Pokeball Catch Rates Calculator

Pokeball Catch Rate Calculator .pkmn-calc-container { max-width: 800px; margin: 0 auto; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background: #f0f0f0; border-radius: 15px; overflow: hidden; box-shadow: 0 4px 15px rgba(0,0,0,0.1); } .pkmn-header { background: #ff3e3e; /* Pokemon Red */ color: white; padding: 20px; text-align: center; border-bottom: 5px solid #333; } .pkmn-header h2 { margin: 0; font-size: 28px; text-transform: uppercase; letter-spacing: 1px; } .pkmn-body { padding: 30px; display: flex; flex-wrap: wrap; gap: 20px; } .pkmn-col { flex: 1; min-width: 300px; } .form-group { margin-bottom: 20px; background: white; padding: 15px; border-radius: 8px; border: 1px solid #ddd; } .form-group label { display: block; font-weight: 700; margin-bottom: 8px; color: #333; } .form-group select, .form-group input { width: 100%; padding: 10px; border: 2px solid #ddd; border-radius: 5px; font-size: 16px; box-sizing: border-box; } .form-group input[type="range"] { border: none; padding: 5px 0; } .hp-display { text-align: right; font-weight: bold; color: #ff3e3e; } .calc-btn { width: 100%; padding: 15px; background: #3b4cca; /* Pokemon Blue */ color: white; border: none; border-radius: 8px; font-size: 18px; font-weight: bold; cursor: pointer; transition: background 0.3s; text-transform: uppercase; } .calc-btn:hover { background: #2a3990; } .pkmn-results { background: #333; color: white; padding: 25px; border-radius: 8px; text-align: center; margin-top: 20px; border: 2px solid #ffcc00; } .result-value { font-size: 36px; font-weight: bold; color: #ffcc00; /* Pokemon Yellow */ margin: 10px 0; } .result-label { font-size: 14px; opacity: 0.8; text-transform: uppercase; } .result-sub { font-size: 16px; margin-top: 10px; color: #fff; } .pkmn-content { padding: 30px; background: white; line-height: 1.6; color: #444; } .pkmn-content h3 { color: #ff3e3e; border-bottom: 2px solid #ddd; padding-bottom: 10px; } .pkmn-content ul { list-style-type: square; padding-left: 20px; } .pkmn-content li { margin-bottom: 10px; } .helper-text { font-size: 12px; color: #666; margin-top: 5px; } /* HP Bar Visual */ .hp-bar-container { height: 10px; background: #ddd; border-radius: 5px; margin-top: 5px; overflow: hidden; } .hp-bar-fill { height: 100%; background: #4caf50; width: 100%; transition: width 0.3s, background 0.3s; } @media (max-width: 600px) { .pkmn-body { flex-direction: column; } }

Pokeball Catch Rate Calculator

Select a Tier… Legendary (Mewtwo, Arceus) – 3 Hard (Snorlax, Steelix, Starters) – 45 Medium (Onix, Ponyta) – 120 Common (Rattata, Zubat) – 190 Easy (Magikarp, Caterpie) – 255
Enter the specific base catch rate (1-255) of the Pokémon.
Poké Ball (1x) Great Ball (1.5x) Ultra Ball (2x) Master Ball (Guaranteed) Net Ball (on Water/Bug) (3.5x) Dusk Ball (Night/Cave) (3x) Quick Ball (Turn 1) (4x) Premier Ball (1x) Timer Ball (10+ turns) (4x)
Lower HP significantly increases catch chance.
None Paralysis / Poison / Burn (1.5x) Sleep / Freeze (2.5x)
Capture Probability per Ball
0%
Expected Balls Needed: 0
Based on Gen 6/7 formula logic

How to Calculate Capture Rates

Catching Pokémon is determined by a mathematical formula that considers several variables: the specific species' rarity, remaining HP, the type of ball used, and any status conditions inflicted. This Pokeball Catch Rate Calculator uses the standard mechanics found in Generations 6 and 7 (X/Y, ORAS, Sun/Moon) to estimate your success rate.

Key Factors in the Formula

The core formula is defined by a "Modified Catch Rate" ($X$). If $X$ is greater than or equal to 255, the capture is guaranteed. If not, the game performs four "shake checks".

