Catch Rate Calculator
Exact capture percentages for every Pal Sphere tier — exact in-game capture formula, verified against Palworld 1.0. 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 (0–15 ranks, offered with Pal Effigies).
From CaptureLevel_Up partner-skill passives on your party Pals.
| Sphere | Power | Catch chance | Avg throws |
|---|---|---|---|
Pal Sphere | 7 | 0.0% | — |
Mega Sphere | 14 | 0.0% | — |
Giga Sphere | 20 | 0.0% | 368,156,561,236 |
Hyper Sphere | 27 | 0.0% | 7,246,426 |
Ultra Sphere | 33 | 0.0% | 105,450 |
Legendary Sphere | 38 | 0.0% | 9,124 |
Ultimate Sphere | 44 | 0.1% | 951 |
Exotic Sphere | 50 | 0.6% | 157 |
Sol Sphere | 58 | 4.5% | 23 |
Ancient Sphere | 64 | 15.4% | 7 |
Pal Sphere tiers & capture power
Capture Power values are the exact in-game figures for Palworld 1.0. A higher-power sphere has much better odds, especially on high-level Pals.
Pal SpherePower 7
Mega SpherePower 14
Giga SpherePower 20
Hyper SpherePower 27
Ultra SpherePower 33
Legendary SpherePower 38
Ultimate SpherePower 44
Exotic SpherePower 50
Sol SpherePower 58
Ancient SpherePower 64
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 capture formula the game itself runs in Palworld 1.0, so the odds it shows are faithful to what you'll see in-game.
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 the game applies it outside the core capture formula, in the throw-sequence logic. It's a separate multiplier that isn't part of the calculation above, so the rest of the formula is complete and faithful to the game.
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].