Gacha Pull Pity Calculator

Enter your hard pity, current pity count, and cost per pull.

Result

66 pulls
10,560 gems
24 pulls

How it is calculated

The tool works out the worst case: how many more pulls it takes to reach the guaranteed (hard) pity. It uses remaining = max(0, hard pity − current pity) and currency needed = remaining × cost per pull. Hard pity is the pull count at which the game guarantees the top-tier item, current pity is how many pulls you have made since your last top-tier drop, and cost per pull is in gems or whatever premium currency the banner uses. Both pity values must be whole numbers: 24.5 pulls gives no result, and so does a negative value. The currency total is rounded to a whole number. If your current count is at or above the hard pity, the remaining pulls show 0 rather than a negative number. The tool does not model soft pity (rising odds before the cap), 50/50 or guarantee rules for the featured item, or discounts on ten-pulls, so treat the answer as an upper bound for the next top-tier item only.

Worked example

A banner has a hard pity of 90, you have done 24 pulls since the last top-tier drop, and each pull costs 160 gems. Remaining pulls: 90 − 24 = 66 pulls. Currency needed: 66 × 160 = 10,560 gems. The tool also repeats your progress as 24 pulls. If you hold only 8,000 gems, you are 2,560 gems short, which is 16 more pulls' worth, so you would need to save before the banner ends.

Try this example →

Common mistakes

  • Counting pity from the wrong point. The current count is the pulls since your last top-tier drop, not your total pulls in the game, and some games keep separate counters for different banners.
  • Believing the result is what you will probably spend. It is the maximum needed to reach the guarantee; with soft pity and luck, many players get the item earlier.
  • Ignoring the rule for featured items. In games where the guaranteed drop can be a non-featured item, hitting pity does not always mean you got the character you wanted, so you may need a second pity run.
  • Entering the pity as a total in gems or tickets. Both the hard pity and the current pity are counts of pulls; only the cost-per-pull field is in currency.
  • Using a bulk-pull price as the single-pull cost. If a ten-pull is discounted, divide its price by ten, or the currency estimate will be wrong.

About this calculator

In gacha-style mobile games, “pulling” spends in-game currency for a randomized chance at a rare item or character, but most games include a pity system as a fairness backstop: a guaranteed rare drop after a fixed number of failed pulls, known as hard pity, with many games also raising drop odds gradually as pity count climbs (soft pity). This calculator takes your hard pity threshold, current pity count and cost per pull, and tells you exactly how many more pulls — and how many gems or premium currency — you'd need to guarantee hitting pity if luck doesn't cooperate first.

The tool speaks directly to mobile gacha players budgeting toward a specific character or item, whether they're planning how much to spend during a limited-time banner or deciding whether they have enough saved currency to safely pity out before a banner ends. It's also useful for players comparing the “worst-case” cost of guaranteeing a pull across different games' pity systems, since hard pity thresholds and costs vary significantly by title.

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