Catch Rate Calculator
Exact capture percentages for every Pal Sphere tier — formula extracted from game files and verified against the Kismet bytecode. Adjust HP, level, status effects and difficulty, then share the link.
Catch rate calculator
Species capture rate: ×1.00
Each rank adds +1 capture level (0–12 ranks from Lifmunk Effigies).
From CaptureLevel_Up partner-skill passives on your party Pals.
| Sphere | Power | Catch chance | Avg throws |
|---|---|---|---|
Pal Sphere | 7 | 0.4% | ~231× |
Mega Sphere | 14 | 1.7% | ~60× |
Giga Sphere | 20 | 67.2% | ~2× |
Hyper Sphere | 26 | 89.3% | ~2× |
Ultra Sphere | 32 | 97.0% | ~2× |
Legendary Sphere | 37 | 99.1% | ~2× |
Ultimate Sphere | 43 | 99.8% | ~2× |
Exotic Sphere | 48 | 100.0% | ~2× |
No Pal selected — using a neutral species rate of ×1.0. Pick a Pal above for exact odds.
Pal Sphere tiers & capture power
Capture Power values extracted from game files (BP_PalGameSetting, build 22461598). A higher-power sphere has much better odds, especially on high-level Pals.
Pal SpherePower 7
Mega SpherePower 14
Giga SpherePower 20
Hyper SpherePower 26
Ultra SpherePower 32
Legendary SpherePower 37
Ultimate SpherePower 43
Exotic SpherePower 48
Radar Spheretracking utility, no capture power
Exact capture bonuses
Sleep+35%
Poison+30%
Freeze+30%
Burn+30%
Electric+30%
Wet+30%
Muddy+30%
Ivy Cling+30%
Darkness+30%- Leg-hold trap+50%
- Statue of Power (each rank)+1 capture level
- Back-strike (hits from behind)bonus — see note
How the formula works
The calculator uses the exact formula from the game's CalcCaptureRate Blueprint function (BP_PalGameSetting_C), decompiled from Kismet bytecode in game build 22461598 (v0.7.3).
The formula first computes a level differential: sphere_power + statue_ranks + partner_passive − target_level. This is mapped to a 0–1 value called normalizedLevel using a ±50-level window — if your sphere power plus bonuses is 50+ levels above the Pal, you get the maximum bonus; 50+ levels below and the chance collapses to zero regardless of other factors.
HP feeds a 1.3−HP% exponent — at full HP this is 1/1.3 ≈ 0.77, and as HP approaches zero it rises toward 1.0. Combined with normalizedLevel, this gives the core probability valueA. The game then applies two complementary polynomial branches depending on whether valueA is above or below 0.5, keeping precision across both high- and low-catch scenarios.
Back-strikes grant an additional bonus, but this is applied outside CalcCaptureRate in the throw-sequence logic. It's a separate multiplier not yet located in the bytecode extract, so it isn't included in the calculator above. The rest of the formula is complete and verified.
The species multiplier (each Pal's capture rate field in the Paldeck), status multipliers, and world difficulty are applied as final factors and clamped to [0, 1].
