Short answer: pulling on Wuthering Waves’ Featured Resonator Convene gives you a flat 0.8% chance per pull to land a 5-star, the odds climb sharply once you pass pull 66 (soft pity), and you are guaranteed a 5-star by pull 80 (hard pity) no matter what. Because that first 5-star is a 50/50 against the standard pool, the true worst-case cost to walk away with the specific featured character is 160 pulls, which runs roughly $390 to $400 at Kuro Games’ own store prices. This piece walks through the math with the actual published rates, not guesswork, so you can decide before you open your wallet whether a pull is worth it.

What “pity” actually means in Wuthering Waves

Pity is Kuro Games’ name for a rising-odds safety net bolted onto an otherwise random draw. Every pull on the Featured Resonator Convene starts at a flat 0.8% chance of producing a 5-star item, the rarest tier in the game. Left alone, that flat rate would mean some players could theoretically pull hundreds of times without luck. Pity fixes that by raising your odds the longer you go without a 5-star, then forcing one outright at a fixed ceiling. In Wuthering Waves that ceiling is pull 80. You will never pull 81 times in a row without a 5-star landing somewhere in there.

The system sits on top of two separate counters that run at the same time: one tracking 5-star pity (reset only when a 5-star drops) and one tracking 4-star pity (reset every 10 pulls at the latest). Both counters persist across individual patches on the same banner type, so a bad streak on one Featured Resonator Convene carries forward into the next one rather than resetting to zero every time a new character shows up.

The base rate: what 0.8% really costs you

Kuro sets the flat base rate for a 5-star on the Featured Resonator Convene and the Featured Weapon Convene at 0.8% per pull. That number alone tells you very little until you run it through the math. If the game had no pity system and that 0.8% rate applied forever, the average number of pulls needed to land one 5-star would be 1 divided by 0.008, or 125 pulls. Nobody actually experiences that average, because Wuthering Waves caps the wait at 80 pulls through soft and hard pity. The flat-rate number is still useful, though, as a conservative floor for estimating your odds in the early pulls, before pity mechanics start doing any work.

Each pull costs 160 Astrite, and a 10-pull costs 1,600 Astrite. Astrite is the currency you spend; Lunite is the premium currency you buy with real money, and it converts to Astrite at a 1:1 ratio inside the convene shop. Every dollar figure in this piece is built from those two numbers plus Kuro’s own storefront pricing, checked against the official Wuthering Waves site.

Soft pity vs. hard pity, explained

Soft pity is where your odds start climbing above the flat 0.8% baseline. On both the Featured Resonator Convene and Featured Weapon Convene, that climb begins at pull 66. Kuro has not published the exact percentage-per-pull curve between 66 and 80, so it would be dishonest to hand you a specific number for pull 70 or pull 75. What is confirmed is the endpoint: by pull 80, the probability of pulling a 5-star hits 100%, guaranteed. That is hard pity, and it is the one number every serious spender should have memorized before opening the shop.

Practically, this means a flat-rate calculation (like the 125-pull average above) is only accurate for roughly the first 65 pulls of a session. After that, your real odds are strictly better than flat math suggests, right up until pull 80 forces the issue. Any pity table that shows a smooth, unbroken curve from pull 1 to pull 80 is guessing at the middle section. We are not going to do that here. The table below uses only the two anchor points Kuro has actually confirmed: the 0.8% floor and the 80-pull ceiling.

The 50/50 rule: why the real number is 160, not 80

Hitting a 5-star on the Featured Resonator Convene does not automatically hand you the character on the banner art. Half the time it hands you a random standard 5-star instead, pulled from the shared standard pool. That is the 50/50: a 50% chance the 5-star you just earned is the one you actually wanted, and a 50% chance it is not.

Lose that coin flip and the game compensates you, but not instantly. Your very next 5-star pull, whenever it lands, is guaranteed to be the featured character. A losing 50/50 doesn’t waste your pulls forever, it just pushes the guarantee one cycle further out. Because the 5-star pity counter resets after every 5-star (win or lose the coin flip) and climbs back toward a fresh 80-pull ceiling, the true worst case for landing the specific character you want is two full pity cycles back to back: 80 pulls to force the first 5-star, lose the coin flip, then 80 more pulls to force the guaranteed featured pull. That’s 160 pulls in the absolute worst case, and it’s the number that should anchor any budget you set for a banner.

