Pokemon Booster Weights Table

Do you ever wonder: Is my Fossil Booster Heavy? Where do I draw the line? This is where you need to be!

Below is a compact table per Pokemon Era on TcgTools.nl.

Note: "Heavy"/"Light" ranges vary per set, print run, long/short crimp, and even per box. Use this as a rough guideline, not as a guarantee . There's no such thing as a 100% Heavy guarantee! Always buy from reputable sellers.

Note! Weights are precise. A kitchen scale won't work. Always use a calibrated scale with two decimal places.

Era

“Light” range (gram)

Heavy range (grams)

How reliable?

Comments

Base Set (1999)

≈ 20.8–21.1

≈ 21.2–21.5

Resourse

Some “dark” Base boxes have thresholds 0.3 higher than “standard” boxes

Jungle / Fossil / Team Rocket

≈ 20.7–21.0

≈ 21.1–21.4

Resourse

Greater variation than with Base Set. 21.1+ often has holo, but this is not guaranteed.

Gym Heroes / Gym Challenge

≈ 20.2 20.7

20.8 21.0+

Low-medium

Ranges and weight thresholds fluctuate even more. A complete weight of all boosters out of the box can provide better insight.

Neo era

Low

No longer able to weigh with any certainty. Shinings and Holos may occur in lighter boosters. Range: ≈ 20.2 21.9 grams.

e-Series

≈ 16.6–17.4*

≈ 17.7–18.3*

Low

Reverse holos, crystals, and variable print runs make weighing unreliable. This varies significantly from box to box. *A complete box is required to determine the semi-reliable limit for holos.

EX era (2003–2007)

Low

Reverse holos, hit types, and variable print runs make weighing unreliable; this varies significantly from box to box. Some sets even show reverse trends (heavier ≠ hit). Range: ≈ 16.5 – 18.2 grams.

Diamond & Pearl / Platinum / HGSS

Low

Reverse holos + variation → weights have little predictive value. Range: ≈ 16.5 – 18.2 grams.

Black & White → XY

Low

Introduction of code cards. No difference between Light and Heavy code cards, but more inconsistency.

XY: BreakPoint → XY: Evolutions

Not

Adjusted code cards with different weights of "green" vs. "white" to mask hits.

Sun & Moon

Not

Code cards balance hits; in practice, weighting does not yield consistent predictive power.

Sword & Shield

Not

Code cards balance hits; in practice, weighting does not yield consistent predictive power.

Celebrations

Low

4-card boosters weigh more, but heavier boosters don't mean more expensive hits. (Full art V/Vmax heavier, but not more expensive.)

Scarlet & Violet

Not

Code cards balance hits; in practice, weighting does not yield consistent predictive power.

Mega Evolutions

Not

Officially unknown, but most likely the same as the previous era.

Summary / what can you do with this information?

  • Relatively easy to weigh: First WotC sets (Base/Jungle/Fossil/Team Rocket) with the caveat that thresholds differ per box.
  • Questionable: Gym/Neo/e-Series / ex-Era. Ranges are known, but consistency makes weighing unreliable without a complete box weight or heavy ≠ hit.
  • Unable to (reliably) weigh: Black & White → modern times due to code cards with different weights that compensate for hits (from XY:BreakThrough in 2015)
  • Prevent Resealed: Filter resealed boosters with weights that do not match the booster era.

Note from TcgTools : Weigh boosters with integrity. Sell weighted boosters as weighted boosters. Don't sell light boosters as unweighted. Prevent fraud, keep the hobby fun!

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