Capture Mechanics (In-Depth)

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So, ete mentioned the lack of a capture mechanics article a while back so I decided to write one. All constructive criticism welcome.

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The likelihood of capture for wild Pokémon depends on a built-in formula. This formula relies on values such as CatchRate, BallRate, and MaxHP to determine whether a specific Pokémon will be easily caught or will require some effort and patience on behalf of the player. The information in this article focuses on this formula and its application in third and fourth generation Pokémon games.

The Capture Rate Formula

The Capture Rate Formula determines the probability of successfully capturing a Pokémon. The actual in-game formula is quite complex, so Community Member X-Act made a formula that produces nearly exact results:

Capture Rate = (( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

The equation is based on five variables that depend on the Pokémon and the Poké Ball used to catch it. The +1 and division by 256 make the Capture Rate a decimal, which can be multiplied by 100% to produce a percentage of capture. A Capture Rate of 1 or more denotes a guaranteed capture. Since Pokémon games use integers, it is necessary to round down any numbers obtained while using the formula; this applies to all values obtained while calculating the final result (not just the final value). Therefore, you must remember to round down any non-integers before performing the next action to obtain accurate results. This equation is applicable to both third and fourth generation games.

Technical Information

The following is an analysis of the different variables involved in the Capture Rate equation along with some noticeable trends in the Capture Rate based on factors like MaxHP and the type of Poké Ball used on the Pokémon.

MaxHP

MaxHP refers to the maximum Hit Points (HP) of a Pokémon. This value varies depending on the Pokémon's IVs and level. Determining a Pokémon's maximum HP while battling is very difficult; however, thanks to RNG abuse, it's possible to calculate the MaxHP since the abuser knows the HP IV of the Pokémon they are attempting to catch.

At first glance it may not be apparent, but the greater the Pokémon’s maximum HP, the higher its Capture Rate. Converting the equation into the following makes it more noticeable:

Capture Rate = [(1/ MaxHP * 3) + (CatchRate * BallRate * Status#) – ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 ))]/256

Since the maximum HP is in the denominator of the expression ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 )), the larger its value, the smaller the result of the expression. Therefore, the expression's result will have less of an impact when it is subtracted from the rest of the values in the formula. For this to hold true, all other variables in the equation (BallRate, CatchRate, and Status#) must be kept constant when comparing Pokémon with different maximum HP. Furthermore, if the Pokémon is at full health, then the opposite occurs and the lower the MaxHP, the higher the Capture Rate. This is because the fraction ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 )) becomes a constant (all other values are set) when CurrentHP equals MaxHP. Consequently, the only value affecting the capture rate when comparing different MaxHP values is (1/ MaxHP * 3), which becomes greater as MaxHP decreases.

Current HP

CurrrentHP is the HP a Pokémon has at a point in time. This value changes as the Pokémon takes damage or recovers HP, and has a minimum value of 1 before the Pokémon faints. From the Capture Rate Formula, the greater the CurrentHP, the lower the capture rate, as the CurrentHP is subtracted from the other values in the formula. When the Pokémon's CurrentHP equals its MaxHP (when it is at full health), the equation becomes the following:

Capture Rate = [(1/ MaxHP * 3) + ((CatchRate * BallRate * Status#)/3)]/256

Essentially, a Pokémon's Capture Rate is given by the expression ((CatchRate * BallRate * Status#)/3)/256 since the value (1/ MaxHP * 3) /256 is negligible. Furthermore, the Capture Rate is equal to a third of the Pokémon's CatchRate when it is at full health and the BallRate and Status# are equal to 1. Alternatively, one could say that damaging a Pokémon will at most triple its capture rate.

CatchRate

The CatchRate is a numerical value that ranges from 1-255 and is assigned to each Pokémon to gauge the relative ease of catching that Pokémon. The CatchRate is set for each Pokémon, and as the CatchRate increases, so does the Capture Rate of a Pokémon.

Although the CatchRate is a set value, it can be modified with the effects of the Apricorn Balls in HeartGold and SoulSilver. Most of the Apricorn Balls modify the CatchRate by applying multipliers to it, which can be expressed as the BallRate. However, the Heavy Ball actually adds or subtracts from the CatchRate, which cannot be emulated by the BallRate. Furthermore, the Apricorn Ball modifier is applied before the game adjusts the CatchRate to a value in the range of 1 to 255, so at most an Apricorn Ball will have raised the CatchRate to 255; the BallRate doesn’t adhere to that restriction. If the CatchRate exceeds 255, the game brings it back down to 255 when calculating the capture rate. Additionally, if one tries to catch a Pokémon at full health with an Apricorn Ball, the chances of capturing it would not be greater than 1/3 due to the limit on the CatchRate. Mathematically, this can be illustrated by the expression ((CatchRate * BallRate * Status#)/3)/256, inserting values for the variables gives the following: (255*1*1)/3))/256 = (255/3)/256 = 0.332, which is about 33% or 1/3 chance of a successful capture. However, inflicting status or damaging the Pokémon improves the chances of a catching it and brings those odds well above a 1 in 3 chance. Due to the CatchRate's 255 maximum, the Apricorn Balls are best used on Pokémon with a low CatchRate, such as legendary Pokémon, to reap the complete benefit of the Apricorn Ball modifier; using them on Pokémon with high CatchRates would make their effects almost negligible, and their function comparable to a regular Poké Ball.

BallRate

The BallRate is a multiplier, for which the value changes depending on the Poké Ball used for the capture. Every Poké Ball has its own BallRate, though the value of the BallRate for an individual Poké Ball can change depending on the conditions of the battle, such as time of day or location. In HGSS, the Apricorn Balls apply their modifiers to the CatchRate, so their BallRate is considered to be 1. Finally, the BallRate is the only value in the Capture Rate Formula that can be a decimal and not rounded down. However, any value obtained by performing an action with the BallRate, such as CatchRate * BallRate * Status#, must be rounded down.

Status#

The Status# is a modifier that becomes significant when the Pokémon is inflicted with a status condition. The values for each condition are as follows:

Status#s:

Freeze : 2
Sleep : 2
Paralysis : 1.5
Burn : 1.5
Poison : 1.5
None : 1

Sleep and freeze are the most effective status conditions, though all status conditions increase the Capture Rate.

Staying in the Ball

In addition to calculating a Pokémon's Capture Rate, the game also determines the probability of a Pokémon remaining inside any given Poké Ball or breaking out of it. The following equation is used to determine whether it stays inside or breaks out:

B = 1048560 / √(√(16711680 / Capture Rate))

B is the probability that the Pokémon will remain inside the Poké Ball. The Capture Rate used for this calculation is the unmodified Capture Rate and can be obtained from the following equation:

Capture Rate = (( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 ))

Once the Capture Rate is calculated from the previous equation, it is inserted into the first equation and a value from 0 to 65535 is produced; 65535 is the maximum value of an unsigned 16-bit integer and is used often in computer systems. The Trainer ID is another value found in Pokémon games that has 65535 as its maximum. Now, once the result is obtained from the equation, it can be treated as the strength of the Poké Ball relative to the Pokémon. The Pokémon makes up to four attempts to break out of the Poké Ball, represented by the Poké Ball wobbling for the first three attempts and possibly sealing on the fourth. For every attempt a random integer between 0 and 65535 will be selected and compared to the value of B. If the random integer is greater than or equal to B, then the Pokémon will break out of the Ball. Conversely, if it is less than B then the Pokémon will remain trapped inside the ball after it wobbles. If all four of the random integers selected at each attempt are smaller than B, then the ball will seal at the fourth attempt and the Pokémon has been captured.

CatchRate Values

The CatchRate is a value between 1 and 255 assigned to each Pokémon that help gauge how difficult it is to catch a certain Pokémon. The following is a list of Pokémon that can be caught in third or fourth generation games, arranged by National Dex number and their respective CatchRate:

Kanto Dex (001-151)
Pokémon CatchRate

Caterpie 255
Metapod 120
Butterfree 45
Weedle 255
Kakuna 120
Beedrill 45
Pidgey 255
Pidgeotto 120
Rattata 255
Raticate 127
Spearow 255
Fearow 90
Ekans 255
Arbok 90
Pikachu 190
Sandshrew 255
Sandslash 90
Nidoran-F 235
Nidorina 120
Nidoran-M 235
Nidorino 120
Clefairy 150
Vulpix 190
Jigglypuff 170
Zubat 255
Golbat 90
Oddish 255
Gloom 120
Paras 190
Parasect 75
Venonat 190
Venomoth 75
Diglett 255
Dugtrio 50
Meowth 255
Persian 90
Psyduck 190
Golduck 75
Mankey 190
Primeape 75
Growlithe 190
Poliwag 255
Poliwhirl 120
Poliwrath 45
Abra 200
Kadabra 100
Machop 180
Machoke 90
Bellsprout 255
Weepinbell 120
Tentacool 190
Tentacruel 60
Geodude 255
Graveler 120
Ponyta 190
Rapidash 60
Slowpoke 190
Slowbro 75
Magnemite 190
Magneton 60
Farfetch'd 45
Doduo 190
Dodrio 45
Seel 190
Dewgong 75
Grimer 190
Muk 75
Shellder 190
Gastly 190
Haunter 90
Gengar 45
Onix 45
Drowzee 190
Hypno 75
Krabby 225
Kingler 60
Voltorb 190
Electrode 120
Exeggcute 90
Exeggutor 45
Cubone 190
Marowak 75
Hitmonlee 45
Hitmonchan 45
Lickitung 45
Koffing 190
Weezing 60
Rhyhorn 120
Rhydon 60
Chansey 30
Tangela 45
Kangaskhan 45
Horsea 225
Seadra 75
Goldeen 225
Seaking 60
Staryu 225
Starmie 60
Mr. Mime 45
Scyther 45
Jynx 45
Electabuzz 45
Magmar 45
Pinsir 45
Tauros 45
Magikarp 255
Gyarados 45
Lapras 45
Ditto 35
Eevee 45
Porygon 45
Snorlax 25
Articuno 3
Zapdos 3
Moltres 3
Dratini 45
Dragonair 45
Dragonite 45
Mewtwo 3
Mew 45


