| Level | Probability per slot | ||||
|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |
| 2 | 100% | · | · | · | · |
| 3 | 75% | 25% | · | · | · |
| 4 | 55% | 30% | 15% | · | · |
| 5 | 45% | 33% | 20% | 2% | · |
| 6 | 30% | 40% | 25% | 5% | · |
| 7 | 19% | 30% | 40% | 10% | 1% |
| 8 | 15% | 20% | 32% | 30% | 3% |
| 9 | 10% | 17% | 25% | 33% | 15% |
| 10 | 5% | 10% | 20% | 40% | 25% |
| Pool size | variety × copies14 × 30=420 | variety × copies13 × 25=325 | variety × copies13 × 18=234 | variety × copies13 × 10=130 | variety × copies10 × 9=90 |
| Variety | 14 | 13 | 13 | 13 | 10 |
| Copies | 30 | 25 | 18 | 10 | 9 |
| Total | 420 | 325 | 234 | 130 | 90 |
SET 17·2026-04-18
Shop & Refresh
Per-level draw probabilities for each cost. Each refresh costs 2 gold and rolls 5 independent slots. Bottom row shows the shared pool size for each cost (champion variety × copies).
Core rules
- Each refresh costs 2 gold.
- Each shop slot rolls independently using the level-specific table.
- Lock the shop to keep it into the next round.
- Selling a unit returns its copies to the shared pool — yours and your opponents'.
- Sell-back gold: 1-cost units refund full price (1 / 3 / 9 by star). Higher costs lose 1 gold per sale (2★ = cost×3 − 1, 3★ = cost×9 − 1).