If you are staring at Limbus Company’s draw screen wondering whether 200 pulls is really the ceiling, here is the short version: yes. Project Moon’s gacha has no soft pity ramp, a flat 1.45% chance per pull for a specific featured Identity, and a hard guarantee at 200 pulls that lets you pick the unit yourself. At 130 Lunacy per pull, that guarantee costs 26,000 Lunacy, which works out to roughly $249 to $252 depending on which real-money packs you buy. The average player gets there in about 65 pulls, not 200, and we can show the exact math behind that number.
This page breaks down the official Limbus Company extraction rates, builds the full pity-cost table in both Lunacy and US dollars, and walks through the probability math step by step so you can decide for yourself whether a pull is worth the money. Every rate below comes from Project Moon’s own published figures as tracked by GachaData’s Limbus Company pity and guarantee page, cross-checked against the game’s own extraction details screen.
What Limbus Company’s Gacha Actually Promises You
Limbus Company runs on a currency called Lunacy. Every extraction (the game’s word for a gacha pull) costs 130 Lunacy, so a standard ten-pull costs 1,300 Lunacy. Each pull carries a 2.9% chance of landing a 000-grade Identity, the game’s top rarity tier, split between whichever Identities are currently featured on the active Limited or Target banner. A specific featured Identity sits at 1.45% per pull, with the remaining featured units and a separate E.G.O rate-up sharing the rest of that 2.9%.
There is no 50/50 coin-flip mechanic here. Genshin Impact, Honkai: Star Rail, and a long list of other titles split the first 5-star between a featured unit and a random standard-pool unit, then guarantee the featured pick on your next top-rarity pull if you lose that flip. Limbus Company skips the flip entirely. Every pull is an independent shot at the specific unit you want, at the same fixed rate, from your very first extraction to your two-hundredth.
What the game does guarantee is a 200-pull ceiling called selective pity. Hit 200 extractions on a Limited or Target banner without pulling your target, and you accumulate 200 pity points that you can exchange for any featured Identity or E.G.O on that banner, your choice. That is a stronger promise than a typical hard pity cap, which usually just hands you a random top-rarity unit from a pool rather than letting you pick.
The Official Extraction Rates, Table by Table
Here is every published rate and guarantee that governs a Limbus Company pull, pulled directly from the game’s own extraction details and organized for quick reference.
| Mechanic | Value | What it means |
|---|---|---|
| Extraction cost | 130 Lunacy | Cost of one pull on a Limited or Target banner |
| Featured Identity rate | 1.45% per pull | Chance of pulling the specific rate-up Identity on that extraction |
| Total 000-grade rate | 2.9% per pull | Combined chance of any top-rarity Identity, featured or not |
| Featured E.G.O rate | 0.65% per pull | Separate rate-up chance for the featured E.G.O on applicable banners |
| 10-pull grade floor | Guaranteed every ×10 | The 10th extraction in a ten-pull is guaranteed 00-grade or higher, not 000-grade |
| Selective pity (hard guarantee) | 200 pulls | At 200 pity points, exchange for any featured Identity or E.G.O on the banner |
| Soft pity ramp | None | The rate does not increase as you approach 200, it stays flat the entire way |
That flat-rate design is the detail most players miss. In a soft-pity system, your odds climb sharply in the last 10 to 20 pulls before the cap, so an unlucky run usually resolves itself near the ceiling. Limbus Company never gives you that boost. Pull 190 carries the exact same 1.45% chance as pull 1. The only thing that changes between pull 1 and pull 200 is how much of your 200-point allotment you have burned through, and once you hit the cap, the game simply lets you take the unit outright.
Why There’s No Soft Pity, and Why That Changes the Math
Most modern gacha games use a two-stage curve: a low base rate for the first 60 to 75 pulls, then a steep ramp that forces a top-rarity drop by a fixed pull count. The mechanics behind soft pity versus hard pity matter because that ramp is what makes the back half of a banner statistically safer than the front half. Limbus Company doesn’t do this. GachaData’s own dataset notes explicitly that “there is no modelled curve” between the base rate and the 200-pull guarantee, because Project Moon’s extraction details screen never states one.
That makes Limbus Company a cleaner probability problem than most gacha games, in a strange way. Instead of needing a fitted curve to approximate the soft-pity zone, every outcome follows the standard geometric distribution formula, with a hard cutoff for the case where you simply never hit. That lets us build an exact pity-cost table instead of an estimated one.