The Featured Weapon Convene skips this entirely. There is no 50/50 on the weapon banner. Hit a 5-star there and you get the featured weapon outright, every time, which makes the weapon banner mathematically the safer of the two convenes if the featured weapon is what you actually want.

Worked pity-cost table: pulls, Astrite, and real dollars

Here is the full cost breakdown, scenario by scenario, using Kuro’s own conversion rate of 160 Astrite per pull and the official Lunite store prices ($0.99 for 60 Lunite up through $99.99 for 6,480 Lunite, converting 1:1 to Astrite). Two cash figures are shown for the larger totals: the simple option (buying only the largest $99.99 pack, in multiples) and a mixed-pack option that shaves a few dollars off by combining smaller denominations, since the best per-dollar value in Kuro’s store is actually the $29.99 tier (66.0 Astrite per dollar), not the $99.99 tier (64.8 Astrite per dollar).

ScenarioPulls neededAstrite costSimple cash costMixed-pack cash cost
Luckiest possible outcome1 pull160 Astrite~$2.47~$2.42
Guaranteed ANY 5-star (hard pity)80 pulls12,800 Astrite$199.98 (two 6,480-Lunite packs)$194.93 (six 1,980-Lunite + one 980-Lunite pack)
Guaranteed featured character, best case (win the 50/50)80 pulls12,800 Astrite$199.98$194.93
Guaranteed featured character, worst case (lose 50/50 once)160 pulls25,600 Astrite$399.96 (four 6,480-Lunite packs)$389.86
Guaranteed featured weapon (no 50/50 on weapon banner)80 pulls12,800 Astrite$199.98$194.93

Two things jump out of that table. First, the featured weapon is the cheapest guaranteed pull in the game, for the same Astrite cost as a single character pity cycle, because it skips the 50/50 entirely. Second, the gap between winning the coin flip and losing it is not a rounding error, it’s roughly $195 either way. Anyone budgeting for a specific character should plan around the $390-$400 worst case, not the $195 best case, unless they are comfortable walking away empty-handed if the coin flip goes against them.

Step-by-step expected value calculation

Here is how to build the probability curve yourself, using only Kuro’s confirmed numbers.

  1. Start with the base rate. Each pull has a 0.8% (0.008) chance of a 5-star, so the chance of no 5-star on a single pull is 99.2% (0.992).
  2. Chain the “no 5-star” probability across pulls. The chance of going n pulls with zero 5-stars, assuming the flat rate held the whole way, is 0.992 raised to the power of n.
  3. Subtract from 1 to get the “at least one 5-star” probability. That produces a cumulative curve, accurate through roughly pull 65, before soft pity starts pulling the real curve above it.
  4. Cap everything at pull 80. Regardless of what the flat-rate math says, the real probability at pull 80 is 100%, because hard pity forces a 5-star. Any pull count past 80 resets back to 0 for a fresh cycle.
  5. Multiply by 50% to get the featured-character probability, then add the guaranteed second cycle if that first roll misses, to land on the full 160-pull worst case above.

Running that math produces the cumulative table below. These percentages use only the flat 0.8% rate and are a conservative floor. Real odds after pull 66 are equal to or better than what’s shown here, since Kuro’s soft-pity curve is actively working in your favor at that point, even though the exact shape of that curve between 66 and 80 hasn’t been made public.

Pulls madeCumulative chance of ≥1 5-star (flat-rate floor)Real-world chance
10 pulls7.7%7.7% (soft pity not yet active)
20 pulls14.8%14.8%
30 pulls21.5%21.5%
40 pulls27.5%27.5%
50 pulls33.1%33.1%
65 pulls40.8%40.8% (last pull before soft pity kicks in)
80 pulls47.4% (flat-rate math only)100% (hard pity guarantee overrides the flat curve)

That final row is the whole point of pity systems: the gap between 47.4% and 100% at pull 80 is exactly the extra probability Kuro’s soft-pity curve injects into pulls 66 through 80. It’s a large gap, which tells you the real curve is steep in that last stretch, even without Kuro publishing the exact per-pull figures.

