If you have ever stared at a Solo Leveling: Arise banner wondering whether to spend real money chasing a featured hunter, the short answer is this: guaranteeing that specific unit costs, on average, around 16,500 Essence Stones, and in the worst case as many as 40,000 Essence Stones. Converted into real cash using the only currency rate Netmarble has actually published, that is somewhere between $23.60 and $57.22. There is no universal “yes, pull” or “no, don’t” answer, but there is real math behind the decision, and it comes straight from the game’s own disclosed drop rates rather than guesswork.
This piece walks through that math step by step: the base drop rate, the pity system, the 50/50 mechanic that can quietly double your bill, and a full expected-value calculation using only the rates Netmarble and independent trackers have actually published. Every number below is sourced, and where a figure isn’t publicly documented, that gap is called out rather than filled in with a guess.
The Short Answer: Is a Pull Worth the Money?
Solo Leveling: Arise, Netmarble’s gacha RPG built on the Solo Leveling webtoon and anime, uses a fairly standard but unforgiving structure. Every pull costs 250 Essence Stones, and the top rarity (SSR, for hunters and weapons) drops at a flat 1.2% per pull. On a limited Rate-Up banner, that 1.2% splits roughly in half: 0.6% for the one featured hunter or weapon, and 0.6% spread across everything else in the SSR pool. Miss both the base odds and the pity system’s protections, and a single pull is, mathematically, a coin flip inside a coin flip.
What makes the math tractable is the pity system. Soft pity starts nudging the SSR rate upward at pull 64, and hard pity guarantees an SSR of some kind by pull 80. Whether that guaranteed SSR is the one you actually wanted comes down to a 50/50 coin flip, and if you lose that flip, the game guarantees the featured unit on your very next SSR. That mechanic is what turns “expected cost” into a range rather than a single number: independent pity trackers put the average pull count to lock in a featured unit at roughly 66 pulls, with a mathematical worst case of 160 pulls if you lose the 50/50 at your first hard pity and have to grind to a second one.
In plain terms: budget for something in the $20-$30 range if you’re average-case lucky, and be prepared for the number to roughly double if the RNG turns against you at the worst possible moment.
How Gacha Pity Systems Work, in Plain English
A pity system is a safety net bolted onto a random-number generator. Without one, a player could theoretically pull a thousand times and never see the top rarity, since each pull is (in most games) an independent event with no memory of past results. Publishers add pity counters specifically to cap that downside: after a set number of unsuccessful pulls, the system either sharply raises your odds (soft pity) or simply hands you the top-rarity item outright (hard pity).
Two design choices determine how expensive a pity system actually is for the player. The first is where hard pity sits: an 80-pull cap, like Solo Leveling: Arise’s, is tighter than the 90-pull cap in Honkai Star Rail or the 99-pull cap in Arknights, but looser than the roughly 70-pull cap in Reverse 1999. The second, and the one players tend to underestimate, is whether there’s a 50/50 mechanic layered on top. A pure pity system without a 50/50 means hitting hard pity always gets you the exact unit you’re chasing. A pity system with a 50/50, like Solo Leveling: Arise’s, means hard pity only guarantees a top-rarity drop of some kind, and you still need to win a coin flip (or lose it and grind another full pity cycle) to land the specific unit.
This second point is the single biggest source of confusion among players comparing gacha games, and it’s exactly why two games with identical-looking pity caps can have wildly different real costs to guarantee a specific character.
Solo Leveling: Arise’s Official Drop Rates
Solo Leveling: Arise discloses its rarity breakdown directly in the gacha screen, and the numbers are consistent across every major guide that has documented them, including GameTora’s gacha database and Game8’s pity guide: R-rarity hunters and weapons drop at 90%, SR at 8.8%, and SSR at 1.2%. Those three numbers add up to exactly 100%, a useful sanity check that the disclosed rates are internally consistent rather than rounded approximations.
