Pokemon Go Catch Rate Calculator

Pokémon GO Catch Rate Calculator

This calculator helps you estimate the catch rate of a Pokémon in Pokémon GO, taking into account various factors that influence the probability of a successful catch.

Found on Pokédex data or online resources.
None Nice Great Excellent
1.0 for standard, 1.1 for curveball, etc. (Check online for specific values)
Based on your Trainer Level and specific type medals.
None Razz Berry Nanab Berry (No bonus to catch rate, use 1) Pinap Berry (No bonus to catch rate, use 1) Golden Razz Berry
Smaller circles increase catch chance. Usually between 0.5 and 1.5. A smaller value is better.
None Raid Battle Gym Battle (Attacking)
.calculator-container { font-family: Arial, sans-serif; max-width: 600px; margin: 20px auto; padding: 20px; border: 1px solid #ccc; border-radius: 8px; background-color: #f9f9f9; } .calculator-container h1 { text-align: center; color: #333; margin-bottom: 15px; } .calculator-container p { color: #555; line-height: 1.6; margin-bottom: 25px; } .inputs-section { display: grid; grid-template-columns: repeat(auto-fit, minmax(250px, 1fr)); gap: 15px; margin-bottom: 20px; } .input-group { display: flex; flex-direction: column; } .input-group label { margin-bottom: 5px; font-weight: bold; color: #444; } .input-group input[type="number"], .input-group select { padding: 10px; border: 1px solid #ccc; border-radius: 4px; font-size: 1rem; } .input-group small { font-size: 0.8em; color: #777; margin-top: 3px; } button { display: block; width: 100%; padding: 12px 20px; background-color: #007bff; color: white; border: none; border-radius: 5px; font-size: 1.1rem; cursor: pointer; transition: background-color 0.3s ease; margin-top: 10px; } button:hover { background-color: #0056b3; } .result-section { margin-top: 25px; padding: 15px; background-color: #e7f3ff; border: 1px solid #b3d7ff; border-radius: 5px; text-align: center; font-size: 1.2rem; color: #004085; font-weight: bold; } var calculateCatchRate = function() { var pokemonLevel = parseFloat(document.getElementById("pokemonLevel").value); var baseCatchRate = parseFloat(document.getElementById("baseCatchRate").value); var throwTypeBonus = parseFloat(document.getElementById("throwType").value); var throwModifier = parseFloat(document.getElementById("throwModifier").value); var medalBonus = parseFloat(document.getElementById("medalBonus").value) / 100; // Convert percentage to decimal var berryMultiplier = parseFloat(document.getElementById("berryType").value); var circleSizeModifier = parseFloat(document.getElementById("circleSize").value); var attackBonus = parseFloat(document.getElementById("attackBonus").value); var resultElement = document.getElementById("result"); // Input validation if (isNaN(pokemonLevel) || isNaN(baseCatchRate) || isNaN(throwModifier) || isNaN(medalBonus) || isNaN(circleSizeModifier) || isNaN(attackBonus) || baseCatchRate 100 || pokemonLevel <= 0 || throwModifier <= 0 || circleSizeModifier <= 0) { resultElement.innerHTML = "Please enter valid numbers for all fields. Base Catch Rate must be between 0 and 100."; return; } // Pokémon GO Catch Rate Formula (Simplified Approximation) // This formula is an approximation and may not perfectly match in-game calculations due to complex factors. // The core idea is to adjust the base catch rate by various multipliers. var catchRate = baseCatchRate; // Start with the base catch rate // Apply throw type bonus (Nice, Great, Excellent) catchRate += throwTypeBonus; // Apply throw modifier (e.g., Curveball) catchRate *= throwModifier; // Apply medal bonus catchRate += (baseCatchRate * medalBonus); // Bonus is often a percentage of the base rate // Apply berry multiplier catchRate *= berryMultiplier; // Apply circle size modifier (Smaller circle = better, so we divide by it) // If circle size modifier is very small, it can lead to extremely high catch rates. // A common range for circle size modifier is 1.0 (normal), lower values are better. // We'll cap it at a reasonable maximum multiplier effect from circle size if it's too low. var effectiveCircleModifier = Math.max(0.5, circleSizeModifier); // Prevent excessively low values from distorting rate catchRate /= effectiveCircleModifier; // Apply attack bonus (Raid/Gym) catchRate *= attackBonus; // Ensure the catch rate doesn't exceed 100% or go below a very small minimum catchRate = Math.max(0.5, Math.min(100, catchRate)); // Minimum catch rate is around 0.5% // The actual in-game calculation is more complex, involving ball throw quality, distance, and critical throws. // This simplified formula provides a general idea. resultElement.innerHTML = "Estimated Catch Rate: " + catchRate.toFixed(2) + "%"; };

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