Catch Rate Calculator
Select a Pokemon above to calculate catch probability.
Try searching for Mewtwo, Garchomp, or any Pokemon you are trying to catch.
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Pokeball Progression
Pokeball progression data is being added for Sword & Shield
Pokeball progression is currently verified for Red & Blue and FireRed & LeafGreen. Other games will be added as we verify mart inventories and pickup locations against authoritative sources.
How to Catch Pokemon
In Sword & Shield, every wild Pokemon has a hidden number called its catch rate, somewhere between 3 and 255. The higher that number, the more likely the Pokeball is 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 they take so many tries.
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 2.5x bonus (Paralysis, Burn, or Poison gives a smaller 1.5x boost if Sleep is not an option), then throw the situational ball.
How to Increase Your Catch Chance
Multipliers compound. The standard sequence is weaken HP, apply Sleep, throw the right ball. That sequence routinely turns a 5% per-shake chance into 30% or higher.
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.
- Power
- 40
- Accuracy
- 100%
- PP
- 40
- Power
- —
- Accuracy
- 100%
- PP
- 15
2Put the target to Sleep for a 2.5x catch bonus. Sleep is the strongest status multiplier in the catch formula. Four primary sleep moves, ordered by accuracy:
- Power
- —
- Accuracy
- 100%
- PP
- 15
- Power
- —
- Accuracy
- 75%
- PP
- 15
- Power
- —
- Accuracy
- 60%
- PP
- 20
- Power
- —
- Accuracy
- 55%
- PP
- 15
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.
Skipping any step costs you catch odds. The full sequence is weaken HP, apply Sleep, then throw the situational ball. With the modern ball lineup, even a 3-shake legendary catch attempt becomes routine when every multiplier is doing its job.
Once your Pokedex completion is high enough, you will occasionally trigger a critical capture. The ball does just one shake check instead of three, and it is much more likely to succeed. Filling out the dex pays off in future catch attempts.
Sword and Shield split the TM machine into two pools: standard TMs are infinite-use, while TRs (Technical Records) are single-use and need to be looted from Max Raids or bought with Watts. False Swipe is TM54 (infinite-use). The Master Dojo on the Isle of Armor adds the Cram-o-matic, which lets you trade in 4 items to receive Apricorn balls (and other rewards) based on the item types you submit — this is the only path to Apricorn balls in SwSh. Lure Ball drops back to 4x in Gen VIII after its 5x peak in Gen VII. Max Raid Battles use a separate catch system from the standard formula: the raid concludes with a single guaranteed catch attempt where ball type still matters but turn count and most multipliers do not apply.