Pokemon Capture Rate Calculator

Pokémon Capture Rate Calculator

Legendaries: 3, Common: 255
Poké Ball (1x) Great Ball (1.5x) Ultra Ball (2x) Dusk Ball (Dark/Cave) (3x) Net Ball (Water/Bug) (3.5x) Quick Ball (Turn 1) (4x) Repeat Ball (Already Caught) (8x)
None Paralyzed / Poisoned / Burned Sleep / Frozen

Estimated Catch Success

0%


How the Pokémon Capture Rate is Calculated

Catching a Pokémon isn't just luck; it's a complex mathematical formula that has evolved through the generations of games. This calculator uses the core formula introduced in Generation III and IV, which remains the foundation for the modern catching mechanics in Pokémon Scarlet & Violet, Sword & Shield, and Brilliant Diamond & Shining Pearl.

The Catch Formula Variables

  • Max HP & Current HP: The lower the Pokémon's health relative to its maximum, the easier it is to catch. Bringing a Pokémon down to 1 HP using a move like False Swipe maximizes this variable.
  • Base Catch Rate: Every species has a fixed number between 1 and 255. High numbers (like 255 for Caterpie) are easy to catch, while low numbers (like 3 for Mewtwo or Rayquaza) are extremely difficult.
  • Ball Multiplier: Different balls provide different bonuses. A standard Poké Ball has a 1x multiplier, while an Ultra Ball doubles your chances (2x). Special balls like the Net Ball or Dusk Ball can offer up to 3.5x or 4x bonuses in specific conditions.
  • Status Multiplier: Afflicting a Pokémon with a status condition significantly boosts your odds. Sleep and Freeze provide the highest bonus (2x), while Paralysis, Burn, and Poison provide a 1.5x boost.

Example Catch Scenarios

Target Pokémon HP Level Ball & Status Catch Chance
Common (Rate 255) Full HP Poké Ball / None ~33.3%
Legendary (Rate 3) 1 HP Ultra Ball / Sleep ~7.5%
Mid-Tier (Rate 45) Low HP Great Ball / Paralyze ~26.4%

Pro Tips for Pokémon Catching

To maximize your efficiency and save your expensive Ultra Balls, follow these strategies:

  1. Use False Swipe: This move is essential for hunters. It leaves the target with exactly 1 HP, ensuring you get the maximum possible health bonus without accidentally knocking the Pokémon out.
  2. Prioritize Sleep: Putting a Pokémon to sleep (using moves like Spore or Sleep Powder) is twice as effective as using Paralysis. Since Sleep can wear off, it requires more maintenance but offers much higher catch rates.
  3. Dusk Balls are King: If you are playing at night (in-game time) or in a cave, the Dusk Ball (3x) is superior to the Ultra Ball (2x).
  4. Turn 1 Quick Balls: Always throw a Quick Ball on the very first turn. With a 4x multiplier on most targets, it often skips the need for a fight entirely.
function calculateCaptureChance() { var mHP = parseFloat(document.getElementById('maxHP').value); var cHP = parseFloat(document.getElementById('currHP').value); var bRate = parseFloat(document.getElementById('baseRate').value); var bMod = parseFloat(document.getElementById('ballMod').value); var sMod = parseFloat(document.getElementById('statusMod').value); if (isNaN(mHP) || isNaN(cHP) || isNaN(bRate) || mHP <= 0 || cHP mHP) { alert("Current HP cannot be higher than Max HP."); return; } // Capture Formula (Gen 3-4 standard approximation) // a = (((3 * MaxHP – 2 * CurrHP) * BaseRate * BallMod) / (3 * MaxHP)) * StatusMod var a = (((3 * mHP – 2 * cHP) * bRate * bMod) / (3 * mHP)) * sMod; var probability; if (a >= 255) { probability = 100; } else { // Simplified percentage chance for modern UX // In actual games, a second calculation involves a Shake Check // But (a/255) is the true probability of a successful capture per ball. probability = (a / 255) * 100; } if (probability 100) probability = 100; var avgThrows = Math.ceil(100 / probability); if (probability >= 100) avgThrows = 1; document.getElementById('result-box').style.display = 'block'; document.getElementById('final-percentage').innerHTML = probability.toFixed(2) + "%"; document.getElementById('avg-attempts').innerHTML = "Expected number of throws: " + avgThrows + ""; // Scroll to result document.getElementById('result-box').scrollIntoView({ behavior: 'smooth', block: 'nearest' }); }

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