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(→Poké Ball effectiveness rates: Love Ball is slightly different in G2 and G4... if it wasn't for a bug...) |
(→Intro: rewording for clarity) |
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Each [[Pokémon (species)|species of Pokémon]] has a '''catch rate''' | Each [[Pokémon (species)|species of Pokémon]] has a '''catch rate''' that applies to all its members. Higher catch rates mean that the Pokémon is easier to catch, up to a maximum of 255. When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses that Pokémon's catch rate in a formula to determine the chances of catching that Pokémon. The formula also takes into account the Pokémon's current health, any status effect it may have, and the type of ball being used. | ||
Approximately, the probability of catching a Pokémon starts with the species' catch rate divided by 255. Then it is multiplied by the following factors: | Approximately, the probability of catching a Pokémon starts with the species' catch rate divided by 255. Then it is multiplied by the following factors: | ||
* 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. | ||
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. |
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