Catch rate: Difference between revisions

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* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.
* The type of [[Poké Ball]], which can augment by some ×.
* The type of [[Poké Ball]], which can augment by some ×.
* Any [[status ailment]] of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.
* Any [[status ailment]] of the wild Pokémon (i.e. 2× increase for sleep or freeze, and 1.5× for others).


The effects stack multiplicatively — for example, a 2× and a 3× will combine to be 6×. If the calculation ends up greater than 1, the wild Pokémon is assured to be caught.
The effects stack multiplicatively—for example, a 2× and a 3× will combine to be 6×. If the calculation ends up greater than 1, the wild Pokémon is assured to be caught.


The rarity of the Pokémon (i.e. how often it appears in the wild) is totally independent from its catch rate after it is encountered. Even rare Pokémon may have high catch rates, making them relatively easy to catch in battle, such as {{p|Nosepass}} (catch rate 255).
The rarity of the Pokémon (i.e. how often it appears in the wild) is totally independent from its catch rate after it is encountered. Even rare Pokémon may have high catch rates, making them relatively easy to catch in battle, such as {{p|Nosepass}} (catch rate 255).
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# If a [[Master Ball]] is used, the Pokémon is caught.
# If a [[Master Ball]] is used, the Pokémon is caught.
# If a {{ball|Poké}} is used, generate a random number from 0 to 255. If a {{ball|Great}} is used, generate a random number from 0 to 200. Otherwise (i.e. an Ultra Ball is used), generate a random number from 0 to 150.
# If a {{ball|Poké}} is used, generate a random number from 0 to 255. If a {{ball|Great}} is used, generate a random number from 0 to 200. Otherwise (i.e. an Ultra Ball or Safari Ball is used), generate a random number from 0 to 150.
# If the generated value is less than 25 and the Pokémon is asleep or frozen, the Pokémon is caught. If the generated value is less than 12 and the Pokémon is paralyzed, burned, or poisoned, the Pokémon is caught. If it is caught, skip all other steps.
# If the generated value is less than 25 and the Pokémon is asleep or frozen, the Pokémon is caught. If the generated value is less than 12 and the Pokémon is paralyzed, burned, or poisoned, the Pokémon is caught. If it is caught, skip all other steps.
# If the previous value (the generated value minus the status amount) is greater than the catch rate of the Pokémon, the Pokémon breaks free. Otherwise, generate a random value between 0 and 255. If ''f'' (defined below) is greater or equal to this value, the Pokémon is caught. Otherwise, the Pokémon breaks free. If the Pokémon breaks free, do the following:
# If the previous value (the generated value minus the status amount) is greater than the catch rate of the Pokémon, the Pokémon breaks free. Otherwise, generate a random value between 0 and 255. If ''f'' (defined below) is greater or equal to this value, the Pokémon is caught. Otherwise, the Pokémon breaks free. If the Pokémon breaks free, do the following: