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ENPTES

Lucky Flip

Recurring

Nine shells hiding the numbers 1 to 9, no repeats. Flip them one at a time, add up what comes out, and stop whenever you like — the closer to 15 without going over, the better the pile of refine packs. One a game, and the shells come from Cute Critter Clash and the Abyssal Raid.

When it ran

How it works

A game costs one . Nine shells on the board hide the numbers 1 to 9, each one once. You tap them one at a time, your points are the sum of what has come out, and you can stop and take the prize at any point. Go past 15 and you land in the last tier.

The prize table

PointsPrize
1–10 ×5 · 1.000 Zeny
11–12 ×12 · 1.000 Zeny
13 ×15 · 1.000 Zeny
14 ×18 · 1.000 Zeny
15 ×10 · ×1 — plus a multiplier of 2× to 7×
16+ ×10 · 1.000 Zeny

The is a choice between one and one ; the , between a and a .

Landing exactly on 15

Hitting 15 on the nose opens a second screen: six face-down cards holding 2×, 3×, 4×, 5×, 6× and 7×, one card each. You pick one. So the 15 tier pays between 20 and 70 packs, 45 on average — two and a half times the best safe prize on the table — plus the blessed ore no other tier gives.

How many games you get

The shells come from the Cute Critter Clash daily — three a day, one per quest. Across the 13 days of the event that is 39 games, and at an average of 18.1 packs a game that is about 700 — in practice somewhere between 620 and 800, which is the normal spread of 39 games — and around six trips to the surprise box.

Which makes this the biggest refine source in the whole Glast Heim event, several times over what the Spacetime Rift pays. The two minigames are the same pipeline: you play the animal chess to earn shells, and you spend the shells here.

Strategy — when to stop

The curve does not climb

Look at the table again and something is off with it: busting pays 10 packs, and stopping at 10 or less pays 5. The worst tier in the game is the one you have to choose on purpose. Keep flipping while you are at 10 or below and you can never land there — with nine numbers on the board, something always takes you past 10.

So the first rule is not about risk at all: there is never a reason to stop below 11.

The rule, in two lines

With the multiplier known, chasing the 15 is right — up to a point. The whole rule fits in two lines:

  • 12 or less → flip. Busting pays 10 and the worst possible 15 pays 20, so one more flip risks very little. And stopping below 11 pays 5, half of what a bust pays.
  • 13, 14 or 15 → stop. From 13 up almost every card left takes you past 15, and what you already hold — 15 or 18 packs — is worth more than the chance of landing it.

18.1 packs a game is an average, not what you will see

The distribution is lopsided, and it is worth seeing whole before counting on the number:

  • 47.3% of games bust and pay 10
  • 19.0% stop on 13 and pay 15
  • 17.1% stop on 14 and pay 18
  • 16.5% land the 15 and pay 20 to 70

So nearly half of all games end on the worst result on the board, and the 18.1 average is carried by one game in six. The middle game pays 15 packs. Only across the 39 games of the event does the average become a number you can plan around.

Why not chase the 15 harder than that

The rule can be sharpened: from 13 only the 2 makes 15, so flipping while the 2 is still on the board earns slightly more on average — 18.3 against 18.1. It is not worth it. Those 0.2 packs cost the whole median, which drops from 15 to 10, and push the bust rate from 47% to 58%. You pay a lot of variance for almost nothing, and you have to count cards to do it.

At the other end, stopping at the first 11 or 12 is the steady line: 24% busts and a median of 12. It pays 664 packs across the event against 706 — if you would rather have predictability than 40 packs, that is a fair trade.

The four lines side by side

Solved over the 1-to-9 deck without replacement, with the 15 tier drawing one of the six multiplier cards.

How you playBustsMeanMedian
Stop at the first 11 or 1224.0%17.012
Stop on 13, 14 or 1547.3%18.115
Same, but chase the 2 on 1357.7%18.310
Only stop on 1579.4%17.210

← Shadows over Glast Heim

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Flippin Shell
Type
Consumable
Weight
0
Level Req
N/A

A wondrous seashell from Shadows over Glast Heim, used to join the Lucky Flip event in Abyssal Omen.

Refine Opt. Pack
Type
Pack
Weight
0
Level Req
N/A

Open to choose one of the followings.

[Details]
  • Oridecon
  • Elunium
Opt. Refinement Ore Box
Type
Pack
Weight
0
Level Req
N/A

Open to choose one of the followings.

[Details]
  • Blessed Weapon Ore
  • Blessed Armor Ore
Oridecon
Type
Material
Weight
0
Level Req
N/A

A mysterious metal called Oridecon. Harder than anything else, it was discovered by the Association of Enhancement for enhancing weapons and accessories Function: Can be used to refine weapons and accessories from +1 to +10

Elunium
Type
Material
Weight
0
Level Req
N/A

Very light and non-toxic metal. All armor refined with it will become stronger. Function: Can be used to refine Armor and Off-Hand gears from +1 to +10

Blessed Weapon Ore
Type
Material
Weight
0
Level Req
N/A

An Ore that came from the Dwarven Kingdom of Svartalfheim, an Ore blessed by legendary Weapon Smiths Function: It can be used for weapon refining, granting you a higher chance of success, and protecting your item from losing refinement level.

Blessed Armor Ore
Type
Material
Weight
0
Level Req
N/A

An Ore that came from the Dwarven Kingdom of Svartalfheim, an Ore blessed by legendary Armor Smiths Function: It can be used for armor refining, granting you a higher chance of success, and protecting your item from losing refinement level.