PokeRival
PokeRival

Database

How to catch Pokemon

The catch formula, what each ball is worth, and the two things that matter more than the ball.

Collecting Last updated

In short

The formula

PokeRival uses the Generation 9 catch formula. For a throw:

a = floor( (3 × maxHP − 2 × currentHP) × catchRate × ball × status ÷ (3 × maxHP) )

If a reaches 255 the catch is certain. Otherwise the ball shakes up to four times, each shake succeeding with probability b ÷ 65536 where b = floor(65536 ÷ (255 ÷ a)^(3⁄16)), and the Pokemon is caught if all four succeed. You see up to three shakes on screen.

Status: sleep and freeze multiply by 2.5; paralysis, burn, poison and bad poison by 1.5.

HP: at full health the HP term is 1⁄3. At 1 HP it is almost 1. Taking a Pokemon from full to a sliver triples your odds before any ball or status is counted.

Balls in a wild battle
Each ball shows its chance against this Pokemon, at its current HP and status

The balls

Ball Multiplier Shop price
Poké Ball 1 200
Great Ball 1.5 600
Ultra Ball 2 800
Nest Ball, Dusk Ball 3 1,000
Net Ball, Dive Ball, Repeat Ball 3.5 1,000
Timer Ball 4 1,000
Quick Ball 5 1,000
Master Ball catches not sold
Premier, Luxury, Heal Ball 1 200 to 1,000

Every Poké Mart stocks Poké, Great and Ultra Balls, and some clerks add the specialist balls; each ball's item page lists where it is sold. A Master Ball is not sold anywhere.

Worked example

A wild Pikachu, catch rate 190, 35 max HP, asleep at 5 HP, Ultra Ball:

a = floor( (105 − 10) × 190 × 2 × 2.5 ÷ 105 ) = floor( 859 ) → certain

The same Pikachu at full health with no status and a Poké Ball:

a = floor( 35 × 190 × 1 × 1 ÷ 105 ) = 63
b = floor( 65536 ÷ (255 ÷ 63)^0.1875 ) = 50,462   per shake ≈ 77%
four shakes ≈ 35%

Same Pokemon, three throws' difference.

What cannot be caught

The keepers' Pokemon at a training ground and the specific Pokemon a quest sends you to fight battle like wild Pokemon but refuse a ball; the screen says so before you waste one. Nothing in a trainer, gym or player battle can be caught.

After the catch

A caught Pokemon goes into your party if there is room, otherwise into the first free PC slot. It keeps the status it was caught with, so a Pokemon you put to sleep wakes up in your party. Its nature, IVs, ability, Tera type and whether it is shiny were rolled the moment the encounter began; the ball does not change them. Its Pokédex entry is recorded.

After a throw
The log says how many times the ball shook, and whether it held