Summoning in Raid: Shadow Legends: shards, odds and the mercy rule
Shard odds are simple to state and easy to misread. This page explains what the published percentages mean, what the mercy rule changes, and what they don’t promise.
Shard types
The game has several kinds of shard. Their names and odds are shown on the in-game summon screen, and that is always the authoritative source:
- Mystery shards: common and easy to earn; mostly low-rarity champions.
- Ancient shards: the standard shard for Rare-and-better champions.
- Void shards: like Ancient shards, but only give champions of the Void affinity.
- Sacred shards: rarer; give only Epic or Legendary champions.
- Further special shards (for example for Mythical champions) have been added over time with their own rules.
What 0.5% means in practice
Each shard is an independent draw. “On average one in 200” does not mean the 200th shard is due: results come in clusters and droughts. Using the base rate alone (before mercy), the chance of getting at least one Legendary is:
| Ancient shards opened | Chance of at least one Legendary (0.5% base, no mercy) |
|---|---|
| 10 | about 4.9% |
| 50 | about 22% |
| 100 | about 39% |
| 200 | about 63% |
These are calculated as 1 − 0.995n. They show why many players open dozens of shards without a Legendary.
The mercy rule
To limit very long droughts, the game raises the odds after a streak without the target rarity. Plarium has a help-centre article on this “mercy system”. The thresholds most widely documented by the player community at the time of writing are:
| Shard | Target | Mercy starts after | Increase per further shard |
|---|---|---|---|
| Ancient | Legendary | 200 shards without one | +5 percentage points |
| Ancient | Epic | 20 shards without one | +2 percentage points |
| Void | Legendary | 200 shards without one | +5 percentage points |
| Void | Epic | 20 shards without one | +2 percentage points |
| Sacred | Legendary | 12 shards without one | +2 percentage points |
Two points are easy to miss. First, each shard type keeps its own counter, so a Legendary from a Sacred shard does not reset your Ancient counter. Second, mercy only caps the worst case. It does not change the 0.5% base rate of the first 200 shards. On the base rate alone, about 37% of players would go 200 Ancient shards without a Legendary (0.995200 ≈ 0.37), so the rule matters more often than many people assume.
Thresholds are described here from community documentation and may be changed by Plarium. Check the in-game information and Plarium’s help centre for the current rules: raid-support.plarium.com.
Summon events
The game regularly runs events that temporarily raise the odds for certain shards or champions, often described as “2×” or “10×” events. A doubled 0.5% is 1%. That is better, but still a long way from certain. Patient players often save shards for these events. There is nothing wrong with that, as long as the countdown timers don’t make you buy more than you planned.
Further reading
About this page
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