Beldum Catch Rate Calculator

Beldum Catch Rate Calculator

Found on sites like Serebii.net
Usually 1 for standard playthroughs, higher for challenges.
None Friend Guard Prankster Storm Drain Static Lightning Rod
None Sleep Freeze Paralysis Poison Burn
Poké Ball Great Ball Ultra Ball Master Ball Premier Ball Ultra Ball (Early Game) Dive Ball Dusk Ball Heal Ball Net Ball Nest Ball Premier Ball Quick Ball Repeat Ball Timer Ball

Understanding Beldum Catch Rates in Pokémon

Catching Pokémon is a core mechanic in every Pokémon game, and while some Pokémon are easily encountered and caught, others present a significant challenge. Beldum, known for its unique evolutionary line culminating in the powerful Metagross, is often one of these tougher catches. Its notoriously low base catch rate means that even with the right strategy, success isn't guaranteed.

What is a Catch Rate?

Every Pokémon species has a hidden stat called "Catch Rate." This number, ranging from 1 (the lowest) to 255 (the highest), directly influences how likely a Pokémon is to be caught when you throw a Poké Ball. A higher catch rate means a greater chance of success.

Why is Beldum Difficult to Catch?

Beldum typically has a very low base catch rate. For example, in many main series games, Beldum's base catch rate is set at 45. To put this into perspective, common early-game Pokémon often have catch rates of 190 or higher. This low value is the primary reason why catching a wild Beldum can be so frustrating.

Factors Affecting Catch Rate Calculation

The actual probability of catching a Pokémon isn't solely determined by its base catch rate. Several factors come into play, modifying the initial value to produce a final chance:

  • Pokémon Level: Higher level Pokémon are generally harder to catch.
  • Base Catch Rate: The inherent difficulty of catching that specific species.
  • Current HP: A Pokémon with lower HP is easier to catch. The less HP it has remaining, the better your odds.
  • Status Conditions: A Pokémon afflicted with Sleep or Freeze doubles the effective catch rate. Paralysis, Poison, or Burn offers a 1.5x multiplier.
  • Ball Type: Different Poké Balls offer various bonuses. Standard Poké Balls, Great Balls, and Ultra Balls have different multipliers. Specialized balls like the Timer Ball (increasingly effective over more turns), Dive Ball (better underwater), Dusk Ball (better at night or in caves), Net Ball (better for Bug/Water types), and Nest Ball (better for lower-level Pokémon) can significantly improve your chances under specific conditions. The Master Ball, of course, guarantees a catch.
  • Trainer Level: In some fan games or specific challenges, a trainer's own level might influence catch rates, though this is not standard in mainline Pokémon games.
  • Opponent's Ability: Certain abilities can affect catch rates. For instance, 'Prankster' can cause status moves to fail if used by the opponent, indirectly helping with status. 'Friend Guard' reduces damage taken. Abilities like 'Static' or 'Lightning Rod' might attract Electric-type moves, and 'Storm Drain' can redirect Water-type moves. While these don't directly alter the catch rate formula itself, they can influence the battle strategy that leads to a catch.

How the Calculator Works

This calculator takes into account the base catch rate of Beldum (or any other Pokémon you input), its current HP, the status condition, the type of ball you're using, and optionally, your trainer level. It then computes an estimated percentage chance of successfully catching the Pokémon with a single throw of the chosen ball under the specified conditions. Note that some advanced mechanics like critical hits or specific move effects (e.g., False Swipe) that bring HP down to 1 are not directly factored into this simplified calculator but are crucial battle strategies to employ.

Use this calculator to better prepare for your encounters with Beldum and other challenging Pokémon, maximizing your chances of adding them to your team!

