Capturing

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

30%
1% (near KO)100% (full)
Lv 15
Lv 1Lv 65
None

Each rank adds +1 capture level (0–12 ranks from Lifmunk Effigies).

None

From CaptureLevel_Up partner-skill passives on your party Pals.

SpherePowerCatch chance
Pal Sphere70.4%
Mega Sphere141.7%
Giga Sphere2067.2%
Hyper Sphere2689.3%
Ultra Sphere3297.0%
Legendary Sphere3799.1%
Ultimate Sphere4399.8%
Exotic Sphere48100.0%

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.

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].