Rising Rivals Lv.X Pull Rate — 8.56% per pack (1 in 12)

8.56% of Rising Rivals booster packs contain a Lv.X card — roughly 1 in 12 packs. Rising Rivals ships 9 Lv.X cards in the pool, so the chance of pulling any specific Lv.X is 0.0095 (≈1 in 105). 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.
Rising Rivals Lv.X pull-rate methodology
| Formula | Tier odds = 8.56% per pack; per-card odds = tier odds ÷ 9 Lv.X cards = 1 in 105. |
|---|---|
| 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. |
Lv.X cards in Rising Rivals
| # | Card | TCGplayer market | Per-card odds |
|---|---|---|---|
| 1 | Snorlax LV.X #111 | $600.00 | 1 in 105 |
| 2 | Infernape E4 LV.X #108 | $350.00 | 1 in 105 |
| 3 | Alakazam E4 LV.X #103 | $336.25 | 1 in 105 |
| 4 | Flygon LV.X #105 | $122.61 | 1 in 105 |
| 5 | Luxray GL LV.X #109 | $120.58 | 1 in 105 |
| 6 | Gallade E4 LV.X #106 | $116.35 | 1 in 105 |
| 7 | Floatzel GL LV.X #104 | $100.00 | 1 in 105 |
| 8 | Mismagius GL LV.X #110 | $99.99 | 1 in 105 |
| 9 | Hippowdon LV.X #107 | $80.76 | 1 in 105 |
How the 8.56% rate is computed
Every Rising Rivals 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 4 tiers — Rare, Holo Rare, Lv.X, and the era's other chase rarities. The Lv.X tier captures 8.56% of those rare-slot draws (= 8.56 packs out of every 100). Within the Lv.X tier, all 9 cards share the slot uniformly, so per-card odds are 8.56% ÷ 9 = 0.0095 = 1 in 105.
This is the same math PackRip's live Rising Rivals simulator uses to roll packs — open as many as you want for free, watch the empirical hit rate converge to the theoretical 8.56% 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 Lv.X
Lv.X pulls follow a geometric distribution with per-pack rate 0.085600. The expected number of packs until your first Lv.X hit is 12; at 95% confidence you'll have one within 34 packs. Most experienced openers crack a sealed booster box (36 packs) and hit Lv.X with probability 96.0% — so the average box yields just over 3.1 Lv.X pulls.
Related on PackRip
- Open Rising Rivals packs free — same pull rates, live RNG
- Rising Rivals binder completion calculator
- Rising Rivals per-pack expected value
- Top 25 most valuable Rising Rivals cards
- Every Lv.X card across all 140 booster sets