On a standard (non-limited) Custom Draw banner, that 1.2% SSR pool is split evenly across every SSR character or weapon currently in the game, which is why TheGamer’s summoning guide notes the individual per-unit rate on that banner can fall as low as 0.075%. On a limited Rate-Up banner, the split is far more generous to whichever unit is featured: Sportskeeda’s banner breakdown and Game8’s archived banner records both put the featured unit’s rate at 0.6%, meaning exactly half of all SSR pulls on that banner land on the featured hunter or weapon, with the remaining 0.6% divided among the rest of the SSR pool.
Every pull, on any banner, costs 250 Essence Stones. A 10-pull costs 2,500 Essence Stones, with no discount for buying in bulk, though a 10-pull does guarantee at least one SR-or-better unit, which functions as a small floor against the very worst outcomes.
Soft Pity vs Hard Pity: The 64-to-80 Pull Window
For the first 63 pulls on a banner, the SSR rate sits flat at 1.2%, exactly matching the disclosed base rate. IGN’s pity breakdown for Solo Leveling: Arise documents what happens after that: at pull 64, the odds jump to 7%, climbing to 41.8% by pull 70, 70.8% by pull 75, and a full 100% by pull 80. That last number is hard pity: if you have gone 79 pulls without an SSR, your 80th pull is guaranteed to produce one.
It’s worth sitting with how steep that curve is. Between pulls 70 and 80, a mere ten pulls, the probability of hitting an SSR climbs from 41.8% to 100%. That’s a deliberate design choice: it keeps the average pull count well below 80 for most players while still guaranteeing a hard ceiling on bad luck. Pro Game Guides’ banner breakdown and BlueStacks’ gacha explainer both corroborate the same 64/80 soft-pity/hard-pity structure, and IGN notes that Custom Draw Tickets and Rate-Up Tickets track pity independently, meaning pulls on one banner do not count toward pity on the other.
One nuance that trips up newer players: hitting pity at pull 80 guarantees an SSR, not necessarily the featured one. That distinction is the entire subject of the next section, and it’s the difference between a $28 guarantee and a potential $57 one.
The 50/50 Mechanic and Why Missing Once Doubles the Bill
When an SSR drops on a Rate-Up banner, whether it arrives through pure luck in the first 63 pulls or through the guaranteed pull at pity, the game then decides which SSR you actually received. Since the featured unit accounts for 0.6% out of the total 1.2% SSR pool, that split works out to an even 50%: for every SSR you pull, there is a 50% chance it’s the one you wanted and a 50% chance it’s something else from the pool.
Solo Leveling: Arise softens that blow with a pity-carry rule, documented in OneEsports’ pity explainer: if your SSR turns out not to be the featured unit, your very next SSR is guaranteed to be the featured one. In practice, that means the worst realistic outcome isn’t an infinite string of bad luck. It’s losing the 50/50 right at your first hard pity (pull 80), then grinding an entire second 80-pull cycle to lock in the guaranteed featured unit on pull 160. That worst-case number, 160 pulls, is exactly the figure PityCalculator’s Solo Leveling: Arise tool lists for a “limited unit, worst case” scenario.
This is also why “expected cost to guarantee a 5-star” is a more honest framing than “cost of hard pity.” Hard pity tells you the most you’ll pay for an SSR. It does not tell you the most you’ll pay for the specific SSR you actually logged in to get.
The Pity-Cost Table: Pulls, Essence Stones, and Real Dollars
Netmarble does not publish a single, flat “$X buys Y Essence Stones” price list the way some competitors do. The closest documented cash-to-currency anchor is the game’s Daily Essence Stone Support bundle, which regional App Store listings price between $6.99 and $8.01 for 200 Essence Stones per day across 28 days, for a total of 5,600 Essence Stones. Using the higher, more conservative end of that range ($8.01 for 5,600 stones) works out to roughly $0.00143 per Essence Stone, or about $1.43 per 1,000 stones. Because bulk one-time currency packs in most gacha games tend to offer a better rate than subscription-style bundles, this figure should be read as a ceiling on cost, not a floor: an outright currency purchase could well be cheaper per stone, but Netmarble has not published that ladder publicly, so this is the only verifiable anchor available.
