first top-rarity item on each pull is the rate on that pull times the chance every earlier pull missed, and copies are added up as independent runs because the counter resets on a hit. Only the Pull ×10 log is random.

    Try your luck

    Each pull uses the rates above, from a seeded random source, and the pity counter carries over between presses.

    Pulls

    0

    Top-rarity items

    0

    Pity counter

    0

    pulls since the last top-rarity item

    Press Pull ×10 to start. A star marks a top-rarity item.

    What is pity in gacha?

    Pity is a counter that raises your chance of the top-rarity item the longer you go without one, and resets when you get it. Hard pity is the pull where the item is guaranteed: with hard pity at 90, the 90th pull since your last top-rarity item always hits. Soft pity is a ramp before that: from a set pull, every pull adds a few percentage points to the rate. In the default preset the rate is 0.6% up to pull 73, then 6.6% on pull 74, 12.6% on pull 75, and so on, until hard pity makes it 100%.

    A system with no pity is a flat rate. Every pull has the same chance whatever happened before, so a long dry run makes the next pull no more likely to hit.

    How many pulls does it take to get the top-rarity item?

    With soft pity from 74 and hard pity at 90 on a 0.6% base, it takes 62.3 pulls on average. Most copies come from the soft pity ramp: only 35.55% arrive by pull 73, while 56.29% land on pulls 74 to 80. Half of all copies have arrived by pull 76 and 9 in 10 by pull 80, so reaching hard pity itself is very rare.

    Pity systemAverage pullsHalf by pull9 in 10 by pull
    0.6%, soft pity from 74, hard pity 9062.37680
    1.6%, hard pity 80, no soft pity45.34380
    0.6% flat, no pity166.7116383

    The flat row shows what pity is worth. At 0.6% with no pity the average is 1 ÷ 0.006 = 166.7 pulls, only 41.82% of players have the item after 90 pulls, and 1 in 10 still waits past pull 383. With hard pity at 80 and no soft pity, 27.96% of copies come from the guarantee itself.

    What is the effective rate in gacha?

    The effective rate is one copy divided by the average pulls it takes, so it counts the pity pulls as well as the base rate. For the default preset it is 1 ÷ 62.3 = 1.61%, almost three times the 0.6% base. The simulator shows it next to the base rate. It is the right figure for budgeting over many copies, though not for one: a single copy is far more likely to arrive late, around pull 76, than at the average.

    How many pulls for two or more copies?

    The counter resets after each hit, so every copy is a fresh run and the averages add up: two copies take 2 × 62.3 = 124.6 pulls on average with the default preset. The spread does not double, though. Half of all pairs are done by pull 135 and 9 in 10 by pull 158, and a budget of 140 pulls is enough for both copies 52.89% of the time. Set the copies and your pulls above to see your own chance.

    How the gacha maths works

    Count k as the pulls since your last top-rarity item, this one included. The rate on pull k is

    p(k) = min(1, base + max(0, k − softStart + 1) × step), and p(hardPity) = 1.

    The chance that the first hit is on pull k is that rate times the chance that every earlier pull missed: P(k) = p(k) × (1 − p(1)) × … × (1 − p(k − 1)). The average is the sum of k × P(k), and the median and 90th percentile are the first pulls where the running total reaches 50% and 90%. For several copies the tool convolves that distribution with itself once per copy, which gives the exact chance of every total. With no pity at all it is the geometric distribution (average 1 ÷ rate) and, for several copies, the negative binomial. Nothing here is estimated by random runs; only the Pull ×10 log is random.

    Is a pull ever due?

    Only when pity says so. Under a pity system the rate really does rise with every miss, so a long run without the item makes the next pull more likely to hit. Under a flat rate it does not: 200 misses at 0.6% leave the next pull at 0.6%. Believing otherwise is the gambler's fallacy, which our gambling odds explained article covers.

    Gacha pulls and Gift Club boxes

    This page is neutral maths for a generic gacha pity system. Gift Club's boxes are a different thing: they are opened one at a time, not pulled from a banner, and have no pity counter for this simulator to model. Our mystery box game article explains how they work.

    Sources

    Frequently asked questions

    What is a gacha simulator?

    A tool that models pulls on a gacha banner: the rate of the top-rarity item, soft and hard pity, and how many pulls you need. This one computes the odds exactly and also has a Pull ×10 button that plays random pulls for fun.

    What does pity mean in gacha?

    A counter that raises the chance of the top-rarity item after a run without it and resets when you get it. Soft pity ramps the rate up from a set pull, and hard pity guarantees the item on a set pull.

    How many pulls does it take to get a top-rarity item with 90 pity?

    With a 0.6% base rate, soft pity from pull 74 and hard pity at 90, it takes 62.3 pulls on average. Half of all copies arrive by pull 76 and 9 in 10 by pull 80.

    What is the difference between the base rate and the effective rate?

    The base rate is the chance on an ordinary pull. The effective rate is one copy divided by the average pulls it takes, pity included. A 0.6% base rate with soft pity at 74 and hard pity at 90 has an effective rate of about 1.61%.

    Does pity carry over?

    In this simulator the counter carries over until you hit, then resets to zero, which is how the Pull ×10 log works. Whether a real game carries pity between banners is that game's own rule, so check its published rates.

    Is this a simulator of Gift Club's boxes?

    No. It is neutral maths for a generic gacha pity system. Gift Club's boxes are a different thing with no pity counter, and this page states no odds for them.

    Play within your limits. Paid rounds cost Telegram Stars or Gram, and every game on Gift Club is built so the house keeps a margin — over enough rounds the maths runs against you, by design. Stars cannot be converted back into money. Treat paid play as entertainment you have budgeted for, set a limit before you start, and play Spark rounds whenever you just want to play. Gift Club is 18+.

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