Resell value by rarity
Sell values scale roughly with rarity. Community-sourced values (the same data the calculators use) land in these ranges per duplicate:
| Rarity | Sell value per duplicate | Rough % of a 20-token pack |
|---|---|---|
| Common | 1 โ 3 ๐ช | 5โ15% |
| Uncommon | 3 โ 8 | 15โ40% |
| Rare | 8 โ 15 | 40โ75% |
| Epic | 25 โ 40 | 125โ200% |
| Legendary | 60 โ 150 | 300โ750% |
| Chroma | 500 โ 2,000 | 2,500โ10,000% |
The honest headline: on a 20-token pack, the expected combined sell value per opening (rate ร value, summed across rarities) lands somewhere around 50โ60% of the pack cost. That's where the "resell recovers about half" heuristic comes from.
Always-sell duplicates
Sell without thinking about it:
- Common and Uncommon duplicates past the first one. They don't add meaningful Blook Score and the tokens recovered immediately help the next pack.
- Rare duplicates past the first one. Same logic: low incremental score, decent recovery.
- Epic duplicates past the first or second. One kept for collection, one spare for gameplay unlocks, and the rest are tokens.
Always-keep duplicates
Don't sell these even when tempted:
- Your first of every rarity tier. Core collection slot.
- Any Legendary or Chroma you don't already have. Score gain here is large, and dupe pulls within a chase run are the only way most people accumulate them.
- Mystical and Unique Blooks. Often irreplaceable once the window closes.
Break-even recovery rate
When resell is fully enabled, what is the true effective pack cost? For each pack: expected duplicates ร per-duplicate sell value, summed across all rarities. The calculator on this site does this automatically when you toggle the resell switch, but the rule of thumb is that 20-token packs net down to roughly 8โ10 tokens per pack, and 25-token packs to roughly 11โ13.
That nets your 50% and 90% chase budgets down by roughly half. The ROI calculator shows the exact number for your current pack and balance.