Card Odds and Paid Random Rewards

Last updated: 2026-10-02. Version: 2026-10-02.

Card pulls in Rolvana give random cards. This page explains how pulls work and the chance of getting each rarity, so you know the odds before you spend. You can also check a banner's odds in the app at any time: open the banner and tap Drop rates. Rolvana is operated by RankPros Media LLC.

Rolls, Rubies, and cards

Each pull uses 1 Roll. A 10-roll uses 10 Rolls and gives 10 cards. You earn Rubies and Rolls by completing Goals and from other rewards in the app. You can also turn Rubies into Rolls: 10 Rubies make 1 Roll.

If you buy Rubies through the App Store, they work the same way as earned Rubies. The odds on this page are the same however you got your Rolls.

Rubies, Rolls, and cards are for use in Rolvana only. They have no cash value and cannot be sold, traded, or exchanged for money.

Odds for every banner

Every banner, including Standard Pull and each collection banner, has the same base odds:

RarityBase chance per pull
Common36%
Uncommon30%
Rare20%
Epic10%
Mythic3%
Legendary1%

Within a rarity, every card the banner can give has the same chance. Each banner shows the cards it can give. Standard Pull gives cards from all the collections available to you, and each collection banner gives cards from its own collection. Special cards, such as a collection's secret card, are never in pulls.

If a banner has no card of the rarity you roll, you get a card of the next lower rarity it has. If it has no lower rarity, you get the next higher one.

Your level and equipped cards can raise your odds

The extra chance comes out of the Common and Uncommon chances, 2 parts from Common for every 1 part from Uncommon. Rare and Epic chances do not change. The Drop rates screen in the app shows your current odds with these boosts included. These boosts apply to normal pulls. Pity guarantees and guaranteed pulls from rewards use the base odds.

Pity: guaranteed rarities

Each banner counts your pulls since your last Epic, Mythic, and Legendary card. The banner shows these counts as the Guaranteed Epic, Guaranteed Mythic, and Guaranteed Legendary bars.

GuaranteeChance starts rising on pullGuaranteed on pull
Guaranteed Epic810
Guaranteed Mythic1925
Guaranteed Legendary3850

Pull numbers count your pulls in a row on that banner without getting that rarity or a higher one.

Rising chance: the base odds above work as weights that add up to 100. From the pull where the chance starts rising, extra weight is added to that rarity on every pull until you get it: 5 more per pull for Epic, 1.8 more per pull for Mythic, and 1.6 more per pull for Legendary. All chances are then scaled so they still add up to 100%. For example, on your 9th pull in a row without an Epic, Mythic, or Legendary card, if no other rising chance is active, Epic has a weight of 20 out of 110, which is about an 18.2% chance.

Guaranteed pull: on the guaranteed pull you always get a card of that rarity, and the card can upgrade to a higher rarity using the base odds:

If more than one guarantee is due on the same pull, you get the highest one. Getting a card resets the counter for its rarity and for every lower guarantee. For example, a Mythic resets your Epic and Mythic counters, and a Legendary resets all three. Your other counters keep counting. Each banner keeps its own counters, and a banner shows a guarantee bar only for rarities it has cards for.

10-rolls

A 10-roll is 10 pulls in a row. Because of the Guaranteed Epic rule, every 10-roll on a banner that has Epic cards gives at least one Epic, Mythic, or Legendary card. The 10-roll button shows "Epic guaranteed" on these banners. Also, if none of the first 9 cards in a 10-roll is Rare or higher, the 10th card is at least Rare.

If you have a guaranteed pull from a reward waiting that the banner can give, the app asks you to use it before a 10-roll.

Guaranteed pulls from rewards

Some rewards give you a guaranteed pull, such as a guaranteed Mythic or a guaranteed Legendary pull. A guaranteed pull does not use a Roll. A guaranteed Mythic pull gives a Mythic (75%) or a Legendary (25%). A guaranteed Legendary pull always gives a Legendary. If you have both kinds waiting, the guaranteed Legendary pull is used first. Guaranteed pulls count toward your pity counters like normal pulls, and they cannot start a Super Pull.

Super Pull

Every normal pull, including each pull in a 10-roll and a pull where a pity guarantee is due, has a 0.5% chance to start a Super Pull. A Super Pull gives you 10 extra cards at no cost: 7 Epic, 2 Mythic, and 1 Legendary, each picked at random from that rarity on the same banner. Super Pull cards do not change your pity counters. A Super Pull can only happen on banners that have Epic, Mythic, and Legendary cards.

Your first two pulls

The two opening pulls each use one earned Roll and award a different, uniformly random Uncommon card from the active Uncommon cards in the chosen banner; they do not advance pity or trigger a Super Pull.

Duplicate cards and the Forge

If you get a card you already have, it goes to your duplicate-card inventory. You can keep duplicates or use them in the Forge. Burn turns duplicate cards into Rubies. Combine turns 5 cards of the same rarity into 1 random card of the next rarity, picked with equal chance from the eligible cards of that rarity in the collection you choose. Combining 5 Legendary cards gives 1 random Legendary card.

Card bonuses and grades

Cards come with a random bonus and a random grade.

Bonus type: EXP, Rubies, Mythic, or Legendary, each with a 25% chance. EXP and Rubies bonuses add to Goal rewards. Mythic and Legendary bonuses raise your odds while the card is equipped.

Bonus strength: each bonus has a strength between 10% and 100% of the most that bonus can give. The strength lands in a high range (60% to 100%) or a low range (10% to 40%), with an equal chance of any value inside the range. The chance of the high range depends on the card's rarity:

Card rarityChance of the high range
Common5%
Uncommon15%
Rare35%
Epic60%
Mythic85%
Legendary97%

Re-rolls: if you have a Re-Roll Token, you can spend it to re-roll a card's bonus. You choose the bonus type, and a new strength is rolled with the chances above. The new strength replaces the old one, even if it is lower.

Grade: every card you get, including duplicates, rolls a grade from 0.5 to 10.0 with these chances:

GradeChance
0.55%
1.02%
1.53%
2.03%
2.54%
3.05%
3.56%
4.07%
4.57%
5.08%
5.58%
6.07%
6.57%
7.06%
7.55%
8.04%
8.53%
9.03%
9.52%
10.05%

Dungeon card drops

Dungeon runs do not cost Rolls or Rubies to start. The app shows your chance of success before you start a run. A successful run may also drop a dungeon-exclusive card. A failed run never drops a card.

DifficultyCard drop chance on a successful runChance by rarity on a successful run
Easy40%Common 40%
Normal55%Uncommon 52.25%, Rare 2.75%
Hard70%Rare 49%, Epic 21%
Challenge90%Mythic 67.5%, Legendary 22.5%

The card is picked with equal chance from that dungeon's exclusive cards of that rarity. Skipping a run's timer with Rubies does not change its chances.

Purchase help

If you buy Rubies or a membership through the App Store, Apple handles the payment and refunds. To ask for a refund, use Apple's Report a Problem page. Our Terms of Use explain what happens in Rolvana after Apple refunds a purchase. For other help with a purchase, email support@rolvana.app. We do not give refunds or replacements for pull results you did not want. This does not affect your rights under consumer law.

Changes to odds

When we change the odds or the rules on this page, we update this page and the odds shown in the app. If you live in Quebec, section 11 of our Terms of Use gives you at least 30 days' notice before a change to this page takes effect.

Questions

Email support@rolvana.app. Our Terms of Use also cover pulls and virtual items.

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