Banner Pull Calculator
Plan your banner pulls and estimate success rates with your available resources.
Your Resources
Banner Settings
Total Available Pulls
Success Chance
Expected Featured
Pull Analysis
Pity Projection
Pity that carries over to next banner
How the Calculator Works — Formulas Explained
The calculator ingests seven inputs and converts them into a complete statistical picture of your banner situation. Here is a step-by-step breakdown of every formula used under the hood.
Step 1 — Total Available Pulls
First, the calculator converts your premium currency into pull count and adds any free tickets or fates you already hold:
Total Pulls = floor(currency ÷ pullCost) + freeTickets
For example, 10 000 currency at 160 per pull gives 62 currency pulls. Adding 10 free tickets brings the total to 72 available pulls.
Step 2 — Pulls Needed Per Copy
Using your 5-star rate, the calculator finds the average number of pulls required to land a single 5-star:
pullsNeededPerCopy = ceil(100 ÷ fiveStarRate%)
At the default 0.6% base rate: ceil(100 ÷ 0.6) = 167 pulls per 5-star on average.
Step 3 — Average Pulls for One Featured Copy
Not every 5-star is the featured character. The featured rate (often 50%) determines what fraction of 5-stars are actually the banner character:
averagePullsForFeatured = pullsNeededPerCopy ÷ (featuredRate ÷ 100)
At 50% featured rate: 167 ÷ 0.5 = 334 pulls per featured copy on average.
Step 4 — Expected Values
The expected number of 5-stars and featured copies follows directly from total pull count and the two rates:
expected5Stars = totalPulls × (fiveStarRate ÷ 100)
expectedFeatured = expected5Stars × (featuredRate ÷ 100)
Step 5 — Success Chance
The success chance estimate compares your actual pull count against the average pulls needed for your target copies:
- If you have enough: successChance = 50 + ((totalPulls − avgPullsNeeded) ÷ avgPullsNeeded) × 30
- If you are short: successChance = 50 − (pullDeficit ÷ avgPullsNeeded) × 40
The result is clamped between 5% and 95% to avoid misleading absolutes.
Step 6 — Pity Projection
Leftover pulls that do not complete a full pity cycle carry over to the next banner:
leftoverPulls = totalPulls mod pityCount
This tells you exactly how close you are to a guaranteed pity at the end of your current pull session.
Core Banner Pull Formulas
Where:
- currency= Total premium currency you currently own
- pullCost= Cost in premium currency for a single pull (commonly 160)
- freeTickets= Free single-pull tickets or fates you hold
- fiveStarRate= Base probability of a 5-star drop expressed as a percentage (e.g. 0.6)
- featuredRate= Probability that a 5-star is the featured character (e.g. 50)
- pityCount= Number of pulls that guarantees at least one 5-star (hard pity)
- targetCopies= Number of copies of the featured character you want to obtain
- avgPullsNeeded= ceil(targetCopies × avgPullsForFeatured) — pulls required on average
- pullDeficit= avgPullsNeeded − totalPulls when you do not have enough pulls
Understanding Pity Systems in Gacha Games
The pity system is a mercy mechanic built into virtually every modern gacha game. It guarantees that a player cannot go indefinitely without receiving a high-rarity item. After a defined number of unsuccessful pulls — the hard pity threshold — the game automatically awards a 5-star (or equivalent top-tier rarity). Most popular titles set this threshold between 80 and 90 pulls.
Some games also implement soft pity, a zone typically starting around pull 74–76 where the per-pull 5-star probability begins climbing sharply from the base rate toward 100%. This means that in practice, players rarely reach the full hard pity number; most 5-stars land somewhere in the soft pity range.
The pity counter usually resets to zero after any 5-star is obtained, regardless of whether that 5-star was the featured character. This is an important nuance: if the 50/50 coin flip lands on the wrong character (i.e., you receive a standard-pool 5-star instead of the banner character), your pity counter resets but you are granted a guarantee — the next 5-star will be the featured character. This mechanic is often called a guarantee carry.
This calculator's pity projection tells you how many leftover pulls remain at the end of your session, which is directly useful for planning the next banner. If you end a banner with 65 pulls of pity progress on a 90-pull pity system, you only need 25 more pulls to guarantee your next 5-star.
Tracking pity across banners is one of the highest-value habits a gacha player can develop. It transforms what feels like pure luck into a manageable resource that can be budgeted, saved, and strategically deployed.
The 50/50 System and Featured Rates Explained
Most limited gacha banners use a 50/50 system for 5-star drops: each time you receive a 5-star item, there is a 50% chance it is the featured character and a 50% chance it is a standard-pool character. The featured rate input in this calculator allows you to model any split — some games use 75/25, others use 56/44 — making the tool applicable across different gacha titles.
