Gameplay · 9 min
Aniimo Lucky Strike Chance: the Official Lucky and Super Lucky Odds, Pity and Weekly Reset
The developers have published the Lucky Strike and Super Lucky odds, and AniimoSync put every table on screen. We quote them as printed, correct the three numbers he misreads aloud, and work out what they mean in catches per Prismana Flow: about 2,700 for the first gauge of a week, about 4,000 for the second.
Video by
AniimoSync
The probability tables on screen, the reading of them and the farming verdict come from AniimoSync’s video of 14 October 2026
The Lucky Strike chance in Aniimo is 1% per successful catch for your first 10 Lucky Strikes each week, with one guaranteed by the 200th check, then 0.5% per catch with a guarantee at 400; Super Lucky starts at 0.2% and falls to 0.05% from the third, and every count resets on Monday at 04:00 server time. The developers published the figures on the official formula and multipliers page, and AniimoSync put all five of its tables on screen in his video of 14 October 2026. Every number below is read off those tables as his video shows them.
His headline is the one that matters if you farm catches for Prismatic Energy: there is no hard weekly cap, but the odds halve after ten Lucky Strikes, so an hour of catching on Sunday is worth about half an hour on Monday. Below are the tables as published, the rule text word for word, and what they add up to in catches per Prismana Flow, worked out from the published rates so you can redo it.
What is the Lucky Strike chance in Aniimo?
1.00% per eligible check for the first 10 Lucky Strikes of the week, 0.5% from the 11th onward. Each rate comes with a guarantee: while you are under ten, the 200th check without a Lucky Strike is a sure one, and after that the 400th is. The table AniimoSync shows at 4:20 is short enough to quote whole.
Read “check” as a successful catch of an eligible Aniimo, not a throw. A Pathfinder that misses, or an Aniimo that breaks free, rolls nothing. Because most strikes land before the pity does, the average cost is lower than the guarantee:
| Weekly count | Chance per check | Guaranteed by | Average checks per strike |
|---|---|---|---|
| Lucky Strike 1 to 10 | 1.00% | 200th check | 87 |
| Lucky Strike 11 onward | 0.5% | 400th check | 173 |
| 1st Super Lucky | 0.2% | 500th check | 316 |
| 2nd Super Lucky | 0.1% | 1,000th check | 632 |
| 3rd Super Lucky onward | 0.05% | 3,000th check | 1,554 |
The last column is the expected number of checks with the pity included, (1 − (1 − p)n) ÷ p, which is why the first tier costs 87 checks on average and not 100. The pity does real work: on a plain 1% roll, about 13% of players would still be waiting at check 200. With it, nobody is. Ten cheap Lucky Strikes cost about 870 successful catches; the next ten cost about 1,730.
AniimoSync trips once reading this table aloud: at 4:26 he says “5%” for the post-ten rate before correcting himself to .5%. The screen says 0.5%.
Super Lucky odds and pity
Super Lucky starts each week at 0.2% per check, guaranteed within 500, drops to 0.1% for the second, guaranteed within 1,000, and to 0.05% for the third and every one after, guaranteed within 3,000. It is the steepest slope on the page: the third Super Lucky of a week costs about five times the checks of the first.
Two of AniimoSync’s spoken conversions do not match the screen, and the screen wins. At 5:14 he reads the first rate as “2%”; the table says 0.2%, which is the 1 in 500 he gives straight after. At 5:24 he calls 0.1% “one in 10,000”; it is 1 in 1,000, the same number as its guarantee. His 1 in 2,000 for 0.05% is right.
A Super Lucky is worth the wait when it lands. It always grants 1,500 Prismatic Energy, about five Lucky Strikes’ worth, and it rolls the same 0.6% Flow chance. Since Super Lucky is rolled first and Lucky only when it fails, a single catch gives one or the other, never both.
How a Lucky check works: eligible catches and catch batches
Only a successful catch of an eligible Aniimo, once you pass a point in your progress the notice does not name, earns a check, and Super Lucky is rolled before Lucky. The paragraph is on screen from 1:15.
In the notice’s words: superlucky is checked first; if it does not trigger, lucky is then checked. The base check probability changes based on the number of times that type of lucky has been obtained this week. “That type” settles a question players keep asking. Landing two Super Luckies does not move you any closer to the 0.5% Lucky tier, and ten Lucky Strikes do not touch your Super Lucky rate.
Two things stay unknown. The notice says “eligible Aniimo” without listing them, and “the specified progress in gameplay” without saying which quest or level switches the check on. If you are early in the story and have never seen a Lucky Strike, that line is the likely reason. We will add the threshold when a source names it.
The second paragraph matters to horde farmers, who pull a crowd together and catch it in one go, as in our Glynsera farm route. The notice calls the per-Aniimo roll the Tumbler Check: The Tumbler is checked individually for each successfully caught Aniimo. Then the catch: After lucky or superlucky is triggered, any remaining successfully caught Aniimo in the same catch batch will no longer participate in lucky or superlucky checks or contribute to either guarantee counter. A ten-body catch is up to ten checks, and it stops counting the moment it pays out.
