Gen 2 Pokémon Catch Rate Calculator
Welcome to the Gen 2 Pokémon Catch Rate Calculator! This tool helps you estimate the probability of successfully catching a Pokémon in the Generation 2 games (Gold, Silver, Crystal). The catch rate is influenced by several factors, including the Pokémon's base catch rate, your Pokémon's level, the target Pokémon's current HP, and the specific Poké Ball used. This calculator takes into account the original mechanics of Gen 2.
How the Gen 2 Catch Rate Works
In Generation 2 games, the catch formula is quite intricate. It involves calculating a "catch divisor" and then comparing it against a "random number" to determine success. The formula is generally as follows:
- Calculate Shake Level: This is the core of the catch calculation. It's determined by a series of factors, including the Pokémon's base catch rate, the target's level, current HP, max HP, and the ball multiplier.
- HP Factor: A significant portion of the calculation depends on how much HP the target Pokémon has left. Lower HP drastically increases the chance of a successful catch.
- Status Condition: If the target Pokémon is suffering from a status condition (Sleep, Freeze, Poison, Burn, Paralysis), it provides a bonus to the catch rate.
- Ball Modifier: Different Poké Balls have different multipliers, making Ultra Balls and Master Balls much more effective than standard Poké Balls.
- Random Number Comparison: The game generates a random number, and if this number is less than or equal to the calculated "catch value," the Pokémon is caught. This calculator provides the *probability* of success rather than a single outcome, as the game involves randomness.
The formula used in this calculator aims to approximate the shake calculation and then the final catch probability based on the determined shake value. It's important to remember that the exact in-game mechanics can be complex and involve multiple "shakes" before a final catch attempt.
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function calculateCatchRate() {
var pokemonCatchRate = parseFloat(document.getElementById("pokemonCatchRate").value);
var targetLevel = parseInt(document.getElementById("targetLevel").value);
var currentHP = parseInt(document.getElementById("currentHP").value);
var maxHP = parseInt(document.getElementById("maxHP").value);
var ballType = parseFloat(document.getElementById("ballType").value);
var statusCondition = parseInt(document.getElementById("statusCondition").value);
var resultDiv = document.getElementById("result");
// Validate inputs
if (isNaN(pokemonCatchRate) || isNaN(targetLevel) || isNaN(currentHP) || isNaN(maxHP) || isNaN(ballType) || isNaN(statusCondition)) {
resultDiv.innerHTML = "Please enter valid numbers for all fields.";
return;
}
if (pokemonCatchRate 255 || targetLevel <= 0 || currentHP <= 0 || maxHP maxHP) {
resultDiv.innerHTML = "Please check your input values (e.g., Catch Rate between 0-255, HP cannot be zero or exceed max HP).";
return;
}
var hpModifier = (3 * maxHP – 2 * currentHP) * 256 / (3 * maxHP);
if (hpModifier > 255) hpModifier = 255; // Clamp to 255
var statusBonus = 0;
if (statusCondition === 1) { // Sleep/Freeze
statusBonus = 2.5;
} else if (statusCondition === 2) { // Poison/Burn/Paralysis
statusBonus = 1.5;
}
var catchValue = (pokemonCatchRate * hpModifier * ballType * statusBonus) / 255;
// In Gen 2, the formula is more complex, involving a "shake" calculation.
// This simplified approach directly estimates the probability based on the catchValue.
// The actual game generates a random number for each of the four shakes.
// A higher catchValue increases the chance of a shake.
// If all four shakes are successful, the Pokémon is caught.
// This simplified calculator will show the *overall* probability assuming the game's shake mechanics.
// A common approximation for the final catch probability in Gen 2.
// This is a simplified representation of the complex shake mechanics.
// The actual probability is derived from the number of shakes that pass a certain threshold.
// For simplicity, we'll calculate a score and then infer probability.
var catchScore = catchValue; // The "catchValue" is the primary driver
// The following is a simplified probability estimation based on typical Gen 2 behavior.
// The game's actual logic involves comparing a random number for each shake.
// A "successful shake" happens if the random number is = 255) { // Master Ball equivalent in terms of power
probability = 1.0;
} else {
// Approximation of the probability based on a single, combined check.
// This is not the exact game logic but a good estimation of overall success chance.
// For a more accurate representation of the game, one would simulate the 4 shakes.
probability = Math.min(1.0, catchScore / 255); // Clamp at 100%
}
var percentage = (probability * 100).toFixed(2);
resultDiv.innerHTML = "Estimated Catch Probability: " + percentage + "%";
}