Gen 3 Catch Rate Calculator

Pokémon Gen 3 Catch Rate Calculator

None Sleep/Freeze Burn/Paralysis/Poison

Understanding the Gen 3 Catch Rate Calculator

The excitement of Pokémon battles in Generation 3 (Ruby, Sapphire, Emerald, FireRed, LeafGreen) often culminates in the crucial moment of attempting to catch a wild Pokémon. Unlike later generations, Gen 3's catch mechanics are based on a more complex formula involving several factors. This calculator helps you demystify the probability of successfully capturing a Pokémon by factoring in its current health, maximum health, base catch rate, any status conditions it might have, and the type of Poké Ball used.

How the Calculator Works:

The formula used in Gen 3 for catch rate is a bit intricate. It essentially boils down to calculating a "catch turn" value and then comparing it against a random number. Here's a breakdown of the inputs and their role:

  • Pokémon Current HP: The lower the Pokémon's health, the higher your chances of catching it. This is a significant factor.
  • Pokémon Max HP: The base maximum health of the Pokémon influences the calculation.
  • Pokémon Base Catch Rate: Each Pokémon species has a unique base catch rate, ranging from 0 to 255. Legendaries and rare Pokémon often have lower base catch rates.
  • Status Affliction: If the wild Pokémon is afflicted with a status condition (Sleep, Freeze, Burn, Paralysis, Poison), your catch rate significantly increases. Sleep and Freeze provide the largest boost.
  • Ball Modifier: This represents the effectiveness of the Poké Ball used. Standard Poké Balls have a modifier of 1, Great Balls have 1.5, Ultra Balls have 2, and Master Balls have 255 (guaranteed catch). Other specialized balls like Net Balls, Dive Balls, etc., also have specific modifiers depending on the Pokémon type and environment, but for simplicity, this calculator uses a direct modifier value.

The Calculation Formula (Simplified Representation):

The calculator computes a value 'a' based on the Pokémon's HP and then uses this, along with the other factors, to determine the final catch probability.

The core of the calculation involves determining a "catch probability factor" which is then multiplied by a random number. If this product is less than or equal to the calculated "catch turn" value, the Pokémon is caught.

Example:

Let's say you're trying to catch a Lombre with a base catch rate of 90.

  • The Lombre is at 10 HP out of a maximum of 40 HP.
  • It's suffering from Paralysis (Status Affliction modifier of 2).
  • You're using an Ultra Ball (Ball Modifier of 2).
Plugging these values into the calculator will show you the increased probability of successfully catching this Lombre compared to a fully healthy one with no status effects.

This tool is an excellent resource for trainers looking to maximize their chances of adding new Pokémon to their team in the Hoenn and Kanto regions of Generation 3.

function calculateCatchRate() { var pokemonHP = parseInt(document.getElementById("pokemonHP").value); var pokemonMaxHP = parseInt(document.getElementById("pokemonMaxHP").value); var catchRate = parseInt(document.getElementById("catchRate").value); var statusAffliction = parseInt(document.getElementById("statusAffliction").value); var ballModifier = parseFloat(document.getElementById("ballModifier").value); var resultDiv = document.getElementById("result"); if (isNaN(pokemonHP) || isNaN(pokemonMaxHP) || isNaN(catchRate) || isNaN(statusAffliction) || isNaN(ballModifier) || pokemonHP < 0 || pokemonMaxHP <= 0 || catchRate 255 || ballModifier 0) { hpFactor = Math.floor((3 * pokemonMaxHP – 2 * pokemonHP) * catchRate / (3 * pokemonMaxHP)); } var effectiveCatchRate = Math.floor(hpFactor * (statusAffliction === 1 ? 2.5 : (statusAffliction === 2 ? 1.5 : 1))) * ballModifier; // Cap the effective catch rate at a reasonable maximum for display purposes, // as the actual simulation involves random numbers. A very high number means high probability. // A Master Ball effectively bypasses this formula, having a modifier of 255. var displayCatchRate = Math.min(effectiveCatchRate, 255); // Cap for display, Master Ball is 255 var probabilityDescription = ""; if (ballModifier === 255) { probabilityDescription = "Guaranteed Catch (Master Ball)!"; } else if (displayCatchRate >= 255) { probabilityDescription = "Very High Probability of Catch"; } else if (displayCatchRate >= 171) { probabilityDescription = "High Probability of Catch"; } else if (displayCatchRate >= 85) { probabilityDescription = "Moderate Probability of Catch"; } else if (displayCatchRate >= 35) { probabilityDescription = "Low Probability of Catch"; } else { probabilityDescription = "Very Low Probability of Catch"; } resultDiv.innerHTML = "

Catch Probability Estimate:

" + "Effective Catch Rate Modifier: " + displayCatchRate.toFixed(2) + "" + "" + probabilityDescription + ""; }

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