Skyridge Crystal Pull Rate — 1.00% per pack (1 in 100)

Ho-oh — Skyridge

1.00% of Skyridge booster packs contain a Crystal card — roughly 1 in 100 packs. Skyridge ships 6 Crystal cards in the pool, so the chance of pulling any specific Crystal is 0.0017 (≈1 in 600). 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.

Skyridge Crystal pull-rate methodology

How PackRip computes this page
FormulaTier odds = 1.00% per pack; per-card odds = tier odds ÷ 6 Crystal cards = 1 in 600.
AssumptionsOne independent rare-slot roll per pack; uniform selection within the tier; no pity timers, box mapping, short-print correction, or edition/condition split.
Data sourceSet checklist and rarity labels from the bundled Pokemon TCG API catalog; tier rates from rareSlotRates(), mirrored from the live pack opener.
Update cadenceRegenerated by prerender whenever set metadata, catalog data, or pull-rate constants change.
LimitationsThis is a theoretical per-pack rate. Real sealed product can show print-run variance, collation quirks, and market-specific edition differences.

Crystal cards in Skyridge

#CardTCGplayer marketPer-card odds
1Ho-oh #149$800.001 in 600
2Golem #148$599.991 in 600
3Kabutops #150$401.941 in 600
4Crobat #147$350.001 in 600
5Celebi #145—1 in 600
6Charizard #146—1 in 600

How the 1.00% rate is computed

Every Skyridge 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 3 tiers — Rare, Holo Rare, Crystal, and the era's other chase rarities. The Crystal tier captures 1.00% of those rare-slot draws (= 1.00 packs out of every 100). Within the Crystal tier, all 6 cards share the slot uniformly, so per-card odds are 1.00% ÷ 6 = 0.0017 = 1 in 600.

This is the same math PackRip's live Skyridge simulator uses to roll packs — open as many as you want for free, watch the empirical hit rate converge to the theoretical 1.00% 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 Crystal

Crystal pulls follow a geometric distribution with per-pack rate 0.010000. The expected number of packs until your first Crystal hit is 100; at 95% confidence you'll have one within 299 packs. Most experienced openers crack a sealed booster box (36 packs) and hit Crystal with probability 30.4% — so the average box yields just over 0.4 Crystal pulls.

Related on PackRip

Other rarity tiers in this set