Capture Rate Calculator
Pal, level, HP, status β capture chance per sphere (community formula)Inputs
Capture chance by sphere
| Sphere | Capture Lv (gap) | Per throw | For 90% |
|---|
βFor 90%β is how many spheres you need, throwing under the same conditions, for a 90% chance of at least one catch. The % shown on the in-game reticle can differ from these values.
Formula & sources
The gameβs capture code is not public. Below is the formula worked out by the community; game values come from the v1.0.5 data.
- L = sphere capture level + statue rankΓ0.5 + module/partner bonus β target level (Lucky: level β5, min 1)
- n = clamp((L + 50) / 99, 0, 1) β zero at a level gap of β50 or less
- A = 1.3βHP ratio Γ n
- Pβ = A < 0.5 ? 256Β·AβΉ : 1 β (2 β 2A)βΉ / 2
- P = Pβ Γ (1 + status bonus sum) Γ Pal capture mod Γ world rate (clamped to 0β100%)
The catch is judged in 3 shakes, passing with P^0.444, P^0.333, P^0.222 (exponents sum to 1, so passing all three = P). The back-hit estimate skips the first shake: P^0.556.
Values from game data
- Sphere capture level:
Pal Sphere 7,
Mega Sphere 14,
Giga Sphere 20,
Hyper Sphere 27,
Ultra Sphere 33,
Legendary Sphere 38,
Ultimate Sphere 44,
Exotic Sphere 50,
Sol Sphere 58,
Ancient Sphere 64 - Status bonus: Poison +0.3, Burn +0.3, Soak +0.3, Freeze +0.3, Electrify +0.3, Muddy +0.3, Ivy-Covered +0.3, Blind +0.3, Comatose +0.35, trap +0.5
- Shake exponents: [0.444444, 0.333333, 0.222222] Β· Statue of Power capture: 15 ranks Β· sphere modules +1/+2/+3 Β· partner skills +1~+5
- Pal capture mod: Γ0.8 (1 Pal), Γ0.9 (4 Pals), Γ1 (274 Pals), Γ1.1 (12 Pals), Γ1.2 (1 Pal), Γ1.3 (5 Pals), Γ1.5 (3 Pals). Alpha/boss versions are Γ0.7 of the normal value. Also shown on each Pal page.
Community-derived parts
The Β±50 level-gap window and Γ·99, the 1.3^(βHP) term, the 9th-power curve, +0.5 capture level per statue rank, the Lucky β5 levels and the back-hit reading are not visible in game data, so they follow community analysis.
Check: Lamball Lv.2, Pal Sphere (capture Lv 7), full HP, capture mod Γ1.5 β 18.26% (shakes 46.96% / 56.73% / 68.53%). This matches the in-game values a community member logged with a debugging mod.
Unconfirmed factors such as weak-spot hits or the reticle display conversion are not included. Game updates may change the formula.