When do Lucky Strike odds reset?
Every Monday at 4:00 server time: UTC+8 on Aniimo-Apac, UTC+0 on Aniimo-Europe and UTC-4 on Aniimo-Americas. In UTC that is Sunday 20:00 for Asia-Pacific, Monday 04:00 for Europe and Monday 08:00 for the Americas.
What the page does not say is whether an unfinished guarantee carries over. If you stop on Sunday at check 150 of a 200 pity, the notice only promises that the weekly count of strikes resets; it is silent on the counter of checks. Plan as though it might not survive Monday.
It is also silent on items. In September AniimoSync hit a weekly claim limit on Lucky Strike item rewards mid-horde. These tables cover trigger odds and Prismatic Energy only, so “no hard cap” applies to the strikes, not necessarily to what they drop.
This is where AniimoSync lands at 0:21: the numbers make him “not want to grind anything unless it’s Monday for the first 15 minutes of playing”. Fifteen minutes is his shorthand, not a rule of the game, but the logic holds. The ten 1% Lucky Strikes are the cheap ones, and they come back once a week.
How much Prismatic Energy does a Lucky Strike give?
A Lucky Strike grants 275, 300, 350 or 500 Prismatic Energy, at 40%, 50%, 5% and 5%, an average of 302.5; a Super Lucky always grants 1,500. Both carry a 0.60% chance to start what this table calls Prismana Weather on the spot, the state the Nurture table on the same page and the game’s event rules call a Prismana Flow.
The average is easy to check: 0.4 × 275 + 0.5 × 300 + 0.05 × 350 + 0.05 × 500 = 302.5. One Super Lucky is therefore worth about five Lucky Strikes of energy, but its Flow roll is the same 0.6%: a bigger push on the meter, not a better lottery ticket. What each of the meter’s six states means is in our Prismatic Energy levels guide.
AniimoSync reads the Flow chance as “60%” at 3:32, then as 6%, before landing on “approximately 1 in 167”, which is the right figure for 0.6%. Strikes feed the region you are standing in, so farm where the Prismana you want can appear: the Vein Abundance rotation lists which region features which Prismana each week.
Nurture versus catching: what fills the gauge faster?
A Nurture with Vein Essence has a 3% chance to trigger a Prismana Flow directly and adds 480 Prismatic Energy, and the pity arrives at 10,500, so 22 Nurtures fill the gauge from empty. It is the first table in the video, on screen from 0:40.
Over those 22 Nurtures the 3% roll alone gives about a 47% chance of a Flow before the gauge fills, 1 − 0.9721. During Vein Abundance the first three Nurture runs each weekend carry 50% more Prismatic Energy, 720 on these figures, which is why our Nurture guide says to keep Vein Essence for the weekend.
Catching costs no Vein Essence, only time and Aniipods. We ran the published rates through a simulation of 20,000 weeks, catching from an empty gauge with no Nurture at all. It assumes the 10,500 pity is the same meter Lucky Strikes fill; the notice prints that figure under Nurture and does not say so.
| Situation | Successful catches (median) | Lucky Strikes | Super Luckies | Flow from a 0.6% roll first |
|---|---|---|---|---|
| First gauge of the week | about 2,700 | about 20 | about 3 | 13.5% |
| Second gauge, same week | about 4,000 | about 22 | about 2 | 15% |
Super Luckies weigh more than their odds suggest: three of them are 4,500 energy, over 40% of the gauge. The second gauge is slower because both rates have already dropped to their floor.
The simulation and his streams agree. 2,700 successful catches in seven hours is about six a minute, a horde pace, and that matches the “seven plus hours” he quotes at 0:03 and the 7 to 12 hours per gauge he gives at 6:30.
AniimoSync’s verdict: farm the cheap strikes, then stop
AniimoSync’s advice, after reading the numbers, is to stop grinding Lucky Strikes once the first ten of the week are gone. He has been catching for hours at a stretch to fill gauges without spending Vein Essence, and at 6:53 he says he is “probably going to be opting out”.
His reasons are on the record. Vein Essence is scarce, sold in the shop and expensive, and he has spent all of his. The battle pass is not enough on its own. Free-to-play players, in his view, have no realistic route to Prismana at a decent rate, and the players who already own them all got there through the Egg Heist or good luck. He asks viewers for concrete suggestions to take to Pawprint on the official Discord, as he did in his October feedback video.
Our reading of the same tables is a little less bleak. The first gauge of a week from catching alone is a median 2,700 catches with roughly a one in seven chance of a Flow arriving early; the second costs half as much again. Spend Monday’s hours in the region whose Prismana you are missing, add the weekend Nurtures for the 50% bonus, and the gauge does not have to be filled by catching alone. It matters most for Prismana that only a Flow can give you, such as Prismana Glynsera; for the eggs that hatch the others, see our egg list.

