<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://bulbapedia.bulbagarden.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KelvSYC</id>
	<title>Bulbapedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://bulbapedia.bulbagarden.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KelvSYC"/>
	<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/wiki/Special:Contributions/KelvSYC"/>
	<updated>2026-06-05T18:37:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Conquest&amp;diff=2039804</id>
		<title>Pokémon Conquest</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Conquest&amp;diff=2039804"/>
		<updated>2013-12-19T13:05:36Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox game |colorscheme=silver|bordercolorscheme=gold&lt;br /&gt;
|name=Pokémon Conquest&lt;br /&gt;
|jname=ポケモン＋ノブナガの野望&lt;br /&gt;
|boxart=Conquest EN boxart.jpg&lt;br /&gt;
|caption=Pokémon Conquest&#039;s box art&lt;br /&gt;
|jbox=Conquest JP boxart.png&lt;br /&gt;
|jcaption=Pokémon + Nobunaga&#039;s Ambition boxart&lt;br /&gt;
|platform=[[Nintendo DS]]&lt;br /&gt;
|category=Turn-based strategy RPG&lt;br /&gt;
|players=1-2&lt;br /&gt;
|link_method=[[DS Wireless Communications|DS Wireless]], [[Nintendo Wi-Fi Connection|Wi-Fi]]&lt;br /&gt;
|developer={{wp|Tecmo Koei}}&lt;br /&gt;
|publisher=[[Nintendo]]&amp;lt;br&amp;gt;[[The Pokémon Company]]&lt;br /&gt;
|gen_series=[[Generation V]] miscellaneous&lt;br /&gt;
|cero=A&lt;br /&gt;
|esrb=E&lt;br /&gt;
|pegi=3&lt;br /&gt;
|acb=G&lt;br /&gt;
|grb=N/A&lt;br /&gt;
|release_date_ja=March 19, 2012&amp;lt;ref&amp;gt;[http://www.pokemon.co.jp/ex/ranse/ Official site (JA)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_na=June 18, 2012&amp;lt;ref&amp;gt;[http://www.pokemonconquest.com/en-us Official site (US)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_au=June 21, 2012&amp;lt;ref&amp;gt;[http://www.nintendo.com.au/index.php?action=catalogue&amp;amp;prodcat_id=&amp;amp;prod_id=21351&amp;amp;pageID=4 Nintendo of Australia]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_eu=July 27, 2012&amp;lt;ref&amp;gt;[http://www.nintendo.co.uk/NOE/en_GB/news/2011/pokemon_conquest_for_nintendo_ds_set_to_launch_on_27th_july__new_features_revealed_50160.html Nintendo UK]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_kr=N/A&lt;br /&gt;
|website_ja=[http://www.nintendo.co.jp/ds/software/vpyj/ Nintendo.co.jp]&amp;lt;br&amp;gt;[http://www.pokemon.co.jp/ex/ranse/ Official site]&lt;br /&gt;
|website_en=[http://www.pokemon.com/us/pokemon-video-games/pokemon-conquest/ Pokemon.com (US)]&amp;lt;br&amp;gt;[https://www.nintendo.com/games/detail/0zrkDpkzsBO049BU7kwD4UfPN1bPdVFP Nintendo.com]&amp;lt;br&amp;gt;[http://www.pokemonconquest.com/en-us Official site (US)]&amp;lt;br /&amp;gt;[http://www.pokemon.com/uk/pokemon-video-games/pokemon-conquest/ Pokemon.com (UK)]&amp;lt;br /&amp;gt;[http://www.pokemonconquest.com/en-gb Official site (UK)] &lt;br /&gt;
}}&lt;br /&gt;
{{bulbanews|game}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokémon Conquest&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;ポケモン{{tt|＋|プラス}}ノブナガの{{tt|野望|やぼう}}&#039;&#039;&#039; &#039;&#039;Pokémon + Nobunaga&#039;s Ambition&#039;&#039;) is a [[Spin-off Pokémon games|spin-off]] {{wp|Fictional crossovers in video games|crossover}} between the [[Pokémon]] and {{wp|Nobunaga&#039;s Ambition}} series of games, a first for the franchise. It was released in Japan on March 17, 2012, in North America on June 18, 2012, in Australia on June 21, 2012 and in Europe on July 27, 2012.&lt;br /&gt;
&lt;br /&gt;
Following a series of news regarding surprising announcements from both {{n|TPC hints at Jump Festa reveal|Jump Festa 2012}} and the {{n|Japanese distribution to be held to celebrate next year&#039;s zodiac|first issue of CoroCoro magazine in 2012}}, the game was revealed on December 17, 2011, at the Jump Festa event itself, with the official site launching soon after. &lt;br /&gt;
&lt;br /&gt;
The game takes place in the [[Ransei]] region. Various Pokémon from the first five generations appear in this game. The game is [[Nintendo DSi]] enhanced.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&#039;&#039;Pokémon Conquest&#039;&#039; was the second collaboration between Nintendo and Tecmo Koei, with the first being the Murasame Castle mode in &#039;&#039;Samurai Warriors 3&#039;&#039;.  Because [[Tsunekaz Ishihara]] was a fan of &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039; and Tecmo-Koei president Kou Shibasawa was a fan of &#039;&#039;Pokémon&#039;&#039;, this presented an opportunity to work with each other.  Among one of the key design elements of [[Ransei]] was the fact that the first &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039; game featured 17 regions, just as there were 17 different Pokémon types at the time.  Among Koei&#039;s game franchises, this is the first collaboration effort for &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039;; all previous collaborations had been through the &#039;&#039;Warriors&#039;&#039; series (though a true Nintendo-themed &#039;&#039;Warriors&#039;&#039; game would not arrive until &#039;&#039;Hyrule Warriors&#039;&#039; years later).  