Blueprint odds and rotation
Droid Tycoon Sandcrawler Belt Guide
Learn the fixed class rotation, exact rarity odds, individual droid pools, variant weights, and the special spawns that can override a normal belt result.

Reviewed October 3, 2026 for v1.33.0 · Verified in game · Calculated · Game reference.
What are the Sandcrawler belt odds in Droid Tycoon?
The conveyor repeats Worker, Battle, then Astromech. Every normal slot rolls Common 55.78%, Rare 31.87%, Epic 7.97%, Legendary 2.79%, or Mythic 1.59%, then divides that rarity evenly among eligible droids in the matching class.
Count only matching class slots, then use the pool size to judge the chance of the exact droid.
Plan blueprint storageHow the belt chooses a blueprint
A normal belt result follows four layers: class position, rarity, exact droid, then variant. Class is not random, and the standard shop pool is entirely Droid Blueprints rather than Upgrade Chip Bundles.
- Advance through Worker, Battle, and Astromech.
- Roll Common through Mythic using the same weights for every class.
- Split that rarity evenly among eligible droids in the matching class.
- Roll the blueprint variant separately.
Sandcrawler rarity odds
The five normal rarity weights total 125.5. These odds apply independently to Worker, Battle, and Astromech positions.
| Rarity | Weight | Belt chance |
|---|---|---|
| Common | 70 | 55.78% |
| Rare | 40 | 31.87% |
| Epic | 10 | 7.97% |
| Legendary | 3.5 | 2.79% |
| Mythic | 2 | 1.59% |
A Mythic appears on approximately one out of every 63 normal blueprints. A Mythic of one particular class appears on approximately one out of every 188 total positions.
Are individual droids weighted?
Within the normal belt, eligible droids in the same class-and-rarity bucket divide the chance equally. A smaller bucket makes each individual name easier to find.
Matching class slot: rarity chance divided by the number of droids in that bucket. All belt positions: matching-slot chance divided by three.
Worker blueprint pool
| Rarity | Eligible Worker droids | Each per Worker slot | Each across all positions |
|---|---|---|---|
| Common | Mouse, Pit, Gonk | 18.5923% | 6.1974% |
| Rare | BDX Explorer, ARG, Senate Hovercam, B-U4D, Bal-Core, Roll-R | 5.3121% | 1.7707% |
| Epic | Groundmech, LO, Amp Walker, Sen-Tri, Opti-Pod, Gunrunner | 1.3280% | 0.4427% |
| Legendary | Proto-Roller, Mecha-Droid, Mono-WLKR | 0.9296% | 0.3099% |
| Mythic | Snow Mouse, RIC, Loadlifter, LEP, RIC-1200 | 0.3187% | 0.1062% |
Battle blueprint pool
| Rarity | Eligible Battle droids | Each per Battle slot | Each across all positions |
|---|---|---|---|
| Common | DRK-1 Probe, ID10, Imperial Probe, B1 Battle | 13.9442% | 4.6481% |
| Rare | B1 Security, Nav-Ex, Vect-ARM, Hov-R | 7.9681% | 2.6560% |
| Epic | B2 Super, B2 Heavy, Strike-Orb, Haul-R, LNG-Shot, B1 Heavy | 1.3280% | 0.4427% |
| Legendary | B2-RP, Cyclo-Grav, Opti-STRK | 0.9296% | 0.3099% |
| Mythic | IG, KX | 0.7968% | 0.2656% |
Astromech blueprint pool
| Rarity | Eligible Astromech droids | Each per Astromech slot | Each across all positions |
|---|---|---|---|
| Common | CB, R3, R5, R8 | 13.9442% | 4.6481% |
| Rare | R4, R9, 2BB, A-LT | 7.9681% | 2.6560% |
| Epic | BB, R2, R6, Trak-R, Orb-Walker, Util-Tec | 1.3280% | 0.4427% |
| Legendary | BB9, R7 | 1.3944% | 0.4648% |
| Mythic | DRFT-R, Cyclens, MO-Trak, TRI-TEK | 0.3984% | 0.1328% |
How blueprint variants are selected
Variant is rolled separately from class, rarity, and droid name. The figures below are the game's relative weights (Droid Tycoon 1.32.0), not direct percentages.
| Droid rarity | Default | Gold | Diamond | Rainbow | Beskar | Galactic | Stellar | Kyber |
|---|---|---|---|---|---|---|---|---|
| Common | 80 | 18 | 16 | 14 | 12 | 6 | 4 | 2 |
| Rare | 80 | 16 | 14 | 12 | 10 | 4 | 2 | 1 |
| Epic | 80 | 14 | 12 | 10 | 8 | 4 | 2 | 0.5 |
| Legendary | 80 | 12 | 10 | 8 | 6 | 2 | 1 | 0.5 |
| Mythic | 80 | 10 | 8 | 6 | 4 | 1 | 0.5 | 0.25 |
Default is 80 for every rarity; the special finishes thin out as rarity rises. Kyber joins the belt from September 26, 2026, 20:00 UTC. Before that its weight is 0 and the other seven finishes share the roll.
