How Many Packs to Pull Zekrom from Black & White
| Card | Zekrom — Black & White #114 |
|---|---|
| Rarity tier | Full Art |
| Per-pack odds | 1 in 23 |
| Expected packs to pull | 24 |
| 50% confidence band | 16 packs |
| 95% confidence band | 69 packs |
| TCGplayer market | $129.13 |
| Pack-rip break-even | 26 packs @ $5 |
Zekrom chase methodology
| Formula | Specific-card odds = Full Art tier rate (8.56%) ÷ 2 cards; confidence bands solve 1 - (1 - p)^N. |
|---|---|
| Assumptions | Independent pack rolls, uniform selection within the rarity tier, no pity timers, no box mapping, no first-edition/condition split, no duplicate protection. |
| Data source | Card identity and rarity from the bundled Pokemon TCG API catalog; pull-rate constants from the live simulator; market price from the bundled TCGplayer snapshot. |
| Update cadence | Regenerated by prerender; price values update when the TCGplayer snapshot is refreshed through the data pipeline. |
| Limitations | The page estimates probability and raw market cost only; it does not model grading premiums, counterfeit risk, sealed-product appreciation, or individual print-run collation. |

This page answers exactly one question: how many Black & White booster packs does it take to pull Zekrom #114? The numbers below come from the same per-rarity pull-rate model the PackRip Black & White simulator runs on, mirrored from packGenerator.ts. TCGplayer pricing refreshes every build, so the buy-vs-rip verdict at the bottom reflects current market.
The math: ~1 in 23 per pack
Zekrom sits in the Full Art rare-slot pool for Black & White. There are 2 Full Art cards in the Black & White pool, and the Full Art slot fires with probability 8.56% per pack. Since the slot is split evenly across the 2 cards in that tier, the per-pack chance of pulling this specific card is 1 in 23 — approximately 1 in 23.
Pulls are independent and identically distributed, so the number of packs until you hit Zekrom follows a geometric distribution with parameter p = 0.042800. The expected number of packs is 1/p — that's ~24 packs on average. But "average" hides huge variance: the median pull lands faster than the mean (~16 packs at 50% confidence), and a long unlucky tail can stretch the wait dramatically. The 95% confidence band — 69 packs — is where 95% of pull-runs finish; the remaining 5% take even longer.
Concretely: if 100 collectors each opened Black & White packs until they pulled Zekrom, roughly 50 of them would have it by pack 16, 95 of them would have it by pack 69, and a handful would still be chasing past that. Expected ≠ guaranteed; the geometric distribution is famously long-tailed on the right side.
Confidence bands — packs vs cumulative probability
| P(pulled by N packs) | Packs needed | Sealed cost at $5/pack |
|---|---|---|
| 10% | 3 packs | ~$15 sealed cost |
| 25% | 7 packs | ~$35 sealed cost |
| 50% | 16 packs | ~$80 sealed cost |
| 75% | 32 packs | ~$160 sealed cost |
| 90% | 53 packs | ~$265 sealed cost |
| 95% | 69 packs | ~$345 sealed cost |
| 99% | 106 packs | ~$530 sealed cost |
Read this table as "what fraction of openers have pulled Zekrom by pack N?". A 25% band of 7 packs means a quarter of openers hit it inside that window; 99% means almost everyone has hit it by pack 106. The dollar column anchors the variance to real-world sealed-pack cost at $5/pack.
Cheaper to buy Zekrom as a single?
Pack-ripping breaks even or beats singles on raw cost for Zekrom — but you'd absorb the rest of the pack contents along the way. Most hunters still mix: rip for the experience, buy the single if RNG turns sour.
Pack-rip expected dollar cost for this specific card: ~$117 at $5 per Black & White pack. Compare to $129.13 for the single on TCGplayer (Unlimited / non-graded copy at current market). The single buy obviously delivers exactly this card; the pack-rip approach delivers Zekrom plus the remaining 9 cards in every pack along the way — which is why the EV calculator at /ev/bw1 spreads the cost across the whole pack contents instead of pinning it to one card.
About Zekrom (Black & White)
Zekrom is a Full Art card from Black & White, the 2011 Pokémon TCG expansion. Black & White (2011) opens the Unova era with 115 cards and the first Rare Ultra cards in PackRip's catalog — just two of them, Reshiram #113 and Zekrom #114, with Pikachu #115 as the lone Secret Rare. There are no Pokemon-EX in this set; that tier does not appear in the BW run until Next Destinies. The engine draws Rare Ultra from a 5.56 percent slice of the rare slot, about one pack in eighteen. 5ban Graphics illustrates 19 cards.