Johto Dex (152-251)
Pokémon CatchRate

Bayleef 45
Quilava 45
Croconaw 45
Sentret 255
Furret 90
Hoothoot 255
Noctowl 90
Ledyba 255
Ledian 90
Spinarak 255
Ariados 90
Chinchou 190
Lanturn 75
Pichu 190
Cleffa 150
Igglybuff 170
Togepi 190
Togetic 75
Natu 190
Xatu 75
Mareep 235
Flaaffy 120
Marill 190
Sudowoodo 65
Hoppip 255
Skiploom 120
Jumpluff 45
Aipom 45
Sunkern 235
Sunflora 120
Yanma 75
Wooper 255
Quagsire 90
Murkrow 30
Misdreavus 45
Unown 225
Wobbuffet 45
Girafarig 60
Pineco 190
Forretress 75
Dunsparce 190
Gligar 60
Steelix 25
Snubbull 190
Granbull 75
Qwilfish 45
Shuckle 190
Heracross 45
Sneasel 60
Teddiursa 120
Ursaring 60
Slugma 190
Magcargo 75
Swinub 225
Piloswine 75
Corsola 60
Remoraid 190
Octillery 75
Delibird 45
Mantine 25
Skarmory 25
Houndour 120
Houndoom 45
Phanpy 120
Donphan 60
Stantler 45
Smeargle 45
Tyrogue 75
Hitmontop 45
Smoochum 45
Elekid 45
Magby 45
Miltank 45
Raikou 3
Entei 3
Suicune 3
Larvitar 45
Pupitar 45
Tyranitar 45
Lugia 3
Ho-Oh 3


Hoenn Dex (252-386)

Pokémon
CatchRate

Poochyena 255
Mightyena 127
Zigzagoon 255
Linoone 90
Wurmple 255
Silcoon 120
Beautifly 45
Cascoon 120
Dustox 45
Lotad 255
Lombre 120
Seedot 255
Nuzleaf 120
Taillow 200
Swellow 45
Wingull 190
Pelipper 45
Ralts 235
Kirlia 120
Surskit 200
Masquerain 75
Shroomish 255
Breloom 90
Slakoth 255
Vigoroth 120
Nincada 255
Whismur 190
Loudred 120
Makuhita 180
Hariyama 200
Azurill 150
Nosepass 255
Skitty 255
Delcatty 60
Sableye 45
Mawile 45
Aron 180
Lairon 90
Meditite 180
Medicham 90
Electrike 120
Manectric 45
Plusle 200
Minun 200
Volbeat 150
Illumise 150
Roselia 150
Gulpin 225
Carvanha 225
Sharpedo 60
Wailmer 125
Wailord 60
Numel 255
Camerupt 150
Torkoal 90
Spoink 255
Spinda 255
Trapinch 255
Vibrava 120
Cacnea 190
Cacturne 60
Swablu 255
Altaria 45
Zangoose 90
Seviper 90
Lunatone 45
Solrock 45
Barboach 190
Whiscash 75
Corphish 205
Crawdaunt 155
Baltoy 255
Feebas 255
Castform 45
Kecleon 200
Shuppet 225
Banette 45
Duskull 190
Dusclops 90
Tropius 200
Chimecho 45
Absol 30
Wynaut 125
Snorunt 190
Spheal 255
Sealeo 120
Clamperl 255
Relicanth 25
Luvdisc 225
Bagon 45
Shelgon 45
Salamence 45
Beldum 3
Metang 3
Metagross 3
Regirock 3
Regice 3
Registeel 3
Latias 3
Latios 3
Kyogre 5
Groudon 5
Rayquaza 3
Deoxys 3


Sinnoh Dex (387-493)
Pokémon CatchRate

Starly 255
Staravia 120
Bidoof 255
Bibarel 127
Kricketot 255
Kricketune 45
Shinx 235
Luxio 120
Budew 255
Burmy 120
Combee 120
Pachirisu 200
Buizel 190
Floatzel 75
Cherubi 190
Shellos 190
Gastrodon 75
Drifloon 125
Buneary 190
Glameow 190
Purugly 75
Chingling 120
Stunky 225
Skuntank 60
Bronzor 255
Bronzong 90
Bonsly 255
Mime Jr. 145
Happiny 130
Chatot 30
Spiritomb 100
Gible 45
Gabite 45
Munchlax 50
Riolu 75
Hippopotas 140
Hippowdon 60
Skorupi 120
Drapion 45
Croagunk 140
Toxicroak 75
Carnivine 200
Finneon 190
Lumineon 75
Mantyke 25
Snover 120
Abomasnow 60
Rotom 45
Uxie 3
Mesprit 3
Azelf 3
Dialga 30
Palkia 30
Heatran 3
Regigigas 3
Giratina 3
Cresselia 3
Darkrai 3
Shaymin 45
Arceus 3


Miscellaneous CatchRates for Pokémon only caught through Ditto using Transform

Pokémon
CatchRate
Bulbasaur 45
Ivysaur 45
Venusaur 45
Charmander 45
Charmeleon 45
Charizard 45
Squirtle 45
Wartortle 45
Blastoise 45
Pidgeot 45
Raichu 75
Nidoqueen 45
Nidoking 45
Clefable 25
Ninetales 75
Wigglytuff 50
Vileplume 45
Arcanine 75
Alakazam 50
Machamp 45
Victreebel 45
Golem 45
Cloyster 60
Vaporeon 45
Jolteon 45
Flareon 45
Omanyte 45
Omastar 45
Kabuto 45
Kabutops 45
Aerodactyl 45
Chikorita 45
Meganium 45
Cyndaquil 45
Typhlosion 45
Totodile 45
Feraligatr 45
Crobat 90
Ampharos 45
Azumarill 150
Politoed 45
Espeon 45
Umbreon 45
Slowking 70
Scizor 25
Kingdra 45
Porygon2 45
Blissey 30
Celebi 45
Treecko 45
Grovyle 45
Sceptile 45
Torchic 45
Combusken 45
Blaziken 45
Mudkip 45
Marshtomp 45
Swampert 45
Ludicolo 45
Shiftry 45
Gardevoir 45
Slaking 45
Ninjask 120
Shedinja 45
Exploud 45
Aggron 45
Swalot 75
Grumpig 60
Flygon 45
Claydol 90
Lileep 45
Cradily 45
Anorith 45
Armaldo 45
Milotic 60
Glalie 75
Walrein 45
Huntail 60
Gorebyss 60
Jirachi 3
Turtwig 45
Grotle 45
Torterra 45
Chimchar 45
Monferno 45
Infernape 45
Piplup 45
Prinplup 45
Empoleon 45
Staraptor 45
Luxray 45
Roserade 75
Cranidos 45
Rampardos 45
Shieldon 45
Bastiodon 45
Wormadam 45
Wormadam-G 45
Wormadam-S 45
Mothim 45
Vespiquen 45
Cherrim 75
Drifblim 60
Lopunny 60
Mismagius 45
Honchkrow 30
Garchomp 45
Lucario 45
Weavile 45
Magnezone 30
Lickilicky 30
Rhyperior 30
Tangrowth 30
Electivire 30
Magmortar 30
Togekiss 30
Yanmega 30
Leafeon 45
Glaceon 45
Gliscor 30
Mamoswine 50
Porygon-Z 30
Gallade 45
Probopass 60
Dusknoir 45
Froslass 75
Phione 30
Manaphy 3


Poké Balls

The following is a complete list of all Poké Balls available in third and fourth generation games, their BallRates, and their effects:

Poké Ball
BallRate: 1

Great Ball
BallRate: 1.5

Ultra Ball
BallRate: 2

Safari Ball:
BallRate: 1.5
*Can only be obtained and used at the Safari Zone (FRLG, RSE, and HGSS) and at the Great Marsh in DPP.

Master Ball
BallRate: 255
*This Poké Ball catches Pokémon 100% of the time.

Sport Ball:
BallRate: 1.5
*Can only be obtained and used during the Bug Catching Contest held at National Park.

Premier Ball
Ball Rate: 1

Repeat Ball
BallRate: 3 (if used on a Pokémon that has been caught and registered in the PokéDex previously); otherwise, 1

Timer Ball
BallRate: 1 (increases by 1 every 10 turns for a maximum of 4)

Nest Ball
BallRate: (40 – Pokemon’s Level)/10, has a minimum of 1.

Net Ball
BallRate: 3 (if used on Bug- or Water-type Pokémon); otherwise, 1

Dive Ball
BallRate: 3.5 (if used on Pokémon found underwater in RSE and while Surfing or fishing in FRLG, DPP, and HGSS); otherwise, 1

Luxury Ball
BallRate: 1
*Adds an extra point to an event that raises the Happiness of a Pokémon in third generation games. In fourth generation games, it provides a separate boost in Happiness.

Cherish Ball
BallRate: 1
*Only seen on Nintendo Event Pokémon, otherwise, unobtainable.

Heal Ball
BallRate: 1
*Fully restores the captured Pokémon's HP and PP, and removes status.

Quick Ball
BallRate: 4 (becomes 1 after the first turn)

Dusk Ball
BallRate: 3.5 (when used at night between 20:00 and 4:00 or dark areas like caves); otherwise, 1

Park Ball
BallRate: 255
*This Ball catches a Pokémon 100% of the time. Furthermore, it can only be obtained and used at Pal Park during a Catching Show.

Apricorn Balls are obtained in HGSS and behave differently to the aforementioned Balls, as they affect the CatchRate of a Pokémon. The following is a list of all the Apricorn Balls available in HGSS and their modifier:

Fast Ball
CatchRate Modifier: *4 (if the Pokémon has base 100 or higher Speed); otherwise, 1

Friend Ball
CatchRate Modifier: *1
*A Pokémon caught in this Ball will have its Base Happiness set to 200.

Heavy Ball
CatchRate Modifier: +20 if the Pokémon weighs more than 451.5lbs, +30 if it weighs over 677.3 lbs, or +40 if it weighs more than 903.0lbs; otherwise, -20
*Although subtracting 20 from the CatchRate may result in a negative CatchRate, the game treats it as a CatchRate of 1. Furthermore, since there are no Pokémon with a CatchRate of 20 it is impossible to get 0 as the CatchRate.

