So, for the best possible odds, you should use timer balls and have a defensive Pokemon with Spore or Sleep Powder. = 11.8% chance to catch per ball, or 1 out of 9 timer balls = 7.1% chance to catch per ball, or 1 out of 14 timer ballsĬatch chance = (catch rate × timer ball bonus after ten turns × asleep bonus) ÷ 255 That's twice the effectiveness of an ultra ball!Ĭatch chance = (catch rate × timer ball bonus after ten turns × paralysis bonus) ÷ 255 Basically, after ten turns, timer balls have a bonus multiplier of 4x. Timer balls, as you may know, have a higher chance of catching the more turns that pass in a battle. Luckily, Game Freak invented Timer balls. That's 1 of 15 and 1 of 29 ultra balls catching successively, respectively. Though these odds are better, 3.5% and 6.7% catch rates per ultra ball are still not the most favorable. This calculation applies asleep:Ĭatch chance = (catch rate × ultra ball bonus × asleep bonus) ÷ 255Ĭatch chance = (catch rate × ultra ball bonus × paralysis bonus) ÷ 255 For catching Pokemon, paralysis and asleep usually work best. So you have a 2.4% chance to catch all of these legendaries with no status conditions each time you throw an Ultra ball! That's 1 out of 42 ultra balls successfully catching! Not very promising. Here is the calculation for the odds of catching Calyrex, Regirock, Regice, Registeel, Regieleki, Regidrago, Galarian Articuno, Galarian Zapdos, Galarian Moltres, Virizion, Terrakion, and Cobalion using an Ultra ball, no status conditions:Ĭatch chance = (catch rate × ultra ball bonus × status condition bonus) ÷ 255 Their bonus multipliers are 2.5x for frozen and asleep and 1.5x for paralyzed, poisoned, and burned.Ĭonfusing? Don't worry, here is an example. The five status conditions are paralyzed, poisoned, burned, asleep, and frozen. It's the same thing with status conditions. Great balls have a bonus of 1.5x, so using one adds a 1.5 value to the multplication. A pokeball, for example, has a bonus of 1x, meaning it multiplies the numerator of the fraction above by 1. Moving on, different poke balls apply different bonus multipliers to the formula when you use them. If anyone thinks that I need to include the HP/Shake Check formulas, leave a comment and I will edit 'em in. This formula is only true for Pokemon with depleted hp. I did not include the HP and Shake Check formulas here because this formula assumes that the wild legendaries in question have their hp weakened down to red. You already know to deplete a Pokemon's hp as much as possible without fainting it, so I'll pass over that for now.Īnyway, to calculate the odds of catching a legendary Pokemon after you have reduced its hp to a "little sliver of red" can be found with this formula:Ĭatch chance = (catch rate×bonus (poke ball) ×bonus (status condition)) ÷ 255 whether or not the wild Pokemon is affected by a status condition (poison, paralysis, etc.)
There are three different factors that affect your chances of catching a Pokemon. To answer your question, I'm going to explain how the catch chance formula works (the chance you catch a Pokemon when you throw any poke ball).