4-star pity and rates: the part everyone forgets

While players fixate on the 5-star chase, the 4-star system does quiet work in the background. The base rate for a 4-star or higher item is 6.0% per pull, and Kuro guarantees at least one 4-star or better every 10 pulls, whichever comes first. That guarantee, like the 5-star pity counter, carries over between Featured Resonator Convenes rather than resetting with each new banner.

Practically, this means a single 10-pull essentially never comes back empty. Players are close to guaranteed a 4-star resonator or weapon in every batch of 10, on top of whatever 5-star luck they get. Those 4-stars carry real gameplay value, so the “wasted pulls” framing common in player discussion undersells what a 10-pull actually returns.

Five worked examples with real numbers

Example 1: The light spender. A player buys a single 10-pull to test a banner. Cost: 1,600 Astrite, roughly $24.24-$24.69 depending on which packs fund it. Flat-rate odds of a 5-star in that batch: 7.7%. Odds of a 4-star or better: effectively guaranteed by the 10-pull floor.

Example 2: The pity-and-win player. A player commits to pulling all the way to hard pity and wins the 50/50 on the first try. Total cost: 80 pulls, 12,800 Astrite, $194.93-$199.98. Outcome: the featured character, guaranteed.

Example 3: The pity-and-lose player. Same 80-pull commitment, but the coin flip goes the other way and a standard 5-star shows up instead. The guarantee flag is now active, so the player pulls another 80 times to lock in the featured character. Total cost: 160 pulls, 25,600 Astrite, $389.86-$399.96.

Example 4: The returning player with a guarantee already active. This player lost a 50/50 on a previous banner, so their very next 5-star, on any future Featured Resonator Convene, is locked to be the featured character. Worst case is still 80 pulls to force that 5-star, but the outcome is 100% certain rather than a coin flip. Cost ceiling: 12,800 Astrite, $194.93-$199.98, guaranteed.

Example 5: The weapon-only pull. A player only wants the featured 5-star weapon and skips the character banner entirely. Because there’s no 50/50 on the Featured Weapon Convene, the worst case is a single 80-pull cycle. Cost: 12,800 Astrite, $194.93-$199.98, and the weapon is guaranteed once a 5-star lands.

Real-money currency pricing, in full

These are the official Lunite prices listed on Kuro Games’ storefront and news channels, which convert to Astrite at a 1:1 rate inside the convene shop.

PackPriceAstrite per $1
60 Lunite$0.9960.6
300 Lunite$4.9960.1
980 Lunite$14.9965.4
1,980 Lunite$29.9966.0 (best value)
3,280 Lunite$49.9965.6
6,480 Lunite$99.9964.8

Notice the value curve isn’t a straight line. The $29.99 pack edges out the $99.99 pack on a per-dollar basis, even though it’s the smaller purchase. The gap is small, a little over 1%, but it means “always buy the biggest pack” isn’t strictly true here. A player chasing the cheapest route to 80 pulls should mix pack sizes rather than buying two of the largest tier.

Myths vs. facts

Myth: Buying the biggest currency pack always gives the best value. Fact: the 1,980-Lunite pack ($29.99) returns 66.0 Astrite per dollar, edging out the 6,480-Lunite pack ($99.99) at 64.8 Astrite per dollar. Bulk isn’t automatically cheapest per unit in this store.

Myth: A 50/50 loss carries over forever, so eventually every pull is guaranteed. Fact: the guarantee only applies to your very next 5-star. Once that guaranteed featured character lands, the flag clears and the next 50/50 starts fresh.

Myth: The weapon banner works the same way as the character banner. Fact: there’s no 50/50 on the Featured Weapon Convene. A 5-star there is the featured weapon, full stop.

Myth: 4-star pulls in a 10-pull are wasted currency. Fact: with a 6.0% base rate and a guaranteed 4-star or better every 10 pulls, most sessions return usable resonators or weapons well before any 5-star luck factors in.

