Great Encounters Lv.X Pull Rate — 8.56% per pack (1 in 12)

Darkrai LV.X — Great Encounters

8.56% of Great Encounters booster packs contain a Lv.X card — roughly 1 in 12 packs. Great Encounters ships 4 Lv.X cards in the pool, so the chance of pulling any specific Lv.X is 0.0214 (≈1 in 47). 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.

Great Encounters Lv.X pull-rate methodology

How PackRip computes this page
FormulaTier odds = 8.56% per pack; per-card odds = tier odds ÷ 4 Lv.X cards = 1 in 47.
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 Great Encounters

#CardTCGplayer marketPer-card odds
1Darkrai LV.X #104$255.301 in 47
2Dialga LV.X #105$249.991 in 47
3Palkia LV.X #106$215.361 in 47
4Cresselia LV.X #103$61.391 in 47

How the 8.56% rate is computed

Every Great Encounters 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 4 cards share the slot uniformly, so per-card odds are 8.56% ÷ 4 = 0.0214 = 1 in 47.

This is the same math PackRip's live Great Encounters 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