Safari Zone Catch Rate Calculator

Safari Zone Catch Rate Calculator

Enter the base catch rate of the species (Common: Scyther/Pinsir/Tauros = 45, Chansey = 30).
Standard (No Rock/No Bait) Thrown Rock (Doubles Catch Rate, Increases Flee Rate) Thrown Bait (Halves Catch Rate, Decreases Flee Rate)
Gen 3/4 Safari Ball (1.5x Multiplier) Gen 1 (Red/Blue/Yellow) Mechanics

Catch Results

Catch Chance: 0%

How the Safari Zone Catch Rate Works

The Safari Zone is notorious among Pokémon trainers for its unique mechanics. Unlike standard battles where you weaken a Pokémon's HP and apply status conditions, the Safari Zone relies on a specific formula involving "Bait" and "Rocks."

Key Mechanics Explained

  • Base Catch Rate: Every Pokémon species has a hidden number from 1 to 255. A higher number means the Pokémon is easier to catch. For example, a Caterpie has a 255 rate, while a legendary or rare Safari spawn like Chansey has a rate of 30.
  • Throwing a Rock: Thrown rocks make the Pokémon angry. In most generations, this doubles the catch rate (making it easier to catch) but also doubles the flee rate (making it more likely to run away).
  • Throwing Bait: Bait makes the Pokémon eat. This halves the catch rate (making it harder to catch) but halves the flee rate, keeping the Pokémon on the screen for more turns.
  • Safari Balls: In modern interpretations (Gen 3 and beyond), the Safari Ball has a 1.5x catch rate multiplier, making it equivalent to a Great Ball.

Safari Zone Species Catch Rates

Pokémon Base Catch Rate Difficulty
Nidoran / Exeggcute 235 / 90 Easy to Moderate
Scyther / Pinsir / Tauros 45 Hard
Chansey / Kangaskhan 30 / 45 Very Hard
Dratini / Dragonair 45 Rare / Hard

Calculation Strategy

To use this calculator, find the Base Catch Rate of your target Pokémon. The calculator applies the multipliers based on your choice of action. If you throw a rock, the catch chance goes up, but remember that the flee rate is not calculated here—you are essentially gambling that the Pokémon won't run before you throw the ball.

Pro Tip: In Gen 1, throwing a rock actually changes the "Catch Rate" byte. If the base rate is already high, throwing a rock can sometimes wrap the number around or hit the maximum cap of 255, ensuring a catch if it doesn't flee.

function calculateSafariCatch() { var baseRate = parseFloat(document.getElementById('baseRate').value); var actionMod = parseFloat(document.getElementById('actionModifier').value); var ballMod = parseFloat(document.getElementById('ballType').value); if (isNaN(baseRate) || baseRate 255, it's a guaranteed catch (ignoring flee checks) if (catchValue > 255) { catchValue = 255; } // Probability is (CatchValue + 1) / 256 for modern, or CatchValue / 255 for classic // We will use the standardized percentage: (CatchValue / 255) * 100 var probability = (catchValue / 255) * 100; var resultArea = document.getElementById('safariResultArea'); var percentageSpan = document.getElementById('catchPercentage'); var adviceSpan = document.getElementById('catchAdvice'); resultArea.style.display = 'block'; percentageSpan.innerHTML = probability.toFixed(2) + "%"; if (probability > 50) { adviceSpan.innerHTML = "High probability! One or two Safari Balls should do the trick."; } else if (probability > 20) { adviceSpan.innerHTML = "Moderate chance. Be prepared for the Pokémon to break out several times."; } else { adviceSpan.innerHTML = "Low chance. Consider throwing a Rock if you're feeling lucky, but it might flee!"; } // Smooth scroll to result resultArea.scrollIntoView({ behavior: 'smooth', block: 'nearest' }); }

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