Last August the Silph Research Group revealed the secret mechanics behind the rewards allotted for successfully conquering a raid.
Silph researchers have continued monitoring this mechanic ever since. Today, after analyzing over 7,000 raids and 43,000 bundles it’s time to update our information on: the current raid reward tiers!
Let us start with a quick summary of raid rewards:
A Quick Recap: Raid Rewards 101
|Bundles:||Raid rewards are grouped together in bundles that contain multiples of the same item (for example, 3
|Bundle Count:||The number of reward bundles received is determined by the number of
|Bundle Content:||The content of each reward bundle is randomly chosen, and as such decided by luck.|
|Raid Level:||The number of a given reward item per bundle is dependent on the raid level. Thus, higher raid levels give on average more items even when the number of bundles is the same.|
|TMs:||The probability of getting a
Since our last raid rewards breakdown, the reward system has seen two major changes:
- August 16, 2017:
Potionswere added into the reward pool and
TMdrop rates were lowered drastically.
- November 21, 2017: Niantic added a guaranteed bundle of
Golden Razz Berriesfor every completed raid. At the same time, the size of some reward bundles was changed and
TMdrop rates were increased.
You can read more details about these changes in the Appendix section below this article.
Current Raid Rewards
After recording and analyzing the rewards from 7,417 raids (and 43,183 bundles), here are the current raid reward bundles, their sizes, and their respective probabilities1:
No changes were observed to the correlation or counts between
Premier Balls earned and the number of bundles received. For reference, this is depicted in the table below:
Putting It Into Practice
Using the above tables, we can calculate the expected (average) rewards from each raid level, given the number of
Premier Balls earned:
- For 14
Premier Balls(6 for defeating the boss, +3 for individual damage, +2 for gym control, +3 for team contribution):
|14 Premier Balls ~ Expected (Average) Rewards|
- For 10
Premier Balls(6 for defeating the boss, then e.g. +1 for individual damage, 0 for gym control, +3 for team contribution):
|10 Premier Balls ~ Expected (Average) Rewards|
Even after the two reward changes, legendary raids still offer the maximum rewards – in particular elusive
Moreover, rewards still increase with the number of
Premier Balls awarded. This means that, when possible, it is still advisable to raid in small groups and with members of the same team.
However, even solo players can now have a chance at
Fast TMs) if they manage to defeat several level 3 raids. And remember: rewards for 12 and 14
Premier Balls are identical for levels 1, 2 and 3, so gym control is irrelevant for solo raids.
Happy raiding, travelers!
The underlying mechanics behind these probabilities are still unknown, but they are likely to be the result of integer weights applied to the different item bundles. Here is an educated guess of these weights: