Rivals Collection · 24 cards
Know your
card chances.
Drop rates, pack guarantees and the rules for collecting your rivals.
Updated
Base drop chances
Each random card draw first selects a rarity using these chances. Pack guarantees can change the last card, as explained below.
Common
89.2%10 cards · #01–10
Rare
8%8 cards · #11–18
Epic
2.4%4 cards · #19–22
Legendary
0.4%2 cards · #23–24
These are chances per base draw, not a promise of a particular result or of completing the collection.
What’s in each pack?
| Pack | Cards | Guarantee |
|---|---|---|
| Rival Pack | 3 | No minimum rarity |
| Silver Pack | 3 | At least one Rare or better |
| Gold Pack | 5 | At least one Epic or better |
| Box of 10 (Cash) | 30 (10 Rival Packs) | Last pack: at least one Epic or better |
| Introductory free pack | 3 | At least one Rare or better |
| Common Card reward | 1 | One Common card |
How guarantees work: all cards first roll with the base chances. If a Silver Pack or introductory free pack has no Rare, Epic or Legendary, its last card becomes Rare. If a Gold Pack, or the tenth pack of a Box of 10, has no Epic or Legendary, its last card becomes Epic. The first nine packs of a box are Rival Packs with no minimum rarity. The replacement is part of the pack’s card count, not an extra card.
Packs of the same type use the same rules whether they are earned, bought with money or bought with Cash. An offer containing several packs applies these rules to each pack separately.
Chance of at least one in a pack
These chances include the guarantees. “Or better” includes every higher rarity, so the columns overlap and should not be added together.
| Pack | Rare or better | Epic or better | Legendary |
|---|---|---|---|
| Rival Pack | 29.0268% | 8.1670% | 1.1952% |
| Silver / introductory free pack | 100% | 8.1670% | 1.1952% |
| Gold Pack | 100% | 100% | 1.9841% |
| Box of 10 · tenth pack | 100% | 100% | 1.1952% |
| Box of 10 · whole box (30 cards) | 100% | 100% | 11.3293% |
How the guarantee changes the last card’s odds
Earlier cards keep the base rarity chances. The table below gives the last card’s overall rarity chances, before any results in that pack are known. Once earlier cards are revealed, the remaining chances depend on whether the guarantee has already been met.
If the guarantee is already met, the last card uses the base chances. Otherwise, the last card of a Silver or introductory free pack is 97.2% Rare, 2.4% Epic and 0.4% Legendary; the last card of a Gold Pack or of a box’s tenth pack is 99.6% Epic and 0.4% Legendary.
| Pack | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| Silver / introductory free pack | 18.2268% | 78.9732% | 2.4% | 0.4% |
| Gold Pack | 9.5786% | 0.8591% | 89.1624% | 0.4% |
| Box of 10 · tenth pack | 4.9253% | 0.4417% | 94.2330% | 0.4% |
Which card do you get?
After selecting a rarity, the game chooses equally among the eligible cards of that rarity.
- Common: all 10 cards are always eligible. Each has an 8.92% chance on a base draw. A Common Card reward has a 10% chance for each Common card.
- Rare: all 8 cards are always eligible. Each has a 1% chance on a base draw.
- Epic and Legendary: if you are missing any cards of the selected rarity, only those missing cards are eligible, with equal chances. Cards you already own in that rarity have a 0% chance until you own the full rarity set.
- Once a rarity set is complete: all its cards become eligible again. With all 4 Epics owned, each has a 0.6% chance on a base draw. With both Legendaries owned, each has a 0.2% chance on a base draw.
A missing-card example
If you are missing two Epics, each has a 50% chance when an Epic is selected, or 1.2% on a base draw. Missing cards affect which card you get, not the 2.4% base chance of selecting Epic.
For a known draw state, a particular eligible card’s chance is the applicable rarity chance divided by the number of eligible cards in that rarity. For the last card of a guaranteed pack, the rarity chance depends on whether earlier cards met the guarantee, as explained above. Eligibility updates after each card, including within the same pack.
Common and Rare duplicates can occur even when you are missing other cards of that rarity. Epic and Legendary duplicates can occur after their rarity set is complete. There is no increasing rarity chance after unsuccessful packs and no guarantee of a new card or a complete collection.
All 24 cards by rarity
Common
- #01 M. LAKEOFF
- #02 C. HOPNAGEL
- #03 L. PEAKMAN
- #04 T. SHINNOVA
- #05 J. HARRISOAR
- #06 L. DAZZLIN
- #07 J. STEFLYER
- #08 Y. LEAPCHENKO
- #09 E. FLOPTILLO
- #10 A. TIPTOPIC
Rare
- #11 R. BECKFLOAT
- #12 O. DOROCHUCKLE
- #13 I. HOORAYSHENKO
- #14 S. MCFLEWEN
- #15 V. CUNNINGHOP
- #16 S. WOOHOO
- #17 E. PITTERPATSON
- #18 N. OLYSLAYERS
Epic
- #19 B. FLASHIC
- #20 H. KERRPLUNK
- #21 M. TAMBOURINI
- #22 M. BARSKIM
Legendary
- #23 Y. MAHUCHILL
- #24 J. SOARTOMAYOR
About this disclosure
These rules apply to the 24-card Rivals Collection, including the packs in its paid Silver and Gold pack offers, the Starter Kit, League Kit and PRO Kit, the Premium Pass rewards, and the packs sold for Cash on the Store’s Rival Packs shelf, including the Box of 10. Cash can also be bought with money. Other rewards are outside the scope of this disclosure. The collection runs for 14 days from your first Rivals pack; check the countdown in your game.
Questions about card chances? Contact support.
← Back to Flop Star