The Pity-Cost Table: Pulls, Lunacy, and Real Dollars
Below is the full cost breakdown to reach four different confidence levels on a featured Identity, calculated from the confirmed 1.45% per-pull rate and the 130-Lunacy pull cost. The dollar figures use two methods: the continuous rate (what you would pay per Lunacy if you could buy any exact amount) and the realistic minimum (what you would actually pay buying whole real-money packs, since Project Moon doesn’t sell fractional bundles).
| Confidence level | Pulls needed | Lunacy needed | Cost at best rate | Realistic minimum purchase |
|---|---|---|---|---|
| 50% chance | 48 pulls | 6,240 Lunacy | $59.86 | $65.98 |
| 90% chance | 158 pulls | 20,540 Lunacy | $197.05 | $201.97 |
| Average (expected) spend | ~65 pulls | 8,483 Lunacy | $81.39 | $83.98 |
| Guaranteed (selective pity) | 200 pulls | 26,000 Lunacy | $249.49 | $251.96 |
Read that table carefully, because the gap between the average row and the guaranteed row is the whole story. A typical Limbus Company player lands the featured Identity after roughly 65 pulls and about $81 to $84 in real-money packs. The unluckiest players, the ones who whiff all the way to the cap, pay three times that before the selective pity kicks in and hands them the unit for certain. That spread is exactly what a breakeven analysis of pity spending is built to measure: the distance between what most people pay and what the unluckiest few pay.
Step-by-Step: How the Expected-Value Math Works
Because Limbus Company has no soft pity curve to approximate, its odds reduce to a textbook geometric distribution capped at 200 trials. The formula for the probability of landing the featured Identity within n pulls is straightforward: P(success by pull n) equals 1 minus (1 minus 0.0145) raised to the power of n. Here is how that plays out at each of the checkpoints in the table above.
Finding the 50% and 90% Pull Counts
To find the pull count where your cumulative odds cross 50%, solve 1 minus (0.9855)^n equals 0.50, which rearranges to n equals ln(0.50) divided by ln(0.9855). That works out to roughly 47.6, rounding up to 48 pulls, which is why the 50% row above lands on 6,240 Lunacy. Run the same formula for 90% instead of 50% and n comes out to about 157.6, rounding up to 158 pulls. Both figures match what GachaData’s planner reports, which is a useful sanity check: if a tracking site’s numbers don’t reproduce from the stated base rate, the base rate is probably wrong. Here, it checks out exactly.
Finding the Average (Expected) Pull Count
The expected number of pulls needed, capped at 200, follows a different formula: E[pulls] equals (1 minus (0.9855)^200) divided by 0.0145. Plugging in the numbers, (0.9855)^200 comes out to about 0.0539, so the expression becomes (1 minus 0.0539) divided by 0.0145, or 0.9461 divided by 0.0145, which equals roughly 65.25 pulls. Multiply that by 130 Lunacy per pull and you get 8,483 Lunacy, the exact figure in the average row. Without the 200-pull cap, the uncapped expected value would sit closer to 69 pulls (1 divided by 0.0145), so the guarantee mechanic is quietly saving unlucky players a small amount on average, not just protecting the worst-case outliers.
What Happens at Pull 200: Selective Pity, Explained
Selective pity is Limbus Company’s strongest player-friendly mechanic, and it’s worth separating from a standard hard pity cap. In games like Arknights, hitting the pull ceiling guarantees a top-rarity unit, but it’s drawn randomly from a pool, so the specific unit you wanted is still not guaranteed. Limbus Company’s 200-point counter works differently: once you hit it, you exchange the points for any featured Identity or E.G.O on that banner, your pick. You are never stuck with the wrong unit at the ceiling, only at a higher price than most players pay.
Separately, there’s a shorter-term mechanic called Chance, which the game applies during specific pull sequences and which forces a guaranteed top-grade result within its own short run, capped at 20 pulls within that sequence according to GachaData’s tracked configuration. That’s a narrower, situational guarantee layered on top of the main 200-pull system, not a replacement for it, and it does not change the headline math in the table above.