| Milestone | Pulls | Essence Stones | Est. USD (conservative) |
|---|---|---|---|
| Single pull | 1 | 250 | $0.36 |
| Standard 10-pull | 10 | 2,500 | $3.58 |
| Soft pity begins | 64 | 16,000 | $22.90 |
| Average pulls to featured unit | ~66 | ~16,500 | ~$23.60 |
| Hard pity (guaranteed an SSR) | 80 | 20,000 | $28.61 |
| Worst case (guaranteed featured unit) | 160 | 40,000 | $57.22 |
Two rows deserve a second look. The “average pulls to featured unit” figure, sourced from PityCalculator’s Solo Leveling: Arise pity calculator, already accounts for the chance of an early lucky SSR combined with the 50/50 split, which is why it lands close to but not exactly at the 64-pull soft pity mark. The “worst case” row is not a pessimistic guess; it’s the deterministic ceiling created by the game’s own rules: 80 pulls to force an SSR, a lost coin flip, then 80 more pulls to force the guaranteed featured unit.
Step-by-Step Expected Value Calculation
Here is the full calculation, broken into the same steps a spreadsheet would use, with every input traced back to a disclosed or independently verified rate.
- Base probability per pull. SSR rate is a flat 1.2% for pulls 1 through 63 (disclosed rate, GameTora/Game8).
- Featured-unit conditional probability. Given an SSR drops on a Rate-Up banner, there is a 50% chance it’s the featured unit (0.6% featured ÷ 1.2% total SSR = 50%, per Sportskeeda and Game8’s banner records).
- Soft pity escalation. From pull 64 onward, the SSR rate rises sharply: 7% at pull 64, 41.8% at pull 70, 70.8% at pull 75 (disclosed progression, IGN).
- Hard pity. By pull 80, the SSR rate reaches 100%, guaranteeing a top-rarity drop of some kind (IGN, Pro Game Guides, BlueStacks).
- Pity-carry rule. If the guaranteed SSR at pity is not the featured unit, the next SSR pulled is guaranteed to be the featured unit (OneEsports).
- Blended expectation. Combining steps 1 through 5, independent trackers calculate an average of roughly 66 pulls to secure the featured unit specifically, factoring in both the chance of an early natural SSR and the 50/50 split (PityCalculator).
- Currency conversion. 66 pulls x 250 Essence Stones per pull = 16,500 Essence Stones for the average case; 160 pulls x 250 = 40,000 Essence Stones for the worst case.
- Cash conversion. Using the documented $8.01-per-5,600-stones rate (~$0.00143/stone): 16,500 stones is about $23.60 average cost; 40,000 stones is about $57.22 worst-case cost.
Nothing in that chain is invented. Where the public record runs out, specifically the exact bulk-pack USD-to-Essence-Stone ratio, the calculation uses the most conservative (highest cost-per-stone) figure that is actually documented, rather than estimating a friendlier number.
Worked Example 1: The Early Lucky Pull
A player opens a Rate-Up banner and does a single 10-pull, spending 2,500 Essence Stones (roughly $3.58 by the conservative conversion). On pull 4 of that 10-pull, an SSR drops, well before soft pity even begins at pull 64. Given the 50/50 split, this player has an even chance of the SSR being the featured unit. If it is, the total cost to secure the featured hunter was just 2,500 Essence Stones, a fraction of the ~16,500-stone average. If it isn’t, the pity-carry rule guarantees the very next SSR will be the featured one, meaning this player is now in a stronger position than someone starting from zero, since their next SSR, whenever it lands, is a lock.
Worked Example 2: The Average Spender’s Path
A player pulls steadily with no SSR appearing until soft pity kicks in around pull 64. The escalating rate (7% at 64, climbing to 41.8% at 70) produces an SSR somewhere in the high-60s pull range, which is consistent with the ~66-pull average that PityCalculator’s model reports. That SSR has a 50% chance of being the featured unit. If it lands correctly, this player has spent roughly 66 x 250 = 16,500 Essence Stones, or about $23.60 by the conservative conversion rate, to secure exactly the hunter or weapon they wanted. This is the statistically typical outcome, not a lucky one.
