Catching

Every ball you throw is one roll against a chance. Here is exactly how that chance is built, from the same formula the game rolls with.

The formula

Every factor is a multiplier on the whole chance, so a bonus is worth more on a better ball. The result is capped at 100%.

chance = Capture rate ÷ 255
         × HP
         × Ball
         × Weak species
         × Type medal
         × Weather
         × Ball shell
         × Shiny
         ÷ 6

The Master Ball skips the formula entirely and always catches — shinies included.

Every factor

Factor Value How it works
Capture rate ÷ 255 The species' own capture rate, shown on its Pokédex page. 255 is the easiest; the rarest pocket monsters sit far below it.
HP ×0.99 A ball can only be thrown at a wild you have already defeated, so its HP is always as low as it goes and this factor never changes.
Ball see below The ball you throw. Each ball's multiplier is listed under this table.
Weak species ×2 → ×1 Weak species give in more easily. A base stat total of 250 or less gets the full ×2, 450 or more gets nothing, and it slides evenly in between.
Type medal ×1.1 / ×1.2 / ×1.3 / ×1.5 Your type medal for the wild's type, by tier. A dual-type wild averages its two types. It can never go above ×2.
Weather −5% / +10% Outdoors only. A wild the weather favours resists the ball; one the weather works against gives in more easily.
Ball shell ×1.05 A Masterwork Premier Shell crafted by Spherecrafting and fitted to the ball. No shell can ever be worth more than ×1.25.
Shiny much harder A shiny wild is many times harder to catch than the same wild in normal colours. Only the Master Ball ignores it.
Difficulty ÷ 6 A global difficulty setting, applied to every throw except the Master Ball.

Poké Ball ×0.65 Great Ball ×1.5 Ultra Ball ×2 Master Ball Always catches

A worked example

A wild with capture rate 45 and a base stat total of 350, a Great Ball, and a maxed type medal for its type. No weather, no shell, not shiny.

Step Factor Chance so far
Capture rate 45 ÷ 255 17.6%
HP ×0.99 17.5%
Ball ×1.5 26.3%
Weak species ×1.5 39.4%
Type medal ×1.5 59.2%
Difficulty ÷ 6 9.9%

That is 9.9% per throw — about 10.1 balls per catch on average.

Easy, Fair and Hard

The grade the Pokédex and the hunt picker show is counted in throws. Easy means a catch inside 3 throws on average (33.3% or better per throw); Hard means more than 10 throws (under 10.0%). Everything between is Fair.

Worth knowing

  • A miss spends the ball anyway — so the balls a catch costs you are 1 ÷ the chance, on average.
  • Every throw is an independent roll. Missing several in a row does not make the next one likelier.
  • The Master Ball always catches, whatever the wild.
  • A shiny's penalty multiplies with everything else, so the best ball and a maxed medal matter most there.

Every species' odds with every ball are on its Pokédex page · How weather works