How Many Packs to Pull Blaine's Charizard from Gym Challenge
| Card | Blaine's Charizard — Gym Challenge #2 |
|---|---|
| Rarity tier | Rare Holo |
| Per-pack odds | 1 in 56 |
| Expected packs to pull | 56 |
| 50% confidence band | 39 packs |
| 95% confidence band | 165 packs |
| TCGplayer market | $521.82 |
| Pack-rip break-even | 104 packs @ $5 |
Blaine's Charizard chase methodology
| Formula | Specific-card odds = Rare Holo tier rate (36.00%) ÷ 20 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 Gym Challenge booster packs does it take to pull Blaine's Charizard #2? The numbers below come from the same per-rarity pull-rate model the PackRip Gym Challenge 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 56 per pack
Blaine's Charizard sits in the Rare Holo rare-slot pool for Gym Challenge. There are 20 Rare Holo cards in the Gym Challenge pool, and the Rare Holo slot fires with probability 36.00% per pack. Since the slot is split evenly across the 20 cards in that tier, the per-pack chance of pulling this specific card is 1 in 56 — approximately 1 in 56.
Pulls are independent and identically distributed, so the number of packs until you hit Blaine's Charizard follows a geometric distribution with parameter p = 0.018000. The expected number of packs is 1/p — that's ~56 packs on average. But "average" hides huge variance: the median pull lands faster than the mean (~39 packs at 50% confidence), and a long unlucky tail can stretch the wait dramatically. The 95% confidence band — 165 packs — is where 95% of pull-runs finish; the remaining 5% take even longer.
Concretely: if 100 collectors each opened Gym Challenge packs until they pulled Blaine's Charizard, roughly 50 of them would have it by pack 39, 95 of them would have it by pack 165, 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% | 6 packs | ~$30 sealed cost |
| 25% | 16 packs | ~$80 sealed cost |
| 50% | 39 packs | ~$195 sealed cost |
| 75% | 77 packs | ~$385 sealed cost |
| 90% | 127 packs | ~$635 sealed cost |
| 95% | 165 packs | ~$825 sealed cost |
| 99% | 254 packs | ~$1,270 sealed cost |
Read this table as "what fraction of openers have pulled Blaine's Charizard by pack N?". A 25% band of 16 packs means a quarter of openers hit it inside that window; 99% means almost everyone has hit it by pack 254. The dollar column anchors the variance to real-world sealed-pack cost at $5/pack.
Cheaper to buy Blaine's Charizard as a single?
Pack-ripping breaks even or beats singles on raw cost for Blaine's Charizard — 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: ~$278 at $5 per Gym Challenge pack. Compare to $521.82 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 Blaine's Charizard plus the remaining 10 cards in every pack along the way — which is why the EV calculator at /ev/gym2 spreads the cost across the whole pack contents instead of pinning it to one card.
About Blaine's Charizard (Gym Challenge)
Blaine's Charizard is a Rare Holo card from Gym Challenge, the 2000 Pokémon TCG expansion. Gym Challenge (2000) closes the Gym pair with another 132 cards, 107 of them owner-prefixed. Ken Sugimori illustrates 100 of them. The 20 Rare Holos lean on the second half of the Kanto Gym roster — Blaine's Charizard #2, Erika's Venusaur #4, Giovanni's Gyarados #5, Lt. Surge's Raichu #11, Misty's Gyarados #13 and Rocket's Mewtwo #14 among them — and Grass is the widest type at 26 cards.
This specific card ranks as one of the top-3 most valuable pulls in Gym Challenge 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 Gym Challenge ranking shows where Blaine's Charizard sits relative to the rest of the chase pool.
Pull odds in context
For reference, a "1 in 56" 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 Gym Challenge opener uses the same exact RNG model, so you can stress-test the wait curve without spending real money.
Related chases
- Rocket's Mewtwo — Rare Holo, $218.78 market
- Erika's Venusaur — Rare Holo, $148.36 market
- All Blaine's Charizard printings across 2 sets
- All top-25 Gym Challenge chases
- Complete the Gym Challenge binder — full calculator
Open Gym Challenge free
Rip Gym Challenge packs free on PackRip's simulator with the same per-rarity pull rates this page is built from. The Hunt Pack mode boosts the Rare Holo slot if you specifically want to optimise for Blaine's Charizard-tier pulls. Coin economy is virtual — no real money on the line.
Strategy: optimising the Blaine's Charizard chase
Every experienced Gym Challenge 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 $521.82 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 ($278) 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 Gym Challenge (typically 36 packs for vintage sets), enjoy the experience, then if you didn't hit Blaine's Charizard in the box, buy the single for $521.82. A 36-pack box delivers a probability of 1 − (1 − p)36 ≈ 48.0% of pulling Blaine's Charizard at least once, where p is the per-pack hit rate of 0.018000. So a sealed box gives you roughly a 48% 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 Blaine's Charizard appears. The expected total cost is ~$278, but the 95th percentile pushes that to ~$825. 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 Gym Challenge, not just acquiring Blaine's Charizard, 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 Blaine's Charizard from Gym Challenge. Mathematically, you'd expect their results to cluster near the 56-pack expectation — but they won't. Roughly 5 will pull Blaine's Charizard within the first 39 packs and feel lucky. Roughly 3 will pull between 39 and 56 packs and feel "about average". And roughly 2 will be still pulling past pack 56, with one of them potentially stretching past the 95% bound of 165. 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 Blaine's Charizard compares to the broader Gym Challenge chase pool
Blaine's Charizard sits in the Rare Holo tier of Gym Challenge's rare-slot pool. 20 cards share this tier, and the tier itself fires roughly 36.00% of the time per pack. That means the per-pack chance of pulling any Rare Holo card (not just Blaine's Charizard) is 36.00%, which makes the expected wait for any Rare Holo 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 Gym Challenge" rather than "Blaine's Charizard specifically", the math gets dramatically friendlier — the wait drops to ~3 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 Blaine's Charizard is no exception.