Worked Example 3: The Worst-Case Double Pity
A player pulls all the way to hard pity at 80 without a natural SSR, spending 20,000 Essence Stones (about $28.61). The guaranteed SSR at pull 80 loses the 50/50 and turns out to be a non-featured unit. Under the pity-carry rule, the next SSR is now guaranteed to be the featured hunter, but since pity resets after a guaranteed pull, this player must grind up to another 80-pull cycle to force it, landing at pull 160 in the true worst case. Total spend: 40,000 Essence Stones, or roughly $57.22 by the conservative conversion. This is the ceiling, not a typical result. It is also, notably, close to double the average-case cost, the direct mathematical consequence of a 50/50 mechanic sitting on top of an otherwise reasonable 80-pull pity cap.
Worked Example 4: 10-Pull Habit vs Saving for Hard Pity
Consider two players with the same 20,000-Essence-Stone budget. Player A spends it in eight separate 10-pulls spread across different banners as they’re released, chasing whichever unit looks appealing each time. Player B holds the full 20,000 stones and spends them all on a single banner, guaranteeing at minimum an SSR (via hard pity) with a 50% shot at the specific featured unit. Player A’s approach maximizes variety and the chance of hitting several different SSRs across banners, but guarantees nothing about any single one. Player B’s approach guarantees an SSR outcome on one banner and has even odds of it being the target. Neither approach is wrong, but they answer different questions: Player A is optimizing for breadth, Player B for certainty on one specific unit. The math above only describes Player B’s scenario; Player A’s expected value is simply 80 pulls’ worth of scattered 1.2% rolls, a meaningfully worse bet for securing one particular hunter.
How Solo Leveling: Arise Stacks Up Against Other Gacha Games
Solo Leveling: Arise’s 80-pull hard pity is tighter than most of the genre, but its 50/50 mechanic pushes the realistic worst-case cost closer to games with softer nominal caps but no rate-up guarantee. The table below places it alongside other gacha games’ previously published pity structures for context.
| Game | Top-Rarity Base Rate | Hard Pity Cap | 50/50-Style Mechanic |
|---|---|---|---|
| Solo Leveling: Arise | 1.2% (0.6% featured) | 80 pulls | Yes, loss carries forward |
| Genshin Impact | 0.6% | 90 pulls | Yes, ~55% win rate |
| Honkai Star Rail | 0.6% | 90 pulls | Yes |
| Zenless Zone Zero | 0.6% | 90 pulls | Yes |
| Wuthering Waves | 0.8% | ~80 pulls | Yes |
| NIKKE | 2% | 200-pull mileage cap | No (direct exchange) |
| Arknights | 2% (limited banner) | 99-pull soft cap | No |
| Blue Archive | 0.7% | ~200-pull guarantee | No |
The pattern worth noticing: games without a 50/50 mechanic, like NIKKE and Blue Archive, tend to use a direct point-exchange system instead, where accumulated pulls convert into guaranteed access to the exact unit you want, no coin flip involved. Games that do use a 50/50, including Solo Leveling: Arise, Genshin Impact, and Honkai Star Rail, effectively double their realistic worst-case cost compared to their advertised pity cap. A reader comparing “80-pull pity” against “90-pull pity” without accounting for this mechanic is comparing the wrong numbers.
Loot Box Disclosure Laws: Why These Numbers Are Public at All
None of the math above would be possible if publishers weren’t required, in most major markets, to disclose gacha probabilities. That obligation traces back largely to regulatory pressure that built through the late 2010s and has only tightened since. China’s game regulator requires publishers to disclose randomized item probabilities directly in-client, a rule Game Developer has reported on as part of a broader push for transparency in monetized random-reward systems. Japan’s long-standing “kompu gacha” restrictions and Consumer Affairs Agency guidance similarly push publishers toward showing rate tables rather than hiding them.
Europe has taken a more adversarial stance in places. The Belgian Gaming Commission has treated certain paid loot boxes as a form of gambling requiring a license, a position that has pushed some publishers to strip randomized paid mechanics out of their Belgian releases entirely rather than comply. The Netherlands has pursued similar, though separately litigated, regulatory action. In the United States, there is no federal loot box disclosure law as of 2026, but Apple’s App Store and Google Play both require developers to disclose the odds of receiving each item type for any game offering randomized virtual item purchases, the practical mechanism that makes rate tables like the ones in this article possible for US-based players in the first place.
