Cross-game meta
Every game side by side in one place — how generous each gacha really is, how deep our coverage runs, and how current the data stays. One normalized view.
Gacha generosity
What it actually takes to land a banner’s featured unit in each game, on the same axis — the bar runs from a typical run to an unlucky one, the tick is the average, and the dot is the pull where the game finally guarantees it. Four games never do.
| Game | Grade | Pulls to the featured unit | Guaranteed by | Pity mechanic | |
|---|---|---|---|---|---|
| Blue Protocol: Star Resonance | Generous | 65 avg 68–71 | 80 | Soft pity from 65, hard pity 80 · no featured split — the pool's SSR is the advertised reward | Planner → |
| Reverse: 1999 | Generous | 65 avg 70–123 | 140 | Hard pity at 70 · 50/50 featured | Planner → |
| Umamusume: Pretty Derby | Generous | 67 avg 46–153 | Never | No pity — every summon independent | Planner → |
| Arknights | Generous | 69 avg 57–142 | Never | Soft pity from 51, hard pity 99 · ~50% featured rate-up | Planner → |
| Wuthering Waves | Generous | 83 avg 75–145 | 160 | Soft pity from 70, hard pity 80 · 50/50 featured | Planner → |
| CookieRun: Crumble | Generous | 83 avg 58–191 | Never | No pity — every summon independent | Planner → |
| Hololive Dreams | Middle of the pack | 87 avg 69–200 | 200 | 200-pull spark guarantee | Planner → |
| Persona5: The Phantom X | Middle of the pack | 88 avg 74–145 | 160 | Soft pity from 70, hard pity 80 · 50/50 featured | Planner → |
| Duet Night Abyss | Middle of the pack | 94 avg 81–156 | 180 | Soft pity from 74, hard pity 90 · 50/50 featured | Planner → |
| Honkai: Star Rail | Middle of the pack | 94 avg 81–156 | 180 | Soft pity from 74, hard pity 90 · 50/50 featured | Planner → |
| Zenless Zone Zero | Middle of the pack | 94 avg 81–156 | 180 | Soft pity from 74, hard pity 90 · 50/50 featured | Planner → |
| Limbus Company | Middle of the pack | 106 avg 96–200 | 200 | 200-pull spark guarantee | Planner → |
| Blue Archive | Middle of the pack | 108 avg 99–200 | 200 | 200-pull spark guarantee | Planner → |
| Fate/Grand Order | Steep | 116 avg 87–287 | 330 | 330-pull spark guarantee | Planner → |
| Dragon Ball Z Dokkan Battle | Steep | 165 avg 114–379 | Never | No pity — every summon independent | Planner → |
| Genshin Impact | Exact per-pull rates not yet part of this game’s data | ||||
Sorted most generous first. Grade is the average alone: ≤85 pulls = generous, ≤110 = middle of the pack, above that = steep. Whether a game guarantees the unit at all is a separate column, not folded into the grade — two games can average the same number of pulls while one caps your losses and the other never does. The figures already account for each game’s pity or spark, and are pull counts, not spend (a pull costs a different amount in every game).
Coverage & freshness
Units tracked and how many builds we’ve archived per game. Every build is kept permanently, so past-patch values never vanish.
Arknights
Blue Archive
Blue Protocol: Star Resonance
CookieRun: Crumble
Dragon Ball Z Dokkan Battle
Duet Night Abyss
Fate/Grand Order
Genshin Impact
Hololive Dreams
Honkai: Star Rail
Limbus Company
Persona5: The Phantom X
Reverse: 1999
Umamusume: Pretty Derby
Wuthering Waves
Zenless Zone Zero
Power-creep velocity
Ranking games by how fast power climbs, patch over patch.
Power-creep and balance-trend charts read the permanent per-build archive — how each roster shifts patch over patch. That archive is still young, so a trend line here would be noise, not signal. Rather than draw a fake curve, this unlocks as more patches are archived: every build is kept forever, so the history only gets richer.
Meanwhile, each game’s full patch-by-patch record is already live on its changelog.