The following lists show which Pokémon have the +20, +30, or +40 applied to them, for all others assume that the -20 modifier is applied (Pokémon with asterisks* on them can only be caught by having Ditto Transform into them in HGSS):

+20
Camerupt*
Dragonite*
Glalie*
Golem*
Gyarados
Hariyama*
Hippowdon*
Lapras
Lugia
Mamoswine*
Mantine
Onix
Rayquaza
Regirock*
Registeel*
Rhyperior*


+30
Aggron*
Arceus*
Kyogre
Palkia*
Probopass*
Steelix
Torterra*
Wailord*


+40
Dialga*
Giratina*
Groudon
Heatran*
Metagross*
Regigigas*
Snorlax


Level Ball
BallRate: *2 if the level of the player's Pokémon is greater than the level of the opposing Pokémon, *4 if the level of the player's Pokémon divided by two and rounded down is greater than the level of the opposing Pokémon, or *8 if the level of the player's Pokémon divided by four and rounded down is greater than the level of the opposing Pokémon; otherwise, *1

Love Ball
CatchRate Modifier: *8 (when used on a Pokemon who is the same species and opposite gender of the opposing Pokémon); otherwise, *1

Lure Ball
CatchRate Modifier: *3 (when used on Pokémon encountered by fishing); otherwise, *1

Moon Ball
CatchRate Modifier: *4 (when used on a Pokémon that evolves with a Moon Stone, which include: Nidoran-M, Nidorino, Nidoking, Nidoran-F, Nidorina, Nidoqueen, Cleffa, Clefairy, Clefable, Igglybuff, Jigglypuff, Wigglytuff, Skitty, and Delcatty); otherwise, *1

Sample Calculations

Mathematical representations and explanations of trends found in the Capture Rate equation, as well as how to use the various equations presented in the article.

Effectiveness of 3 different Balls on Kyogre

Kyogre: MaxHP = 175, CurrentHP = 1, Status: asleep, CatchRate: 5

Net Ball (BallRate: 3)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * 5 * 3 * 2) / (175 * 3)) / 256

= ((1 + 523 * 5 * 3 * 2) / (525)) / 256

= (15691 / 525) / 256

= 29 / 256

= 0.1133

= 11.33%

Dive Ball (BallRate: 3.5) *only applicable in RSE

Capture Rate = ((1 + (175 * 3 – 1 * 2) * 5 * 3.5 * 2) / (175 * 3)) / 256

= ((1 + 523 * 5 * 3.5 * 2) / (525)) / 256

= (18306 / 525) / 256

= 34 / 256

= 0.1328

= 13.28%

Heavy Ball (CatchRate Modifier: +30)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * (5 + 30) * 1 * 2) / (175 * 3)) / 256

= ((1 + 523 * (5 + 30) * 1 * 2) / (525)) / 256

= ((1 + 523 * 35 * 1 * 2) / (525)) / 256

= (36611 / 525) / 256

= 69 / 256

= 0.2695

= 26.95%

Conclusion: Heavy Ball effectively doubles Kyogre's Capture Rate. The difference between the Net and Dive Balls is minimal.


Difference between Apricorn Balls and Poké Balls with a BallRate greater than 1 on Pokémon with high CatchRates

Natu: MaxHP = 60, CurrentHP = 60, Status: none, CatchRate: 190

Level Ball (CatchRate Modifier: *8, maximum)

Capture Rate = ((1 + (60 * 3 – 60 * 2) * (190 * 8) * 1 * 1) / (60 * 3)) / 256

= ((1 + 60 * (190 * 8) * 1 * 1) / (60 * 3)) / 256

= ((1 + 60 * 1520 * 1 * 1) / (60 *3)) / 256

– CatchRate has a maximum of 255, value higher than 255 are set to 255.

= ((1 + 60 * 255 * 1 * 1) / (60 * 3)) / 256

= (15301 / (60 * 3)) / 256

= (15301 / 180) / 256

= 85 / 256

= 0.3321

= 33.21%

Quick Ball (BallRate: 4, assume used on turn 1)

Capture Rate = ((1 + (60 * 3 – 60 * 2) * 190 * 4 * 1) / (60 * 3)) / 256

= ((1 + 60 * 190 * 4 * 1) / (60 * 3)) / 256

= (45601 / (60 * 3)) / 256

= (45601 / 180) / 256

= 253 / 256

= 0.9883

= 98.83%

Conclusion: Apricorn Balls aren't effective in catching Pokémon with high CatchRates due to the 255 maximum. Poké Balls that have BallRate modifiers greater than 1 are best in these situations.


Demonstration of the use of the equation that determines the probability of a Pokémon breaking out of a specific Poké Ball using the unmodified Capture Rate.

Raikou: MaxHP = 134, CurrentHP = 1, Status: sleep, CatchRate: 3

Fast Ball (CatchRate Modifier *4)
Capture Rate = (134 * 3 – 1 * 2) * (3 * 4) * 1 * 2) / (134 * 3))

= (400 * (3 * 4) * 1 * 2) / (134 * 3))

= (400 * 12 * 1 * 2) / (134 * 3))

= (9600) / (134 * 3)

= 9600 / 402

= 23.8806

= 23 (Pokémon games round down values to integers)

Insert Capture Rate from the previous equation into the equation:

B = 1048560 / √(√(16711680 / Capture Rate))

The value of B gives a numerical representation of the probability that the Pokemon being caught will break out of the Ball (in this case the Fast Ball).

B = 1048560 / √(√(16711680 / 23))

= 1048560 / √(√726594)

= 1048560 / √852

= 1048560 / 29

= 36157

Conclusion: If the random value selected for each attempt Raikou makes to break out of the Fast Ball is lower than 36157, then the Fast Ball will shake, and Raikou will remain inside. However, if it is greater than 36157, then Raikou will break out. If the random value is lower on all four attempts, then the Fast Ball will seal on the fourth attempt and Raikou will be caught. Essentially, Raikou has less than a 50% chance per attempt of breaking out of a Fast Ball when it is asleep and down to 1 HP.
 

Nexus

Forever the Recusant
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Contributor Alumnus
well let's see if people can help me out with the following:

-for all the formulas used here would it be best to turn them into equations? Ex: changing the formula that gives the chancethat the Pokemon will stay in the Ball to something like X = 1048560 / √(√(16711680 / Capture Rate)), where X is the chance of the Pokemon staying in the Ball.

-Should I include a list of Catch Rates for all Pokemon obtainable in a 3rd or 4th generation game? Initially, I had one but it was too long and I couldn't get the hide tags to function properly, and I wasn't sure if it was unnecessary since you can find them at other sites.

-Should the Apricorn Balls be left with the other Poke Balls or moved to the Catch Rate seciton, since there is a paragraph talking about the Apricorn Balls effect on the Catch Rate there or are the best left with the other Balls?

and if something should be added or removed let me know.
 

eric the espeon

maybe I just misunderstood
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sorry for taking a while, kinda bogged down. quick replies to questions, overall looks largely good.

well let's see if people can help me out with the following:

-for all the formulas used here would it be best to turn them into equations? Ex: changing the formula that gives the chancethat the Pokemon will stay in the Ball to something like X = 1048560 / √(√(16711680 / Capture Rate)), where X is the chance of the Pokemon staying in the Ball.
Would probably be easier for most people to understand, so yes.

-Should I include a list of Catch Rates for all Pokemon obtainable in a 3rd or 4th generation game? Initially, I had one but it was too long and I couldn't get the hide tags to function properly, and I wasn't sure if it was unnecessary since you can find them at other sites.
Yes, though it'll probably need to be hidden with javascript on the page. On forums, just use [ HIDE] and [ /HIDE] without the spaces, it should work.

-Should the Apricorn Balls be left with the other Poke Balls or moved to the Catch Rate seciton, since there is a paragraph talking about the Apricorn Balls effect on the Catch Rate there or are the best left with the other Balls?
I'd think it is best to have each ball listed in the balls section, even if you talk about them elsewhere.
 

Nexus

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I have implemented the changes you suggested ete, thanks. I arranged the CatchRates in terms of Dex number, and labeled them based on region. I made all the formulas into equations and for this forumla (1048560 / √(√(16711680 / Capture Rate))) I made it equal B, I feel a single a letter is easier to read but if you want i can set the equation equal to term like Ball Chance instead of a single letter. Let me know if you think any of these changes should be reconsidered.
 
This is a really minor, and ultimately your call I suppose, but technically any Pokémon can be caught in the wild if they are sent out against Ditto, and it subsequently Transforms into that Pokémon. So every Pokémon in the game (sans Giratina-O, but it has the same catch rate as Giratina anyway) can be encountered in a wild battle, albeit in the form of a Transformed Ditto. I wouldn't suggest integrating them into the main lists, but maybe you could make a separate list for Pokémon that can only be caught through Transform? I doubt anyone is really going to send out Charmander against Ditto and try to catch it, but for the sake of being comprehensive, their catch rates should probably be listed. Again, if you even want to do this, I would suggest a separate list since some 90% of players will never face them in the wild.

Also, I hope this doesn't really run counter to eric the espeon's suggestion above, but I would at least put a subheader (don't worry about this in your document, as it's done in HTML) for Apricorn Balls. You already have a small introductory sentence for them, so I don't see what harm it would do to put a header for the Apricorn Balls so that there is absolutely no confusion that their effect is different from normal Poké Balls (in fact, I would not be surprised if most people did not know this). As for the Ball Rates themselves, it could be helpful to arrange them by Catch Rate, but the order you have now seems fine if you want to keep it that way.

Third, I think it would be really helpful to show what Pokémon are most easily caught by the Heavy Ball—most other balls should be somewhat self-explanatory, but you actually have to look up the weight of each Pokémon to see the Ball's effectiveness. I have compiled a list of each modifier for you below; I think it's right, but you might want to check it to see if I missed any/put any Pokémon in the wrong category. An asterisk follows all the Pokémon that can only be caught through Transform (in HG/SS obviously).

Camerupt*
Dragonite*
Glalie*
Golem*
Gyarados
Hariyama*
Hippowdon*
Lapras
Lugia
Mamoswine*
Mantine
Onix
Rayquaza
Regirock*
Registeel*
Rhyperior*

Aggron*
Arceus*
Kyogre
Palkia*
Probopass*
Steelix
Torterra*
Wailord*

Dialga*
Giratina*
Groudon
Heatran*
Metagross*
Regigigas*
Snorlax


Additionally, I think it would be helpful to put some examples of calculations in the guide. Perhaps something like Dive Ball versus Net Ball Kyogre, or other things that would be practical for the community to see, taking into account the desire for special Ball captures.

And finally, if you let me know when this has been GP checked, I'm more than willing to do HTML for you.
 