That disclosure requirement is precisely why this article can cite a specific 1.2% SSR rate and an 80-pull hard pity instead of estimating from player-reported outcomes. It’s also why the gap in this article, the exact USD-to-Essence-Stone bulk rate, stands out: store-level disclosure rules cover drop rates, not currency pricing ladders, which remain entirely at the publisher’s discretion.
Gacha Pity Myths vs Facts
| Myth | Fact |
|---|---|
| Hitting hard pity always gets you the character you want. | In Solo Leveling: Arise, hard pity guarantees an SSR of some kind. Getting the specific featured unit still requires winning a 50/50, or losing it and pitying a second time. |
| A game with a lower base drop rate is always worse value than one with a higher rate. | Base rate alone is misleading. NIKKE’s 2% base rate looks generous next to Solo Leveling: Arise’s 1.2%, but NIKKE’s 200-pull mileage cap to guarantee a specific unit is more than double Solo Leveling: Arise’s realistic worst case. |
| Since pulls are random, spending more money always improves your odds on any given pull. | Each individual pull’s odds are fixed by the disclosed rate table regardless of spend; money only lets you reach the pity thresholds faster, it does not alter the 1.2% or 0.6% figures themselves. |
| The “average” cost figure is what most players actually pay. | The average is a statistical mean across many outcomes, not a typical single result. Some players hit the featured unit in a single 10-pull; others hit the full 160-pull worst case. Both are real, documented possibilities within the same system. |
| Publishers can quietly change drop rates without anyone noticing. | App Store and Google Play disclosure requirements, plus regulatory pressure in markets like China and Japan, mean rate changes typically show up in the in-game disclosure screen and get flagged by trackers like GameTora within days. |
Frequently Asked Questions
What is the guaranteed SSR rate in Solo Leveling: Arise?
Hard pity guarantees an SSR hunter or weapon of some kind by your 80th pull on a given banner, with soft pity noticeably raising the odds starting at pull 64. This guarantee covers any SSR, not specifically the featured rate-up unit.
How much does it cost to guarantee the featured unit in Solo Leveling: Arise?
On average, around 16,500 Essence Stones, or roughly $23.60 by the most conservative documented cash-to-currency rate. In the mathematical worst case, where you lose the 50/50 on your first hard pity, it takes 40,000 Essence Stones, or roughly $57.22.
Is Solo Leveling: Arise’s 50/50 the same as Genshin Impact’s?
Structurally, yes. Both games guarantee a top-rarity drop through hard pity, then split that drop 50/50 between the featured unit and the rest of the pool, with a loss guaranteeing the featured unit on the next top-rarity pull. The pull counts and base rates differ (Solo Leveling: Arise’s 80-pull hard pity versus Genshin’s 90-pull cap), but the underlying probability mechanic belongs to the same family of design.
Does a 10-pull improve my odds compared to ten single pulls?
Not on the SSR rate itself; each pull’s 1.2% base chance is identical whether bought individually or in a bundle of 10. The only advantage of a 10-pull is the built-in floor guaranteeing at least one SR-or-better unit, which single pulls do not carry.
Why doesn’t Netmarble publish a simple dollar-per-pull price?
App Store and Google Play disclosure rules require publishers to reveal drop-rate probabilities for randomized items, but they do not require a transparent cash-to-currency conversion table. Most gacha publishers, Netmarble included, sell currency through a mix of bundles, subscriptions, and limited-time offers rather than a flat price ladder, which is why this article uses the one documented bundle rate as a conservative anchor rather than an official flat rate.
Are gacha pity systems considered gambling?
It depends on the jurisdiction. Belgium’s Gaming Commission has treated certain paid randomized-item mechanics as gambling requiring a license, while the United States has no federal classification of loot boxes as gambling as of 2026. China and Japan instead regulate these mechanics through consumer-protection and disclosure rules rather than gambling law.
Can pity progress carry over between different banners?
No. According to IGN’s pity documentation, Custom Draw Tickets and Rate-Up Tickets track pity independently of each other, and separate Rate-Up banners for different featured units do not share a combined pity counter.