Converting Lunacy to Real Money: The Cash-Pack Table
Project Moon doesn’t print the Lunacy quantity directly on every App Store product name, but the standard direct-purchase tiers are consistent across the storefronts and mirrored by third-party top-up platforms that resell the same official packs, including BuffHub’s published Limbus Company price list. Here are the six standard tiers as of early October 2026.
| USD price | Lunacy received | Cost per 1,000 Lunacy |
|---|---|---|
| $0.99 | 70 | $14.14 |
| $3.99 | 294 | $13.57 |
| $11.99 | 1,014 | $11.83 |
| $23.99 | 2,147 | $11.17 |
| $41.99 | 4,103 | $10.24 |
| $79.99 | 8,336 | $9.60 |
The pattern is the same one you’ll find in nearly every gacha monetization scheme: the biggest pack is always the best per-unit deal, here working out to roughly 0.96 cents per Lunacy against 1.41 cents per Lunacy on the smallest pack, a 32% discount for buying in bulk. All of the dollar figures in the pity-cost table above use that $79.99 tier as the baseline rate, since it’s the one that actually reflects what a motivated spender would buy.
Separately, Limbus Company’s App Store listing also carries named bundles like a Monthly Lunacy Batch and seasonal Lunacy packs tied to specific updates, priced anywhere from roughly $3 to $80 depending on the season. Those bundles often include bonus items alongside Lunacy, and their exact currency totals aren’t published in the storefront metadata, so they’re left out of the calculations here. If you’re optimizing spend, check the in-game shop for the current season’s bundle math before assuming the standard tiers above are your only option.
Five Worked Examples With Real Numbers
Here’s how the math plays out for five different spending patterns, using the confirmed 130-Lunacy pull cost and the $79.99-tier rate of roughly $0.0096 per Lunacy.
- A single ten-pull (1,300 Lunacy). One $11.99 pack covers it with 1,014 Lunacy to spare toward your next pull. Your odds of landing the featured Identity across those 10 pulls: 1 minus (0.9855)^10, which works out to about 13.5%.
- Stopping at the 50% mark (48 pulls, 6,240 Lunacy). Buying one $41.99 pack (4,103 Lunacy) plus one $23.99 pack (2,147 Lunacy) gets you 6,250 Lunacy for $65.98, just over the threshold with 10 Lunacy left.
- Chasing the average outcome (65 pulls, 8,483 Lunacy). One $79.99 pack (8,336 Lunacy) falls short by 147 Lunacy, so you’d add the $3.99 pack (294 Lunacy) to clear it, landing at $83.98 total with 147 Lunacy banked for the next banner.
- Playing it safe at 90% confidence (158 pulls, 20,540 Lunacy). Two $79.99 packs (16,672 Lunacy) plus one $41.99 pack (4,103 Lunacy) gets you to 20,775 Lunacy for $201.97, clearing the threshold with 235 Lunacy to spare.
- Going all the way to the guarantee (200 pulls, 26,000 Lunacy). Three $79.99 packs (25,008 Lunacy) plus one $11.99 pack (1,014 Lunacy) gets you to 26,022 Lunacy for $251.96, the realistic floor for a guaranteed pick of your featured unit.
Notice how the realistic purchase cost creeps above the theoretical best-rate cost at every single stage. That gap, usually $2 to $6 depending on how awkwardly the Lunacy requirement lines up with the pack sizes, is the real-world tax on top of the mathematical one. It’s small here because the pack sizes scale reasonably well, but in games with worse-aligned currency denominations that gap can run much higher, which is exactly the kind of detail a proper gacha expected-value calculation should account for instead of rounding past it.
Myths vs Facts About Limbus Company’s Gacha
| Myth | Fact |
|---|---|
| Limbus Company has soft pity like Genshin or Star Rail | It doesn’t. The rate is flat at 1.45% from pull 1 through pull 200, with no ramp. |
| There’s a 50/50 chance between featured and standard units | No 50/50 exists here. Every pull is an independent 1.45% shot at the specific featured unit. |
| You might never get the unit even at the cap | At 200 pulls, selective pity lets you choose the exact featured Identity or E.G.O outright. |
| Pulling ×10 improves your odds per pull | Each pull in a ×10 is independent at the same 1.45% rate. The only bonus is a guaranteed 00-grade-or-higher result on the 10th pull of that batch. |
| Spending real money guarantees good luck | Money buys Lunacy, not better odds. The rate per pull never changes regardless of how it was purchased. |
How Limbus Company Stacks Up Against Other Gacha Pity Systems
Against the wider field, Limbus Company sits in an unusual spot. GachaData’s cross-game pity comparison groups it with Fate/Grand Order, Blue Archive, Umamusume: Pretty Derby, and a handful of other titles that rely on a flat “spark” counter rather than a climbing soft-pity curve. Within that group, Limbus Company’s 200-pull spark is tighter than Fate/Grand Order’s 330-pull Saint Quartz spark, but considerably looser than Reverse: 1999’s 70-pull hard cap or Honkai: Star Rail’s 90-pull guarantee.