Myth: Pity systems mean the game isn’t really random. Fact: pity doesn’t remove randomness, it bounds it. The 0.8% flat rate is still genuinely random on every pull up to 65; pity only guarantees a ceiling on how unlucky a player can get, a meaningfully different design from old-style loot boxes with no cap at all, a distinction covered in broader detail in Wikipedia’s overview of gacha game mechanics.

How Wuthering Waves stacks up against other gacha pity systems

Wuthering Waves’ 0.8% base rate sits above some of its closest competitors. Shattered.io has already broken down the pity math for three other major titles, and the headline numbers are worth lining up side by side.

GameFeatured 5-star base rateHard pity
Wuthering Waves0.8%80 pulls
Zenless Zone Zero0.6%90 pulls
Honkai Star Rail0.6%90 pulls
NIKKE2%200-pull mileage cap

A higher base rate paired with a shorter pity ceiling generally makes Wuthering Waves’ worst case cheaper in raw pull count than titles running a 90-pull cap at a lower base rate, though the cash comparison depends heavily on each game’s own currency pricing. Readers who want the full breakdown of any of those three should check the linked pieces, and anyone building their own probability model can start from the step-by-step structure in our Genshin wish calculator walkthrough.

Is a pull worth the money?

The honest answer depends on what a player is chasing. If the target is the featured 5-star weapon, the math favors pulling: no 50/50, a hard ceiling at 80 pulls, and a worst-case cost around $195-$200. If the target is a specific featured character, the math is less forgiving, since that same $195-$200 only guarantees a 50% shot, and the real budget to plan around is $390-$400 if that shot misses.

Where the spend-to-pity math actually breaks in a player’s favor is the carryover mechanic. Since pity and the guarantee flag both persist across banners, a player who loses a 50/50 today isn’t starting from zero on the next banner. They’re one guaranteed pull closer to their next featured character, whenever they choose to spend on it. Budgeting a single banner in isolation understates how far each dollar goes across a full patch cycle.

Where China’s disclosure rules fit into this

Publishing exact drop rates like the 0.8% figure used throughout this piece isn’t optional in every market Wuthering Waves operates in. China has required game publishers to disclose gacha and loot-box probabilities to players since 2017, a regulatory push documented by outlets tracking Chinese business and tech law such as China Briefing. That disclosure requirement is a large part of why base rates like 0.8% and pity ceilings like 80 pulls exist as public, citable numbers in the first place, rather than community guesswork, and it’s the same disclosure pressure that has pushed most major gacha publishers, Kuro included, toward publishing at least their headline rates even in markets where it isn’t legally mandatory. Regulators elsewhere have taken a harder line on the broader loot-box category, a debate Eurogamer and other outlets have tracked closely since Belgium’s gambling authority moved against loot boxes in 2018.

Frequently asked questions

What is the base 5-star rate in Wuthering Waves?

0.8% per pull on both the Featured Resonator Convene and the Featured Weapon Convene, before pity mechanics raise it.

How many pulls until hard pity in Wuthering Waves?

80 pulls guarantees a 5-star, on either the character or weapon convene. Soft pity, which raises the odds above the flat rate, begins at pull 66.

Does Wuthering Waves have a 50/50 system?

Yes, on the Featured Resonator Convene only. The first 5-star has a 50% chance of being the featured character and a 50% chance of being a standard 5-star. Lose it, and the next 5-star is guaranteed to be the featured character. The weapon banner has no 50/50.

How much does it cost to hard pity in Wuthering Waves?

80 pulls costs 12,800 Astrite, which runs $194.93 to $199.98 depending on which currency packs fund it, based on Kuro Games’ official Lunite pricing.

160 pulls, or 25,600 Astrite, which costs $389.86 to $399.96, covering both a lost 50/50 and the guaranteed follow-up pull.

Does pity carry over between banners in Wuthering Waves?

Yes. Both the 5-star pity counter and the 50/50 guarantee flag persist across different Featured Resonator Convenes until a player actually pulls a 5-star, rather than resetting with each new banner.

If the goal is specifically the featured weapon, yes. It shares the same 0.8% base rate and 80-pull hard pity as the character banner, but skips the 50/50 entirely, so the guaranteed cost is $194.93-$199.98 rather than the $389.86-$399.96 worst case on the character side.