This specific card ranks as one of the top-3 most valuable pulls in Black & White by TCGplayer market value, which is part of why the chase math is what it is — high market value tends to track with rarity-tier depth, since lower pool sizes concentrate value into fewer cards. The complete top-25 Black & White ranking shows where Zekrom sits relative to the rest of the chase pool.
Pull odds in context
For reference, a "1 in 23" pull is roughly comparable to a moderate chase — you should expect to crack a couple of boxes. The variance is the killer: any one pack could be the one. The simulation on PackRip's Black & White opener uses the same exact RNG model, so you can stress-test the wait curve without spending real money.
Related chases
- Reshiram — Full Art, $112.79 market
- Pikachu — Secret Rare, $108.93 market
- All Zekrom printings across 15 sets
- All top-25 Black & White chases
- Complete the Black & White binder — full calculator
Open Black & White free
Rip Black & White packs free on PackRip's simulator with the same per-rarity pull rates this page is built from. The Hunt Pack mode boosts the Full Art slot if you specifically want to optimise for Zekrom-tier pulls. Coin economy is virtual — no real money on the line.
Strategy: optimising the Zekrom chase
Every experienced Black & White hunter eventually picks one of three approaches for a specific chase card. The cheapest is the snipe: skip pack-ripping entirely, set a TCGplayer alert at or below the current $129.13 market, and wait for a motivated seller. This is the route most efficient-frontier collectors take when the chase is locked behind a deep rarity tier — and the math above shows why. The expected pack-rip cost ($117) is typically multiples of the single price, and the variance on that expectation is wide enough that a single bad streak can blow past the 95% confidence bound. The single buy is dollar-for-dollar cheaper and emotionally cheaper too — no more refreshing pack-pull videos at 3am.
The middle path is the box-rip-then-snipe: open a sealed booster box of Black & White (typically 36 packs for vintage sets), enjoy the experience, then if you didn't hit Zekrom in the box, buy the single for $129.13. A 36-pack box delivers a probability of 1 − (1 − p)36 ≈ 79.3% of pulling Zekrom at least once, where p is the per-pack hit rate of 0.042800. So a sealed box gives you roughly a 79% chance of hitting this card "for free" alongside the rest of the box contents, plus the rip experience. If you miss, you backstop by buying the single — total worst-case cost is the box price plus the single. Most rational hobbyists end here.
The expensive path is pure-rip-to-pull: keep opening packs until Zekrom appears. The expected total cost is ~$117, but the 95th percentile pushes that to ~$345. Almost nobody who does this comes out ahead financially — but it produces the binder story, the YouTube content, and the cumulative pulls of the entire pack contents along the way. If your real goal is collecting all of Black & White, not just acquiring Zekrom, the pure-rip path has an internal logic the singles path doesn't.
Variance is the entire story
Here's a concrete illustration of how wild the geometric distribution gets at low p. Consider 10 hypothetical openers all chasing Zekrom from Black & White. Mathematically, you'd expect their results to cluster near the 24-pack expectation — but they won't. Roughly 5 will pull Zekrom within the first 16 packs and feel lucky. Roughly 3 will pull between 16 and 24 packs and feel "about average". And roughly 2 will be still pulling past pack 24, with one of them potentially stretching past the 95% bound of 69. The unlucky ones will swear the simulator is rigged, the rates are wrong, or that they have terrible RNG — but the math says exactly this distribution should happen every time. The geometric distribution has no memory: each pack is an independent draw, and a 100-pack dry streak does not increase the odds of the next pack hitting.
How Zekrom compares to the broader Black & White chase pool
Zekrom sits in the Full Art tier of Black & White's rare-slot pool. 2 cards share this tier, and the tier itself fires roughly 8.56% of the time per pack. That means the per-pack chance of pulling any Full Art card (not just Zekrom) is 8.56%, which makes the expected wait for any Full Art card much shorter than the wait for this specific one. Pull-rate intuition: a single chase from a 6-card tier is 6× rarer than the tier itself. The deeper the pool, the longer the chase. This is also why "wide" sets with many chase cards in a single tier feel grindier per individual card despite the tier hit rate being identical — a thicker tier dilutes each card's specific share.
If your real goal is "any chase card from Black & White" rather than "Zekrom specifically", the math gets dramatically friendlier — the wait drops to ~12 packs on average for the tier as a whole. Most binder collectors approach it this way: chase the tier broadly across multiple sets, accept whatever pulls, and snipe the specific holes via TCGplayer later. Targeting one card from a thick tier is the most expensive way to play the chase, and Zekrom is no exception.