The spark changes how you save
Two hundred and forty convergences is a budget, not a rumour. Plan against it.
Why the spark is the only number that matters
Most games ask you to gamble and hope. Echoes gives you a hard ceiling: 240 convergences on a banner and the featured unit is yours, however the rolls landed. That converts an unbounded risk into a fixed price, and a fixed price can be budgeted for.
What that means in practice
- The average cost is lower than the spark. Roughly 105 convergences, once soft pity and the coin flip are folded in.
- The worst case is 240. Not "unlucky", not "a bad streak" — 240 and no more.
- Budget against the worst case, hope for the average. The other order is how people end up spending money they did not intend to.
The saving rhythm
At roughly 9,000 Chronoshards per patch and 150 per convergence, a patch funds about 60 convergences. Four patches of saving covers a spark outright. If you want two characters a year with certainty, that is the entire plan — and it needs no luck at all.
One trap
The spark counter is per banner, not per account. Spending 200 convergences on one banner and moving to the next throws that progress away. If you are past halfway, finishing is almost always correct.
The pull planner shows both numbers side by side: the expected cost, and the guaranteed one.