How is Catch Rate Calculated

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Catch Rate Calculator
(e.g., Caterpie=255, Mewtwo=3)
Poké Ball (x1.0) Great Ball (x1.5) Ultra Ball (x2.0) Master Ball (Guaranteed) Net Ball (Water/Bug) (x3.0) Dusk Ball (Night/Cave) (x3.5) Quick Ball (Turn 1) (x4.0)
None (x1.0) Paralysis / Poison / Burn (x1.5) Sleep / Freeze (x2.5)
Modified Catch Rate (A-Value): 0
Est. Probability per Throw: 0%
Est. Throws Required: 0

How is Catch Rate Calculated?

Understanding how catch rate is calculated is essential for optimizing your strategy when attempting to capture rare or legendary creatures in monster-taming games. While the specific mechanics can vary slightly between game generations, the core mathematical formula relies on four primary variables: Health Points (HP), the Species' Base Rate, the Ball Multiplier, and Status Conditions.

The Core Calculation Formula

The standard formula used to determine if a capture is successful calculates a "Modified Catch Rate" (often denoted as a). The game then generates a random number; if the random number is lower than the calculated threshold, the capture is successful (or a "shake" check is passed).

a = [ ( 3 × MaxHP – 2 × CurrHP ) ÷ ( 3 × MaxHP ) ] × BaseRate × BallMod × StatusMod

Key Variables Explained

  • HP Factor: Lowering the target's health is the most effective way to increase your odds. A target at 1 HP provides nearly 3x the catch probability compared to a target at full health.
  • Base Capture Rate: Every species has an innate "catch difficulty" ranging from 3 (hardest, e.g., Legendaries) to 255 (easiest, e.g., common early-game creatures).
  • Ball Multiplier: Different capture devices apply a multiplier. Standard devices offer a x1.0 multiplier, while advanced ones can offer x2.0, x3.5, or even x4.0 under specific conditions (like being in a cave or on the first turn).
  • Status Multiplier: Applying status effects significantly boosts the modified rate. Sleep and Freeze usually offer the highest bonus (x2.5), while Paralysis, Poison, and Burn offer a smaller bonus (x1.5).

Understanding the Probability

Once the "Modified Catch Rate" (a) is calculated, the probability of capture per throw is roughly determined by comparing a to the maximum byte value (255). If a is 255 or higher, the capture is guaranteed.

For values under 255, the game typically performs four "shake checks." The probability of the ball shaking once is approximately (a/255)^0.25 (in newer generations). For the capture to stick, all four checks must pass. Our calculator above simplifies this into a final percentage chance for your convenience.

Strategic Tips

To maximize your catch rate:

  1. Use a move like "False Swipe" to safely lower the target to exactly 1 HP.
  2. Apply a Sleep or Freeze status condition immediately.
  3. Select the best Ball for the situation (e.g., use Dusk Balls at night).
function calculateCatchProbability() { // 1. Get DOM elements var maxHpInput = document.getElementById('maxHP'); var currHpInput = document.getElementById('currentHP'); var baseRateInput = document.getElementById('baseRate'); var ballSelect = document.getElementById('ballBonus'); var statusSelect = document.getElementById('statusBonus'); var resultArea = document.getElementById('result-area'); // 2. Parse values var maxHP = parseFloat(maxHpInput.value); var currHP = parseFloat(currHpInput.value); var baseRate = parseFloat(baseRateInput.value); var ballBonus = parseFloat(ballSelect.value); var statusBonus = parseFloat(statusSelect.value); // 3. Validation if (isNaN(maxHP) || isNaN(currHP) || isNaN(baseRate)) { alert("Please enter valid numbers for HP and Base Rate."); return; } if (currHP > maxHP) { alert("Current HP cannot be higher than Max HP."); return; } if (currHP 255) { modifiedRate = 255; } // 6. Calculate Probability // Using the Shake Check approximation from Gen 3/4 mechanics which is standard for calculators. // P = ( (a / 255) ^ 0.75 ) ? No, simplified formula is often P = a/255 for linear, // but the actual mechanic is 4 shake checks. // Probability of 1 shake = (65536 / ( (255/a)^0.1875 ) ) / 65536 // Simplified approximation for web: P = (modifiedRate / 255) * 100. // However, to be more accurate to the "feel" of the game (Generation 6+): // If a >= 255, 100%. // Else, shake probability 'b' = 65536 * (modifiedRate/255)^0.25 // Catch Probability = (b/65536)^4 var catchProbPct; if (modifiedRate >= 255) { catchProbPct = 100; } else { // Gen 6+ Formula Approximation var b = 65536 * Math.pow((modifiedRate / 255), 0.25); var pShake = b / 65536; var pCatch = Math.pow(pShake, 4); catchProbPct = pCatch * 100; } // 7. Display Results displayResult(modifiedRate, catchProbPct); resultArea.style.display = 'block'; } function displayResult(modRate, probPct) { // Update A-Value document.getElementById('resModRate').innerText = Math.floor(modRate); // Update Percentage var finalPct = probPct > 100 ? 100 : probPct; document.getElementById('resProb').innerText = finalPct.toFixed(2) + "%"; // Update Expected Throws (1 / probability) var throws = 0; if (finalPct >= 100) { throws = 1; } else if (finalPct <= 0) { throws = "Infinite"; } else { throws = Math.ceil(100 / finalPct); } document.getElementById('resThrows').innerText = throws; }

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