Nexus

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ok I made your changes Arseus, the other CatchRates have been included in a list titled miscellaneous CatchRates. I included your list of Pokemon that benefit from the Heavy Ball, which was correct, thanks. I was thinking about example calculations but didn't put them in, so I am am working on some calculations now. However, I seem to have come across an issue concerning the Apricorn Balls and X-Act's formula. For example if you input information for a Kyogre inflicted with sleep at 1 HP and the player is using Heavy Ball, then the Capture Rate comes up as a value over 1, which according to the legends capture articles for HGSS and DPP would mean Kyogre should be caught with a heavy ball 100% of the time, but that's not the case. SO I'm not sure if it's just an inconsistency with the formula and it wasn't meant to be used with Apricorn Ball modifiers, I'm not sure.
 
Nexus, that's probably because X-Act's formula doesn't give you a percentage, it instead provides a check as to whether or not the Pokémon will be caught. At least, that's what I gathered from RBG's post in the Platinum thread:

The formula does not give you the percent chance you will catch it. It only tells you if you will capture it for 100% of not. The full details are here (I am assuming these are right): http://bulbapedia.bulbagarden.net/wiki/Catch_rate
 

Nexus

Forever the Recusant
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Nexus, that's probably because X-Act's formula doesn't give you a percentage, it instead provides a check as to whether or not the Pokémon will be caught. At least, that's what I gathered from RBG's post in the Platinum thread:
Yeah I knew I figured out it wasn't a percentage but then looking at this section of the D/P legends capture article:

Let's say we try and catch a Level 5 Max HP Magikarp with a Dusk Ball. Magikarp's Catch Rate is 255.
((1 + ((18*3 - 18*2) * 255 * 4 * 1)) / (18*3)) / 256
= ((1 + (18 * 255 * 4 * 1)) / 54) / 256
= ((1 + 18360) / 54) / 256
= (18361 / 54) / 256
= 340 / 256
= 1.328125
Any decimal numbers were not shown, and simply rounded down.
So, if the end result is over 1, you have a 100% chance to capture the Pokémon.
that bold sentence is what's confusing me. If you do a calculation with Kyogre the way I described it in my previous post, while using a Heavy Ball you get a value well over 1 so that would insinuate that Kyogre is caught 100% of the time with a Heavy Ball when it is asleep and down to 1 HP, but that isn't the case.
 
Could you maybe post your calculations? If I understand Apricorn Balls correctly, all instances of 5 should be replaced by (5+30) or 35, but maybe you did that already. If you have that right in your calculations, all the math is solid, and the result still isn't right, then I honestly don't know.
 

Nexus

Forever the Recusant
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Could you maybe post your calculations? If I understand Apricorn Balls correctly, all instances of 3 should be replaced by (3+30) or 33, but maybe you did that already. If you have that right in your calculations, all the math is solid, and the result still isn't right, then I honestly don't know.
Kyogre's CatchRate is 5 not 3,

Here's what I did using X-Act's formula:

Assuming that
Kyogre: MaxHP= 175, CurrentHP = 1, asleep

Heavy Ball (CatchRate modifier: +30)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * (5 + 30) * 1 * 10) / (175 * 3)) / 256

= ((1 + 523 * (5 + 30) * 1 * 10) / (525)) / 256

= ((1 + 523 * 35 * 1 * 10) / (525)) / 256

= (183051 / 525) / 256

= 348 / 256

= 1.3620

So, unless I messed up on the order of operations, the value comes out to be greater than 1, implying Kyogre would be caught 100% of the time with a Heavy Ball, but it doesn't work that way in-game.
 

Nexus

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Double-checked Bulbapedia, and Kyogre weight 776 pounds, which puts it in +30 for sure. So instead, let's assume that by CatchRate, Bulbapedia means that the catch rate of the ball (what we refer to as the BallRate) has the modifier of +30.

= (( 1 + ( 175 × 3 - 1 × 2) × 5 × 31 × 10) ÷ (175 × 3)) ÷ 256
= (( 1 + (525 - 2) × 350) ÷ 1550) ÷ 256
= (( 1 + 523 × 350) ÷ 1550) ÷ 256
= (( 1 + 183050) ÷ 1550) ÷ 256
= (183051 ÷ 1550) ÷ 256
= 118.09741935483871 ÷ 256
= 118 ÷ 256
= 0.4609375

That's the only other way that I can think of that applies the Heavy Ball bonus in a reasonable spot in the formula and yields a number less than 1. Given X-Act's formula, and how it is not calculating the actual rate of capture, I think that should work. But then again, what I did could have just coincidentally yielded a suitable result, rather than being the true solution. I am aware that Apricorn Balls supposedly modify the Pokémon's Catch Rate, but as you saw, in practice, this did not provide an accurate result. Sorry I can't really offer too much on this topic.
um are you sure you didn't confuse your math because even doing it your way with the modifier applying to BallRate you get a number over 1
taking your starting equation:

= (( 1 + ( 175 × 3 - 1 × 2) × 5 × 31 × 10) ÷ (175 × 3)) ÷ 256
= ((1 + (525 - 2) x 5 x 31 x 10) / (175 x 3)) / 256
= ((1 + (523 x 5 x 31 x 10)/(175 x 3)) / 256
= ((1 + (523 x 1550)/ (175 x 3)) / 256
= 810651 / (175 x 3) / 256
= (810651/525) / 256
= 1544 / 256
= 6.03125

that's what I get starting from the equation you posted when you add the modifier to the BallRate. I saw that in your work you divided by 1550 when you were initially multiplying by it and you introduced a factor of 350, which pretty much came out of nowhere.

Anyway, it seems for now that any sample calculations will have to be put on hold until I or someone can figure out how to account for this. Thanks for your input.
 
Yes, that was a massive error on my part (I've been doing well in this topic, haven't I?); for some reason I did the initial calculation of 1550, then plugged it in where (175 x 3) should have been, and evaluated the first equation again (35 x 1 x 10). Sorry about that; I deleted that earlier post to eliminate any confusion. I'm afraid I don't really know how to solve your problem, then; again, sorry for my previous posts.
 

supermarth64

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I have a question. Why don't we just use the Bulbapedia formula instead of our own? You just take whatever a is and divide it by 255.
 

Nexus

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I have a question. Why don't we just use the Bulbapedia formula instead of our own? You just take whatever a is and divide it by 255.
I don't mind doing that, the reason I chose the one used here was to keep it consistent with the legends capture articles, which also use X-Act's formula. If others agree, I'll use that one and adjust the different sections of the article to match that formula.
 

Nexus

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So, instead of changing X-Acts formula I have decided to keep it. I did, however, change the Status#s to the standard freeze and sleep =2, Burn, poison, paralysis = 1.5. These values are accepted by multiple sites and when used in the formula give an accurate result, which handles the discrepancy we had with the Apricorn Balls, specifically Kyogre and the Heavy Ball. I kept X-Acts because it gives the Capture Rate as a decimal. The closer it gets to 1 the greater the chance of a successful capture. Using an Capture rate calculator and X-Act formula with the modified Status#s as opposed to the one used in the legend capture guides I found that you obtain very similar results. Both give the chance of a successful capture as a decimal/percentage, which I feel the reader will understand better than calculating a new CatchRate and compare that to 255.

Additionally, I added a two sample calculations if anyone wants to take a look at those. Unfortunately I couldn't think of any more comparisons people would like to see, so if people would like to see something specific I don't mind including it just post.

So, I guess this is ready GP checks.
 
Okay, Nexus, I had a look over this, and while I can't contribute towards your formal GP checks, I have given you some feedback below in bold, both objective and subjective. First of all, allow me to say that this is very good; for the length of the article, I did not really find that many mistakes (not saying I caught everything of course).

However, one thing I notice is that it is rather dry. I am not saying that this is the fault of your prose; however, it seems as though you make some mathematical point, assume that the reader understands it, and move on. I'm not saying that it's hard to understand or anything, but I think that it would benefit from having your examples more closely, rather than placed in isolation at the very end. For the record, I feel that your examples are very good; they demonstrate points that have obvious meaning, and were brought up earlier in the article. And I recognize that obviously it isn't possible to bring in the examples any earlier, since you only have enough information to fill out the equation by the end.

I am actually wondering if this article would be better served by splitting it into two parts. One part would be the "technical" information, namely the first part where you describe the formula and why it is the way it is. The other part could have all the lists—the catch rates and the ball rates. I would probably have the examples in this section, but I have a feeling they would be better off in the "list" section. Having a note about the ball wiggling in that section might be interesting as well, in addition to the heavier explanation in the first.

To maybe better explain what I think about this, let me refer to the DPP RNG Manipulation guide onsite. As I'm sure you are well aware, there is a lot of technical information behind RNG abuse. However, the guides we have right now focus not on explaining this information, but explaining how the user takes advantage of it. Obviously there are few ways of "taking advantage" of the capture formula outside of choosing the best Ball, but the capture rates, ball rates, and formula, are the tools the user needs the most. Is it useful to understand the formula, and why it works the way it does? Yes, of course it is. Is it necessary to lump in the explanation with the application? I'm suggesting not necessarily.

Of course, I will openly admit that I may be brining some bias into this issue: I am much more inclined to the arts and languages than I ever have been to mathematics, and the math that I can bear the most easily is that which is simply applied to a given situation. For this reason, I can't say that what I suggested above is the way to go (I realize it requires some degree of reorganization, and it may not even be the best option), but I encourage you and the others who read the article to at least think about what I have described above. Perhaps your two GP checkers won't agree with me at all, and that's fine.

Anyway, when it gets right down to it, I still think this is a good article. My "actual" suggestions and corrections are below:

The Capture Rate Formula

The Capture Rate Formula determines the probability of successfully capturing a Pokémon. The actual in-game formula is quite complex, so Community Member X-Act made a formula that produces nearly exact results. The formula can be expressed as the following equation:

Capture Rate = (( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

The equation is based on five variables that depend on the Pokémon itself and the Poké Ball used to catch it. The +1 and division by 256 make the Capture Rate into a decimal, which can be multiplied by 100, producing a percentage to determine the chance of capturing a Pokémon. The closer the decimal gets to 1, the greater the chance for a successful capture; a Capture Rate of 1 or more denotes a guaranteed catch. Since Pokémon games use integers, it is necessary to round down any numbers obtained while using the formula; this applies to all values obtained while calculating the final result (not just the final value). Therefore, you must remember to round down any non-integers before performing the next action to obtain accurate results. This equation is applicable to both third and fourth generation games.

MaxHP

MaxHP refers to the maximum Hit Points (HP) of a Pokémon. This value varies depending on the Pokémon's IVs and level. Determining a Pokémon's maximum HP while battling it is very difficult; however, thanks to RNG abuse, it's possible to calculate the MaxHP since the abuser knows the HP IV of the Pokémon they are attempting to catch.

