Call of Legends Rare Holo Pull Rate — 36.00% per pack (1 in 3)

Rayquaza — Call of Legends

36.00% of Call of Legends booster packs contain a Rare Holo card — roughly 1 in 3 packs. Call of Legends ships 33 Rare Holo cards in the pool, so the chance of pulling any specific Rare Holo is 0.0109 (≈1 in 92). These percentages come from PackRip's own rate table (the same constants the simulator runs on) — they are a model of the product, not a measurement of it. The Pokemon Company has never published pull rates.

Call of Legends Rare Holo pull-rate methodology

How PackRip computes this page
FormulaTier odds = 36.00% per pack; per-card odds = tier odds ÷ 33 Rare Holo cards = 1 in 92.
AssumptionsOne independent rare-slot roll per pack; uniform selection within the tier; no pity timers, box mapping, short-print correction, or edition/condition split.
Data sourceSet checklist and rarity labels from the bundled Pokemon TCG API catalog; tier rates from rareSlotRates(), mirrored from the live pack opener.
Update cadenceRegenerated by prerender whenever set metadata, catalog data, or pull-rate constants change.
LimitationsThis is a theoretical per-pack rate. Real sealed product can show print-run variance, collation quirks, and market-specific edition differences.

Rare Holo cards in Call of Legends

#CardTCGplayer marketPer-card odds
1Rayquaza #20$1013.271 in 92
2Rayquaza #SL10$750.001 in 92
3Suicune #SL11$296.191 in 92
4Umbreon #22$198.261 in 92
5Lugia #15$189.671 in 92
6Gyarados #7$86.941 in 92
7Ninetales #17$62.291 in 92
8Espeon #4$58.541 in 92
9Deoxys #2$55.341 in 92
10Leafeon #13$47.831 in 92
11Groudon #6$47.581 in 92
12Kyogre #12$45.101 in 92
13Jirachi #11$42.561 in 92
14Ho-Oh #9$39.251 in 92
15Dialga #3$37.851 in 92
16Lucario #14$32.351 in 92
17Houndoom #10$30.741 in 92
18Palkia #19$20.431 in 92
19Clefable #1$18.541 in 92
20Smeargle #21$11.221 in 92
21Magmortar #16$10.801 in 92
22Pachirisu #18$9.261 in 92
23Hitmontop #8$6.651 in 92
24Forretress #5$6.031 in 92
25Deoxys #SL1—1 in 92
26Dialga #SL2—1 in 92
27Entei #SL3—1 in 92
28Groudon #SL4—1 in 92
29Ho-Oh #SL5—1 in 92
30Kyogre #SL6—1 in 92
31Lugia #SL7—1 in 92
32Palkia #SL8—1 in 92
33Raikou #SL9—1 in 92

How the 36.00% rate is computed

Every Call of Legends booster pack rolls one rare-slot card (plus uncommons, commons, and energy in fixed slots). The rare slot is itself a weighted random draw across 2 tiers — Rare, Holo Rare, Rare Holo, and the era's other chase rarities. The Rare Holo tier captures 36.00% of those rare-slot draws (= 36.00 packs out of every 100). Within the Rare Holo tier, all 33 cards share the slot uniformly, so per-card odds are 36.00% ÷ 33 = 0.0109 = 1 in 92.

This is the same math PackRip's live Call of Legends simulator uses to roll packs — open as many as you want for free, watch the empirical hit rate converge to the theoretical 36.00% over a large enough sample. Source code lives in src/utils/packGenerator.ts and the per-rarity drift is build-time-asserted against the published rates so the simulator and this landing page can never disagree.

Cumulative probability — how many packs to hit Rare Holo

Rare Holo pulls follow a geometric distribution with per-pack rate 0.360000. The expected number of packs until your first Rare Holo hit is 3; at 95% confidence you'll have one within 7 packs. Most experienced openers crack a sealed booster box (36 packs) and hit Rare Holo with probability 100.0% — so the average box yields just over 13.0 Rare Holo pulls.

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