Enchanting gear in Pokémon games is a gamble where each attempt can fail and burn materials. This calculator uses geometric expectation to estimate how many attempts and how much material you will need on average to push an item from its current enchant level to your target.
How it works
For a single level with success probability p, the expected number of attempts
to succeed once is the geometric mean:
expectedAttempts(level) = 1 / p
Across a range of levels, the total is the sum of each level’s expected attempts. Multiplying by the per-attempt cost gives the average spend:
totalAttempts = Σ (1 / p_level)
totalCost = totalAttempts × costPerAttempt
This assumes a failed attempt wastes materials but does not lower the level. If your game destroys or downgrades gear on failure, the true cost is higher.
Example and tips
Going from +3 to +6 at a flat 25 percent success rate needs about 4 attempts per level, or 12 attempts total, so at 500 materials per attempt you should budget roughly 6000. Because each level is independent and random, set aside extra for variance — a bad streak at the final level can easily double the cost. If your game offers protection scrolls that prevent downgrades, factor their cost in too.