Diamond & Pearl Lv.X Pull Rate — 8.56% per pack (1 in 12)

Infernape LV.X — Diamond & Pearl

8.56% of Diamond & Pearl booster packs contain a Lv.X card — roughly 1 in 12 packs. Diamond & Pearl ships 3 Lv.X cards in the pool, so the chance of pulling any specific Lv.X is 0.0285 (≈1 in 35). 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.

Diamond & Pearl Lv.X pull-rate methodology

How PackRip computes this page
FormulaTier odds = 8.56% per pack; per-card odds = tier odds ÷ 3 Lv.X cards = 1 in 35.
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.

Lv.X cards in Diamond & Pearl

#CardTCGplayer marketPer-card odds
1Infernape LV.X #121$131.661 in 35
2Torterra LV.X #122$100.211 in 35
3Empoleon LV.X #120$89.991 in 35

How the 8.56% rate is computed

Every Diamond & Pearl 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 3 tiers — Rare, Holo Rare, Lv.X, and the era's other chase rarities. The Lv.X tier captures 8.56% of those rare-slot draws (= 8.56 packs out of every 100). Within the Lv.X tier, all 3 cards share the slot uniformly, so per-card odds are 8.56% ÷ 3 = 0.0285 = 1 in 35.

This is the same math PackRip's live Diamond & Pearl simulator uses to roll packs — open as many as you want for free, watch the empirical hit rate converge to the theoretical 8.56% 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 Lv.X

Lv.X pulls follow a geometric distribution with per-pack rate 0.085600. The expected number of packs until your first Lv.X hit is 12; at 95% confidence you'll have one within 34 packs. Most experienced openers crack a sealed booster box (36 packs) and hit Lv.X with probability 96.0% — so the average box yields just over 3.1 Lv.X pulls.

Related on PackRip

Other rarity tiers in this set