Chests & loot boxes
Chests are the main source of progression items. They drop while your lead hunts. This page explains when a chest drops, what rarity it gets, and what each tier can contain.
When a chest drops
On every kill there's a chance for a chest to drop, and it depends on the level of the map you hunt on. The deeper the map, the more chests:
| map level | chance per kill | roughly |
|---|---|---|
| up to 9 | 0.29% | 1 chest per 345 kills |
| up to 13 | 0.33% | 1 per 303 |
| up to 17 | 0.39% | 1 per 256 |
| up to 22 | 0.45% | 1 per 222 |
| up to 28 | 0.48% | 1 per 208 |
| up to 35 | 0.52% | 1 per 192 |
| up to 43 | 0.57% | 1 per 175 |
| up to 53 | 0.66% | 1 per 152 |
| up to 65 | 0.70% | 1 per 143 |
| up to 79 | 0.78% | 1 per 128 |
| up to 95 | 0.83% | 1 per 120 |
| up to 112 | 0.89% | 1 per 112 |
| up to 132 | 0.94% | 1 per 106 |
| up to 155 | 1.12% | 1 per 89 |
| above 155 | 1.23% | 1 per 81 |
Frequency climbs from the first map to the last, and quality climbs alongside it, faster still (see the rarity table below): between the first map and the deepest one, frequency roughly quadruples and the Legendary chance is about 24 times higher. Within a map, the weakest monster of the group drops fewer (down to ×0.6) and the strongest drops more (up to ×1.4). The phase boss drops 40% more.
Your level counts too
The table above says what the map pays. Here is the other half: hunting far below your own level cuts the chest chance.
| how far below you hunt | how much of the chest you keep |
|---|---|
| at your level (or above) | all of it |
| 5 levels below | 75% |
| 10 levels below | 57% |
| 15 levels below | 43% |
| 18 levels or more | 38% (it does not drop further) |
Hunting at your level or above is never penalised. A hard map already charges you in risk.
That is why a weak map is no shortcut to chests: you kill much faster there, but each kill is worth far less, and the hourly total lands below what a map at your level pays. The 40% floor is there so you are not left empty-handed when you go down for another reason: a species that only shows up there, finishing a task, or farming Dust.
Storing and opening
Each rarity has its own storage buffer: it starts at 5 chests per rarity and grows with the Logistics talents (Collector for all of them, plus the Common Warden, Rare Warden, Epic Vault and Reliquary nodes for each one). A chest that drops while its rarity's buffer is full is lost. The Opener talent unlocks "Open all", and Quick Hands makes the hunt empty the tray on its own every so often, which frees room for new chests and cuts losses to a full buffer dramatically. Details and numbers in Talents.
The chest rarities
When a chest drops, it's assigned a rarity rolled by weight:
| rarity | level 3 map | level 22 map | level 50 map | level 100 map | level 155+ map | count mult. | color |
|---|---|---|---|---|---|---|---|
| Comum (Common) | ~83% | ~79% | ~70% | ~53% | ~41% | 1× | gray |
| Raro (Rare) | ~13% | ~15% | ~19% | ~23% | ~23% | 1.5× | blue |
| Épico (Epic) | ~3% | ~4.5% | ~7.9% | ~15% | ~19.5% | 2× | purple |
| Lendário (Legendary) | ~0.65% | ~1.3% | ~3.1% | ~9% | ~15.6% | 3× | gold |
- The count mult. is what fattens the batches: balls and revives come in bigger packs from better chests. The Eye-catching Chest talent multiplies on top (up to +18% at all levels), and it applies to whatever comes as a stack: balls, revives, potions and Dust. Single items (TM, held, stone, seal) come as one, talent or not. The talent applies to chests that drop while hunting; daily gift, raid and Arena season chests come sealed with their own amount.
- The strength of the map and the Keen Eye talent give a bias that shifts rolls toward better rarities, and it keeps growing as you advance. The Comum weight stays fixed, so bias only ever promotes, it never inflates the common floor.
