RAID Shadow Legends What Is Pity System and Does It Really Help?

RAID: Shadow Legends is infamous for its RNG-based (random number generator) system when it comes to summoning champions. Pulling shards is exciting, but often frustrating — especially when you go dozens or even hundreds of pulls without landing a coveted Legendary. To help soften the blow, Plarium implemented what players call the “Pity System.” But how exactly does this system work? Is it effective? And most importantly, does it really help free-to-play (F2P) and low-spender players? In this guide, we’ll break it all down.
What Is the Pity System in RAID: Shadow Legends?
The Pity System is a hidden mechanic that increases your chance of pulling higher rarity champions — Epic and Legendary — the longer you go without pulling one. Put simply: If you’re unlucky for long enough, the game increases your odds until you finally get a good pull. It’s designed to prevent catastrophic “dry streaks” where players summon dozens (or even hundreds) of shards without getting a good champion. Plarium doesn’t explicitly advertise this mechanic in-game, but it’s been confirmed by dataminers, developers, and countless player experiences.
How the Pity System works? (For each Shard Quality)
If you’re unaware about the shard system, we have an amazing guide for it that explains the different shard types. Basically, the game has different qualities of shards that players can acquire and use. Each shard type has its own base odds (or probabilities), and Pity System rules.
Ancient and Void Shards
Base Legendary chance: 0.5% per pull.
Mercy kicks in: After 200 pulls without a Legendary.
After your 200th Ancient/Void pull with no Legendary, each additional pull increases your Legendary odds by 0.5%.
This increase is additive, so:
- 201st pull = 1% chance
- 202nd pull = 1.5% chance
- 203rd pull = 2% chance
etc., until you finally pull a Legendary.
There’s also a separate mercy system for summoning Epic champions:
- Base Epic chance: 8% per pull.
- Mercy triggers: After 20 pulls without an Epic.
- Each pull after the 20th increases your Epic chance by 8%.
Sacred Shards
Base Legendary chance: 6% per pull.
Mercy kicks in: After 12 pulls without a Legendary.
After your 12th Sacred pull with no Legendary, each additional pull increases your Legendary odds by 2%.
So, it works like this:
- 13th pull = 8% chance
- 14th pull = 10% chance
- 15th pull = 12% chance
Is the Pity System Helpful for the Average Player?
Well, this answer is not as simple as a yes or no. Does it help on a regular basis? Definitely not as multiple players have commented that the pity is so far down the line that by the time they reach it, they have likely already pulled a legendary champion. Hence, the question can be reframed as to how can it be made better. Having a pity system is definitely useful, especially for a gacha game like RAID: Shadow Legends.
For f2p players, it can be quite frustrating to constantly get no legendary champions after tireless grinding and farming for shards. Hence, the system is much needed. But, it can be made better with a few tweaks. For example, the developers can shorten the pity amount from 200 to 150 or 170. This will help players save a lot more shards on a regular basis and also realistically feel like a pity.
Players can enjoy RAID: Shadow Legends even more on a bigger screen of their PC or Laptop with keyboard and mouse via BlueStacks for an elevated gameplay experience.