Pokémon Catch Rate Calculator Gen 1

Pokémon Catch Rate Calculator (Gen 1)

Red, Blue, & Yellow Mechanics

Mewtwo: 3, Snorlax: 25, Pidgey: 255
Poké Ball / Safari Ball Great Ball Ultra Ball Master Ball
None Sleep / Frozen Paralyzed / Burned / Poisoned
Estimated Probability per Throw:
0%

How Gen 1 Catch Rates Work

Generation 1 (Pokémon Red, Blue, and Yellow) uses a unique and notoriously complex catching algorithm that differs significantly from later games. Unlike modern titles where catch chance is a smooth curve, Gen 1 relies on distinct "check stages" and fixed integer math.

The Logic Stages:

  1. The Master Ball Check: If a Master Ball is used, the catch is guaranteed immediately.
  2. The Status Check: The game generates a random number. If the Pokémon has a status, it checks against the status value (25 for Sleep/Freeze, 12 for others). If the random number is lower, the Pokémon is caught regardless of HP or Ball type.
  3. The Catch Rate Check: The game checks the species' base catch rate against the ball modifier. If this check fails, the ball misses or breaks immediately.
  4. The HP Factor: If the species check passes, the game calculates an HP factor (f) based on the current HP ratio. A final random check is performed against this value.

Common Gen 1 Catch Rates

Pokémon Base Catch Rate
Mewtwo / Zapdos / Articuno / Moltres3
Snorlax25
Starter Pokémon (Charmander, etc.)45
Pikachu190
Caterpie / Magikarp / Pidgey255

Example Calculation

If you are trying to catch a Mewtwo (Catch Rate 3) at 1 HP out of 250 with an Ultra Ball while it is Asleep:

  • Status Chance: ~9.7% (25/256 chance to catch instantly).
  • HP Chance: If the status check fails, the calculation for Mewtwo with an Ultra Ball at low HP is extremely low (less than 1%), making the status condition the most important factor in Gen 1.
function calculateGen1Catch() { var catchRate = parseFloat(document.getElementById('catchRate').value); var ballVal = parseFloat(document.getElementById('ballType').value); var maxHP = parseFloat(document.getElementById('maxHP').value); var currHP = parseFloat(document.getElementById('currHP').value); var statusVal = parseFloat(document.getElementById('statusEffect').value); // Validate inputs if (isNaN(catchRate) || isNaN(maxHP) || isNaN(currHP) || currHP <= 0 || maxHP maxHP) { currHP = maxHP; } // Result element var resultArea = document.getElementById('resultArea'); var catchPercentage = document.getElementById('catchPercentage'); var shakeDesc = document.getElementById('shakeDesc'); // Logic for Master Ball if (ballVal === 0) { catchPercentage.innerHTML = "100%"; shakeDesc.innerHTML = "The Master Ball never fails!"; resultArea.style.display = "block"; return; } // Gen 1 Algorithm Simulation // Step 1: Status Probability var probStatus = statusVal / 256; // Step 2: Probability of passing the Catch Rate check // In Gen 1: R2 < CatchRate. BUT, the ball affects this. // Poke/Safari: check against catchRate. Great: check against catchRate (but logic is slightly different). // Simplified effective Gen 1 logic for a probability estimate: var modifiedCatchRate = catchRate; if (ballVal === 200) modifiedCatchRate = Math.min(255, catchRate + 0); // Great Ball doesn't actually buff the rate check, it buffs the HP check if (ballVal === 150) modifiedCatchRate = Math.min(255, catchRate + 0); // The "Catch Rate" check in Gen 1 is actually: If Rnd(0,255) < CatchRate var probRateCheck = catchRate / 256; // Step 3: The HP factor (f) // f = (MaxHP * 255) / (CurrHP / BallFactor) // BallFactors: Poke=12, Great=8, Ultra=12. // Wait, Ultra Ball is notoriously bugged/worse than Great Ball in Gen 1 for many species. var ballFactor = 12; if (ballVal === 200) ballFactor = 8; if (ballVal === 150) ballFactor = 12; var hpDivisor = Math.floor(currHP / ballFactor); if (hpDivisor 255) f = 255; var probHPCheck = (f + 1) / 256; // Combined Probability: // P = P(Status) + [1 – P(Status)] * P(RateCheck) * P(HPCheck) var finalProb = probStatus + (1 – probStatus) * (probRateCheck * probHPCheck); var displayPct = (finalProb * 100).toFixed(2); if (displayPct > 100) displayPct = 100; catchPercentage.innerHTML = displayPct + "%"; // Qualitative description if (displayPct > 75) { shakeDesc.innerHTML = "Excellent odds! You'll likely catch it in 1-2 shakes."; } else if (displayPct > 30) { shakeDesc.innerHTML = "Good chance. Keep those balls flying!"; } else if (displayPct > 10) { shakeDesc.innerHTML = "Tough catch. Expect the ball to break often."; } else { shakeDesc.innerHTML = "Very difficult! Status conditions are your only hope here."; } resultArea.style.display = "block"; }

Leave a Comment