What each chest can yield
Every chest yields one prize: on open, the game rolls one line of the table. The prize can be a single item (a stone, a TM) or a batch (balls, potions and revives come in packs). Contents depend on the chest's type (the element of the monster that dropped it) and its rarity.
| prize | Comum | Raro | Épico | Lendário | notes |
|---|---|---|---|---|---|
| Exp Candy | 51% | 25.2% | 10.2% | 2.5% | comum: 1× S; raro: 60% (1–2× S) or 1× M; épico: 1× M; lendário: 1× L |
| Poké Balls (batch) | 20% | 18% | 14% | 12% | see "Balls inside the chest" below |
| Revives (batch) | 9% | 8% | 4.5% | 2.5% | comum 3×, raro 4×, épico 5×; lendário: 8× Revive or (50%) 4× Max Revive |
| Potions (batch) | 5.5% | 4.5% | 1.5% | 0.5% | comum: 2× Potion; raro: 3× Super; épico: 4× Hyper; lendário: 6× Hyper or (50%) 3× Full Restore |
| Vitamin (random) | 0% | 0% | 13% | 13% | épico+ only |
| Evolution stone (chest's element) | 0% | 8% | 11% | 12% | stone tier ≤ chest rarity |
| Gem (chest's element) | 6% | 19% | 13.2% | 6.5% | — |
| Dust (Box currency) | 6% | 6% | 6% | 6% | 15 at comum, 38 at raro, 80 at épico, 180 at legendary |
| Fusion Core (lab catalyst) | 0% | 2% | 6% | 8% | — |
| Held item | 0% | 3% | 4% | 7% | raro/épico: booster of the chest element; lendário: 50% one of {Choice Band, Leftovers, Lucky Egg}, else booster |
| Fossil | 0% | 2% | 3.5% | 5% | raro/épico: {Helix, Dome}; lendário: + Old Amber |
| Seal (move socket) | 0% | 0% | 4% | 6% | lendário rolls an Uncommon seal |
| Rare Candy (10% of a level) | 0% | 0% | 3% | 5.5% | épico+ only |
| TM (chest's element move) | 2.5% | 4.5% | 5% | 6% | TM rank rolled low |
| Mega Stone Fragment | 0% | 0% | 1% | 3% | — |
| Essence of Life (breeding catalyst) | 0% | 0% | 0% | 0.8% | lendário only |
| Arena Ticket (+1 Arena attack) | 0% | 0.8% | 1.8% | 3% | the item's only drop source; up to 3 used per day; tradeable on the Market |
If the rolled line has no possible item for that chest (a stone for an element with no stone, for example), Exp Candy comes out instead. A chest never opens empty.
What never comes out of any chest: Premium Scrolls (of any duration), the Founder Pack, the Genesis Pack, house deeds and boss keys. The Premium Scroll only exists in the VIP Shop and on the player market; the only other door is the paid track of the Battle Pass, which hands out a 7-day one at level 15. That holds for the Lendário chest too: it is the best hunting chest, but it never gives Premium.
Balls inside the chest
When the ball line is rolled, balls come out in a batch (straight to the backpack on open), and both the batch size and the ball type climb with rarity:
| rarity | batch | ball |
|---|---|---|
| Comum | 10 | Poké Ball |
| Raro | 15 | Great Ball |
| Épico | 20 | 40% Ultra Ball, else Great Ball |
| Lendário | 30 | 40% Ultra Ball, else Great Ball |
The Master Ball
The Master Ball is never sold in any shop. It only comes out of chests, and only two chests in the whole game give it:
| where it comes from | chance per chest opened | which is |
|---|---|---|
| Lendário chest (drops from hunting) | 0.07% | 1 per ~1,437 Lendários |
| Campeão chest (1st place of the Arena season only) | 1% | 1 per ~100 Campeões |
The Arena chest gives no Master Ball. Only the Campeão one, and it is 14 times better than the Lendário.
