Odds, Stats & Matchups
Four calculators for the numbers that decide outcomes rather than settings — your record, your odds on a banner, and what beats what.
A long record is almost immovable
Win rate and K/D are lifetime averages, and averages resist change in proportion to the data already behind them. The Win Rate makes that concrete: from 248 wins and 212 losses, reaching 60% takes seventy consecutive wins, and playing at a genuine 60% never gets you there at all because you are averaging against a permanent record below it. The K/D Ratio does the same for kills and deaths. Both point at the same conclusion — track a season, not a career.
Gacha odds are not what the base rate says
The advertised rate is the rate on your first pull, not the rate you actually face. Every major gacha ramps the probability steeply once a hidden soft-pity threshold passes, which is why the standard "at least one" formula gives 38% at eighty pulls where the true figure is over 90%. The Gacha Pity models the ramp rather than the headline rate, and reproduces the published consolidated rate to within 0.005 percentage points as a check.
Matchups multiply, and zero wins
Type effectiveness against a dual-type defender is the product of two lookups, not an average — which is where 4× and ¼× come from, and why an immunity on one half cancels a weakness on the other. The Type Effectiveness resolves the full product and lists what actually counters a given pairing, including the cases that catch people out, like Electric doing nothing at all to Ground/Flying.
Probability against a permanent record
These four split cleanly into two jobs. Win rate and K/D describe what has already happened and are slow to move; pity and type effectiveness describe what happens next and are entirely within your control. The practical order is to use the first pair to set a realistic target, and the second pair to decide whether a specific pull or matchup is worth committing to.
Frequently asked questions
Why does my win rate barely move even after a good session?+
Because each new game is one data point against everything you have already played. On 100 games a single win moves your rate by about half a percentage point; on 2,000 games it moves it by roughly 0.025. Nothing has changed about how you play — the denominator has grown, which is why a recent window is a better measure of form than a career total.
Is a flat-rate gacha calculator wrong, or just approximate?+
Wrong, and by a wide margin in the range people actually care about. A flat 0.6% across 80 pulls gives 38%, while modelling the soft-pity ramp gives over 90% — the difference between deciding not to pull and deciding to. The base rate is accurate only for pulls before soft pity begins.
Do these tools work for games other than the ones named?+
The win rate and K/D calculators are game-agnostic: they take totals and return arithmetic, so they apply anywhere. The gacha calculator has presets for the major titles and a custom mode for anything else, though the soft-pity shape then becomes an assumption. The type chart is Pokémon-specific and current from Generation 6 onward.
Which of these actually changes how I should play?+
The gacha and matchup tools, because they inform a decision you are about to make. The win rate and K/D tools mostly change what you should expect — their real value is showing that a lifetime target is unreachable, so you stop chasing it and start measuring a window you can actually move.