Luck and what it actually changes

Luck in Time Heroes is one number, counted in percent, and the game shows it to you as a letter. Zero Luck means you roll the published base odds and nothing else. Every potion, pass, research level and tree node you own adds points to the same pool, and that pool is what the hatch reads.

The Luck panel calls it your Luck grade, and it runs from F all the way to GOD. This page explains where the points come from, what the letter is worth, and what Luck does and does not touch.

The Luck grade ladder

Your total Luck is a percentage. A player with the Lucky pass running and a maxed research ladder is sitting on several hundred points, not several. The letter is only a label on top of that number, so two accounts with the same letter can still be a hundred points apart inside the band.

The ladder is fixed and the same for everyone. It reads in points of Luck.

The Luck grade ladder
GradeTotal Luck in points
F0 - 19
D-20 - 49
D50 - 99
D+100 - 199
C-200 - 299
C300 - 399
C+400 - 499
B-500 - 599
B600 - 699
B+700 - 749
A-750 - 799
A800 - 849
A+850 - 899
S900 - 1,499
S+1,500 - 2,499
SS2,500 - 3,499
SSS3,500 - 4,999
EX5,000 - 9,999
GOD10,000 and up

Where Luck comes from

There is no single big source. The pool is fed by a long list of small and large suppliers, some permanent and some running on a clock. Doses and passes expire; research, mastery and tree nodes stay with you.

The largest permanent supplier is the Pet Rarity Luck research ladder, which reaches plus 400 points at its top level. The largest rented one is the Ultra Lucky pass at plus 500.

How Luck changes a hatch

Luck does not simply multiply the rare slices. It works as a promotion: roll the base table first, then give every outcome a chance to climb exactly one step, Common to Uncommon, Uncommon to Rare, and so on up to Mythical. A tier's gain is taken from the tier below it.

That is why the order can never invert. Common stays at least as likely as Uncommon, Uncommon at least as likely as Rare, at every Luck value there is. At zero Luck the promotion chance is zero and you see the exact published base odds: Common 50.05 percent, Uncommon 34 percent, Rare 12.5 percent, Epic 2.7 percent, Legendary 0.7 percent, Mythical 0.045 percent and Secret 0.0025 percent.

The promotion strength climbs steeply at first and then flattens, reaching most of its ceiling somewhere past plus 2,000 points. Charged Eggs multiply your whole Luck number by four and charge five times the coins per egg, which is the cheapest way to spike the letter for a session.

What Luck does not touch

Shine is a separate die. Every player rolls it at 0.5 percent, or one in 200, before any shiny specific bonus. General Luck is not what moves it.

Pet size is its own set of dice too, and it is deliberately walled off from the Charged Eggs multiplier. The Secret slice has a hard ceiling of 1 percent no matter how much Secret luck you stack. And the rarest tier of all, the one the game never lists in the codex, is on its own roll that ordinary Luck cannot reach at all.

What is a good Luck grade in Time Heroes?

Anything from B upward means you are running at least one Luck pass alongside real research investment. B starts at 600 points of Luck and S starts at 900.

Does Luck make Epic more common than Rare in Time Heroes?

No. Luck promotes outcomes one tier at a time and each tier is fed from the tier below it, so Common stays at least as likely as Uncommon, Uncommon at least as likely as Rare, and so on at any Luck value.

Do Charged Eggs really give four times Luck?

Yes. Charged Eggs multiply your whole Luck number by four and cost five times as many coins per egg.