The math compounds quickly. At the standard 0.6% base rate and 50% featured rate, the effective rate of receiving the featured character on any single pull is only 0.6% × 50% = 0.3%. To get one copy on average, you need approximately 334 pulls. For a fully-upgraded copy in games that require six extra duplicates (constellation 6 in Genshin Impact, eidolon 6 in Honkai: Star Rail), that scales to roughly 2,338 pulls — a massive investment.
This is why banner pull calculators are so valuable: they make the true cost visible. A player who just wants a single copy of a new character and has 15 000 primogems (≈ 93 pulls) can instantly see they are sitting at roughly a 25% success chance on a standard 50/50 banner. That same player with a guaranteed carry (won the 50/50 last time) has effectively doubled their featured rate to 100%, dramatically improving their odds.
Use the featured rate input to model your carry status: set it to 100% if you have a guarantee, 50% if you do not, or any other value matching the specific banner you are targeting. This single input can shift your success chance estimate by 20–30 percentage points and should always be calibrated to your actual in-game state.
How to Read Your Banner Pull Calculator Results
The calculator outputs several interconnected figures. Knowing what each means in context helps you make a better decision faster.
Total Available Pulls is your combined purchasing power expressed in pull count, combining your currency and free tickets. This is the single most important number because every other result flows from it.
Expected Featured is the statistical expectation — the average number of featured copies you would receive if you repeated this exact pull session many thousands of times. It is not a guarantee for any single session, but it is the correct anchor for decision-making under uncertainty. An expected value below 1.0 means you are more likely than not to miss the featured character on this budget alone.
Guaranteed (Worst Case) shows how many featured copies are mathematically certain regardless of luck, derived from how many full pity cycles fit within your pull count divided by 2 (accounting for the worst-case 50/50 losses). This is the floor — your absolute minimum outcome.
Success Chance is the calculator's composite estimate of whether your pull count is sufficient for your target copies. Values above 50% mean you have more than average pulls for the job; values below 50% mean you are working with below-average resources for the target.
Currency Deficit shows how much more premium currency you would need to accumulate to reach the average pull count for your goal. If this is zero, you are already statistically well-positioned. A non-zero deficit gives you a concrete savings target.
Leftover Pity is perhaps the most underused output. This tells you how many pulls of pity progress carry into your next banner, giving you a head start on the next featured character you want to pursue.
Worked Examples
Default Budget — Single Copy on a Standard 50/50 Banner
Problem:
A player has 10,000 premium currency, 10 free tickets, a pull cost of 160, targeting 1 copy at 0.6% 5-star rate, 50% featured rate, and 90-pull pity.
Solution Steps:
- 1Total Pulls = floor(10000 ÷ 160) + 10 = 62 + 10 = 72 pulls
- 2pullsNeededPerCopy = ceil(100 ÷ 0.6) = ceil(166.67) = 167 pulls per 5-star
- 3averagePullsForFeatured = 167 ÷ 0.5 = 334 pulls per featured copy
- 4avgPullsNeeded for 1 copy = ceil(1 × 334) = 334 pulls
- 5pullDeficit = 334 − 72 = 262 pulls short
- 6successChance = 50 − (262 ÷ 334) × 40 = 50 − 31.4 = 18.6% (clamped above 5%)
- 7expected5Stars = 72 × 0.006 = 0.4; expectedFeatured = 0.4 × 0.5 = 0.2
- 8currencyNeeded = ceil(334 × 160) = 53,440; currencyDeficit = 53,440 − 10,000 = 43,440
- 9leftoverPulls = 72 mod 90 = 72 (80.0% pity progress toward next pity cycle)
Result:
With 72 pulls, the expected outcome is about 0.2 featured copies — a roughly 18.6% success chance. The player is 43,440 currency short of the average requirement. However, 72 leftover pity carries over to the next banner, giving a significant head start.
Well-Funded Player — Near the Average Threshold
Problem:
A player has 50,000 premium currency, 20 free tickets, targeting 1 copy at default rates (0.6%, 50% featured, 90-pull pity).
Solution Steps:
- 1Total Pulls = floor(50000 ÷ 160) + 20 = 312 + 20 = 332 pulls
- 2pullsNeededPerCopy = 167; averagePullsForFeatured = 334
- 3avgPullsNeeded for 1 copy = 334
- 4pullDeficit = 334 − 332 = 2 (just barely short)
- 5successChance = 50 − (2 ÷ 334) × 40 = 50 − 0.24 = 49.8%
- 6expected5Stars = 332 × 0.006 = 2.0; expectedFeatured = 2.0 × 0.5 = 1.0
- 7guaranteedPities = floor(332 ÷ 90) = 3; guaranteedFeatured = floor(3 ÷ 2) = 1
- 8currencyNeeded = ceil(334 × 160) = 53,440; currencyDeficit = 53,440 − 50,000 = 3,440
- 9leftoverPulls = 332 mod 90 = 332 − 270 = 62 pulls of pity (68.9% through pity cycle)
Result:
With 332 pulls the player is right at the statistical average for one featured copy, with a 49.8% success chance. Three full pity cycles guarantee at least 1 featured copy in the worst case. Only 3,440 more currency (about 21 more pulls) would push them clearly past the average threshold.
