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.
Every pull draws one card grade independently using the rates below. A 10-pull is ten independent draws.
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.
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.
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.
| Number of special-ability slots | Probability |
|---|---|
| 1 | 99.989 % |
| 2 | 0.010 % |
| 3 | 0.001 % |
| 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.
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).
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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.
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.
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.
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.
/probabilities/scout).equipmentAffixDisclosure).