L Pachislot Valvrave 2

Explore this model alongside other AT pachislot machines in our Japanese pachislot machine library. For the basics, read how pachislot works in Japan.

L Pachislot Valvrave 2 (Lパチスロ 革命機ヴァルヴレイヴ2) is SANKYO’s second smart-pachislot Valvrave machine, introduced in Japan on November 4, 2025. Normal play uses point progression and the Dolcia Defensive Battle CZ to reach Revolutionary BONUS, Decisive Battle BONUS or a direct RUSH hit. Revolutionary RUSH runs at approximately 9.0 coins/G, while Super Revolutionary RUSH is the upper high-continuation route.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · CZ · Setting · Initial hit · Payout rate · Net increase · Bonus · Rare role · Ceiling · Reset · Zone · Quit timing · Advantageous section · Mode · Small role · Bell

Quick specs

Quick specs

ItemValue
Official Japanese nameLパチスロ 革命機ヴァルヴレイヴ2
ManufacturerSANKYO
SeriesValvrave
Machine typeAT
Japan rollout dateNovember 4, 2025
ModelL革命機ヴァルヴレイヴ2jF
Normal-play baseApprox. 32.7G per 50 coins (Administrator research)
Revolutionary RUSH net increaseApprox. 9.0 coins/G
Revolutionary RUSHRevolutionary RUSH (革命RUSH): 10G–100G+; approx. 75% continuation (Administrator research)
Upper ATSuper Revolutionary RUSH (超革命RUSH): approx. 90% continuation (Administrator research)
Normal ceilingBONUS/RUSH interval 1500G (1000G after setting change) → bonus or AT (SANKYO official)
Setting probabilities and payout rate

Setting probabilities and payout rate

The initial-hit values are official manufacturer values. Payout rates are Administrator research. Setting 3 is not used.

SettingInitial hitPayout rate
11/47697.7%
21/47399.3%
41/464104.7%
51/459110.8%
61/456114.9%

The official Setting 1 CZ value is 1/324. SANKYO does not publish a full setting-by-setting CZ table on the public spec page.

CZ success conditions and point-cycle behavior

CZ success conditions and point-cycle behavior

The official public specification lists Dolcia Defensive Battle at 1/324 for Setting 1. Administrator research: the CZ lasts 11G + α and has an overall bonus expectation of about 60%.

CZSuccess condition / clearing mechanismSuccess reward
Dolcia Defensive BattleA small role starts the 1st Attack. During its 2G attack window, another small role makes the enemy defeat highly likely; clearing the 1st Attack advances to the 2nd Attack, which uses the same structure. Clearing both reaches Revolutionary Strike, where a V alignment confirms the CZ clear. Three Rune symbols or a BAR alignment during the CZ are stronger direct patterns.Bonus. Three Rune symbols or BAR alignment indicate Revolutionary BONUS.

Normal play also uses scheduled point cycles: the first cycle reaches at most 200pt and later cycles at most 600pt, with a normal maximum of six cycles before CZ. After a true setting change, the cycle ceiling is shortened to a maximum of three cycles.

Game flow

Game flow

Normal play advances through scheduled point targets and rare-role-related opportunities. Dolcia Defensive Battle is the main CZ, while the initial-hit route can award Revolutionary BONUS, Decisive Battle BONUS, direct Revolutionary RUSH or direct Super Revolutionary RUSH.

After entering RUSH, the machine uses short high-net-increase AT segments, Harakiri Challenge and Harakiri DRIVE routes to add large game-count chunks. The upper Super Revolutionary RUSH preserves the same high net increase while raising continuation performance.

Administrator research. Additional play and result interpretation:

A CZ clear gives a bonus route, then the RUSH decision

  1. Track points and cycle count during normal play. The first cycle’s 200-point maximum and later 600-point maximum are point targets, not real-game guarantees.
  2. In Dolcia Defensive Battle (ドルシア攻防戦), clear both attack stages and the Revolutionary Strike (革命の一撃) V judgment. One successful attack is not the full CZ clear.
  3. Identify Revolutionary BONUS (革命BONUS), Decisive Battle BONUS (決戦BONUS) or a direct RUSH award. A bonus first hit and a RUSH first hit should be recorded separately.
  4. During Revolutionary RUSH (革命RUSH), the short high-speed segments and Harakiri additions change the remaining AT games. The displayed addition is not a change in ordinary-play cycle count.
  5. Super Revolutionary RUSH (超革命RUSH) raises continuation performance at the same approximate 9-coins/G net speed; entry is an additional upper-route outcome.
Ceiling, reset and quit timing

Ceiling, reset and quit timing

SANKYO developer explanation. There are two separate game-count protections during normal play: 1500G between BONUS/RUSH hits awards Revolutionary RUSH (革命RUSH), Revolutionary BONUS (革命BONUS) or Decisive Battle BONUS (決戦BONUS) in a 1:1:1 ratio; 999G between chance zones awards Dolcia Defensive Battle (ドルシア攻防戦) CZ only. A true setting change shortens the BONUS/RUSH protection to 1000G. The 999G CZ-only route does not by itself guarantee AT.

Administrator research. A separate CZ cycle ceiling exists: normally up to six cycles, shortened to three cycles after a setting change.

After Revolutionary BONUS, Decisive Battle BONUS or an AT-end transition to normal play, approximately the first 66G remain a pullback opportunity. Do not use immediate zero-game quitting as the default; check the pullback window and current point/cycle state first.