High-Rate Banner — Targeting 2 Copies
Problem:
A player targets 2 copies of a featured character on a generous banner: 80,000 currency, 30 free tickets, pull cost 160, 1.6% 5-star rate, 75% featured rate, 80-pull pity.
Solution Steps:
- 1Total Pulls = floor(80000 ÷ 160) + 30 = 500 + 30 = 530 pulls
- 2pullsNeededPerCopy = ceil(100 ÷ 1.6) = ceil(62.5) = 63 pulls per 5-star
- 3averagePullsForFeatured = 63 ÷ 0.75 = 84 pulls per featured copy
- 4avgPullsNeeded for 2 copies = ceil(2 × 84) = 168 pulls
- 5Surplus = 530 − 168 = 362 pulls above average
- 6successChance = 50 + (362 ÷ 168) × 30 = 50 + 64.6 = 114.6% → clamped to 95%
- 7expected5Stars = 530 × 0.016 = 8.5; expectedFeatured = 8.5 × 0.75 = 6.4
- 8guaranteedPities = floor(530 ÷ 80) = 6; guaranteedFeatured = floor(6 ÷ 2) = 3
- 9currencyDeficit = max(0, ceil(168 × 160) − 80,000) = max(0, 26,880 − 80,000) = 0
- 10leftoverPulls = 530 mod 80 = 530 − 480 = 50 pulls of pity (62.5% pity progress)
Result:
The player has a surplus of 362 pulls, which the calculator caps at 95% success chance. They are expected to receive approximately 6.4 featured copies — well above the 2-copy target. Three copies are guaranteed in the absolute worst case. No currency deficit exists.
Guarantee Carry — Modeling 100% Featured Rate
Problem:
A player lost the 50/50 last banner and has a guaranteed featured next pull. They have 12,000 currency, 5 free tickets, 160 pull cost, 0.6% rate, featured rate set to 100% (guarantee), 90-pull pity.
Solution Steps:
- 1Total Pulls = floor(12000 ÷ 160) + 5 = 75 + 5 = 80 pulls
- 2pullsNeededPerCopy = ceil(100 ÷ 0.6) = 167
- 3averagePullsForFeatured = 167 ÷ (100 ÷ 100) = 167 ÷ 1.0 = 167 pulls
- 4avgPullsNeeded for 1 copy = 167 pulls
- 5pullDeficit = 167 − 80 = 87 pulls short
- 6successChance = 50 − (87 ÷ 167) × 40 = 50 − 20.8 = 29.2%
- 7expected5Stars = 80 × 0.006 = 0.48; expectedFeatured = 0.48 × 1.0 = 0.5
- 8currencyNeeded = ceil(167 × 160) = 26,720; currencyDeficit = 26,720 − 12,000 = 14,720
- 9leftoverPulls = 80 mod 90 = 80 pulls of pity (88.9% — very close to hard pity)
Result:
Even with a guarantee carry the player only has a 29.2% chance of landing within the average pull window, since 80 pulls is well below the 167 average needed. They are 14,720 currency short. However, if they do hit hard pity on pull 90, that 5-star is guaranteed to be the featured character. The 80 leftover pity pulls give a strong foundation for the next banner.
Tips & Best Practices
- ✓Always set the Featured Rate to 100% if you lost your last 50/50 — this single change can double your effective pull efficiency on the next banner.
- ✓Track your pity count in-game or in a notebook after every session so you always know exactly where you stand before a new banner drops.
- ✓Use the Currency Deficit output as a concrete savings goal; divide it by your daily currency income to estimate how many days until you are ready to pull.
- ✓For multi-copy goals (constellations, eidolons), run the calculator separately for each copy count — the success chance drops steeply with each additional copy required.
- ✓Factor in free tickets and story-mode pulls as part of your 'freeTickets' input; every pull that costs zero currency is pure upside in your budget.
- ✓Compare banners by adjusting the 5-star rate and featured rate inputs — a banner with a 1.5% rate at 75% featured is dramatically more efficient than a 0.6% / 50% standard banner.
- ✓If your success chance is below 30%, strongly consider waiting for more currency rather than pulling immediately, as pulling on insufficient resources can strand your pity at a non-useful midpoint.
- ✓Save your leftover pity number after each banner — most gacha games preserve it automatically, but confirming this in-game prevents an unpleasant surprise.
Frequently Asked Questions
Sources & References
Last updated: 2026-06-05
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Editorial Note
MyCalcBuddy Editorial Team
This page is maintained as an educational calculator reference.
Formula Source: Standard Mathematical References
by Various