Gakuran Rarities & Drop Odds (2026)
How rarity tiers work for Clans (Last Names) and Fighting Styles, plus where to verify live odds before you spend spins.
By Gakuran Guide · Site Maintainer: CT
Last updated:
Quick Answer
Clans roll Supreme ~0.5%, Rare ~5%, Common ~94.5%. Fighting Styles also use rarity tiers, but rarity ≠ power. Check the Roll Simulator for current odds and the Tier List for meta value.
Clan (Last Name) Rarity Tiers
Supreme
~0.5%Examples: Hanma, Kure
Top-tier passive combat multipliers. The rarest clan roll.
Rare
~5%Examples: Baki, Yazawa, Tatewaki
Strong mid-to-high buffs worth keeping while hunting Supreme.
Common
~94.5%Examples: Sato, Tanaka, Suzuki
Default clans with no special bonus. Great for saving reroll spins early.
Fighting Style Rarity
Fighting Styles are sorted into rarity bands from Common starters (e.g., Basic) to Rare and Limited/event styles. A higher rarity tag does not automatically mean a stronger style — meta placement depends on frame data, damage, and matchups.
- Common: accessible starters, great for learning fundamentals.
- Rare: stronger toolsets, often the PvP meta core.
- Limited/Event: released via updates or codes; verify on the tier list.
What Those Odds Actually Mean Over Time
A per-roll chance answers "what happens on one spin". What players actually want to know is "how many spins until I get it", and that is a different calculation. Assuming the published odds are accurate and each roll is independent, the chance of having hit at least one Supreme by spin n is 1 − 0.995n:
| Spins spent | Chance of at least one Supreme (~0.5%) | Chance of at least one Rare (~5%) |
|---|---|---|
| 25 | about 12% | about 72% |
| 50 | about 22% | about 92% |
| 139 | about 50% — the coin-flip point | effectively certain |
| 300 | about 78% | effectively certain |
Two honest conclusions come out of this. First, a rare roll is a long project, not a shopping trip — you are not "due" a Supreme because you have spent 100 spins, since each roll is independent. Second, free spins dominate: 139 spins from codes cost nothing, while 139 purchased spins are real money for a coin-flip. That is the whole argument for running the codes list before opening your wallet.
Why We Publish These Numbers as Approximate
Reroll weights are not documented per-clan on any official channel, so the percentages here are a community model of observed rarity bands rather than a datamined table. We state them as approximate for three reasons:
- Weights can be rebalanced in any update, and a hotfix will not announce it.
- Small samples lie. A hundred spins is not enough to distinguish 0.5% from 1%, which is exactly the range players argue about most.
- If we presented a modelled figure as an official constant, we would be making a claim we cannot support — and any page that does that is worth distrusting on every other number it prints.
Treat the tiers (Supreme / Rare / Common) as reliable and the exact percentages as a guide to relative rarity. If you want to test the model yourself, our roll simulator is deliberately built on the same approximate weights so the results stay comparable.
Rarity Is Not Strength
The most expensive mistake in the reroll economy is assuming that a rarer clan or style is automatically better. Rarity measures how often something appears, not how much it gives you:
- A top-rarity clan with multipliers that do not suit your style can lose to a mid-rarity clan whose bonus matches how you actually fight.
- Several obtainable low-rarity styles remain fully competitive, because their value comes from tools — Guard Pierce, Resilience, recovery — rather than from a rarity tag.
- Before you re-roll away a "common" result, check what it does. The tier list rates styles on function, not on roll chance.
The practical rule: chase rarity only for things you have already decided you want, and decide that from the clan buff list and the style breakdowns rather than from the odds table.