  • Base Catch Rate: Every Pokémon species has a number from 3 (hardest, like Legendaries) to 255 (easiest, like Caterpie).
  • HP Factor: A Pokémon at 1% HP is roughly 3x easier to catch than one at 100% HP.
  • Ball Modifier: Ultra Balls provide a 2x multiplier, while specialized balls like the Net Ball or Dusk Ball can offer up to 3.5x under the right conditions.
  • Status Multiplier: This is one of the most effective ways to boost your odds. Sleep and Freeze provide a massive 2.5x multiplier, while Paralysis, Poison, and Burn offer 1.5x.

The Math Behind the Throw

The simplified formula for the Modified Catch Rate ($X$) is:

X = ( ( 3 * MaxHP – 2 * CurrentHP ) * Rate * BallMod ) / ( 3 * MaxHP ) * StatusMod

Once $X$ is calculated, the probability of passing a single "shake check" is calculated. You must pass 4 consecutive checks to successfully capture the Pokémon.

Tips for Catching Legendaries

For Pokémon with a base catch rate of 3, you need every advantage. Always use a move like False Swipe to reduce HP to 1. Put the target to Sleep (Hypnosis/Spore). Using a Dusk Ball at night (3x) combined with Sleep (2.5x) and 1 HP yields a significantly higher catch rate than simply throwing an Ultra Ball.

// Update the HP text display and bar color dynamically function updateHPDisplay() { var slider = document.getElementById("hpPercent"); var output = document.getElementById("hpValue"); var bar = document.getElementById("hpBar"); var val = parseInt(slider.value); output.innerHTML = val + "%"; // Update bar width bar.style.width = val + "%"; // Change color based on HP if (val > 50) { bar.style.backgroundColor = "#4caf50"; // Green } else if (val > 20) { bar.style.backgroundColor = "#ffeb3b"; // Yellow } else { bar.style.backgroundColor = "#f44336"; // Red } } // Helper to autofill the number input from the dropdown function updateBaseRate() { var select = document.getElementById("quickSelect"); var input = document.getElementById("speciesRate"); input.value = select.value; } function calculateCatchRate() { // 1. Get Inputs var baseRate = parseFloat(document.getElementById("speciesRate").value); var hpPct = parseFloat(document.getElementById("hpPercent").value); var ballMod = parseFloat(document.getElementById("ballType").value); var statusMod = parseFloat(document.getElementById("statusCond").value); // Validation if (isNaN(baseRate) || baseRate 255) baseRate = 255; // 2. Logic Check: Master Ball if (ballMod === 255) { displayResult(100); return; } // 3. Calculate 'X' (Modified Catch Rate) // Formula: X = (((3 * MaxHP – 2 * HP) * Rate * BallMod) / (3 * MaxHP)) * StatusMod // Since we use percentages, var MaxHP = 100, HP = hpPct var maxHP = 100; var currentHP = hpPct; var numerator = (3 * maxHP – 2 * currentHP) * baseRate * ballMod; var denominator = 3 * maxHP; var x = (numerator / denominator) * statusMod; // 4. Determine Probability var probability = 0; if (x >= 255) { probability = 100; } else { // Calculate Shake Probability (Gen 6 formula approximation) // b = 1048560 / sqrt(sqrt(16711680 / x)) // This is the threshold for a 16-bit random number (0-65535) var inner = 16711680 / x; var sqrtInner = Math.sqrt(inner); var fourthRoot = Math.sqrt(sqrtInner); var b = 1048560 / fourthRoot; // Probability of one shake is (b / 65536) // Capture requires 4 successful shakes: p = (b / 65536)^4 var pShake = b / 65536; // Cap at 1 if (pShake > 1) pShake = 1; probability = Math.pow(pShake, 4) * 100; } displayResult(probability); } function displayResult(prob) { var resultDiv = document.getElementById("resultsArea"); var probDiv = document.getElementById("finalProb"); var ballsDiv = document.getElementById("expectedBalls"); resultDiv.style.display = "block"; // Round to 2 decimals var cleanProb = prob.toFixed(2); if (prob >= 100) { cleanProb = "100"; prob = 100; // Ensure logic below works } probDiv.innerHTML = cleanProb + "%"; // Calculate expected balls: 1 / probability // If prob is 0 (shouldn't happen with min 1 rate), handle infinity var expected = 0; if (prob > 0) { expected = 100 / prob; if (expected < 1) expected = 1; } else { expected = "∞"; } // Round expected balls if (typeof expected === 'number') { expected = expected.toFixed(1); } ballsDiv.innerHTML = expected; // Scroll to results on mobile if(window.innerWidth < 600) { resultDiv.scrollIntoView({behavior: "smooth"}); } } // Initialize color on load updateHPDisplay();

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