Call of Legends Rare Holo Pull Rate — 36.00% per pack (1 in 3)

36.00% of Call of Legends booster packs contain a Rare Holo card — roughly 1 in 3 packs. Call of Legends ships 33 Rare Holo cards in the pool, so the chance of pulling any specific Rare Holo is 0.0109 (≈1 in 92). These percentages come from PackRip's own rate table (the same constants the simulator runs on) — they are a model of the product, not a measurement of it. The Pokemon Company has never published pull rates.
Call of Legends Rare Holo pull-rate methodology
| Formula | Tier odds = 36.00% per pack; per-card odds = tier odds ÷ 33 Rare Holo cards = 1 in 92. |
|---|---|
| Assumptions | One independent rare-slot roll per pack; uniform selection within the tier; no pity timers, box mapping, short-print correction, or edition/condition split. |
| Data source | Set checklist and rarity labels from the bundled Pokemon TCG API catalog; tier rates from rareSlotRates(), mirrored from the live pack opener. |
| Update cadence | Regenerated by prerender whenever set metadata, catalog data, or pull-rate constants change. |
| Limitations | This is a theoretical per-pack rate. Real sealed product can show print-run variance, collation quirks, and market-specific edition differences. |
Rare Holo cards in Call of Legends
| # | Card | TCGplayer market | Per-card odds |
|---|---|---|---|
| 1 | Rayquaza #20 | $1013.27 | 1 in 92 |
| 2 | Rayquaza #SL10 | $750.00 | 1 in 92 |
| 3 | Suicune #SL11 | $296.19 | 1 in 92 |
| 4 | Umbreon #22 | $198.26 | 1 in 92 |
| 5 | Lugia #15 | $189.67 | 1 in 92 |
| 6 | Gyarados #7 | $86.94 | 1 in 92 |
| 7 | Ninetales #17 | $62.29 | 1 in 92 |
| 8 | Espeon #4 | $58.54 | 1 in 92 |
| 9 | Deoxys #2 | $55.34 | 1 in 92 |
| 10 | Leafeon #13 | $47.83 | 1 in 92 |
| 11 | Groudon #6 | $47.58 | 1 in 92 |
| 12 | Kyogre #12 | $45.10 | 1 in 92 |
| 13 | Jirachi #11 | $42.56 | 1 in 92 |
| 14 | Ho-Oh #9 | $39.25 | 1 in 92 |
| 15 | Dialga #3 | $37.85 | 1 in 92 |
| 16 | Lucario #14 | $32.35 | 1 in 92 |
| 17 | Houndoom #10 | $30.74 | 1 in 92 |
| 18 | Palkia #19 | $20.43 | 1 in 92 |
| 19 | Clefable #1 | $18.54 | 1 in 92 |
| 20 | Smeargle #21 | $11.22 | 1 in 92 |
| 21 | Magmortar #16 | $10.80 | 1 in 92 |
| 22 | Pachirisu #18 | $9.26 | 1 in 92 |
| 23 | Hitmontop #8 | $6.65 | 1 in 92 |
| 24 | Forretress #5 | $6.03 | 1 in 92 |
| 25 | Deoxys #SL1 | — | 1 in 92 |
| 26 | Dialga #SL2 | — | 1 in 92 |
| 27 | Entei #SL3 | — | 1 in 92 |
| 28 | Groudon #SL4 | — | 1 in 92 |
| 29 | Ho-Oh #SL5 | — | 1 in 92 |
| 30 | Kyogre #SL6 | — | 1 in 92 |
| 31 | Lugia #SL7 | — | 1 in 92 |
| 32 | Palkia #SL8 | — | 1 in 92 |
| 33 | Raikou #SL9 | — | 1 in 92 |
How the 36.00% rate is computed
Every Call of Legends booster pack rolls one rare-slot card (plus uncommons, commons, and energy in fixed slots). The rare slot is itself a weighted random draw across 2 tiers — Rare, Holo Rare, Rare Holo, and the era's other chase rarities. The Rare Holo tier captures 36.00% of those rare-slot draws (= 36.00 packs out of every 100). Within the Rare Holo tier, all 33 cards share the slot uniformly, so per-card odds are 36.00% ÷ 33 = 0.0109 = 1 in 92.
This is the same math PackRip's live Call of Legends simulator uses to roll packs — open as many as you want for free, watch the empirical hit rate converge to the theoretical 36.00% over a large enough sample. Source code lives in src/utils/packGenerator.ts and the per-rarity drift is build-time-asserted against the published rates so the simulator and this landing page can never disagree.
Cumulative probability — how many packs to hit Rare Holo
Rare Holo pulls follow a geometric distribution with per-pack rate 0.360000. The expected number of packs until your first Rare Holo hit is 3; at 95% confidence you'll have one within 7 packs. Most experienced openers crack a sealed booster box (36 packs) and hit Rare Holo with probability 100.0% — so the average box yields just over 13.0 Rare Holo pulls.