Gen Viii Catch Rate Calculator

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Gen VIII Catch Rate Calculator
Base rate specific to the Pokémon species.
Poké Ball (x1.0) Great Ball (x1.5) Ultra Ball (x2.0) Net Ball (Water/Bug) (x3.5) Dusk Ball (Cave/Night) (x3.0) Quick Ball (Turn 1) (x5.0) Timer Ball (10+ turns) (x4.0) Premier Ball (x1.0) Heal Ball (x1.0) Luxury Ball (x1.0) Master Ball (Guaranteed)
None Paralysis (x1.5) Poison (x1.5) Burn (x1.5) Sleep (x2.5) Freeze (x2.5)
Capture Probability: 0%
Average Throws Needed: 0
Modified Catch Rate (a): 0
*Calculations based on standard Gen VIII wild encounter mechanics.

Mastering the Catch in Pokémon Sword & Shield

The Gen VIII Catch Rate Calculator is designed to help trainers in the Galar region determine the exact likelihood of successfully capturing a wild Pokémon. Unlike simple probability games, the catch mechanics in Pokémon Sword and Shield use a complex formula involving HP, species rarity, ball type, and status conditions.

How the Gen VIII Catch Formula Works

In Generation 8, the game calculates a "Modified Catch Rate" (often denoted as a) whenever you throw a ball. This value determines how likely the ball is to shake and eventually seal the capture. The core factors are:

  • Species Rate: Every Pokémon has a base catch rate ranging from 3 (hardest, like Zacian or Zamazenta) to 255 (easiest, like Wooloo).
  • HP Factor: Lowering a Pokémon's HP is crucial. A Pokémon at 1 HP is roughly 3 times easier to catch than one at full health.
  • Ball Multiplier: Using the right tool for the job matters. An Ultra Ball provides a 2.0x multiplier, while a Dusk Ball at night provides a massive 3.0x multiplier (changed from 3.5x in previous generations, though often debated, standard calculators use 3.0x or 3.5x depending on context; in Sword/Shield dens it is highly effective).
  • Status Bonus: Status conditions are massive multipliers. Sleep and Freeze grant a 2.5x bonus, while Paralysis, Poison, and Burn grant 1.5x.

Why Use a Catch Rate Calculator?

Resource management is key, especially when hunting shiny Pokémon or Legendaries. Knowing that your chance is only 2% per throw might encourage you to use better balls or apply a status condition like Sleep. This calculator uses the standard Gen 3-8 formula logic:

a = (((3 * MaxHP – 2 * CurrentHP) * Rate * BallBonus) / (3 * MaxHP)) * StatusBonus

Tips for Higher Success Rates

  1. False Swipe: This move leaves the target with exactly 1 HP, maximizing the HP factor in the equation.
  2. The Gallade Strategy: Gallade can learn both False Swipe and Hypnosis, making it an excellent catcher for Gen VIII.
  3. Critical Captures: Filling your Pokédex increases the chance of a "Critical Capture," where the ball only shakes once, significantly boosting success rates beyond what is shown in standard calculations.

Common Species Catch Rates

  • 255: Caterpie, Bunnelby, Rookidee
  • 190: Zigzagoon, Nickit
  • 45: Onix, Steelix, Snorlax
  • 3: Most Legendaries (Zacian, Zamazenta, Eternatus)
function calculateCatchRate() { // Clear previous errors var errorDiv = document.getElementById('errorMsg'); errorDiv.style.display = 'none'; errorDiv.innerHTML = "; // Get Inputs var speciesRate = parseFloat(document.getElementById('speciesRate').value); var ballBonus = parseFloat(document.getElementById('ballType').value); var maxHP = parseFloat(document.getElementById('maxHP').value); var currHP = parseFloat(document.getElementById('currHP').value); var statusBonus = parseFloat(document.getElementById('statusAilment').value); // Validation if (isNaN(speciesRate) || isNaN(ballBonus) || isNaN(maxHP) || isNaN(currHP) || isNaN(statusBonus)) { errorDiv.innerHTML = "Please enter valid numbers in all fields."; errorDiv.style.display = 'block'; return; } if (currHP > maxHP) { errorDiv.innerHTML = "Current HP cannot be higher than Maximum HP."; errorDiv.style.display = 'block'; return; } if (maxHP 255) a = 255; // 2. Calculate Probability var probability = 0; if (a >= 255) { probability = 1.0; } else { // Shake Check Calculation (Gen 3-8 Logic) // b = 1048560 / sqrt(sqrt(16711680 / a)) // The probability of passing one shake check is b / 65536 // The catch happens if 4 shake checks pass. var b = 1048560 / Math.sqrt(Math.sqrt(16711680 / a)); var pSingleShake = b / 65536; // Probability of 4 successful checks probability = Math.pow(pSingleShake, 4); } // Convert to percentage var finalPercentage = probability * 100; if (finalPercentage > 100) finalPercentage = 100; if (finalPercentage < 0) finalPercentage = 0; // Calculate Average Throws (Geometric Distribution: 1/p) var avgThrows = 1 / probability; if (probability === 0) avgThrows = "Infinity"; else if (probability === 1) avgThrows = 1; else avgThrows = avgThrows.toFixed(1); displayResult(finalPercentage, avgThrows, a); } function displayResult(percent, throws, modRate) { var resultArea = document.getElementById('result-area'); var probSpan = document.getElementById('finalProb'); var throwsSpan = document.getElementById('avgThrows'); var modRateSpan = document.getElementById('modRate'); probSpan.innerHTML = percent.toFixed(2) + "%"; throwsSpan.innerHTML = throws; modRateSpan.innerHTML = Math.floor(modRate); // Display integer part of 'a' resultArea.style.display = 'block'; }

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