Short answer: a 5-star weapon in Wuthering Waves’ Weapon Convene is guaranteed within 80 pulls, and because that banner skips the 50/50 coin flip entirely, hitting a 5-star means you walk away with the featured weapon every single time. The Character Convene runs the same 0.8% base rate and 80-pull hard pity, but it bolts on a 50/50 roll for the featured unit, which pushes the true worst-case guarantee to 160 pulls. That’s not a rounding difference. It’s exactly double. At current Lunite prices, the weapon guarantee costs roughly $164.97 in direct purchases, while the character guarantee tops out near $319.95. Below is every number behind that gap, pulled from Kuro Games’ own Convene Details panel and cross-checked against the official Midasbuy storefront.

How Wuthering Waves’ Convene System Actually Works

Kuro Games calls its gacha pulls “Convenes,” and they run through several separate banners, each with its own independent pity counter. The Featured Resonator Convene brings in limited-time characters. The Featured Weapon Convene, sometimes labeled Drawn Edges in-game, brings in limited-time weapons. There’s also a permanent Standard Convene for older characters and weapons that never leaves the shop. Pulling on one banner does nothing for your pity count on another, so grinding the standard pool won’t bring you any closer to a guarantee on a limited weapon banner.

Every Convene, regardless of banner, costs 160 Astrite for a single pull or 1,600 Astrite for a ten-pull. Astrite is the currency you earn for free through quests, exploration, and events. Lunite is the currency you buy with real money, and it converts to Astrite at a flat 1:1 rate the instant you spend it. That 1:1 conversion is what lets anyone turn a pull count into an actual dollar figure instead of just an abstract point total, and it’s the backbone of every calculation that follows.

Internally, the game also labels currency by banner type (Radiant Tide for character pulls, Forging Tide for weapon pulls, Lustrous Tide for the standard pool), but these are cosmetic names for the same Astrite or Lunite balance. You’re not managing three separate wallets. You’re spending the same money, just tagged differently depending on which banner you pulled on.

Official Base Rates and Hard Pity: The Numbers Kuro Games Publishes

Kuro Games discloses its rates directly inside the in-game Convene Details screen, and the same figures are mirrored on the official Convene Details reference page and the weapon-specific Drawn Edges page. Here’s what’s currently published for each banner:

Banner5★ base rateHard pity50/50 for featured?Cost per pull
Featured Resonator Convene (character)0.8%80 pullsYes, 50/50160 Astrite/Lunite
Featured Weapon Convene0.8%80 pullsNo, direct guarantee160 Astrite/Lunite
Standard Convene (permanent pool)0.8%80 pullsN/A, no featured unit160 Astrite/Lunite

Notice that the base rate and the hard pity count are identical across all three banners. That’s unusual compared to some other gacha games, where weapon-equivalent banners run a higher base rate or a shorter pity window. Wuthering Waves keeps the raw math the same everywhere and instead changes the rule that matters most: whether a 5-star automatically becomes the item you actually want.

Soft Pity: What’s Confirmed vs What’s Community-Tracked

Hard pity is the one number Kuro Games guarantees in writing: pull 80 times on a given banner without a 5-star, and the 80th pull produces one, no exceptions. What the developer does not publish is the soft pity curve, the point where your odds start climbing above that flat 0.8% baseline before hard pity locks in.

Player-run tracking projects that log thousands of real pulls generally place the soft pity window somewhere around pull 65 to 70, with the rate climbing fast each pull after that until it hits 100% at pull 80. Treat that range as a community estimate, not a confirmed Kuro Games figure. Separately, several third-party guides describe a smoothed “average rate including pity” of roughly 1.8% across the full 80-pull window. That 1.8% figure isn’t a standalone Kuro Games disclosure the way the 0.8% base rate is, but it’s consistent across multiple independent trackers and gives a workable basis for expected-value math, so this piece uses it with that caveat clearly flagged. For a broader, game-agnostic breakdown of how this mechanic works, see our soft pity vs hard pity math explainer.

