Catch rate
The Generation 3 catch formula, ball and status bonuses, shakes and the Safari Zone.
Catching uses the Generation 3 formula. The world server makes the roll, so the result is the same whatever your connection does.
The formula
- Catch value a = (catch rate × ball bonus) × (3 × max HP − 2 × current HP) ÷ (3 × max HP), then × the status bonus. Each step rounds down.
- If a is 255 or more, the Pokémon is caught.
- Otherwise the ball shakes up to four times. Each shake passes with a chance of b in 65536, where b = 1048560 ÷ √√(16711680 ÷ a). The Pokémon is caught only if all four pass; the number of shakes you see is how many passed.
The species' catch rate is on its Pokédex page. Lower HP always helps: at 1 HP the HP term is nearly three times its full-HP value.
| Status | Bonus |
|---|---|
| Sleep, Freeze | ×2 |
| Poison, Bad poison, Burn, Paralysis | ×1.5 |
| None | ×1 |
Poké Balls
| Ball | Bonus |
|---|---|
| Poké Ball | ×1 |
| Great Ball | ×1.5 |
| Ultra Ball | ×2 |
| Master Ball | Always catches |
| Safari Ball | ×1.5 |
| Net, Dive, Nest, Repeat, Timer Ball | ×1 for now |
| Luxury Ball, Premier Ball | ×1 |
Differs from the mainline games
The Net, Dive, Nest, Repeat and Timer Balls have no bonus yet: their conditions (type, water, level, Pokédex, turn count) are not in the game, so they all work like a Poké Ball. The Luxury Ball does not raise friendship. There are no critical captures.
Other rules
- The Catch rate run modifier multiplies the ball bonus (it has no effect on the Master Ball).
- With the One catch per route modifier, a second catch on a map is refused before the ball is thrown.
- In Lavender's Pokémon Tower, a ghost battle dodges every ball, including the Marowak the Silph Scope reveals on 6F. The ball is still used up.
Safari Zone
The Safari Zone uses the same formula with the Safari Ball's ×1.5 and no status bonus. The species' catch rate is first turned into a catch factor from 0 to 20 (rate × 100 ÷ 1275), which your menu choices move, and the throw converts it back (factor × 1275 ÷ 100, at most 255).
| Hoenn (Emerald) | Kanto (FireRed) | |
|---|---|---|
| Entry | ¥500, 30 Safari Balls, 500 steps | ¥500, 30 Safari Balls, 600 steps |
| Menu | Ball, Pokéblock, Go Near, Run | Ball, Bait, Rock, Run |
| Easier to catch | Go Near (+4, +3, +2, +1 catch factor), but it is also more likely to flee | Rock doubles the catch factor (up to 20) while the Pokémon is angry, but it is also more likely to flee |
| Less likely to flee | Pokéblock | Bait, which also halves the catch factor |
Last updated on
As of v0.75.0 · engine 22ba612f