Administrator research. Additional play and result interpretation:

ProtectionCounterAward
CZ game protection999 real games between CZsDolcia Defensive Battle only
BONUS / RUSH protection1500 real games; true reset 1000RUSH / Revolutionary BONUS / Decisive Battle BONUS, 1:1:1
CZ cycle protectionNormally six; true reset three cyclesCZ entry

The 1:1:1 route means only one of the three ceiling awards is direct RUSH. A bonus awarded at that protection still follows its own RUSH-entry rule. The cash estimate in the ceiling block therefore describes reaching the protected initial reward; it must not be relabeled as a guaranteed cash maximum for upper AT.

Bonus details

Bonus details

Revolutionary BONUS (革命BONUS) and Decisive Battle BONUS (決戦BONUS) are initial-hit routes toward Revolutionary RUSH (革命RUSH). Decisive Battle BONUS has an Episode Mission (EPISODE MISSION) part and a Final Battle (最終決戦) part.

Phase and conditionPublished outcome / draw
Episode Mission: three bells within one 6G episodeEpisode clear expected
Episode Mission: one Rune (ルーン1個)Advance one step
Episode Mission: two Runes (ルーン2個)Current episode clear expected
Episode Mission: three Runes (ルーン3個)Revolutionary RUSH expected
Episode Mission: no bell or Rune during all 6GEpisode clear expected (rescue rule; deliberately ignoring navigation does not trigger it)
Final Battle: each bell or one RuneApprox. 25% victory draw per occurrence
Final Battle: two or three Runes in one occurrenceVictory expected
Final Battle: three bell/Rune occurrences within 4GRUSH expected

The 25% figure is conditional on a bell or single Rune in the Final Battle; it is not the overall Decisive Battle BONUS success rate. After a failed bonus route, the roughly 66G normal-play pullback window can still be active.

Administrator research. Additional play and result interpretation:

Recording Episode Mission progress

During the 6G episode, Rune count and bell count advance different documented conditions. Preserve their actual occurrences: a two-Rune result clears the current episode, while three Runes reach the RUSH award. The no-bell/no-Rune rescue condition assumes ordinary compliance with navigation; it is not a method for creating the reward through deliberately missed instructions.

The Final Battle’s approximately 25% draw is per bell or single-Rune occurrence. It cannot be multiplied by the entire bonus length as though every bonus game were an eligible Final Battle game. The three-eligible-occurrence rule within 4G is a separate success condition.

Revolutionary RUSH and Super Revolutionary RUSH

Revolutionary RUSH and Super Revolutionary RUSH

Administrator research. Revolutionary RUSH runs at approximately 9.0 coins/G, starts with 10G–100G+ and has an overall continuation design around 75%. Harakiri Challenge can award Harakiri DRIVE; 50G or 100G+ additions can be upgraded through Double DRIVE / follow-up DRIVE behavior.

Super Revolutionary RUSH is the upper AT, also at approximately 9.0 coins/G and with continuation performance reaching around 90% in current analysis. The ‘Ningen Yamemasu ka’ symbol can create strong opportunities across multiple phases of play.

Administrator research. Additional play and result interpretation:

A 50G or 100G+ Harakiri DRIVE addition is an AT game reward. Double DRIVE / follow-up behavior can upgrade it, but an addition size alone does not establish the upper continuation state. Read the current RUSH name and the actual continuation presentation together with remaining games. The 75% ordinary and approximately 90% upper continuation descriptions concern their respective AT routes, not a promise of those percentages on every unrelated bonus judgment.

Setting differences and identification

Setting differences and identification

The official initial-hit probability changes only slightly from 1/476 at Setting 1 to 1/456 at Setting 6, so short-term initial-hit frequency alone is a weak discriminator. Current analysis therefore places greater weight on direct setting-hint/confirmation presentation and setting-sensitive internal behavior than on a small number of bonus/AT hits.

Normal-play internal modes

Normal-play internal modes

Administrator research. Normal play uses four cycle modes. The mode changes both the maximum cycle and the point distribution inside each cycle, so the same displayed point count does not have identical meaning in every mode.

ModeMaximum cycle / point behavior
Normal A6 cycles; up to 600pt per cycle
Normal B3 cycles; up to 600pt per cycle
Normal C5 cycles; up to 400pt per cycle
Heaven1 cycle; 100pt target

Mode selection occurs after a setting change, failed CZ, bonus, and AT. A setting change guarantees a CZ within three cycles. Current research also shows mode-up opportunities after failed CZ and Decisive Battle BONUS, so cycle history is useful when interpreting the current state.

How to play

How to play

No navigation: stop the left reel first. If numbered stop instructions appear, press the stop buttons in the displayed order (1, then 2, then 3). A symbol-target instruction tells you which symbol to aim for; follow it together with any displayed stop order.

Use the recommended left-to-middle-to-right stopping order during unassisted play. Aim BAR or red 7 on the left reel as a practical rare-role guide, then follow the stop pattern to cover the remaining reels. Follow every push-order instruction during CZ, bonus and AT states. Non-recommended middle/reverse starts can trigger a penalty state.

Data policy and official references

Data policy and official references

First-party manufacturer information is labelled official. Administrator research identifies the administrator’s review of published information; it does not by itself mean original measurement or manufacturer confirmation. Calculated examples are labelled separately and explain their inputs. A page verification date records an editorial check, not a new experiment or a remeasurement of every value. See our editorial policy for the distinction.


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