Pretty Serious Baseball — Drop Rates

Pretty Serious Baseball — Randomised Item Probability Disclosure

Effective date: 2026-09-02 Source of truth: the live server. The scout rates below are served by GET /probabilities/scout (src/server/routes/probability-routes.js) from src/config/balance-config.js; equipment random options are defined in src/domains/equipment/equipment-affixes.js; enhancement tables in src/config/balance-config.js. All draws are performed on the server with server-side RNG; the client cannot influence a result. If a value here ever differs from the in-app disclosure, the in-app value is authoritative and this page will be corrected.

1. Player scout (gacha)

Every pull draws one card grade independently using the rates below. A 10-pull is ten independent draws.

1.1 Standard Player Scout (standard-scout) — paid with Coins

Grade Probability
SSR 0.1 %
SR 3.9 %
R 46.0 %
N 50.0 %

Cost: 100 Coins per pull, 900 Coins per 10-pull. Guarantee (pity): if 80 consecutive pulls on this banner produce no guaranteed-grade trigger, the 80th pull is guaranteed SR or better; the counter then resets.

1.2 Special Player Scout (special-scout) — paid with Blue Diamonds

Grade Probability
SSR 2.0 %
SR 18.0 %
R 45.0 %
N 35.0 %

Cost: 120 Blue Diamonds per pull, 1,080 Blue Diamonds per 10-pull. Guarantee (pity): the 60th consecutive pull without a guarantee trigger is guaranteed SSR; the counter then resets.

1.3 Limited pickup banners (when active)

Limited banners are time-limited events. When one is active its rates are displayed in-app and are:

Grade Probability
SSR 6.0 %
SR 15.0 %
R 44.0 %
N 35.0 %

Within an SSR result, the pickup (rate-up) character is drawn with 50 % probability; otherwise an SSR from the banner pool is drawn. Default cost: 150 Blue Diamonds per pull, 1,350 per 10-pull. Pity: a pickup-character guarantee triggers at the threshold shown in-app for that banner (the server's banner definition sets 120 pulls in pity-system.js; the banner summary displays the value that applies). (Resolved 2026-09-02: the banner summary now derives its threshold from pity-system.js, so the displayed and enforced values cannot diverge.)

Sources: src/config/balance-config.js:20-46, src/domains/scout/pity-system.js:11-15, src/domains/scout/limited-banner.js:11-19, 28-30, 97.

1.4 SSR special-ability slots (applies to every SSR card instance)

Number of special-ability slots Probability
1 99.989 %
2 0.010 %
3 0.001 %

1.5 SSR two-way archetype (applies to SSR pitcher cards)

Archetype Probability
Standard (none) 99.9 %
Two-way 0.1 %

Sources: src/config/balance-config.js:48-62, src/server/routes/probability-routes.js:19-31.

2. Equipment random options (affixes)

Equipment bought in the shop or received as a reward is created with random options decided by its tier. The number of options is fixed per tier; the options themselves are drawn uniformly at random, without replacement, from the pool for that equipment slot. Every option in a slot pool therefore has the same chance of being drawn on each draw, and an option cannot appear twice on the same item.

Tier Number of random options Stat budget per option
Bronze 0
Silver 1 3
Gold 2 5
Legendary 3 7

Probability of any given option being present on an item: Silver 1/N, Gold 2/N, Legendary 3/N, where N is the pool size of the slot (listed below). Legendary equipment is reward-only and is not sold in the shop.

Each option's stat bonuses are the tier budget split across the listed stats in the weight ratio shown (largest remainder rounding). Bonus amounts per tier follow: e.g. "Clutch Focus" (power 3 : mental 2) gives power +2 / mental +1 at Silver (budget 3), power +3 / mental +2 at Gold (budget 5), power +4 / mental +3 at Legendary (budget 7).

2.1 Bat (pool size 4)

Option Effect Stat weights
Sweet Spot Raises raw power at the plate. power 1
Bat Control Raises contact quality at the plate. contact 1
Clutch Focus Balances power with late-count composure. power 3, mental 2
Quick Hands Balances contact with bat speed. contact 3, speed 2

2.2 Glove (pool size 6)

Option Effect Stat weights
Sure Hands Raises defensive reliability. defense 1
Cannon Arm Raises throwing strength and accuracy. throwing 1
Field General Balances defense with composure. defense 3, mental 2
Durable Leather Balances defense with stamina. defense 3, stamina 2
Pinpoint Grip Raises pitching control. control 1
Live Arm Balances velocity with control. velocity 3, control 2