The Big Difference: Why Weapon Convene Skips the 50/50

This is the part that actually changes the economics. On the Featured Resonator Convene, landing a 5-star doesn’t hand you the featured character outright. There’s a coin flip: a 50% chance the 5-star is the banner’s featured character, and a 50% chance it’s a different 5-star drawn from the standard character pool. Lose that flip, and the rule kicks in that the very next 5-star you pull on that banner is guaranteed to be the featured character, no matter how many more pulls it takes.

The Featured Weapon Convene has no equivalent coin flip. Every 5-star weapon pulled on that banner is the featured weapon. There’s no way to “lose” once you hit a 5-star, because the standard weapon pool isn’t mixed into the featured banner’s outcome pool the way standard characters are. That single structural choice is why the weapon banner’s worst-case guarantee sits at 80 pulls while the character banner’s worst-case sits at 160. The hard pity count is identical on paper, but the guarantee you’re actually chasing is a different thing entirely on each banner.

Our existing breakdown of the Character Convene’s pity odds and dollar cost covers that 50/50 side in more depth. This piece focuses on the weapon side, which gets far less attention despite being the cheaper and simpler path to a guaranteed pull.

Lunite Price Ladder: What Real Money Actually Buys

Lunite is sold in six fixed U.S. tiers through the official Midasbuy storefront and through platform stores like the PlayStation Store. Buying in bulk gets cheaper per unit, the same pattern seen across nearly every gacha storefront.

USD priceBase LuniteBonus LuniteTotal LuniteCost per Lunite
$0.9960060$0.0165
$4.9930030330$0.0151
$14.999801101,090$0.0138
$29.991,9802602,240$0.0134
$49.993,2806003,880$0.0129
$99.996,4801,6008,080$0.0124

The $99.99 tier runs about 25% cheaper per Lunite than the $0.99 tier, which is why every dollar figure below assumes a player buying the largest packs first and filling the remainder with smaller ones, rather than buying sixty 99-cent packs one at a time. Each tier also carries a one-time first-purchase bonus that doubles the base Lunite amount (so the $99.99 tier gives 12,960 Lunite the very first time it’s bought on an account), but that bonus only applies once per tier per account, so it’s excluded from the recurring-cost math used here.

Pity-Cost Table: Weapon Convene Priced in Lunite and Dollars

Here’s where the odds turn into an actual receipt. Since the Weapon Convene has no 50/50 to lose, the hard pity number and the “guaranteed featured weapon” number are the same thing.

ScenarioPullsLunite neededCheapest pack comboReal cash cost
Expected value (average run, ~1.8% smoothed rate)~568,960One $99.99 + one $14.99~$114.98
Hard pity: guaranteed featured weapon8012,800One $99.99 + one $49.99 + one $14.99~$164.97

That $164.97 figure is a hard ceiling. No amount of bad luck can push the real cost of a guaranteed featured weapon past that number, because there’s no coin flip left to lose once the 80th pull arrives. Compare that to the character side in the next section, where the ceiling very nearly doubles.

Pity-Cost Table: Character Convene, for Direct Comparison

Running the identical math on the Character Convene, but now accounting for the 50/50 and the guarantee-after-loss rule, produces a very different bill.

ScenarioPullsLunite neededCheapest pack comboReal cash cost
Expected value (average run, accounting for 50/50)~8313,280One $99.99 + one $49.99 + one $14.99 + one $4.99~$169.96
Worst case: lose 50/50 at pull 80, then second hard pity16025,600Three $99.99 + one $14.99 + one $4.99~$319.95

Lay the two tables side by side and the pattern is obvious. The weapon banner’s absolute worst case ($164.97) costs less than the character banner’s expected average case ($169.96). A player chasing a guaranteed weapon pays less in the worst possible outcome than a player chasing a character pays on an ordinary, lucky-to-average run. That gap exists purely because of the 50/50 rule, not because of any difference in the underlying drop rate.

Worked Expected-Value Calculation: Step by Step

Here’s the full math behind the EV numbers in the tables above, using the community-tracked 1.8% smoothed rate as the working probability.