What sets Limbus Company apart isn’t the cap itself, it’s what you get when you hit it. Most hard-pity systems hand you a random top-rarity unit from a pool, which is a weaker promise than it sounds. Limbus Company’s selective pity hands you the exact unit you were chasing, no second roll involved. That’s a meaningfully better deal at the ceiling than most of the games it otherwise resembles on paper, even though the 200-pull wait is longer than several of its peers.
Is a Limbus Company Pull Worth the Money?
That depends entirely on which row of the pity-cost table you expect to land on, and the honest answer is that most players land closer to the average row than the worst-case one. At roughly $81 to $84 for the typical path to a featured Identity, Limbus Company’s real-money cost sits well below several of its peers in this genre, mostly because its per-pull price in Lunacy translates to one of the cheaper dollar-per-chase figures GachaData tracks across the 31 games in its database.
The risk sits in the tail, not the average. A player with genuinely bad luck across 200 independent 1.45% rolls will spend close to $250 before the game steps in and guarantees the pick. That’s not a small gap, roughly three times the typical spend, and it’s the number worth internalizing before committing cash to a single banner. If the Identity you want disappears before you reach your own personal pity count, that money went toward a unit you never got, since progress typically resets between separate limited banners unless the current banner explicitly states otherwise.
For a deeper look at how this kind of flat-rate, no-soft-pity math differs from the ramping systems used elsewhere in the genre, how gacha drop rates get calculated across different pity models is a useful next read, and whether gacha RNG counts as provably fair covers the broader fairness question this page only touches on for one title.
Frequently Asked Questions
What is the drop rate for a featured Identity in Limbus Company?
1.45% per pull for the specific featured Identity, with a combined 2.9% chance of pulling any 000-grade Identity on that banner. This rate is confirmed by the game’s own extraction details and tracked by GachaData’s pull rate dataset.
Does Limbus Company have soft pity?
No. The per-pull rate stays flat at 1.45% from the first extraction through the 200th, with no ramp-up period like the soft pity systems in Genshin Impact or Honkai: Star Rail.
How many pulls guarantee the featured unit in Limbus Company?
200 pulls. At that point you accumulate 200 selective pity points, which you exchange for any featured Identity or E.G.O on the current banner, your choice rather than a random draw.
How much does it cost in USD to hit Limbus Company’s hard pity?
Roughly $249.49 at the best available per-Lunacy rate, or about $251.96 once you account for buying whole real-money packs instead of a theoretical exact amount. Both figures are based on the confirmed 130-Lunacy pull cost and the $79.99-for-8,336-Lunacy top-up tier.
What’s the difference between the 10-pull floor and the 200-pull guarantee?
The 10-pull floor guarantees a 00-grade-or-higher result on the 10th extraction of any ten-pull, a mid-tier consolation prize, not the top rarity. The 200-pull selective pity is the only mechanic that guarantees the actual featured Identity or E.G.O you’re chasing.
Is Limbus Company’s gacha pay to win?
Identities and E.G.O.s add combat options rather than raw power that locks other players out of content, and the game is widely played free to clear its story and most of its endgame modes. Spending money shortens the time and luck needed to get a specific featured unit, but it doesn’t change the 1.45% rate itself.
Does pity carry over between different Limbus Company banners?
GachaData’s tracked data describes the 200-point selective pity counter as tied to the active Limited or Target banner rather than as a permanent account-wide total. Check the pity counter displayed in-game on the current banner before assuming progress will transfer to the next one.
Can I get the featured Identity without spending real money?
Yes. Lunacy is earned through normal gameplay, events, and login rewards, and nothing about the 1.45% rate changes based on how the currency was obtained. Free-to-play progress simply takes longer to accumulate the 8,483 Lunacy an average chase requires.