At first glance it may not be apparent, but the greater the Pokémon’s maximum HP, the higher its Capture Rate. Converting the equation into the following makes it more noticeable:

Capture Rate = [(1/ MaxHP * 3) + (CatchRate * BallRate * Status#) – ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 ))]/256

Since the maximum HP is in the denominator of the expression ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 )), the larger its value, the smaller the result of the expression. Therefore, the expression's result will have less of an impact when it is subtracted from the rest of the values in the formula. For this to hold true, all other variables in the equation (BallRate, CatchRate, and Status#) must be kept constant when comparing Pokémon with different maximum HP. Furthermore, if the Pokémon is at full [removed a dash] health, [removed "then"] the opposite occurs and the lower the MaxHP, the higher the Capture Rate. This is because [never say "due to the fact that"] that the fraction ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 )) becomes a constantall other values are set-when CurrentHP equals MaxHP. Consequently, the only value affecting the capture rate when comparing different MaxHP values is (1/ MaxHP * 3), which becomes greater as the MaxHP decreases.

Current HP

CurrrentHP is the HP a Pokémon has at a point in time. This value changes as the Pokémon takes damage or recovers HP, and has a minimum value of 1 before the Pokémon faints. From the Capture Rate Formula, it is apparent that the greater the CurrentHP, the lower the capture rate, as the CurrentHP is subtracted from the other values in the formula. When the Pokémon’s CurrentHP equals its MaxHP (is at full [again, removed a dash] health), the equation becomes the following:

Capture Rate = [(1/ MaxHP * 3) + ((CatchRate * BallRate * Status#)/3)]/256

Essentially, a Pokémon's Capture Rate is given by the expression ((CatchRate * BallRate * Status#)/3)/256 since the value (1/ MaxHP * 3) /256 is very small and can be neglected. Furthermore, the Capture Rate is equal to a third of the Pokémon's CatchRate when it is at full [removed a dash] health and the BallRate and Status# are equal to 1. Alternatively, one could say that damaging a Pokémon will at most triple its capture rate.

CatchRate

The CatchRate is a numerical value that ranges from 1-255 and is assigned to each Pokémon to gauge the relative ease of catching that Pokémon. The CatchRate is set for each Pokémon, and as the CatchRate increases, so does the Capture Rate of a Pokémon. The following is a list of Pokémon that can be caught in third or fourth generation games, arranged by National Dex number and their respective CatchRate:

Kanto Dex (001-151)
. . .

[Mew can technically only be caught in the wild in Japanese Emerald, but I don't know if that's worth putting it under the Transform category.]

Johto Dex (152-251)
. . .
Ho-Oh 3

Hoenn Dex (252-386)
. . .

Sinnoh Dex (387-493)

. . .

Miscellaneous CatchRates for Pokémon only caught through Ditto using Transform

. . .

Although the CatchRate is a set value, it can be modified with the effects of the Apricorn Balls in HeartGold and SoulSilver. Most of the Apricorn Balls modify the CatchRate by applying multipliers to it, which can be construed as the BallRate. However, the Heavy Ball actually adds or subtracts from the CatchRate, which cannot be emulated by the BallRate. Furthermore, the Apricorn Ball modifier is applied before the game adjusts the CatchRate to a value in the range of 1 to 255, so at most an Apricorn Ball will have raised the CatchRate to 255; the BallRate doesn’t adhere to that restriction. If the CatchRate exceeds 255, the game brings it back down to 255 when calculating the capture rate. Additionally, if one tried to catch a Pokémon at full [removed a dash]health with an Apricorn Ball, the chances of capturing it would not be greater than 1/3 due to the limit on the CatchRate. Mathematically, this can be illustrated by the expression ((CatchRate * BallRate * Status#)/3)/256, inserting values for the variables gives the following: (255*1*1)/3))/256 = (255/3)/256 = 0.332, which is about 33% or 1/3 chance of a successful capture. However, inflicting status or damaging the Pokémon improves the chances of a catching it and brings those odds well above a 1 in 3 chance. Due to the CatchRate’s 255 maximum, the Apricorn Balls are best used on Pokémon with a low CatchRate, such as legendary Pokémon, to reap the complete benefit of the Apricorn Ball modifier; using them on Pokémon with high CatchRates would make their effects almost negligible, and their function comparable to a regular Poké Ball.

BallRate

The BallRate is a multiplier, for which the value changes depending on the Poké Ball used for the capture. Every Poké Ball has its own BallRate, though the value of the BallRate for an individual Poké Ball can change depending on the conditions of the battle, such as the time of day or the location. In HGSS, the Apricorn Balls apply their modifiers to the CatchRate, so their BallRate is considered to be 1. Finally, the BallRate is the only value in the Capture Rate Formula that can be a decimal and not rounded down. However, any value obtained by performing an action with the BallRate, such as CatchRate * BallRate * Status#, must be rounded down.

Status#

The Status# is a modifier that becomes significant when the Pokémon is inflicted with a status condition. The values for each condition are as follows:

Status#s:

Freeze : 2
Sleep : 2
Paralysis : 1.5
Burn : 1.5
Poison : 1.5
None : 1

Sleep and freeze are the most effective status conditions, though all status conditions increase the Capture Rate.

Staying in the Ball

In addition to calculating a Pokémon's Capture Rate, the game also determines the probability of a Pokémon remaining inside any given Poké Ball or breaking out of it. The following equation is used to determine whether it stays inside or breaks out:

B = 1048560 / √(√(16711680 / Capture Rate))

B is the probability that the Pokémon will remain inside the Poké Ball. The Capture Rate used for this calculation is the unmodified Capture Rate and can be obtained from the following equation:

Capture Rate = (( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 ))

Once the Capture Rate is calculated from the previous equation, it is inserted into the first equation and a value from 0 to 65535 is produced-65535 is the maximum value of an unsigned 16-bit integer and is used often in computer systems. The Trainer ID is another value found in Pokémon games that has 65535 as its maximum. Now, once the result is obtained from the equation, it can be treated as the strength of the Poké Ball relative to the Pokémon. The Pokémon makes up to four attempts to break out of the Poké Ball, represented by the Poké Ball wobbling for the first three attempts and possibly sealing on the fourth. For every attempt a random integer between 0 and 65535 will be selected and compared to the value of B. If the random integer is greater than or equal to B, then the Pokémon will break out of the Ball. Conversely, if it is less than B, the Pokémon will remain trapped inside the ball after it wobbles. If all four of the random integers selected at each attempt are smallerthan B, then the ball will seal at the fourth attempt and the Pokémon has been captured.

Poké Balls

The following is a complete list of all Poké Balls available in third and fourth generation games and their BallRate and effects:

Poké Ball
BallRate: 1

Great Ball
BallRate: 1.5

Ultra Ball
BallRate: 2

Safari Ball:
BallRate: 1.5
*Can only be obtained and used at the Safari Zone (FRLG, RSE, and HGSS) and at the Great Marsh in DPP.

Master Ball
BallRate: N/A
*This Poké Ball catches Pokémon 100% of the time.

Sport Ball:
BallRate: 1.5
*Can only be obtained and used during the Bug Catching Contest held at National Park.

Premier Ball
Ball Rate: 1

Repeat Ball
BallRate: 3 (if used on a Pokémon that has been caught and registered in the PokéDex previously); otherwise, 1

Timer Ball
BallRate: 1 (increases by 1 every 10 turns for a maximum of 4)

Nest Ball
BallRate: (40 – Pokemon’s Level)/10, has a minimum of 1.

Net Ball
BallRate: 3 (if used on Bug- or Water-type Pokémon); otherwise, 1

Dive Ball
BallRate: 3.5 (if used on Pokémon found underwater in RSE and while Surfing or fishing in FRLG and HGSS [What about DPP?]); otherwise, 1

Luxury Ball
BallRate: 1
*Adds an extra point to an event that raises the Happiness of a Pokémon in third generation games. In fourth generation games, it provides a separate boost in Happiness.

Cherish Ball
BallRate: 1
*Only seen on Nintendo Event Pokémon, otherwise, not obtainable. [Should this really be included?]


Heal Ball
BallRate: 1
*Fully restores the captured Pokémon’s HP and PP, and removes status.

Quick Ball
BallRate: 4 (becomes 1 after the first turn)

Dusk Ball
BallRate: 3.5 (when used at night between 20:00 and 4:00 or dark areas like caves); otherwise, 1

Park Ball
BallRate: N/A
*This Ball catches a Pokémon 100% of the time. Furthermore, it can only be obtained and used at Pal Park during a Catching Show.

Apricorn Balls are obtained in HGSS and behave differently than the aforementioned Balls, as they affect the CatchRate of a Pokémon. The following is a list of all the Apricorn Balls available in HGSS and their modifier:

Fast Ball
CatchRate Modifier: *4 (if the Pokémon has base 100 or higher Speed); otherwise, 1

Friend Ball
CatchRate Modifier: *1
*A Pokémon caught in this Ball will have its Base Happiness set to 200.

Heavy Ball
CatchRate Modifier: +20 if the Pokémon weighs more than 451.5lbs, +30 if it weighs over 677.3 lbs, or +40 if it weighs more than 903.0lbs; otherwise, -20
*Although by subtracting 20 from the CatchRate may result in a negative CatchRate, the game treats it as a CatchRate of 1. Furthermore, since there are no Pokémon with a CatchRate of 20 it is impossible to get 0 as the CatchRate.

The following lists show which Pokémon have the +20, +30, or +40 applied to them, for all others assume that the -20 modifier is applied (Pokémon with asterisks* on them can only be caught by having Ditto Transform into them in HGSS):

. . .

Level Ball
BallRate: *2 if the level of the player’s Pokémon is greater than the level of the opposing Pokémon, *4 if the level of the player’s Pokémon divided by two and rounded down is greater than the level of the opposing Pokémon, or *8 if the level of the player’s Pokémon divided by four and rounded down is greater than the level of the opposing Pokémon; otherwise, *1

Love Ball
CatchRate Modifier: *8 (when used on a Pokemon who is the same species and opposite gender of the opposing Pokémon); otherwise, *1

Lure Ball
CatchRate Modifier: *3 (when used on Pokémon encountered by fishing); otherwise, *1

Moon Ball
CatchRate Modifier: *4 (when used on a Pokémon that evolves with a Moon Stone, which include: Nidoran-M, Nidorino, Nidoking, Nidoran-F, Nidorina, Nidoqueen, Cleffa, Clefairy, Clefable, Igglybuff, Jigglypuff, Wigglytuff, Skitty, and Delcatty); otherwise, *1

Sample Calculations

Effectiveness of 3 different Balls on Kyogre

Kyogre: MaxHP = 175, CurrentHP = 1, Status: asleep, CatchRate: 5

Net Ball (BallRate: 3)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * 5 * 3 * 2) / (175 * 3)) / 256

= ((1 + 523 * 5 * 3 * 2) / (525)) / 256

= (15691 / 525) / 256

= 29 / 256

= 0.1133

[I got the same result.]
Dive Ball (BallRate: 3.5) *only applicable in RSE
Capture Rate = ((1 + (175 * 3 – 1 * 2) * 5 * 3.5 * 2) / (175 * 3)) / 256

= ((1 + 523 * 5 * 3.5 * 2) / (525)) / 256

= (18306 / 525) / 256

= 34 / 256

= 0.1328

Again, I got the same result.