Under the hood the math is the same in both: the chest has to roll the ball line (12% in Lendário, 18% in Campeão) and then 1 Master Ball comes out instead of the batch (0.58% of the time in Lendário, 5.56% in Campeão). One single ball, never a batch.
While hunting, this is the number that matters, and it changes a lot with map depth (because Lendário chests get far more common down there):
| where you hunt | 1 Master Ball per | which is |
|---|---|---|
| level 3 map | ~250,000 chests | ~83,000,000 kills |
| level 50 map | ~54,000 chests | ~4,600,000 kills |
| level 100 map | ~16,000 chests | ~849,000 kills |
| level 155+ map | ~8,800 chests | ~460,000 kills |
Read that table honestly: a chest is not a plan for getting a Master Ball. Not by hunting (it is a once-in-a-lifetime stroke of luck) and not in the Arena (the season champion takes 1 Campeão chest, so that is ~100 seasons won per Master Ball). Chests are the source that exists, not the source you count on.
The guaranteed path is a single one: the Battle Pass. Level 35 of the Gold Pass pays 1 guaranteed Master Ball per season. It is not about logging in: it is about playing the season with the paid pass. The daily gift no longer gives a Master Ball (day 28 now pays Safira).
Free players get a chance too: the Ball Chest at levels 14 and 34 of the free track can turn into a Master Ball, but rarely (5 in every 1,000 openings). It almost always brings Poké, Great or Ultra Balls, in batches of 10 (sometimes 50, and very rarely 100 or 500).
If you have one in your bag, its value is in picking your target very carefully.
The Astral Ball
The Astral Ball drops as a bonus from good chests when the ball line is rolled: 12% in Lendário chests, 30% in Arena chests and 40% in Champion chests, without taking any other ball's slot. It is not for throwing at wild pokemon: it is the raid item. Bring one when joining a boss party and, if the party wins, your chance of catching the legendary is 1.5x higher (never guaranteed, and shiny odds do not change). The ball is only spent when you claim the win, and it can be bought and sold on the Market.
Boss Chests (the raid reward)
Beating a legendary boss pays a Boss Chest, one per boss tier. It differs from everything above on this page in three ways:
- It lives in your bag, not in the tray. It is a normal item: it takes a slot, it goes to the depot, and it does not compete for the per-rarity storage of hunt chests.
- It can be sold and traded. It is the only chest tradeable on the Market. If you don't want the contents, sell it to another player. The Shop does not buy it: the one who pays for it is another trainer.
- The contents are rolled when you OPEN it, not when it drops. Two chests of the same tier are identical until you hit "Open". Nobody can peek at the prize and resell only the bad ones.
On open it uses the same prize tables as the rarities above. What the tier decides is which rarity it opens at:
| chest | Comum | Raro | Épico | Lendário |
|---|---|---|---|---|
| Errante Chest | 40% | 43% | 15% | 2% |
| Desperto Chest | 30% | 44% | 20% | 6% |
| Alfa Chest | 20% | 42% | 27% | 11% |
| Ancião Chest | 12% | 37% | 34% | 17% |
| Titã Chest | 0% | 33% | 44% | 23% |
The Titã Chest is the only one in the game that never opens Comum.
Three prizes stay out of Boss Chests, because a chest you can buy with gold must not become a shortcut to them:
- Master Ball (it still comes only from the Lendário chest while hunting and from the Arena Campeão chest),
- Dust (the Box currency comes from releasing pokemon),
- Arena Ticket (it drops from hunting chests and trades on the Market between players, but stays out of Boss Chests: a gold-bought chest must not become a faucet of Arena attacks).
The Astral Ball still drops normally, and the chest's element (which decides the stone, the gem and the TM) is rolled on open.
See also
- Held, gems & healing, what the held items and gems from chests actually do.
- Items catalog, every item a chest can yield, with ids and effects.
- Loot & drops, how hunt loot fits into the rest of the game.
