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Pixelmon catch rate calculator

How catching works in Pixelmon

Each throw starts from the species' catch rate, raised as the target loses HP (a Pokémon at 1 HP counts almost three times as much as one at full health) and multiplied by the ball and, in battle only, by status: sleep and freeze ×2.5, paralysis, poison and burn ×1.5. Low-level Pokémon under level 20 get an extra bonus of up to ×2.9. The ball then shakes four times, and all four have to hold.

Throwing at a wild Pokémon outside battle uses the same maths, but it is always at full HP, status never counts, and the battle-only balls (Quick, Timer, Level, Love and Dream) fall back to ×1. You also cannot catch a Pokémon out of battle if it is higher level than your strongest party member: the ball bounces off and the Pokémon turns hostile.

Critical captures only exist for the Hisuian (Ancient) balls, whose chance rises with the number of Pokémon in your Pokédex and a Catching Charm; a critical needs just one shake to hold. The regular balls never roll a critical capture in this version. Ultra Beasts shrug off every ball except the Beast Ball (×5) and the Safari Ball, and Master, Park and Origin Balls always succeed.