Variant chance per blueprint
Each weight divided by its row total: the chance that a blueprint of that rarity arrives in each finish, before any luck boost or surge.
| Droid rarity | Default | Gold | Diamond | Rainbow | Beskar | Galactic | Stellar | Kyber |
|---|---|---|---|---|---|---|---|---|
| Common | 52.63% | 11.84% | 10.53% | 9.21% | 7.89% | 3.95% | 2.63% | 1.32% |
| Rare | 57.55% | 11.51% | 10.07% | 8.63% | 7.19% | 2.88% | 1.44% | 0.72% |
| Epic | 61.30% | 10.73% | 9.20% | 7.66% | 6.13% | 3.07% | 1.53% | 0.38% |
| Legendary | 66.95% | 10.04% | 8.37% | 6.69% | 5.02% | 1.67% | 0.84% | 0.42% |
| Mythic | 72.89% | 9.11% | 7.29% | 5.47% | 3.64% | 0.91% | 0.46% | 0.23% |
Galactic, Stellar and Kyber odds in 1.32.0
1.32.0 raised the Galactic and Stellar weights and added Kyber. Default to Beskar weights are unchanged, so their share falls slightly. Stellar no longer depends on a separate on/off switch.
| Droid rarity | Finish | 1.31.1 | 1.32.0 | About |
|---|---|---|---|---|
| Common | Galactic | 1.40% | 3.95% | 1 in 25 |
| Common | Stellar | 0.70% | 2.63% | 1 in 38 |
| Common | Kyber | — | 1.32% | 1 in 76 |
| Rare | Galactic | 1.48% | 2.88% | 1 in 35 |
| Rare | Stellar | 0.74% | 1.44% | 1 in 70 |
| Rare | Kyber | — | 0.72% | 1 in 139 |
| Epic | Galactic | 0.80% | 3.07% | 1 in 33 |
| Epic | Stellar | 0.40% | 1.53% | 1 in 65 |
| Epic | Kyber | — | 0.38% | 1 in 261 |
| Legendary | Galactic | 0.85% | 1.67% | 1 in 60 |
| Legendary | Stellar | 0.43% | 0.84% | 1 in 120 |
| Legendary | Kyber | — | 0.42% | 1 in 239 |
| Mythic | Galactic | 0.46% | 0.91% | 1 in 110 |
| Mythic | Stellar | 0.23% | 0.46% | 1 in 220 |
| Mythic | Kyber | — | 0.23% | 1 in 439 |
Droid Luck Boost rarity odds
While a Droid Luck Boost runs, the Legendary and Mythic weights triple (3.5 to 10.5 and 2 to 6). Common, Rare and Epic keep their weights, so their share falls. The variant roll is unchanged.
| Rarity | Normal chance | Boosted weight | Boosted chance |
|---|---|---|---|
| Common | 55.78% | 70 | 51.28% |
| Rare | 31.87% | 40 | 29.30% |
| Epic | 7.97% | 10 | 7.33% |
| Legendary | 2.79% | 10.5 | 7.69% |
| Mythic | 1.59% | 6 | 4.40% |
What can change a belt result?
Guaranteed spawns and special activities can place results outside the ordinary tables. A forced entry can specify a droid, rarity, variant, or a combination of them, while surges and events add their own queued spawns: a Kyber Surge sends a wave every 30 seconds for 5 minutes that turns 10% of the blueprints it passes into Kyber, at least one per wave, and the Kyber Event forces a Kyber blueprint every 5 minutes.
Normal rolls are not personalized around a collection. Owning a droid, missing it, repeatedly failing to find it, or advancing Rebirth does not improve that name's underlying weight.
The best way to hunt a specific droid
- Identify its class and count only matching positions in the three-part rotation.
- Find its rarity bucket and check how many droids share it.
- Treat the exact droid and desired variant as two separate targets.
- Recognize guaranteed or activity-driven cards as overrides rather than evidence that the base pool changed.
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