Heavy Ball (CatchRate Modifier: +30)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * (5 + 30) * 1 * 2) / (175 * 3)) / 256

= ((1 + 523 * (5 + 30) * 1 * 2) / (525)) / 256

= ((1 + 523 * 35 * 1 * 2) / (525)) / 256

= (36611 / 525) / 256

= 69 / 256

= 0.2695

I got the same result.
Conclusion: Heavy Ball effectively doubles Kyogre’s Capture Rate. The difference between the Net and Dive Balls is minimal.

Difference between Apricorn Balls and Poké Balls with a BallRate greater than 1 on [triple space] Pokémon with high CatchRates

Natu: MaxHP = 60, CurrentHP = 60, Status: none, CatchRate: 190

Level Ball (CatchRate Modifier: *8, maximum)

Capture Rate = ((1 + (60 * 3 – 60 * 2) * (190 * 8) * 1 * 1) / (60 * 3)) / 256

= ((1 + 60 * (190 * 8) * 1 * 1) / (60 * 3)) / 256

= ((1 + 60 * 1520 * 1 * 1) / (60 *3)) / 256

– CatchRate has a maximum of 255, values higher than 255 are set to 255.

= ((1 + 60 * 255 * 1 * 1) / (60 * 3)) / 256

= (15301 / (60 * 3)) / 256

= (15301 / 180) / 256

= 85 / 256

= 0.3321

[Again, calculations seem fine.]

Quick Ball (BallRate: 4, assume it is used on turn 1)

Capture Rate = ((1 + (60 * 3 – 60 * 2) * 190 * 4 * 1) / (60 * 3)) / 256

= ((1 + 60 * 190 * 4 * 1) / (60 * 3)) / 256

= (45601 / (60 * 3)) / 256

= (45601 / 180) / 256

= 253 / 256

= 0.9883

[One small copy+paste error but the actual calculations are solid.]

Conclusion: Apricorn Balls aren’t effective in catching Pokémon with high CatchRates due to the 255 maximum. Poké Balls that have BallRate modifiers greater than 1 are best in these situations.
 

Nexus

Forever the Recusant
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Contributor Alumnus
thanks Arseus. Let me start by addressing your main point: I agree, when I started writing this article I knew it was going to be dry, I doubt anyone would really want to read through it when they just really want to know what's their chance of catching X Pokemon. So, I like the idea of setting it apart with technical info and then the BallRates and the rest later on.

Riolu can be caught in the HGSS Safari Zone through the use of Block items.

I'll be making the rest of the changes shortly. Thanks.
 
Ah, I thought Riolu was exclusive to DPP; I never knew about these "special items," but I guess that's what I get for avoiding the Safari Zone. Anyway, glad to know you are receptive to my suggestions (I wasn't sure when I was typing it all out). Again, feel free to shoot me a PM when this has been properly GP checked, and I can most likely do the HTML.
 

Nexus

Forever the Recusant
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Contributor Alumnus
yeah I'll let you know when it's been checked, I've done most of the edits you mentioned, the Cherish Ball I'm leaving in for the sake of completeness and it's not taking up a lot of space . I will be adding an example of how to use the B (Ball Chance equation) and will move around parts of the article to set the technical information apart from the rest tomorrow.
 

Nexus

Forever the Recusant
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Contributor Alumnus
Intro added, it's only three sentences, let me know if I should expand it.

Aura Guardian: doesn't really mater since the Ball catches things 100% so it just ignores the formula entirely, but for the sake of having a numerical value and not have the reader wondering about it, I'll change it. Thanks.
 

jc104

Humblest person ever
is a Top Contributor Alumnus
So, ete mentioned the lack of a capture mechanics article a while back so I decided to write one. All constructive criticism welcome.

---------------------------------------------------------------------------------------------

The likelihood of capture for wild Pokémon depends on a built-in formula todetermine the probability of a successful capture. This formula relies on the values, such as CatchRate, BallRate, and MaxHP, to determine whether a specific Pokémon will be easily caught or will require some effort and patience on behalf of the player. The information in this article will focus on this formula and its application in third and fourth generation Pokémon games.

The Capture Rate Formula

The Capture Rate Formula determines the probability of successfully capturing a Pokémon. The actual in-game formula is quite complex, so Community Member X-Act made a formula that produces nearly exact results: The formula can be expressed as the following equation:

Capture Rate = (( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

The equation is based on five variables that depend on the Pokémon itself and the Poké Ball used to catch it. The +1 and division by 256 make the Capture Rate into a decimal, which can be multiplied by 100% (I'm a picky maths person, but 0.5 * 100 = 5000%; though multiplying by 100% actually does nothing, it gives an idea of the process required to convert a decimal to a percentage) , producing to produce a percentage to determine the chance of capture. capturing a Pokémon.The closer the decimal gets to 1, the greater the chance for a successful capture; A Capture Rate of 1 or more denotes a guaranteed capture. Since Pokémon games use integers, it is necessary to round down any numbers obtained while using the formula; this applies to all values obtained while calculating the final result (not just the final value). Therefore, you must remember to round down any non-integers before performing the next action to obtain accurate results. This equation is applicable to both third and fourth generation games.

Technical Information

The following is an analysis of the different variables involved in the Capture Rate equation along with some noticeable trends in the Capture Rate based on factors like MaxHP and the type of Poké Ball used on the Pokémon.

MaxHP

MaxHP refers to the maximum Hit Points (HP) of a Pokémon. This value varies depending on the Pokémon's IVs and level. Determining a Pokémon's maximum HP while battling it is very difficult; however, thanks to RNG abuse, it's possible to calculate the MaxHP since the abuser knows the HP IV of the Pokémon they are attempting to catch.

At first glance it may not be apparent, but the greater the Pokémon’s maximum HP, the higher its Capture Rate. Converting the equation into the following makes it more noticeable:

Capture Rate = [(1/ MaxHP * 3) + (CatchRate * BallRate * Status#) – ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 ))]/256

Since the maximum HP is in the denominator of the expression ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 )), the larger its value, the smaller the result of the expression. Therefore, the expression's result will have less of an impact when it is subtracted from the rest of the values in the formula. For this to hold true, all other variables in the equation (BallRate, CatchRate, and Status#) must be kept constant when comparing Pokémon with different maximum HP. Furthermore, if the Pokémon is at full health, then the opposite occurs and the lower the MaxHP, the higher the Capture Rate. This is because the fraction ((CurrentHP * 2 * CatchRate * BallRate * Status#)/( MaxHP * 3 )) becomes a constant-all other values are set-when CurrentHP equals MaxHP. Consequently, the only value affecting the capture rate when comparing different MaxHP values is (1/ MaxHP * 3), which becomes greater as the MaxHP decreases.

Current HP

CurrrentHP is the HP a Pokémon has at a point in time. This value changes as the Pokémon takes damage or recovers HP, and has a minimum value of 1 before the Pokémon faints. From the Capture Rate Formula, it is apparent that the greater the CurrentHP, the lower the capture rate, as the CurrentHP is subtracted from the other values in the formula. When the Pokémon’s CurrentHP equals its MaxHP (when it is at full health), the equation becomes the following:

Capture Rate = [(1/ MaxHP * 3) + ((CatchRate * BallRate * Status#)/3)]/256

Essentially, a Pokémon's Capture Rate is given by the expression ((CatchRate * BallRate * Status#)/3)/256 since the value (1/ MaxHP * 3) /256 is negligible very small and can be neglected. Furthermore, the Capture Rate is equal to a third of the Pokémon's CatchRate when it is at full health and the BallRate and Status# are equal to 1. Alternatively, one could say that damaging a Pokémon will at most triple its capture rate.

CatchRate

The CatchRate is a numerical value that ranges from 1-255 and is assigned to each Pokémon to gauge the relative ease of catching that Pokémon. The CatchRate is set for each Pokémon, and as the CatchRate increases, so does the Capture Rate of a Pokémon.

Although the CatchRate is a set value, it can be modified with the effects of the Apricorn Balls in HeartGold and SoulSilver. Most of the Apricorn Balls modify the CatchRate by applying multipliers to it, which can be construed as the BallRate. However, the Heavy Ball actually adds or subtracts from the CatchRate, which cannot be emulated by the BallRate. Furthermore, the Apricorn Ball modifier is applied before the game adjusts the CatchRate to a value in the range of 1 to 255, so at most an Apricorn Ball will have raised the CatchRate to 255; the BallRate doesn’t adhere to that restriction. If the CatchRate exceeds 255, the game brings it back down to 255 when calculating the capture rate. Additionally, if one tried to catch a Pokémon at full health with an Apricorn Ball, the chances of capturing it would not be greater than 1/3 due to the limit on the CatchRate. Mathematically, this can be illustrated by the expression ((CatchRate * BallRate * Status#)/3)/256, inserting values for the variables gives the following: (255*1*1)/3))/256 = (255/3)/256 = 0.332, which is about 33% or 1/3 chance of a successful capture. However, inflicting status or damaging the Pokémon improves the chances of a catching it and brings those odds well above a 1 in 3 chance. Due to the CatchRate’s 255 maximum, the Apricorn Balls are best used on Pokémon with a low CatchRate, such as legendary Pokémon, to reap the complete benefit of the Apricorn Ball modifier; using them on Pokémon with high CatchRates would make their effects almost negligible, and their function comparable to a regular Poké Ball.

