Catch Rate Calculator Gen 8

Catch Rate Calculator (Gen 8) body { font-family: sans-serif; } .calculator-container { border: 1px solid #ccc; padding: 20px; border-radius: 8px; } label { display: block; margin-bottom: 5px; font-weight: bold; } input[type="number"] { width: 100%; padding: 8px; margin-bottom: 15px; border: 1px solid #ccc; border-radius: 4px; box-sizing: border-box; } button { background-color: #4CAF50; color: white; padding: 10px 15px; border: none; border-radius: 4px; cursor: pointer; } button:hover { background-color: #45a049; } #result { margin-top: 15px; font-weight: bold; font-size: 1.1em; } .formula { margin-top: 15px; padding: 10px; background-color: #f9f9f9; border: 1px dashed #ddd; border-radius: 4px; }

Catch Rate Calculator (Gen 8)

This calculator helps you estimate the catch rate of a Pokémon in Generation 8 games (Sword, Shield, Brilliant Diamond, Shining Pearl, Legends: Arceus) based on various factors.

None Paralyzed, Poisoned, Burned, Asleep, Frozen

Calculation Formula (Simplified):

The core of the catch rate calculation involves several factors:

  1. Level Modifier: Calculated based on the levels of your Pokémon and the wild Pokémon.
  2. HP Modifier: Based on the current HP of the wild Pokémon.
  3. Base Catch Rate: The inherent catch difficulty of the species.
  4. Status Condition: A bonus applied if the target Pokémon has a status condition.
  5. Ball Multiplier: A multiplier based on the type of Poké Ball used.
  6. Assist Modifier: A potential bonus from Assist in certain scenarios (less common).

The formula combines these to determine a "modified catch rate". This modified catch rate is then used to calculate the actual probability of catching the Pokémon. A simplified representation of the formula for the "modified catch rate" (let's call it 'MCR') before HP and ball modifiers is roughly:

MCR = (((3 * MaxHP - 2 * CurrentHP) * BaseCatchRate) / (3 * MaxHP)) * (LevelModifier) * (StatusModifier)

Then, the final catch probability is influenced by the Ball Multiplier and Assist Modifier. This calculator focuses on providing a general estimate based on common inputs.

function calculateCatchRate() { var pokemonLevel = parseFloat(document.getElementById("pokemonLevel").value); var targetLevel = parseFloat(document.getElementById("targetLevel").value); var baseCatchRate = parseFloat(document.getElementById("baseCatchRate").value); var statusConditionValue = parseInt(document.getElementById("statusCondition").value); var ballTypeMultiplier = parseFloat(document.getElementById("ballTypeMultiplier").value); var assistModifier = parseFloat(document.getElementById("assist").value); var resultDiv = document.getElementById("result"); // Input validation if (isNaN(pokemonLevel) || pokemonLevel 100 || isNaN(targetLevel) || targetLevel 100 || isNaN(baseCatchRate) || baseCatchRate 255 || isNaN(ballTypeMultiplier) || ballTypeMultiplier <= 0 || isNaN(assistModifier) || assistModifier targetLevel) { levelModifier = (2 * targetLevel + 5) / (targetLevel + 5); } else { levelModifier = (2 * targetLevel + 5) / (targetLevel + 5); } levelModifier = Math.max(0.01, levelModifier); // Ensure it's not too low // For simplicity, we will assume current HP is full (Max HP) for this calculator's output // In a real scenario, you'd need Current HP and Max HP of the target Pokémon. // This calculator assumes Current HP = Max HP for a basic estimate. var currentHPPercentage = 1.0; // Assuming full HP for simplicity var hpModifier = currentHPPercentage; // This would be (3 * MaxHP – 2 * CurrentHP) / (3 * MaxHP) in full calc // Initial modified catch rate calculation var modifiedCatchRate = (baseCatchRate * hpModifier * levelModifier); // Apply status condition bonus modifiedCatchRate += statusConditionValue; // This is a simplification; status has different effects. For Gen 8, this is a flat addition for some statuses. // Apply ball multiplier and assist modifier (simplified application) var finalCatchValue = modifiedCatchRate * ballTypeMultiplier + assistModifier; // Ensure the value doesn't exceed a practical limit or go below a theoretical minimum (though probability is what matters) finalCatchValue = Math.max(0, finalCatchValue); // Cannot be negative // Calculate approximate catch percentage // This is the trickiest part as it depends on specific mechanics like critical captures and ball types. // For a general idea, we can represent it as a fraction of a theoretical maximum. // A common way to think about it is a "catch value" that is compared against random numbers. // A common threshold for a good catch chance is often considered when this value is high. // The actual formula to get a percentage is complex. We'll show the modified rate and a qualitative assessment. var catchProbability = 0; if (ballTypeMultiplier > 0) { // This is a very rough approximation of how the modified rate might translate to probability. // Real catch formula is more involved with checks against random numbers. // For example, a value of 100 might be a decent catch chance, 255 is usually a guaranteed catch. // A common formula structure involves dividing the modified rate by a factor (e.g., 255 or a dynamically calculated value). catchProbability = Math.min(100, (finalCatchValue / 255.0) * 100); // Cap at 100% } var resultHtml = "

Estimated Catch Rate:

"; resultHtml += "Modified Catch Rate Value: " + finalCatchValue.toFixed(2) + ""; resultHtml += "Approximate Catch Probability: " + catchProbability.toFixed(2) + "%"; resultHtml += "Note: This is an approximation. Actual catch rates can vary based on specific HP, critical captures, and exact in-game mechanics."; resultDiv.innerHTML = resultHtml; }

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