2.3 Shoes (pool size 6; legacy name "spikes")

Option Effect Stat weights
Quick Start Raises running speed. speed 1
Endless Legs Raises stamina for long games. stamina 1
First Step Balances speed with defensive range. speed 3, defense 2
Balanced Footwork Balances speed with throwing mechanics. speed 3, throwing 2
Drive Leg Raises velocity through the push-off leg. velocity 1
Planted Release Balances control with foot speed. control 3, speed 2

2.4 Headgear (pool size 6)

Option Effect Stat weights
Clear Mind Raises batting composure. mental 1
Mound Composure Raises pitching poise. poise 1
Field Vision Balances contact with defense. contact 3, defense 2
Game Reader Balances mental strength with poise. mental 3, poise 2
Spin Sense Raises pitch movement. movement 1
Battery Sync Balances control with mental strength. control 3, mental 2

2.5 Charm (pool size 6)

Option Effect Stat weights
Steady Heart Raises mental strength. mental 1
Ice Water Raises pitching poise. poise 1
Recovery Rhythm Raises recovery between appearances. recovery 1
Lucky Balance Balances mental strength with recovery. mental 3, recovery 2
Fireball Charm Raises velocity. velocity 1
Whip Wrist Balances movement with poise. movement 3, poise 2

2.6 Uniform top (pool size 6)

Option Effect Stat weights
Core Strength Raises power through a stable core. power 1
Workhorse Fabric Raises stamina. stamina 1
Mound Support Balances stamina with pitching poise. stamina 3, poise 2
Defensive Fit Balances stamina with defense. stamina 3, defense 2
Shoulder Drive Balances velocity with stamina. velocity 3, stamina 2
Ace's Mantle Balances movement with mental strength. movement 3, mental 2

2.7 Uniform bottom (pool size 6)

Option Effect Stat weights
Explosive Stride Raises speed. speed 1
Throwing Base Raises throwing mechanics. throwing 1
Sliding Fit Balances speed with stamina. speed 3, stamina 2
Ready Stance Balances defense with throwing. defense 3, throwing 2
Release Extension Raises pitch movement through extension. movement 1
Lower Body Engine Balances velocity with control. velocity 3, control 2

Source: src/domains/equipment/equipment-affixes.js:8-82, 114-158.

3. Enhancement

3.1 Player card enhancement (rate table player-enhancement-no-card-destruction-2026-08-25-v2)

Cards are never destroyed by enhancement. A failed attempt keeps the current level ("keep") and consumes the materials.

Target level Success Keep (fail)
+1 100 % 0 %
+2 95 % 5 %
+3 90 % 10 %
+4 85 % 15 %
+6 80 % 20 %
+7 75 % 25 %
+8 70 % 30 %
+9 65 % 35 %
+11 45 % 55 %
+12 35 % 65 %
+13 25 % 75 %
+14 15 % 85 %
+16 12 % 88 %
+17 10 % 90 %
+18 7 % 93 %
+19 5 % 95 %

Levels not listed (+5, +10, +15, +20) are limit-break gates that require a guaranteed same-character duplicate card and are not random; they are intentionally absent from this roll table. Grade caps: N +5, R +10, SR +15, SSR +20. Source: src/config/balance-config.js:260-291.

3.2 Equipment enhancement (rate table equipment-enhancement-cb-2026-07-13-v1)

Target level Success Keep (fail) Destroyed (fail)
+1 to +3 100 % 0 % 0 %
+4 to +7 75 % 25 % 0 %
+8 to +10 50 % 0 % 50 %

From +8 upward a failed attempt destroys the equipment unless a Protection Charm is used. Destroyed assets may be restorable through the in-game destroyed-asset restoration feature subject to its own rules and costs. Source: src/config/balance-config.js:425-446, src/domains/equipment/equipment-catalog.js:1-6.

4. Reward boxes (event rewards)

Boxes are earned from ranking events; they are not sold.

Box Miss ("꽝") chance Material outcome (when not a miss) Miss outcome (cheer items)
Card Material Box 25 % Enhance Ore 1–3 (weight 50 = 66.7 %), Enhance Crystal 1–2 (weight 25 = 33.3 %) Fireworks 60 %, Speech Bubble 25 %, Highlight Frame 15 %
Equipment Material Box 30 % Enhance Ore 2–5 (weight 70 = 77.8 %), Enhance Crystal 1 (weight 20 = 22.2 %) Fireworks 60 %, Speech Bubble 25 %, Highlight Frame 15 %

After a material result there is an additional 10 % chance of a bonus draw of a different material. Quantity within a range is uniform. Source: src/config/balance-config.js (rewardBoxes), src/domains/economy/reward-boxes.js:44-84.

5. Where this is shown in-app