  • Step 1: Using the 1.8% smoothed rate, the expected number of pulls to land any 5-star is 1 divided by 0.018, which comes out to 55.6 pulls.
  • Step 2 (Weapon Convene): Because there’s no 50/50 to lose, that 55.6-pull figure is also the expected number of pulls to land the featured weapon. Round up to 56 pulls for a real pull count.
  • Step 3 (Character Convene): Half the time, the first 5-star is already the featured character, so the run stops at 55.6 pulls. The other half of the time, the 50/50 is lost and a second wait begins, averaging another 55.6 pulls before the guaranteed featured character lands.
  • Step 4: Weight both character outcomes by their 50% probability: 55.6 + (0.5 × 55.6) = 83.3 pulls, rounded to 83.
  • Step 5: Convert pulls to currency. 56 pulls × 160 Lunite comes to 8,960 for the weapon. 83 pulls × 160 Lunite comes to 13,280 for the character.
  • Step 6: Convert currency to cash using the cheapest realistic pack combination from the price ladder above, landing at roughly $114.98 for the weapon’s expected cost and $169.96 for the character’s expected cost.

The takeaway for anyone deciding whether a weapon pull is worth the money: on average, expect to spend somewhere near $115 to land a specific featured 5-star weapon, with a hard ceiling of $164.97 no matter how unlucky the run gets. That’s a far tighter, more predictable spending range than the character side offers, where the gap between an average run and the worst case runs nearly $150.

Five Worked Pull Scenarios With Real Numbers

The table below runs five realistic outcomes through the same math, from a lucky early weapon win to the full guaranteed character worst case.

ScenarioPullsLunite spentCash spentOutcome
Lucky early weapon win142,240$29.99Weapon lands early, no 50/50 risk ever existed
Weapon expected value568,960~$114.98Typical run, featured weapon secured
Weapon hard pity (guaranteed)8012,800~$164.97100% guaranteed, no luck involved
Character expected value8313,280~$169.96Typical run, accounts for 50/50
Character worst case16025,600~$319.95Loses 50/50 at pull 80, needs a full second hard pity

Row one and row five sit at opposite ends of the same game’s gacha system, and they’re separated by roughly $290. That spread is the entire argument for understanding which banner you’re pulling on before deciding how much to budget.

Does the Monthly Lunite Subscription Change the Math?

Kuro Games sells a Lunite Subscription, listed on the PlayStation Store and other platform storefronts for $4.99, that grants 300 Lunite instantly plus 90 Astrite per day for 30 days, a combined 3,000 currency-equivalent per month if claimed daily without fail.

Buying the subscription for three straight months costs $14.97 and delivers 900 Lunite up front plus 8,100 Astrite from daily logins, a combined 9,000 toward the 12,800 needed for a guaranteed weapon. The remaining 3,800 bought directly costs $49.99 for the 3,880-Lunite pack. Total cost for a guaranteed featured weapon: roughly $64.96, compared to $164.97 buying Lunite outright with no subscription. That’s a savings of just over $100, or about 61%, for players willing to log in daily across three patch cycles rather than pull immediately with a direct purchase.

Is Wuthering Waves’ Weapon Gacha Pay-to-Win or Fair?

Wuthering Waves is a single-player-focused action RPG with no PvP combat tied to weapon ownership, so “pay-to-win” doesn’t map onto it the same way it would in a competitive game. Clearing the hardest content generally doesn’t require the exact featured weapon, since standard-pool weapons and well-built substitutes can clear most towers and bosses with the right character build.

Whether the system counts as “fair” depends on what fairness means to the reader. The base rate and hard pity count are published and consistent, which satisfies the transparency bar most regulators care about. The absence of a 50/50 on the weapon side is, if anything, a rare example of a gacha mechanic that’s more favorable to the player than the industry norm, since many competing games either add a coin flip to weapon-equivalent banners too or skip publishing a hard pity number at all. For a deeper look at what “fair” actually means in gacha RNG generally, our provably fair gacha explainer walks through the broader question.

