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:
Level Modifier: Calculated based on the levels of your Pokémon and the wild Pokémon.
HP Modifier: Based on the current HP of the wild Pokémon.
Base Catch Rate: The inherent catch difficulty of the species.
Status Condition: A bonus applied if the target Pokémon has a status condition.
Ball Multiplier: A multiplier based on the type of Poké Ball used.
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:
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;
}