Pokémon Catch Calculator & Simulator

Pokémon catch rate calculator for Gen 1 to 9 — Red & Blue to Scarlet & Violet. Compare balls, HP and status, then throw in the 3D catch simulator.

Calculate Pokémon catch rates and try your setup in the catch simulator.

Snorlax surrounded by red capture energy flowing into an open Poké Ball in a sunny tropical scene

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The interactive calculator runs in your browser. Its default example, worked out for every ball:

Rayquaza in Pokémon Emerald (catch rate 3), asleep at 1 of 200 HP, first turn
BallPer throwWithin 10 throws
Ultra Ball4.37%36.0%
Great Ball2.56%22.8%
Poké Ball1.60%14.9%
Net Ball1.60%14.9%
Dive Ball1.60%14.9%
Nest Ball1.60%14.9%
Repeat Ball1.60%14.9%
Timer Ball1.60%21.2%
Luxury Ball1.60%14.9%
Premier Ball1.60%14.9%
Master Ball100%100%

Tip — Find the best matching Poké Ball: Want a ball that suits your Pokémon’s colours? Explore our Matching Poké Balls guide for normal and shiny Pokémon, then test your favourite here. Every ball can be inspected in the 3D Poké Ball viewer.

How catch rate works

Every species has a catch rate from 3 to 255: 255 for early Pokémon like Caterpie, 45 for most starters, 3 for most legendaries. Each throw combines it with the ball, the HP the Pokémon has left and its status. The ball can visibly wobble up to three times before a normal catch. These wobbles show the result of that attempt; they do not improve the odds of the next throw.

Lower HP with False Swipe

From Generation II on, a Pokémon at 1 HP is about three times easier to catch than at full health. False Swipe is the classic tool because it always leaves the target at least 1 HP. In Generation I lower HP helps too, but a full-HP target is not hopeless.

Best status for catching

What a status condition does to your chance
GenerationSleep or freezeParalysis, burn, poison
Generation ICatches outright on 25 of the first random numbersCatches outright on 12
Generation II+10 to the final rateNothing — a bug in the game
Generation III and IV×2×1.5
Generation V to IX×2.5×1.5

Tip — Sleep first, then chip the HP: Put the target to sleep, lower its HP with False Swipe, and throw while it sleeps. Re-apply sleep before it wakes rather than switching to paralysis. In Ruby and Sapphire, badly poisoned (Toxic) gives no bonus at all; ordinary poison still does.

Which ball should you use?

The balls that matter, and when each one is the best throw
BallBonusWhen it applies
Ultra Ball×2Always
Timer BallUp to ×4Peaks after 30 turns in Generation III and IV
Up to ×4Peaks after 10 turns from Generation V
Quick Ball×4First turn only, Generation IV
×5First turn only, from Generation V
Dusk Ball×3.5At night or in a cave, Generation IV to VI
×3At night or in a cave, from Generation VII
Net Ball×3Water- or Bug-type target, Generation III to VI
×3.5Water- or Bug-type target, from Generation VII
Dive Ball×3.5Underwater after Dive, Generation III
×3.5Surfing or fishing, from Generation IV
Repeat Ball×3Species already caught, Generation III to VI
×3.5Species already caught, from Generation VII
Nest BallUp to ×4Low-level targets only
Master BallNever failsAny wild battle

Timer Ball vs Ultra Ball

A Timer Ball beats an Ultra Ball after 10 completed turns in Generation III and IV, and after 4 from Generation V on. Before that, throw Ultra Balls.

Why do legendaries take so many Poké Balls?

Rayquaza waiting at the top of Sky Pillar in Pokémon Emerald
Rayquaza at the top of Sky Pillar in Emerald — catch rate 3, the lowest the game uses.

At catch rate 3, an Ultra Ball catches a sleeping Rayquaza at 1 HP on 4.37% of throws: a 50% chance takes 16 throws, a 90% chance 52. Every throw is independent, so a long run of misses is normal — bring a stack of Timer Balls for a legendary that does not flee. Roaming Latios and Latias flee on their first turn instead; see the roaming Latios and Latias guide and the Rayquaza, Groudon and Kyogre guide.

Critical captures

From Black and White on, a throw can become a critical capture: the ball wobbles once and the Pokémon gets a single check to break out. The more species you have caught, the more often it happens — never at 30 or fewer, most often past 600 — and the Catching Charm doubles it from Sword and Shield on. In Scarlet and Violet successful catches of already registered species use the one-shake animation, so it no longer tells you a throw was critical.

Species caught changes the critical-capture bonus only at 31, 151, 301, 451 and 601 distinct species, so the selector groups equivalent counts. Sword and Shield can count at most 584 Pokédex species, and Brilliant Diamond and Shining Pearl at most 493: neither can reach the 601+ tier.

Safari Zone: catch or flee

Pick a game with a Safari Zone and switch the calculator to Safari Zone to see the catch and flee chance. In Red, Blue and Yellow bait halves the catch rate but makes the Pokémon calmer, and a rock doubles it but makes it likelier to run. In FireRed and LeafGreen each species has its own flee rate: a Chansey runs on almost half of all turns.

Game-specific exceptions

Where the same Pokémon or ball behaves differently by game
GamesWhat changes
YellowDragonite has catch rate 9 instead of 45
Gold Silver CrystalMoon Ball never boosts
Love Ball boosts the same gender, not the opposite one
Fast Ball only works on Magnemite, Grimer and Tangela
Level Ball ignores HP and status
HeartGold SoulSilverHeavy Ball takes 20 off the catch rate of everything under 204.8 kg
Omega Ruby Alpha SapphireRayquaza has catch rate 45 instead of 3
Scarlet VioletBloodmoon Ursaluna has catch rate 5 instead of 20

Catch rate questions

How does catch rate work in Gen 3 games like Emerald?
In Ruby, Sapphire, Emerald, FireRed and LeafGreen the catch rate is multiplied by the ball bonus and the HP term, then sleep or freeze doubles it and paralysis, burn or poison adds half. A normal catch must pass four internal checks, with up to three visible wobbles. There are no Dusk or Quick Balls yet.
Does a Pokémon’s catch rate change between games?
Yes. Select the game you are playing: species catch rates and ball bonuses can differ between versions. The game-specific exceptions above show examples.
Does badly poisoned help catch Pokémon in Ruby and Sapphire?
No. Ruby and Sapphire leave Toxic out of the ×1.5 bonus by mistake; ordinary poison still works. Emerald, FireRed and LeafGreen fixed it.
Is the Master Ball guaranteed to catch?
Yes, in every main-series wild battle. It cannot be used on another trainer’s Pokémon, and raid catches follow their own rules.

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