How Wuthering Waves Compares to Other Gacha Pity Systems

Wuthering Waves’ 0.8% base rate and 80-pull hard pity sit on the tighter end among major gacha titles, both in terms of lower pity count and slightly higher base rate than games that cap out at 90 pulls with a 0.6% rate. What makes Wuthering Waves unusual isn’t the raw numbers, though. It’s the decision to apply a 50/50 to characters but not weapons. Several other major titles run the opposite pattern, or run a 50/50 on both banner types, or skip publishing a guarantee-after-loss rule entirely for the weapon-equivalent banner. Our breakdown of Honkai Star Rail’s Light Cone vs character pity split shows a similar structural gap in a different game, and our gacha banner expected-value explainer covers how to run this same math for any banner, in any game, once you know the base rate and pity count.

None of these numbers are interchangeable between titles. Pity length, soft pity curves, and 50/50 rules vary by publisher, and a system that looks generous in one game’s weapon banner can look stingy in another’s character banner. Always check the specific banner’s in-game probability panel before assuming a rate carries over from one game, or even one banner, to another. Our spend-to-pity breakeven analysis covers when a small top-up purchase is worth it versus waiting for a free-to-play pity reset, and our broader gacha odds and pity math hub rounds up every banner we’ve run this math on.

Myths vs Facts: Wuthering Waves Weapon Pity

MythFact
Weapon pulls have a 50/50 just like characters.No. The Featured Weapon Convene gives the featured weapon directly on any 5-star, with no coin flip and no way to “lose” the roll.
Hard pity on weapons is longer than on characters because weapons are rarer.Both banners share an identical 80-pull hard pity and 0.8% base rate. The only structural difference is the missing 50/50.
Soft pity kicks in at a fixed, officially confirmed pull number.Kuro Games has never published an exact soft pity start. The pull 65-70 range cited across trackers is a community estimate, not an official figure.
Buying the biggest Lunite pack is always the best value per dollar spent toward a specific pity target.The $99.99 tier has the best per-Lunite rate, but overshooting a pity target wastes currency. Mixing pack sizes to land just above the exact Lunite requirement avoids leftover balance.
The monthly subscription pays out all its value immediately.Only 300 of the 3,000 monthly Lunite-equivalent value arrives instantly. The remaining 2,700 Astrite drips out over 30 daily logins and is lost if a day is missed.

Frequently Asked Questions

Does the Weapon Convene really have no 50/50 at all?
Correct. Every 5-star weapon pulled on a Featured Weapon Convene is the banner’s featured weapon. There is no standard-pool weapon that can appear instead and no coin flip to lose.

How many pulls does it take to guarantee a specific featured weapon?
At most 80 pulls. Since there’s no 50/50, hitting hard pity and landing the featured weapon are the same event.

Is 80 pulls the same as 8,000 Astrite?
No. Each pull costs 160 Astrite or Lunite, so 80 pulls costs 12,800, not 8,000. A ten-pull costs 1,600.

Does pity carry over between the Weapon Convene and the Character Convene?
No. Each banner tracks its own independent pity counter. Pulling on one banner does not move the counter on another.

Is it cheaper to pull for a weapon or a character if you only have a fixed budget?
Weapon pulls are cheaper and far more predictable in the worst case, since the ceiling is 80 pulls (~$164.97) versus 160 pulls (~$319.95) for a character. If a budget can’t stretch to a guaranteed character, it almost always covers a guaranteed weapon.

Does the first-purchase Lunite bonus change the EV math in this piece?
It can lower the real-world cost for a player’s very first purchase of each tier, since the bonus doubles the base Lunite amount once per account. This piece uses the standard recurring price to keep the math consistent for repeat spenders, since the bonus doesn’t apply again after the first purchase of a given tier.

Does losing the 50/50 on the Character Convene ever happen twice in a row?
No. The guarantee-after-loss rule means the very next 5-star after a lost 50/50 is locked in as the featured character, so a player can lose at most once per featured character before the guarantee resolves.