Pokemon Catch Rate Calculator Bdsp

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Pokémon BDSP Catch Rate Calculator

Calculate your exact capture probability in Brilliant Diamond & Shining Pearl.

None Sleep / Freeze (2.5x) Paralysis / Poison / Burn (1.5x)
Poké Ball / Premier Ball (1x) Great Ball (1.5x) Ultra Ball (2x) Dusk Ball (3.5x – in caves/night) Quick Ball (4x – turn 1 only) Timer Ball (4x – after 10 turns) Net Ball (3.5x – on Water/Bug) Repeat Ball (8x – if already caught) Master Ball (Guaranteed)

Your Capture Probability:

0%

How BDSP Catch Rates Work

In Pokémon Brilliant Diamond and Shining Pearl (BDSP), the catch rate mechanics follow the traditional Gen 8 formula. While the game presents a simple animation, behind the scenes, a complex mathematical equation determines if the Pokémon stays in the ball.

The primary formula for the capture value (a) is:

a = [((3 * MaxHP – 2 * CurrentHP) * BaseRate * BallModifier) / (3 * MaxHP)] * StatusModifier

Key Factors for Successful Captures

  • Current HP: Reducing a Pokémon's HP to 1 (using moves like False Swipe) significantly increases the catch value.
  • Status Effects: Sleep and Freeze are the most effective, providing a 2.5x multiplier. Paralysis, Burn, and Poison provide a 1.5x multiplier.
  • Base Catch Rate: Every Pokémon species has an inherent "catch rate" number. Legendaries like Dialga or Palkia have a base rate of 3, making them extremely difficult to catch, while common Pokémon like Bidoof have a rate of 255.
  • Ball Choice: Choosing the right ball is critical. For example, a Dusk Ball is more effective than an Ultra Ball if you are hunting inside Mount Coronet or playing at night.

Example Calculation: Catching Dialga/Palkia

If you are facing a Legendary (Base Rate 3) at 1 HP with 150 Max HP, using an Ultra Ball (2x) while the target is Asleep (2.5x):

  • Capture Value (a) = [((3*150 – 2*1) * 3 * 2) / (3*150)] * 2.5
  • a ≈ [ (448 * 6) / 450 ] * 2.5
  • a ≈ [ 5.97 ] * 2.5 = 14.93
  • Final Chance: 14.93 / 255 ≈ 5.8% per throw.

Pro Tips for Sinnoh Trainers

If you are struggling with high-level encounters in the Grand Underground, remember that BDSP includes a "Level Penalty." If your lead Pokémon is at a lower level than the wild Pokémon, your catch rate is significantly reduced. Always ensure your team is properly leveled before hunting rare spawns.

function calculateCatchRate() { var maxHP = parseFloat(document.getElementById('maxHP').value); var currentHP = parseFloat(document.getElementById('currentHP').value); var baseRate = parseFloat(document.getElementById('baseRate').value); var statusMod = parseFloat(document.getElementById('status').value); var ballMod = parseFloat(document.getElementById('ballType').value); // Validate inputs if (isNaN(maxHP) || isNaN(currentHP) || isNaN(baseRate) || maxHP <= 0 || currentHP maxHP) { alert("Current HP cannot be greater than Max HP."); return; } // Master Ball logic if (ballMod >= 255) { document.getElementById('bdspResultBox').style.display = 'block'; document.getElementById('captureChance').innerText = "100%"; document.getElementById('avgBalls').innerText = "It's a Master Ball! Guaranteed success."; return; } // The Gen 8 Catch Formula (used in BDSP) // a = [ ((3 * HPmax – 2 * HPcurrent) * Rate * Ball) / (3 * HPmax) ] * Status var step1 = (3 * maxHP) – (2 * currentHP); var step2 = (step1 * baseRate * ballMod); var step3 = step2 / (3 * maxHP); var captureValueA = step3 * statusMod; var finalPercentage = 0; if (captureValueA >= 255) { finalPercentage = 100; } else { // Probability = a / 255 // Note: The actual shake checks involve a fourth-root calculation for individual shakes, // but the simple probability of catching in one turn is a/255. finalPercentage = (captureValueA / 255) * 100; } // Ensure we don't show negative or illogical percentages if (finalPercentage 100) finalPercentage = 100; var resultBox = document.getElementById('bdspResultBox'); var chanceText = document.getElementById('captureChance'); var avgText = document.getElementById('avgBalls'); resultBox.style.display = 'block'; chanceText.innerText = finalPercentage.toFixed(2) + "%"; if (finalPercentage > 0) { var avgThrows = Math.ceil(100 / finalPercentage); avgText.innerText = "Average balls needed for success: ~" + avgThrows + " throw(s)."; } else { avgText.innerText = "This Pokémon is impossible to catch with these conditions."; } }

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