BallRate

The BallRate is a multiplier, for which the value changes depending on the Poké Ball used for the capture. Every Poké Ball has its own BallRate, though the value of the BallRate for an individual Poké Ball can change depending on the conditions of the battle, such as the time of day or the location. In HGSS, the Apricorn Balls apply their modifiers to the CatchRate, so their BallRate is considered to be 1. Finally, the BallRate is the only value in the Capture Rate Formula that can be a decimal and not rounded down. However, any value obtained by performing an action with the BallRate, such as CatchRate * BallRate * Status#, must be rounded down.

Status#

The Status# is a modifier that becomes significant when the Pokémon is inflicted with a status condition. The values for each condition are as follows:

Status#s:

Freeze : 2
Sleep : 2
Paralysis : 1.5
Burn : 1.5
Poison : 1.5
None : 1

Sleep and freeze are the most effective status conditions, though all status conditions increase the Capture Rate.

Staying in the Ball

In addition to calculating a Pokémon's Capture Rate, (space) the game also determines the probability of a Pokémon remaining inside any given Poké Ball or breaking out of it. The following equation is used to determine whether it stays inside or breaks out:

B = 1048560 / √(√(16711680 / Capture Rate))

B is the probability that the Pokémon will remain inside the Poké Ball. The Capture Rate used for this calculation is the unmodified Capture Rate and can be obtained from the following equation:

Capture Rate = (( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 ))

Once the Capture Rate is calculated from the previous equation, it is inserted into the first equation and a value from 0 to 65535 is produced; 65535 is the maximum value of an unsigned 16-bit integer and is used often in computer systems. The Trainer ID is another value found in Pokémon games that has 65535 as its maximum. Now, once the result is obtained from the equation, it can be treated as the strength of the Poké Ball relative to the Pokémon. The Pokémon makes up to four attempts to break out of the Poké Ball, represented by the Poké Ball wobbling for the first three attempts and possibly sealing on the fourth. For every attempt a random integer between 0 and 65535 will be selected and compared to the value of B. If the random integer is greater than or equal to B, then the Pokémon will break out of the Ball. Conversely, if it is less than B then the Pokémon will remain trapped inside the ball after it wobbles. If all four of the random integers selected at each attempt are smaller than B, then the ball will seal at the fourth attempt and the Pokémon has been captured.

CatchRate Values

The CatchRate is a value between 1 and 255 assigned to each Pokémon that help gauge how difficult it is to catch a certain Pokémon. The following is a list of Pokémon that can be caught in third or fourth generation games, arranged by National Dex number and their respective CatchRate:

Kanto Dex (001-151)
Pokémon CatchRate

Caterpie 255
Metapod 120
Butterfree 45
Weedle 255
Kakuna 120
Beedrill 45
Pidgey 255
Pidgeotto 120
Rattata 255
Raticate 127
Spearow 255
Fearow 90
Ekans 255
Arbok 90
Pikachu 190
Sandshrew 255
Sandslash 90
Nidoran-F 235
Nidorina 120
Nidoran-M 235
Nidorino 120
Clefairy 150
Vulpix 190
Jigglypuff 170
Zubat 255
Golbat 90
Oddish 255
Gloom 120
Paras 190
Parasect 75
Venonat 190
Venomoth 75
Diglett 255
Dugtrio 50
Meowth 255
Persian 90
Psyduck 190
Golduck 75
Mankey 190
Primeape 75
Growlithe 190
Poliwag 255
Poliwhirl 120
Poliwrath 45
Abra 200
Kadabra 100
Machop 180
Machoke 90
Bellsprout 255
Weepinbell 120
Tentacool 190
Tentacruel 60
Geodude 255
Graveler 120
Ponyta 190
Rapidash 60
Slowpoke 190
Slowbro 75
Magnemite 190
Magneton 60
Farfetch'd 45
Doduo 190
Dodrio 45
Seel 190
Dewgong 75
Grimer 190
Muk 75
Shellder 190
Gastly 190
Haunter 90
Gengar 45
Onix 45
Drowzee 190
Hypno 75
Krabby 225
Kingler 60
Voltorb 190
Electrode 120
Exeggcute 90
Exeggutor 45
Cubone 190
Marowak 75
Hitmonlee 45
Hitmonchan 45
Lickitung 45
Koffing 190
Weezing 60
Rhyhorn 120
Rhydon 60
Chansey 30
Tangela 45
Kangaskhan 45
Horsea 225
Seadra 75
Goldeen 225
Seaking 60
Staryu 225
Starmie 60
Mr. Mime 45
Scyther 45
Jynx 45
Electabuzz 45
Magmar 45
Pinsir 45
Tauros 45
Magikarp 255
Gyarados 45
Lapras 45
Ditto 35
Eevee 45
Porygon 45
Snorlax 25
Articuno 3
Zapdos 3
Moltres 3
Dratini 45
Dragonair 45
Dragonite 45
Mewtwo 3
Mew 45


Johto Dex (152-251)
Pokémon CatchRate

Bayleef 45
Quilava 45
Croconaw 45
Sentret 255
Furret 90
Hoothoot 255
Noctowl 90
Ledyba 255
Ledian 90
Spinarak 255
Ariados 90
Chinchou 190
Lanturn 75
Pichu 190
Cleffa 150
Igglybuff 170
Togepi 190
Togetic 75
Natu 190
Xatu 75
Mareep 235
Flaaffy 120
Marill 190
Sudowoodo 65
Hoppip 255
Skiploom 120
Jumpluff 45
Aipom 45
Sunkern 235
Sunflora 120
Yanma 75
Wooper 255
Quagsire 90
Murkrow 30
Misdreavus 45
Unown 225
Wobbuffet 45
Girafarig 60
Pineco 190
Forretress 75
Dunsparce 190
Gligar 60
Steelix 25
Snubbull 190
Granbull 75
Qwilfish 45
Shuckle 190
Heracross 45
Sneasel 60
Teddiursa 120
Ursaring 60
Slugma 190
Magcargo 75
Swinub 225
Piloswine 75
Corsola 60
Remoraid 190
Octillery 75
Delibird 45
Mantine 25
Skarmory 25
Houndour 120
Houndoom 45
Phanpy 120
Donphan 60
Stantler 45
Smeargle 45
Tyrogue 75
Hitmontop 45
Smoochum 45
Elekid 45
Magby 45
Miltank 45
Raikou 3
Entei 3
Suicune 3
Larvitar 45
Pupitar 45
Tyranitar 45
Lugia 3
Ho-Oh 3


Hoenn Dex (252-386)
Pokémon CatchRate

Poochyena 255
Mightyena 127
Zigzagoon 255
Linoone 90
Wurmple 255
Silcoon 120
Beautifly 45
Cascoon 120
Dustox 45
Lotad 255
Lombre 120
Seedot 255
Nuzleaf 120
Taillow 200
Swellow 45
Wingull 190
Pelipper 45
Ralts 235
Kirlia 120
Surskit 200
Masquerain 75
Shroomish 255
Breloom 90
Slakoth 255
Vigoroth 120
Nincada 255
Whismur 190
Loudred 120
Makuhita 180
Hariyama 200
Azurill 150
Nosepass 255
Skitty 255
Delcatty 60
Sableye 45
Mawile 45
Aron 180
Lairon 90
Meditite 180
Medicham 90
Electrike 120
Manectric 45
Plusle 200
Minun 200
Volbeat 150
Illumise 150
Roselia 150
Gulpin 225
Carvanha 225
Sharpedo 60
Wailmer 125
Wailord 60
Numel 255
Camerupt 150
Torkoal 90
Spoink 255
Spinda 255
Trapinch 255
Vibrava 120
Cacnea 190
Cacturne 60
Swablu 255
Altaria 45
Zangoose 90
Seviper 90
Lunatone 45
Solrock 45
Barboach 190
Whiscash 75
Corphish 205
Crawdaunt 155
Baltoy 255
Feebas 255
Castform 45
Kecleon 200
Shuppet 225
Banette 45
Duskull 190
Dusclops 90
Tropius 200
Chimecho 45
Absol 30
Wynaut 125
Snorunt 190
Spheal 255
Sealeo 120
Clamperl 255
Relicanth 25
Luvdisc 225
Bagon 45
Shelgon 45
Salamence 45
Beldum 3
Metang 3
Metagross 3
Regirock 3
Regice 3
Registeel 3
Latias 3
Latios 3
Kyogre 5
Groudon 5
Rayquaza 3
Deoxys 3


Sinnoh Dex (387-493)
Pokémon CatchRate

Starly 255
Staravia 120
Bidoof 255
Bibarel 127
Kricketot 255
Kricketune 45
Shinx 235
Luxio 120
Budew 255
Burmy 120
Combee 120
Pachirisu 200
Buizel 190
Floatzel 75
Cherubi 190
Shellos 190
Gastrodon 75
Drifloon 125
Buneary 190
Glameow 190
Purugly 75
Chingling 120
Stunky 225
Skuntank 60
Bronzor 255
Bronzong 90
Bonsly 255
Mime Jr. 145
Happiny 130
Chatot 30
Spiritomb 100
Gible 45
Gabite 45
Munchlax 50
Riolu 75
Hippopotas 140
Hippowdon 60
Skorupi 120
Drapion 45
Croagunk 140
Toxicroak 75
Carnivine 200
Finneon 190
Lumineon 75
Mantyke 25
Snover 120
Abomasnow 60
Rotom 45
Uxie 3
Mesprit 3
Azelf 3
Dialga 30
Palkia 30
Heatran 3
Regigigas 3
Giratina 3
Cresselia 3
Darkrai 3
Shaymin 45
Arceus 3


