Summoning and randomised rewards
Randomised acquisition is the defining mechanism of the genre and the one most often misunderstood, in both directions: players expect guarantees that were never offered, and they also assume unfairness where the published numbers fully explain what happened. This entry describes how the draw works, what a published rate does and does not commit the publisher to, and which Australian bodies deal with the parts that are about consumer rights rather than about mathematics.
What a draw actually is
A summon consumes an item — a shard, a scroll, a token — and returns one champion selected at random from a defined pool. Three things define the draw: the pool, which lists what can appear; the rarity distribution, which states how often each tier appears; and the within-rarity selection, which is usually uniform across everything of that rarity in the pool. A game may publish all three, or only the second.
That structure explains the most common complaint in the genre. When a pool contains several dozen champions of a given rarity, obtaining that rarity and obtaining the specific champion you wanted are two very different events. The first may be reasonably likely; the second is the first multiplied by the chance of picking one particular entry out of the pool. Players who track the first number and experience the second are not being deceived — they are reading the wrong figure.
Independence, and why it feels wrong
Each draw is independent of the ones before it, unless the game publishes a pity counter that explicitly makes it otherwise. A run of poor results does not make the next draw better, and a good result does not make the next one worse. This is a mathematical property of how the draws are defined, and it conflicts directly with how people intuitively read sequences, which is why "I am due" is such a persistent feeling and such an unreliable one.
The practical consequence is the one worth keeping: there is no number of attempts after which an outcome becomes owed to you. Where a game does publish a pity counter, it is a genuine commitment and appears in the game's own information screens. Where it does not, no guarantee exists, regardless of what a community post asserts.
What an average does not tell you
Communities in this genre circulate figures like "about eighty draws on average". Such a figure is an expectation across an enormous number of attempts, not a prediction about one player. Half of all players reach the outcome before the average and half after — and because these distributions have a long tail, the half that falls after is spread across a much wider range than the half before. An account that takes two or three times the average has not encountered anything anomalous.
This matters because the average is what gets used, informally, to justify a budget. A player who decides an outcome is worth a certain amount of spending, reasons from the average, and treats that figure as a plan, has planned for the median case and not the realistic range. The honest version of that reasoning is: decide what you are prepared to spend in total, spend that, and accept the result regardless of what it is — because the alternative, continuing until the outcome arrives, has no defined cost.
Worked example: reading a rate-up banner correctly
A banner runs for a week and advertises an increased chance at one specific champion. The information screen shows the rarity distribution and notes that the featured champion occupies a raised share of that rarity's pool. Read it in two steps rather than one.
Step one: what is the chance of the rarity itself? That number is usually unchanged, or slightly reduced, compared to a standard draw. Step two: given that rarity, what share of the pool is the featured champion? That is where the "rate-up" applies. The overall chance of the specific champion is the product of the two, and it is almost always much smaller than the figure the banner leads with.
The second thing to check is what happens to everything else. If the featured champion's share rises, another share falls. A rate-up banner is a redistribution within the pool. It improves your chance at one outcome and reduces your chance at the rest, which is worth knowing when the rest of the pool contains something your team actually needs.
Why games are built this way
Randomised acquisition solves a design problem and a commercial one at the same time. The design problem is content longevity: a roster obtained by choice is completed, and a completed roster ends the collection loop. The commercial problem is that a fixed price for a fixed item caps revenue, while a randomised draw does not.
Stating that plainly is not an accusation. It is the model, it is disclosed in the games' own store screens, and a player who understands it can engage with it deliberately. What deserves attention is the surrounding structure rather than the draw itself: the time-limited event that adds a deadline, the bundle whose components are difficult to price individually, and the resource that is granted in an amount just short of what a draw costs. Each of these is a well-understood pattern, and noticing them is most of what "playing deliberately" means in this genre.
Where this sits in Australia
Two separate questions come up, and they belong to different bodies.
The first is classification. Classification decisions and the consumer advice attached to them, for games distributed in Australia, are made and published by the Australian Classification Board, including how games containing purchasable randomised items are handled. The Board's database is the authority on what applies to a specific title, and this site does not restate a classification for any game — check it there. Games with purchasable randomised content are not suitable for children, and a household decision about a young player is better made from the Board's own consumer advice than from a summary.
The second is consumer protection. The Australian Competition and Consumer Commission administers the Australian Consumer Law, which prohibits misleading or deceptive conduct in trade or commerce and sets out the consumer guarantees that apply to goods and services supplied in Australia, digital products included. If a game's advertised odds, advertised contents or advertised availability do not match what is actually supplied, that is a consumer protection question and the ACCC's published guidance explains the route.
A third body is worth knowing about even though it is not about the draw at all. Scamwatch, operated by the National Anti-Scam Centre, collects reports on the approaches that cluster around games with valuable accounts: offers of free premium currency, third-party "top-up" sites, and account sales. None of those are part of any publisher's own systems, and all of them are common enough to be documented.
What this page does not claim
No probability figure appears anywhere on this page, for any game. Rates are set by individual publishers, are stated in their own information screens, and change with updates — a number reproduced here would be out of date without notice. Nothing here describes the odds of any specific title, including the one this site links to, and nothing here should be read as a statement about whether randomised rewards are lawful, harmful or otherwise in any jurisdiction. Those are matters for the bodies linked above.
Common questions
No, unless the game publishes a pity counter that explicitly says so. Draws are independent events: each one is resolved against the same published distribution, regardless of what came before it. A published pity counter is the only mechanism that makes history matter, and where one exists the game states it in its own information screens.
Because they are two different events. The published rate usually describes how often a rarity appears. Which champion of that rarity you receive is then a separate selection from a pool that may contain dozens of entries. The chance of the specific champion is the rarity's chance multiplied by its share of that pool, which is far smaller than the headline figure.
It is better only for the featured outcome. A rate-up raises one champion's share of the pool, and the shares of the others fall to compensate. If what your team needs is elsewhere in the pool, a rate-up banner is actively worse for you than a standard draw.
In the game itself. Summon screens generally include an information button that opens the published distribution and the pool contents for that specific draw type. That screen is current for the version you are running, which no third-party page can guarantee.
Start with the publisher's own support channel, then the platform or store the purchase went through. If it remains unresolved, the Australian Competition and Consumer Commission publishes guidance on the Australian Consumer Law and on how to make a report at accc.gov.au.
The mechanism that determines how often you can draw at all is the resource economy, which is covered in progression and game modes. For the vocabulary used above, see drop rate, banner and duplicate in the glossary.