function calculateCatchRate() { var pokemonLevel = parseFloat(document.getElementById("pokemonLevel").value); var baseCatchRate = parseFloat(document.getElementById("baseCatchRate").value); var trainerLevel = parseFloat(document.getElementById("trainerLevel").value); // Not used in standard formula but included for potential variations var opponentAbility = document.getElementById("opponentAbility").value; var statusCondition = document.getElementById("statusCondition").value; var ballType = document.getElementById("ballType").value; var currentHPPercent = parseFloat(document.getElementById("currentHPPercent").value); var maxHP = parseFloat(document.getElementById("maxHP").value); var resultDiv = document.getElementById("result"); resultDiv.innerHTML = ""; // Clear previous results // Input validation if (isNaN(baseCatchRate) || isNaN(pokemonLevel) || isNaN(currentHPPercent) || isNaN(maxHP)) { resultDiv.innerHTML = "Please enter valid numbers for Pokémon stats."; return; } if (currentHPPercent 100 || maxHP <= 0) { resultDiv.innerHTML = "HP percentage must be between 0 and 100, and Max HP must be positive."; return; } var catchRateModifier = baseCatchRate; // HP Modifier (more HP = lower modifier, closer to 1) // Formula for HP modifier: (3 * MaxHP – 2 * CurrentHP) / (3 * MaxHP) // Where CurrentHP is the absolute value, not percentage var currentHP = (currentHPPercent / 100) * maxHP; if (currentHP 0) { // Prevent division by zero var hpModifier = (3 * maxHP – 2 * currentHP) / (3 * maxHP); if (hpModifier < 0) hpModifier = 0; // Ensure modifier doesn't go below zero catchRateModifier *= hpModifier; } // Status Condition Modifier var statusModifier = 1.0; if (statusCondition === "sleep" || statusCondition === "freeze") { statusModifier = 2.0; } else if (statusCondition === "paralysis" || statusCondition === "poison" || statusCondition === "burn") { statusModifier = 1.5; } catchRateModifier *= statusModifier; // Ball Modifier var ballModifier = 1.0; switch (ballType) { case "pokeball": ballModifier = 1.0; break; case "greatball": ballModifier = 1.5; break; case "ultraball": case "ultraball-early": // Assuming same multiplier for simplicity ballModifier = 2.0; break; case "masterball": ballModifier = 255.0; // Effectively guarantees a catch break; case "premierball": ballModifier = 1.0; // Same as Pokeball in most gens break; case "diveball": // Varies by gen and if underwater. Assuming a common bonus. ballModifier = 3.5; // Typically 3.5x underwater, 1x otherwise. Simplified. break; case "duskball": ballModifier = 3.0; // At night or in caves, 1x otherwise. Simplified. break; case "healball": ballModifier = 1.0; // Primarily for healing effects break; case "netball": // Varies by Pokémon type. Assuming a common bonus for Bug/Water. ballModifier = 2.5; // Typically 2.5x for Bug/Water, 1x otherwise. Simplified. break; case "nestball": // Varies by Pokémon level. Lower level = higher bonus. // Example: If Pokémon Level = 50, multiplier is 1.0 // Between 30-50, it interpolates. Let's use a simplified average/common case. if (pokemonLevel = 50) ballModifier = 1.0; else ballModifier = 4.0 – (2.0 * (pokemonLevel – 30) / 20); // Interpolation break; case "quickball": ballModifier = 5.0; // In first 5 turns, 1x otherwise. Simplified. break; case "repeatball": // Varies by whether you've caught this species before. // Assuming you have caught it before for max bonus. ballModifier = 3.0; // 3x if species already caught, 1x otherwise. Simplified. break; case "timerball": // Increases effectiveness each turn. // Turn 1: 1.0, Turn 2: 1.2, Turn 3: 1.4, Turn 4+: 1.6 – 4.0 (max at 10 turns) // Let's assume an average of 5 turns for a moderate bonus. ballModifier = 2.4; // Approx average over several turns. Simplified. break; } // Master Ball overrides other modifiers if (ballType === "masterball") { catchRateModifier = 255; // Absolute value for Master Ball } else { catchRateModifier *= ballModifier; } // Level Modifier (Higher level = lower modifier) // This formula can vary significantly by game generation. // A common simplified formula: (2 * TargetLevel + 10) / ((TargetLevel + 10) * 3) // Since Beldum is usually encountered at low levels, this often results in a bonus. // Let's use a general modifier value as this is less impactful than others for typical Beldum catches. // For simplicity, we'll apply a small level-based adjustment, but it's often not the primary driver. var levelModifier = 1.0; // If the calculator is for a specific game, a precise formula would be inserted here. // For a general calculator, we acknowledge level matters but keep it simple. // A common approach is to factor it into the 'a' value, which is the base catch rate itself. // The 'a' value is already set by baseCatchRate. Let's assume level is somewhat factored in there. // If a specific level formula is needed: // var levelFactor = (2 * pokemonLevel + 10) / ((pokemonLevel + 10) * 3); // catchRateModifier *= levelFactor; // Final Catch Calculation (simplified for display) // The actual calculation involves several 'shakes' and sub-calculations, // but we can approximate the overall probability. // A common formula for probability: // P = ( ( (3 * MaxHP – 2 * CurrentHP) * BaseCatchRate * BallModifier * StatusModifier ) / (3 * MaxHP) ) * 100 / 255 // Where BaseCatchRate is the 'a' value. // Our `catchRateModifier` has accumulated BaseCatchRate * HP_Mod * Status_Mod * Ball_Mod var finalCatchProbability = (catchRateModifier / 255.0) * 100.0; // Ensure probability doesn't exceed 100% (unless it's Master Ball) if (ballType !== "masterball" && finalCatchProbability > 100) { finalCatchProbability = 100; } if (finalCatchProbability < 0) { finalCatchProbability = 0; } var displayHTML = "Estimated Catch Chance: " + finalCatchProbability.toFixed(2) + "%"; if (ballType === "masterball") { displayHTML = "Master Ball guarantees a catch!"; } resultDiv.innerHTML = displayHTML; } .calculator-container { font-family: sans-serif; border: 1px solid #ccc; padding: 20px; border-radius: 8px; max-width: 600px; margin: 20px auto; background-color: #f9f9f9; } .calculator-container h2 { text-align: center; margin-bottom: 20px; color: #333; } .calculator-inputs { display: grid; grid-template-columns: repeat(auto-fit, minmax(250px, 1fr)); gap: 15px; margin-bottom: 20px; } .input-group { display: flex; flex-direction: column; } .input-group label { margin-bottom: 5px; font-weight: bold; color: #555; } .input-group input[type="number"], .input-group select { padding: 8px; border: 1px solid #ccc; border-radius: 4px; font-size: 1rem; } .input-group small { font-size: 0.8em; color: #777; margin-top: 3px; } .calculator-container button { display: block; width: 100%; padding: 10px 15px; background-color: #007bff; color: white; border: none; border-radius: 5px; font-size: 1.1rem; cursor: pointer; transition: background-color 0.3s ease; } .calculator-container button:hover { background-color: #0056b3; } #result { margin-top: 20px; padding: 15px; background-color: #e7f3fe; border: 1px solid #b3d7ff; border-radius: 5px; text-align: center; font-size: 1.2rem; } #result strong { color: #0056b3; }

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