Gym Challenge Rare Holo Pull Rate — 36.00% per pack (1 in 3)

Blaine's Charizard — Gym Challenge

36.00% of Gym Challenge booster packs contain a Rare Holo card — roughly 1 in 3 packs. Gym Challenge ships 20 Rare Holo cards in the pool, so the chance of pulling any specific Rare Holo is 0.0180 (≈1 in 56). 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.

Gym Challenge Rare Holo pull-rate methodology

How PackRip computes this page
FormulaTier odds = 36.00% per pack; per-card odds = tier odds ÷ 20 Rare Holo cards = 1 in 56.
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 Gym Challenge

#CardTCGplayer marketPer-card odds
1Blaine's Charizard #2$521.821 in 56
2Rocket's Mewtwo #14$218.781 in 56
3Erika's Venusaur #4$148.361 in 56
4Misty's Gyarados #13$129.631 in 56
5Giovanni's Gyarados #5$117.181 in 56
6Blaine's Arcanine #1$92.651 in 56
7Rocket's Zapdos #15$88.021 in 56
8Lt. Surge's Raichu #11$73.301 in 56
9Giovanni's Nidoking #7$73.101 in 56
10Brock's Ninetales #3$71.921 in 56
11Giovanni's Machamp #6$71.441 in 56
12Sabrina #20$66.701 in 56
13Koga's Ditto #10$63.201 in 56
14Sabrina's Alakazam #16$59.951 in 56
15Misty's Golduck #12$54.411 in 56
16Giovanni's Persian #8$47.311 in 56
17Giovanni #18$41.591 in 56
18Koga #19$34.151 in 56
19Blaine #17$33.381 in 56
20Koga's Beedrill #9$22.921 in 56

How the 36.00% rate is computed

Every Gym Challenge 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 20 cards share the slot uniformly, so per-card odds are 36.00% ÷ 20 = 0.0180 = 1 in 56.

This is the same math PackRip's live Gym Challenge 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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