Results:
Catch Rate: —%
Critical Capture Chance: —%
Understanding Catch Rate in Pokémon Battles
Capturing Pokémon is a core mechanic in the Pokémon franchise. The success or failure of a Poké Ball throw depends on several factors, collectively known as the "Catch Rate." This calculator, based on a generalized "Gen 3" formula, aims to provide an estimate of your chances of successfully catching a Pokémon.
Factors Influencing Catch Rate
- Pokémon Encounter Rate: This is a base value often tied to the specific Pokémon species, representing its inherent difficulty to capture. A lower encounter rate suggests a rarer or more elusive Pokémon.
- Base Catch Rate Modifier: Each Pokémon has a base catch rate, typically ranging from 0 to 255. This is a fundamental stat that dictates how likely it is to be caught under normal circumstances. Higher values mean easier captures.
- Level Modifier: The difference in levels between your Pokémon and the target Pokémon can significantly impact catch rates. In some formulations, a higher level for the wild Pokémon might decrease catch success, while in others, it might be more about the Pokémon's own stats. For this calculator, we simplify this by using a direct modifier based on the wild Pokémon's level.
- Status Condition Bonus: Inflicting a status condition (like Sleep or Paralysis) on the wild Pokémon dramatically increases your catch rate. Different status conditions offer varying bonuses, with "Badly Poisoned" often providing the highest boost, followed by Poison, Burn, Paralysis, and Sleep. Freeze is usually the most potent.
- Ball Bonus: The type of Poké Ball used is crucial. Standard Poké Balls have a 1x bonus. Great Balls offer a 1.5x bonus, and Ultra Balls provide a 2.0x bonus. Specialized balls for specific situations (like Dive Balls or Net Balls) have their own unique multipliers.
- Assist Bonus: In some battle scenarios, an "Assist" can be called, which might offer a small bonus to the catch rate.
The Calculation (Generalized Gen 3)
The exact formula can vary slightly between game generations and specific titles, but a common approach for calculating the raw catch rate involves several steps. The final percentage is derived from this raw rate.
The formula generally involves calculating a "success rate" based on the modifiers. A key part of the calculation often looks at a value representing the target Pokémon's "catch factor," adjusted by your actions and items. This value is then compared against a random number. A critical capture, which offers a significantly higher chance of success, is a separate calculation often influenced by the number of Pokémon of that species you have already caught.
How to Use This Calculator
To get an estimate, input the relevant values for your situation:
- Enter the Pokémon's inherent Encounter Rate (if known, otherwise use a default or common value).
- Input the wild Pokémon's Base Catch Rate Modifier (this is a specific Pokémon stat).
- Enter the Level Modifier. This is simplified here; typically, it's a direct input of the wild Pokémon's level.
- Select the appropriate Status Condition Bonus (0 for no status, 1 for standard status like Sleep/Paralysis, 2 for severe status like Badly Poisoned/Frozen).
- Enter the Ball Bonus corresponding to the Poké Ball you are using (e.g., 1.0 for a standard Poké Ball, 1.5 for a Great Ball, 2.0 for an Ultra Ball).
- Indicate if an Assist Bonus is active (0 for no assist, 1 for assist).
Click "Calculate Catch Rate" to see your estimated success percentage and the chance of a critical capture!
Example Scenario
Let's say you are trying to catch a relatively common wild Pokémon with the following characteristics:
- Pokémon Encounter Rate: 0.4 (representing a moderately common encounter)
- Base Catch Rate Modifier: 120 (a typical value for many common Pokémon)
- Level Modifier: 30 (the wild Pokémon is Level 30)
- Status Condition Bonus: 1 (the Pokémon is Asleep)
- Ball Bonus: 1.5 (you are using a Great Ball)
- Assist Bonus: 0 (no assist is available)
Inputting these values into the calculator would give you an estimated catch rate and critical capture chance, helping you decide the best strategy!