Miscellaneous CatchRates for Pokémon only caught through Ditto using Transform
Pokémon CatchRate
Bulbasaur 45
Ivysaur 45
Venusaur 45
Charmander 45
Charmeleon 45
Charizard 45
Squirtle 45
Wartortle 45
Blastoise 45
Pidgeot 45
Raichu 75
Nidoqueen 45
Nidoking 45
Clefable 25
Ninetales 75
Wigglytuff 50
Vileplume 45
Arcanine 75
Alakazam 50
Machamp 45
Victreebel 45
Golem 45
Cloyster 60
Vaporeon 45
Jolteon 45
Flareon 45
Omanyte 45
Omastar 45
Kabuto 45
Kabutops 45
Aerodactyl 45
Chikorita 45
Meganium 45
Cyndaquil 45
Typhlosion 45
Totodile 45
Feraligatr 45
Crobat 90
Ampharos 45
Azumarill 150
Politoed 45
Espeon 45
Umbreon 45
Slowking 70
Scizor 25
Kingdra 45
Porygon2 45
Blissey 30
Celebi 45
Treecko 45
Grovyle 45
Sceptile 45
Torchic 45
Combusken 45
Blaziken 45
Mudkip 45
Marshtomp 45
Swampert 45
Ludicolo 45
Shiftry 45
Gardevoir 45
Slaking 45
Ninjask 120
Shedinja 45
Exploud 45
Aggron 45
Swalot 75
Grumpig 60
Flygon 45
Claydol 90
Lileep 45
Cradily 45
Anorith 45
Armaldo 45
Milotic 60
Glalie 75
Walrein 45
Huntail 60
Gorebyss 60
Jirachi 3
Turtwig 45
Grotle 45
Torterra 45
Chimchar 45
Monferno 45
Infernape 45
Piplup 45
Prinplup 45
Empoleon 45
Staraptor 45
Luxray 45
Roserade 75
Cranidos 45
Rampardos 45
Shieldon 45
Bastiodon 45
Wormadam 45
Wormadam-G 45
Wormadam-S 45
Mothim 45
Vespiquen 45
Cherrim 75
Drifblim 60
Lopunny 60
Mismagius 45
Honchkrow 30
Garchomp 45
Lucario 45
Weavile 45
Magnezone 30
Lickilicky 30
Rhyperior 30
Tangrowth 30
Electivire 30
Magmortar 30
Togekiss 30
Yanmega 30
Leafeon 45
Glaceon 45
Gliscor 30
Mamoswine 50
Porygon-Z 30
Gallade 45
Probopass 60
Dusknoir 45
Froslass 75
Phione 30
Manaphy 3


Poké Balls

The following is a complete list of all Poké Balls available in third and fourth generation games, and their BallRates, and their effects:

Poké Ball
BallRate: 1

Great Ball
BallRate: 1.5

Ultra Ball
BallRate: 2

Safari Ball:
BallRate: 1.5
*Can only be obtained and used at the Safari Zone (FRLG, RSE, and HGSS) and at the Great Marsh in DPP.

Master Ball
BallRate: 255
*This Poké Ball catches Pokémon 100% of the time.

Sport Ball:
BallRate: 1.5
*Can only be obtained and used during the Bug Catching Contest held at National Park.

Premier Ball
Ball Rate: 1

Repeat Ball
BallRate: 3 (if used on a Pokémon that has been caught and registered in the PokéDex previously); otherwise, 1

Timer Ball
BallRate: 1 (increases by 1 every 10 turns for a maximum of 4)

Nest Ball
BallRate: (40 – Pokemon’s Level)/10, has a minimum of 1.

Net Ball
BallRate: 3 (if used on Bug- or Water-type Pokémon); otherwise, 1

Dive Ball
BallRate: 3.5 (if used on Pokémon found underwater in RSE and while Surfing or fishing in FRLG, DPP, and HGSS); otherwise, 1

Luxury Ball
BallRate: 1
*Adds an extra point to an event that raises the Happiness of a Pokémon in third generation games. In fourth generation games, it provides a separate boost in Happiness.

Cherish Ball
BallRate: 1
*Only seen on Nintendo Event Pokémon; otherwise, not obtainable.

Heal Ball
BallRate: 1
*Fully restores the captured Pokémon’s HP and PP, and removes status.

Quick Ball
BallRate: 4 (becomes 1 after the first turn)

Dusk Ball
BallRate: 3.5 (when used at night between 20:00 and 4:00 or dark areas like caves); otherwise, 1

Park Ball
BallRate: 255
*This Ball catches a Pokémon 100% of the time. Furthermore, it can only be obtained and used at Pal Park during a Catching Show.

Apricorn Balls are obtained in HGSS and behave differently to the aforementioned Balls, as they affect the CatchRate of a Pokémon. The following is a list of all the Apricorn Balls available in HGSS and their modifier:

Fast Ball
CatchRate Modifier: *4 (if the Pokémon has base 100 or higher Speed); otherwise, 1

Friend Ball
CatchRate Modifier: *1
*A Pokémon caught in this Ball will have its Base Happiness set to 200.

Heavy Ball
CatchRate Modifier: +20 if the Pokémon weighs more than 451.5lbs, +30 if it weighs over 677.3 lbs, or +40 if it weighs more than 903.0lbs; otherwise, -20
*Although by subtracting 20 from the CatchRate may result in a negative CatchRate, the game treats it as a CatchRate of 1. Furthermore, since there are no Pokémon with a CatchRate of 20 it is impossible to get 0 as the CatchRate.

The following lists show which Pokémon have the +20, +30, or +40 applied to them, for all others assume that the -20 modifier is applied (Pokémon with asterisks* on them can only be caught by having Ditto Transform into them in HGSS):

+20
Camerupt*
Dragonite*
Glalie*
Golem*
Gyarados
Hariyama*
Hippowdon*
Lapras
Lugia
Mamoswine*
Mantine
Onix
Rayquaza
Regirock*
Registeel*
Rhyperior*


+30
Aggron*
Arceus*
Kyogre
Palkia*
Probopass*
Steelix
Torterra*
Wailord*


+40
Dialga*
Giratina*
Groudon
Heatran*
Metagross*
Regigigas*
Snorlax


Level Ball
BallRate: *2 if the level of the player’s Pokémon is greater than the level of the opposing Pokémon, *4 if the level of the player’s Pokémon divided by two and rounded down is greater than the level of the opposing Pokémon, or *8 if the level of the player’s Pokémon divided by four and rounded down is greater than the level of the opposing Pokémon; otherwise, *1

Love Ball
CatchRate Modifier: *8 (when used on a Pokemon who is the same species and opposite gender of the opposing Pokémon); otherwise, *1

Lure Ball
CatchRate Modifier: *3 (when used on Pokémon encountered by fishing); otherwise, *1

Moon Ball
CatchRate Modifier: *4 (when used on a Pokémon that evolves with a Moon Stone, which include: Nidoran-M, Nidorino, Nidoking, Nidoran-F, Nidorina, Nidoqueen, Cleffa, Clefairy, Clefable, Igglybuff, Jigglypuff, Wigglytuff, Skitty, and Delcatty); otherwise, *1

Sample Calculations

Mathematical representations and explanations of trends found in the Capture Rate equation, as well as how to use the various equations presented in the article.

Effectiveness of 3 different Balls on Kyogre

Kyogre: MaxHP = 175, CurrentHP = 1, Status: asleep, CatchRate: 5
Net Ball (BallRate: 3)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * 5 * 3 * 2) / (175 * 3)) / 256

= ((1 + 523 * 5 * 3 * 2) / (525)) / 256

= (15691 / 525) / 256

= 29 / 256

= 0.1133

= 11.33%

Dive Ball (BallRate: 3.5) *only applicable in RSE

Capture Rate = ((1 + (175 * 3 – 1 * 2) * 5 * 3.5 * 2) / (175 * 3)) / 256

= ((1 + 523 * 5 * 3.5 * 2) / (525)) / 256

= (18306 / 525) / 256

= 34 / 256

= 0.1328

= 13.28%

Heavy Ball (CatchRate Modifier: +30)

Capture Rate = ((1 + (175 * 3 – 1 * 2) * (5 + 30) * 1 * 2) / (175 * 3)) / 256

= ((1 + 523 * (5 + 30) * 1 * 2) / (525)) / 256

= ((1 + 523 * 35 * 1 * 2) / (525)) / 256

= (36611 / 525) / 256

= 69 / 256

= 0.2695

= 26.95%

Conclusion: Heavy Ball effectively doubles Kyogre’s Capture Rate. The difference between the Net and Dive Balls is minimal.


Difference between Apricorn Balls and Poké Balls with a BallRate greater than 1 on Pokémon with high CatchRates

Natu: MaxHP = 60, CurrentHP = 60, Status: none, CatchRate: 190
Level Ball (CatchRate Modifier: *8, maximum)

Capture Rate = ((1 + (60 * 3 – 60 * 2) * (190 * 8) * 1 * 1) / (60 * 3)) / 256

= ((1 + 60 * (190 * 8) * 1 * 1) / (60 * 3)) / 256

= ((1 + 60 * 1520 * 1 * 1) / (60 *3)) / 256

– CatchRate has a maximum of 255, value higher than 255 are set to 255.

= ((1 + 60 * 255 * 1 * 1) / (60 * 3)) / 256

= (15301 / (60 * 3)) / 256

= (15301 / 180) / 256

= 85 / 256

= 0.3321

= 33.21%

Quick Ball (BallRate: 4, assume used on turn 1)

Capture Rate = ((1 + (60 * 3 – 60 * 2) * 190 * 4 * 1) / (60 * 3)) / 256

= ((1 + 60 * 190 * 4 * 1) / (60 * 3)) / 256

= (45601 / (60 * 3)) / 256

= (45601 / 180) / 256

= 253 / 256

= 0.9883

= 98.83%

Conclusion: Apricorn Balls aren't effective in catching Pokémon with high CatchRates due to the 255 maximum. Poké Balls that have BallRate modifiers greater than 1 are best in these situations.


Demonstration of the use of the equation that determines the probability of a Pokémon breaking out of a specific Poké Ball using the unmodified Capture Rate.

Raikou: MaxHP = 134, CurrentHP = 1, Status: sleep, CatchRate: 3
Fast Ball (CatchRate Modifier *4)
Capture Rate = (134 * 3 – 1 * 2) * (3 * 4) * 1 * 2) / (134 * 3))

= (400 * (3 * 4) * 1 * 2) / (134 * 3))

= (400 * 12 * 1 * 2) / (134 * 3))

= (9600) / (134 * 3)

= 9600 / 402

= 23.8806

= 23 (Pokémon games round down values to integers)

Insert Capture Rate from the previous equation into the equation:

B = 1048560 / √(√(16711680 / Capture Rate))

The value of B gives a numerical representation of the probability that the Pokemon being caught will break out of the Ball (in this case the Fast Ball).

B = 1048560 / √(√(16711680 / 23))

= 1048560 / √(√726594)

= 1048560 / √852

= 1048560 / 29

= 36157

Conclusion: If the random value selected for each attempt Raikou makes to break out of the Fast Ball is lower than 36157, then the Fast Ball will shake, and Raikou will remain inside. However, if it is greater than 36157, then Raikou will break out. If the random value is lower than on all four attempts, then the Fast Ball will seal on the fourth attempt and Raikou will be caught. Essentially, Raikou has less than a 50% chance per attempt of breaking out of a Fast Ball when it is asleep and down to 1 HP.
Changes in bold and removals in red. By the way, there are some correction in the hidden parts.

GP check 1.
 

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