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Pokémon Catch Probability Calculator

Estimate the chance of catching a wild Pokémon from its catch rate, current and max HP, Poké Ball type, and status condition using the Gen III/IV formula.

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Lower the target's HP and add a status to raise the odds. Ball bonus and status stack multiplicatively.

About this tool

The Pokémon Catch Probability Calculator estimates how likely a throw is to catch a wild Pokémon. Enter the species' catch rate (0–255), its current and maximum HP, the Poké Ball's bonus multiplier, and any status condition, and it returns the per-throw catch chance instantly in your browser.

It uses the classic Generation III/IV capture maths. First it computes the modified catch value a = ((3·MaxHP − 2·CurrentHP) × CatchRate × BallBonus) / (3·MaxHP), then multiplies by the status bonus — ×2 for Sleep or Freeze, ×1.5 for Paralysis, Poison, or Burn, and ×1 for none. If a is 255 or more the catch is guaranteed. Otherwise it derives the shake-check value b = 1048560 / √√(16711680 / a); the probability of one successful shake is b / 65536, and a full capture requires four in a row, so the catch chance is (b/65536)⁴.

The tool also reports the raw catch value a, the single-shake probability, and the expected number of balls you would need to throw (1 ÷ catch chance). Ball bonuses are preset for Poké (×1), Great (×1.5), and Ultra (×2) Balls, with a custom field for any other multiplier — handy for modelling situational balls whose effective bonus you already know.

Frequently asked questions

Where do I find a Pokémon's catch rate?
It is a fixed per-species value from 3 (legendaries and pseudo-legendaries) up to 255 (easy early-route Pokémon). Look it up on any Pokédex resource; enter it in the catch-rate field. Lower catch rates mean harder catches.
How does HP affect the odds?
The formula rewards low HP: the (3·MaxHP − 2·CurrentHP) term is largest when current HP is near 1, roughly tripling the effective catch value versus a full-HP target. Whittling HP down before throwing is the single biggest lever after ball choice.
Why four shakes?
In Gen III/IV the ball wobbles up to four times, and each wobble passes an independent shake check with probability b/65536. All four must succeed to catch, so the full probability is that single-shake chance raised to the fourth power.
Does this match every game exactly?
It matches the Generation III and IV formula. Later generations tweaked the constants and added ball/status effects (and Gen V+ uses a slightly different shake equation), so treat the result as a very close estimate rather than a frame-perfect guarantee for newer titles.

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