Catch Rate Calculator

Exact catch probability for any wild Pokémon across every Poké Ball, status ailment, and health threshold.

ENGINEGenerations 5–9 are hidden pending oracle verification against decompiled game engines; currently running Gen 3 and Gen 4 math.
50%
#001

Bulbasaur

GrassPoison
BASE RATE45 / 255
WEIGHT6.9 kg
BASE SPEED45
BASE HP45
CATCH PROBABILITY · PER THROW
28.0%
Bulbasaur · Ultra Ball · 50% HP · None · Gen 4
Estimated Throws≈ 3.6
Median Throws (50%)3 attempts
High Confidence (95%)10 attempts
Ball Multiplier2×
Ailment Factor1×
Capture Check Value (b)47661 / 65536

BALL CONDITIONS & CONTEXT

Adjust situational triggers for balls like Dusk, Quick, Timer, Repeat, or Net.

CAUGHT WITHIN · CUMULATIVE CHANCEProbabilities of capturing the target within N consecutive throws of the selected ball

POKÉ BALL COMPARISON

Odds of capture across HP benchmarks. Click any ball row to select it, or click an HP header to set current HP.

BALL100%75%50%25%10%5%1%MOD

How Pokémon Catch Rates Work in Generation 3 and 4

The Capture Formula

Implemented directly from decompiled source code in pret/pokeemerald (commit 731ad5bf, function Cmd_handleballthrow) and pret/pokeplatinum (commit e038244f, function BattleScript_CalcCatchShakes). The initial catch value a is calculated as:⌊(⌊(catchRate × ballMod) / 10⌋ × (3 × maxHP - 2 × curHP)) / (3 × maxHP)⌋. Sleep and freeze multiply a by 2, while paralysis, poison, and burn multiply by 1.5 (⌊a × 15 / 10⌋). If a ≥ 255, the target is captured outright.

The Four Shake Checks

When a < 255, the game calculates the shake threshold b = ⌊1048560 / ⌊√(⌊√(16711680 / a)⌋)⌋⌋. Each of the 4 shakes generates a random 16-bit integer (0–65535). If all 4 checks fall below b, the Pokémon is captured. Per-throw capture chance is (b / 65536)⁴.

Ball Modifier Rules

Standard Poké Balls provide 1×, Great Ball and Safari Ball 1.5×, and Ultra Ball 2×. Net Ball is 3× if the target is Water or Bug type. Dive Ball is 3.5× in water encounters. Nest Ball uses max(10, 40 - targetLevel) / 10. Repeat Ball is 3× if caught before. Timer Ball modifier is computed as min(40, 10 + turnNumber) / 10. In Gen 4, Dusk Ball provides 3.5× at night or in caves, and Quick Ball is 4× on turn 1.