Pokemon Go Capture Rate Calculator

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Pokemon Go Capture Rate Calculator

Common Values: Legendaries (2%), Starters/Snorlax (5-20%), Pidgey/Rattata (50%)
Raid Bosses are Lvl 20 (25 weather boosted). Wild spawns max at Lvl 30 (35 weather boosted).
Poke Ball / Premier Ball (x1.0) Great Ball (x1.5) Ultra Ball (x2.0) Beast Ball (x1.0)
None Razz Berry (x1.5) Silver Pinap Berry (x1.8) Golden Razz Berry (x2.5)
Normal Throw (No Bonus) Nice Throw (~x1.15) Great Throw (~x1.5) Excellent Throw (~x1.85)
No Medal Bronze (x1.1) Silver (x1.2) Gold (x1.3) Platinum (x1.4)
Single Throw Chance: 0%
Catch Chance (All Balls): 0%
Total Multiplier: 0x

How the Pokemon Go Capture Formula Works

Catching a Pokemon in Pokemon Go is determined by a mathematical formula known as the "Grand Unified Theory" of catching. This calculator uses the latest mechanics to estimate your success rate.

Key Factors Affecting Capture Rate

  • Base Capture Rate (BCR): Every species has a built-in difficulty. Legendaries often have a 2% BCR, while common Pokemon like Rattata have 50%.
  • Pokemon Level (CPM): The higher the level (CP) of the Pokemon, the lower the Catch Probability Multiplier (CPM) becomes, making it harder to catch.
  • Multipliers: Several bonuses stack multiplicatively to increase your odds:
    • Ball: Ultra Balls provide a 2.0x bonus compared to Poke Balls.
    • Berry: Golden Razz Berries provide the highest bonus at 2.5x.
    • Curveball: Always spin your throw! It adds a massive 1.7x multiplier.
    • Throw Accuracy: Hitting inside the shrinking colored circle grants a bonus based on the circle size (Nice 1.0-1.3x, Great 1.3-1.7x, Excellent 1.7-2.0x).
    • Medals: Platinum Type medals grant a 1.4x bonus. If the Pokemon has two types, the average of your medals for those types is used.

The Math Behind the Calculator

The core formula calculates the probability ($P$) of a successful catch on a single throw:

Multiplier = Ball * Berry * Throw * Curve * Medal
BaseProb = BCR / (2 * CPM)
CatchRate = 1 – (1 – BaseProb) ^ Multiplier

If you have multiple balls (like in a Raid), the cumulative probability of catching the Pokemon within $N$ throws is calculated as:

TotalChance = 1 – (1 – CatchRate) ^ N

Tips to Maximize Capture Rate

  1. Set the Circle: For Raid Bosses, hold the ball until the circle is "Excellent" size, then release. Wait for the Pokemon to attack, and throw during the animation so the ball lands just as the circle reappears (The Circle Lock Trick).
  2. Medals Matter: Work on your Platinum Type Medals. A 1.4x bonus is permanent and applies to every throw.
  3. Use Curveballs: A standard curveball (1.7x) is better than a straight Great throw. Never throw straight.
  4. Golden Razz: For difficult catches (shiny legendaries, high IV wild spawns), the Golden Razz is statistically superior to the Silver Pinap.
function calculateCaptureChance() { // 1. Get Inputs var bcrPercent = parseFloat(document.getElementById('baseCaptureRate').value); var level = parseInt(document.getElementById('pokemonLevel').value); var ballMult = parseFloat(document.getElementById('ballType').value); var berryMult = parseFloat(document.getElementById('berryType').value); var throwMult = parseFloat(document.getElementById('throwType').value); var isCurve = document.getElementById('curveball').checked; var medalMult = parseFloat(document.getElementById('medalBonus').value); var numThrows = parseInt(document.getElementById('numberOfThrows').value); // Validation if (isNaN(bcrPercent) || isNaN(level) || isNaN(numThrows)) { alert("Please enter valid numbers for Base Rate, Level, and Throws."); return; } // 2. Determine CPM (Combat Power Multiplier) Approximation // While exact CPM values are a lookup table, we can approximate for the sake of a calculator // or use key breakpoints. // Standard CPM values: Lvl 1: 0.094, Lvl 10: 0.4225, Lvl 20: 0.5974, Lvl 30: 0.7317, Lvl 40: 0.7903 // We will use a precise estimation formula for CPM based on level ranges. var cpm = 0.5974; // Default to level 20 if (level <= 10) { cpm = 0.094 + (level – 1) * ((0.4225 – 0.094) / 9); } else if (level <= 20) { cpm = 0.4225 + (level – 10) * ((0.5974 – 0.4225) / 10); } else if (level 1 (unlikely but possible with weird inputs) if (baseProb > 1) baseProb = 1; var catchRate = 1 – Math.pow((1 – baseProb), totalMultiplier); // Cap at 100% if (catchRate > 1) catchRate = 1; if (catchRate < 0) catchRate = 0; // 5. Calculate Cumulative Probability (Binomial distribution – at least one success) // P(Catch within N) = 1 – (FailureRate)^N var failureRate = 1 – catchRate; var cumulativeRate = 1 – Math.pow(failureRate, numThrows); // 6. Display Results var resultDiv = document.getElementById('results-area'); var singleSpan = document.getElementById('singleResult'); var cumSpan = document.getElementById('cumulativeResult'); var multSpan = document.getElementById('multiplierResult'); singleSpan.innerHTML = (catchRate * 100).toFixed(2) + "%"; cumSpan.innerHTML = (cumulativeRate * 100).toFixed(2) + "%"; multSpan.innerHTML = totalMultiplier.toFixed(2) + "x"; // Visual feedback based on difficulty if (catchRate 0.40) { singleSpan.style.color = "#2e7d32"; // Green } else { singleSpan.style.color = "#f57f17"; // Orange } resultDiv.style.display = "block"; }

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