Cobblemon catch rate calculator
Choose the Pokémon you are after and describe the throw. The table ranks every ball by its chance to catch on one throw and tells you how many throws give you a 90% chance.
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How catching works in Cobblemon
Every species has a catch rate from 3 (legendaries) to 255 (Caterpie, Rattata). The mod multiplies it by the ball's bonus and by how hurt the Pokémon is: at full HP it counts one third, and at 1 HP almost the full rate. Throwing at a wild Pokémon without starting a battle halves everything, so battling first doubles your odds. Sleep and freeze multiply the chance by 2.5; paralysis, burn and poison by 1.5. Pokémon below level 13 are easier still: up to three times at level 1.
The ball then shakes up to four times and each shake has to pass. The more species your Pokédex has caught, the more often a critical capture happens: it never happens with 30 or fewer species, and it grows more likely at 150, 300, 450 and 600. A critical capture needs only one shake to pass.
Some balls behave differently here than in the main games. The Timer Ball adds 0.3 per battle turn and starts from nothing, so it is weaker than a Poké Ball until turn 4 and reaches its 4× cap at turn 14. The Beast Ball gives 5× on Ultra Beasts and no penalty on anything else. The Moon Ball follows the moon phase, and the Dusk Ball counts the light level where the Pokémon stands (3× in dim light, 3.5× in pitch darkness).