Catch Rate Calculator

FireRed & LeafGreen Special Encounters
Mewtwo

Mewtwo #150

psychic
Catch Rate: 3Extremely Hard
Where to Find
%
Catch Parameters
Status Condition
Catch Method (pick one, only one catch method can apply at a time)
CATCH RATE
Critical capture:

Best Pokeball

Pokeball Progression

Badge 1BrockBadge 2MistyBadge 3Lt. SurgeBadge 4ErikaBadge 5KogaBadge 6SabrinaBadge 7BlaineBadge 8GiovanniPost-GameChampion / En…

Poke Ball

First available: Badge 1, Brock

Tries to catch a wild Pokémon.

Shop + PickupStandard

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Pickup Locations

  • FieldViridian ForestAt the end of a grassy dead-end path northwest of the southern entrance

How to Catch Pokemon

In FireRed & LeafGreen, every wild Pokemon has a hidden number called its catch rate. It sits somewhere between 3 and 255. Higher numbers mean the Pokeball is more likely to stay closed when you throw it. Common Pokemon like Caterpie sit at 255. Legendary Pokemon like Mewtwo are stuck at 3, which is why Mewtwo takes so many tries to catch.

Three things change your odds the most: how low the wild Pokemon's HP is, what status condition you put it in, and which Pokeball you throw. Drop HP first, apply Sleep or Freeze for a 2x bonus (Paralysis, Burn, or Poison gives a smaller 1.5x boost if Sleep is not an option), then throw the situational ball. Generation III introduced the modern catch formula and the first wave of situational balls. Quick Ball and Dusk Ball do not exist yet, so your turn-1 plays here are more limited than later games.

How to Increase Your Catch Chance

Multipliers compound. The standard sequence is weaken HP, apply Sleep when available, throw the situational ball. That sequence turns a low base catch rate into a much more reliable catch.

1Weaken HP with False Swipe. Knock the wild Pokemon to 1 HP without knocking it out. False Swipe caps damage at exactly 1 HP when the hit would otherwise faint the target. For Ghost-types (immune to Normal moves), use Night Shade instead and watch the HP bar.

False SwipeNormal
Power
40
Accuracy
100%
PP
40
Always leaves opponent with at least 1 HP.
How to get it. False Swipe is Level-up only in Generation III — the move does not yet exist as a TM (TM54 debuts in Generation IV). Scyther is your main natural learner at level 16, with a small handful of other Bug and Normal-type Pokemon picking it up through level-up or as an egg move.
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Night ShadeGhost
Power
Accuracy
100%
PP
15
The damage of Night Shade is equal to the user's level.
How to get it. Level-up move on Ghost-types. Damage equals the user's level. That gives you predictable chip damage against Ghost-type wild encounters where False Swipe fails.
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2Put the target to Sleep for a 2x catch bonus. Sleep is the strongest status multiplier in Generation III. Four primary sleep moves, ordered by accuracy:

SporeGrass
Power
Accuracy
100%
PP
15
Spore puts the target to sleep.
How to get it. Level-up move on a small set of Grass-type Pokemon. Paras line is Kanto-native (Mt. Moon), Breloom is Hoenn-native (Petalburg Woods). Cannot be learned via TM in any game.
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Sleep PowderGrass
Power
Accuracy
75%
PP
15
Sleep Powder puts the target to sleep, if it hits.
How to get it. Level-up move on Grass-type Pokemon with leaves or pollen. Bulbasaur line (FRLG starter, Emerald gift), Oddish line, and Hoppip line are the main sources. Cannot be learned via TM.
HypnosisPsychic
Power
Accuracy
60%
PP
20
Hypnosis puts the target to sleep, if it hits.
How to get it. Level-up move on Psychic and Ghost-type Pokemon. Drowzee line and Gastly line are Kanto-native (FRLG); Poliwag line surfaces on water routes in both halves of the split.
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SingNormal
Power
Accuracy
55%
PP
15
Sing puts the target to sleep, if it hits.
How to get it. Level-up move on Jigglypuff line and Clefairy line. Both are Kanto-native (FRLG); the Hoenn region has no native Sing learners until the Emerald Safari Zone extension.
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3Throw the right ball. The right ball depends on the situation, not on rarity. Walk through the questions below in priority order. Stop at the first YES.

Walk through these questions in order and stop at the first YES — that is your ball. If none of the questions apply, throw an Ultra Ball.

1
Have you already caught one of this Pokemon (registered in your dex)?
YESRepeat Ball3x bonus
Triggers on species you have already added to your Pokedex as caught.
2
Is the wild Pokemon a Water-type or Bug-type?
YESNet Ball3x bonus
Active against Water-type or Bug-type targets, secondary types count too.
3
Are you battling while surfing or fishing?
YESDive Ball3.5x bonus
Triggers when the encounter is on water tiles or via a fishing rod.
4
Has the battle dragged on for many turns?
YESTimer Ball~4x bonus
Multiplier climbs each turn and reaches its 4x cap near turn 30. At turn 10 the bonus is only around 2x, so this is a long-stall tool rather than an early-fight pick.
If no question above applied
DEFAULTThrow the strongest plain ball in your bag
Ultra Ball2x bonus
Great Ball1.5x bonus
Poke Ball1x (no bonus)
Use the strongest tier you have. Ultra Ball is best, Great Ball is mid-tier, Poke Ball is the basic fallback when nothing else is available.

Skipping any step costs you catch odds. The full sequence is weaken HP, apply Sleep when available, then throw the situational ball. With only Gen III balls available, every multiplier you can stack matters more here than in later games.

FireRed and LeafGreen are remakes of the original Red and Blue, but they run on the modern Gen III catch formula. The Kanto lineup is catchable here using these refined mechanics rather than the coarser Gen I system. Use the calculator above to test catch scenarios for any FireRed or LeafGreen encounter, including the legendary trio (Articuno, Zapdos, Moltres) and Mewtwo at Cerulean Cave.

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