function calculateCatchRate() {
var pokemonEncounterRate = parseFloat(document.getElementById("pokemonEncounterRate").value);
var catchRateModifier = parseFloat(document.getElementById("catchRateModifier").value);
var levelModifier = parseFloat(document.getElementById("levelModifier").value);
var statusConditionBonus = parseFloat(document.getElementById("statusConditionBonus").value);
var ballBonus = parseFloat(document.getElementById("ballBonus").value);
var assistBonus = parseFloat(document.getElementById("assistBonus").value);
var resultElement = document.getElementById("catchRateResult");
var criticalCaptureResultElement = document.getElementById("criticalCaptureResult");
// Input validation
if (isNaN(pokemonEncounterRate) || isNaN(catchRateModifier) || isNaN(levelModifier) || isNaN(statusConditionBonus) || isNaN(ballBonus) || isNaN(assistBonus)) {
resultElement.textContent = "Invalid input. Please enter numbers.";
criticalCaptureResultElement.textContent = "–";
return;
}
// Clamp values to their valid ranges
pokemonEncounterRate = Math.max(0, Math.min(1, pokemonEncounterRate));
catchRateModifier = Math.max(0, Math.min(255, catchRateModifier));
levelModifier = Math.max(1, levelModifier); // Level should be at least 1
statusConditionBonus = Math.max(0, Math.min(2, statusConditionBonus));
ballBonus = Math.max(0, ballBonus);
assistBonus = Math.max(0, Math.min(1, assistBonus));
// — Catch Rate Calculation (Generalized Gen 3) —
// This formula is a simplified representation. Actual Gen 3 formulas can be more complex.
// The goal is to calculate a 'success probability' based on several factors.
// Step 1: Calculate the adjusted catch factor
// This part is highly dependent on the specific game's formula.
// A common approach involves a base value derived from the Pokémon's catch rate, modified by level.
// For simplicity, we'll create a conceptual 'adjusted_catch_factor'.
// A higher modifier means easier catch. Let's simulate a scenario where level and encounter rate play a role.
// Simulate a base catch value influenced by the Pokémon's inherent catch modifier
var baseCatchValue = catchRateModifier;
// Simulate a level-based reduction (higher level = harder to catch)
// This is a placeholder. Real formulas are more nuanced.
var levelAdjustment = Math.max(1, Math.floor(levelModifier / 4)); // Arbitrary adjustment
var adjustedCatch = baseCatchValue / levelAdjustment;
// Apply status condition bonus
var statusBonusMultiplier = 1.0;
if (statusConditionBonus === 1) statusBonusMultiplier = 2.0; // e.g., Sleep, Paralysis
else if (statusConditionBonus === 2) statusBonusMultiplier = 2.5; // e.g., Freeze, Badly Poisoned
adjustedCatch *= statusBonusMultiplier;
// Apply ball bonus
adjustedCatch *= ballBonus;
// Apply assist bonus
if (assistBonus === 1) {
adjustedCatch *= 1.2; // Example assist bonus multiplier
}
// Apply encounter rate influence (lower encounter rate could imply higher base difficulty or vice versa depending on interpretation)
// Here, let's assume a lower encounter rate implies a slightly harder catch in general.
adjustedCatch *= (1 – (pokemonEncounterRate * 0.2)); // Decreases catch rate slightly for lower encounter rates
// Cap the adjusted catch value at a reasonable maximum to prevent exploits or unrealistic rates
adjustedCatch = Math.min(adjustedCatch, 255); // Typically capped by the base catch rate itself or slightly above
// Step 2: Calculate the final catch probability using a common formula structure
// This involves a target value and a random roll.
var targetValue = 255; // Represents the maximum possible 'catch check' value
var successChance = (adjustedCatch / targetValue) * 100;
// — Critical Capture Calculation (Simplified) —
// Critical captures are usually a separate bonus, often dependent on the Pokedex completion or species caught count.
// For this simplified calculator, we'll tie it loosely to the base catch rate and a fixed bonus.
var criticalCaptureChance = 0;
if (catchRateModifier > 50) { // Basic condition: Pokémon must have a decent base catch rate
// Simulate a bonus for critical capture. This is highly simplified.
criticalCaptureChance = (successChance * 1.5) + 10; // Add a fixed bonus and a multiplier
criticalCaptureChance = Math.min(criticalCaptureChance, 90); // Cap critical capture chance
} else {
criticalCaptureChance = successChance * 0.8; // Lower chance for Pokémon with very low base catch rates
}
criticalCaptureChance = Math.max(0, criticalCaptureChance); // Ensure it's not negative
// Ensure final percentages are within 0-100
successChance = Math.max(0, Math.min(100, successChance));
criticalCaptureChance = Math.max(0, Math.min(100, criticalCaptureChance));
resultElement.textContent = successChance.toFixed(2);
criticalCaptureResultElement.textContent = criticalCaptureChance.toFixed(2);
}
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