In deference to this, character designs for &#039;&#039;Pokémon Conquest&#039;&#039; were primarily taken from &#039;&#039;Samurai Warriors 3&#039;&#039; as opposed to a &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039; game.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Pokémon Conquest&#039;&#039;, each of the [[Warlord]]s&#039; initial (Rank I) costumes are based on their default costumes from &#039;&#039;Samurai Warriors 3&#039;&#039;, and an original costume when they rank up to Rank II. (The exceptions are [[Nobunaga]], where this is reversed, and [[Hideyoshi]], whose Rank I and Rank II costumes are taken from &#039;&#039;Samurai Warriors&#039;&#039; and &#039;&#039;Samurai Warriors 3&#039;&#039; respectively; his Rank III costume is original).  There are some minor modifications in character appearances and costumes between the two games, however:&lt;br /&gt;
* Some characters&#039; costumes were altered to better associate them with their Perfect Link Pokémon: for example, [[Motonari]]&#039;s hair was turned green to better resemble {{p|Servine}}, while [[Kunoichi]]&#039;s outfit became primarily black instead of white, in order to better associate her with {{p|Sneasel}}.&lt;br /&gt;
* Some characters&#039; appearances were altered to better express their &#039;&#039;Samurai Warriors 3&#039;&#039; characterizations: for example, [[Mitsunari]], [[Kiyomasa]], and [[Masanori]] are all depicted as children in &#039;&#039;Pokémon Conquest&#039;&#039; to reinforce [[Nene]] acting as a mother of sorts to Hideyoshi&#039;s retainers.&lt;br /&gt;
* Almost all of the characters are depicted without their weapons, though some remain if they are not particularly &amp;quot;weapon-like&amp;quot;: for example, [[Shingen]] and his iconic war fan, [[Motochika]] and his shamisen, [[Ujiyasu]] and his cane, and [[Okuni]] and her parasol.&lt;br /&gt;
* Some clan crests are altered to incorporate a Pokémon motif: [[Oichi]]&#039;s costume has a number of [[Poké Ball]] symbols where the Azai clan crest was in her &#039;&#039;Samurai Warriors 3&#039;&#039; costume, while Yukimura&#039;s costume has Poké Balls as part of the Sanada clan crest instead of coins.&lt;br /&gt;
&lt;br /&gt;
Similarly, the choice of Perfect Link Pokémon for a given Warlord may be influenced by their &#039;&#039;Samurai Warriors 3&#039;&#039; personality or moveset:&lt;br /&gt;
* Motochika&#039;s attacks are primarily based on the water element in &#039;&#039;Samurai Warriors 3&#039;&#039;, hence his pairing with {{p|Dewott}}&lt;br /&gt;
* [[Kanbei]]&#039;s appearance resembling a ghost in some side story missions is the inspiration behind his pairing with {{p|Lampent}}&lt;br /&gt;
* [[Tadakatsu]]&#039;s reputation of being the &#039;&#039;Samurai Warriors&#039;&#039; series&#039; unbeatable foe is the inspiration of pairing him with {{p|Dialga}}&lt;br /&gt;
&lt;br /&gt;
Of the &#039;&#039;Samurai Warriors 3&#039;&#039; cast, only four characters (Nagamasa Azai, Katsuie Shibata, Sakon Shima, and Toshiie Maeda) are not also present in &#039;&#039;Pokémon Conquest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Pokémon Conquest features a turn-based strategy battle system. Up to six {{OBP|Pokémon|species}} on each side are positioned on the battlefield, one for each participating [[Warrior]], and both sides take turns moving and attacking with their Pokémon. A battle is won or lost when the engaging army manages or fails to achieve the victory conditions, which vary by location, within a numbered amount of turns, which also vary by location. When a battle is fought, the strength of the [[link]] (which is this game&#039;s analogy to [[experience]] points) between participating Pokémon and their respective Warriors will usually increase. Battles can be fought in {{DL|Kingdom location|wild Pokémon kingdom locations}}, or against other kingdoms, which are conquered upon victory. Free Warriors (including [[Warlord]]s) can be recruited to the player&#039;s army if they are defeated in a way that meets one of several recruitment criteria. Players may save their progress at any point in time during single-player, even during a battle. There is also a multiplayer local wireless mode in which two players may battle each other.&lt;br /&gt;
&lt;br /&gt;
Pokémon in the game can grow in strength by increasing their link with their Warrior. A Pokémon&#039;s single move will strengthen as the link increases, signified by +1 (20% link), +2 (40% link), +3 (60% link), +4 (80% link), or +S (100% link), being added to the move&#039;s name. Depending on how well matched a pair is, the maximum value of the link between the two varies, with most Warriors only able to achieve a 100% or Perfect Link with a single species of Pokémon. Aside from growing more powerful, Pokémon may evolve when their link reaches a high enough percentage, though there are also Pokémon which evolve through other conditions such as the use of specific items. Warriors can also establish links with Pokémon other than the one they started with, though only one can be used by each Warrior in a given battle at a time. Certain Warriors will have a more difficult time finding their Perfect Link than others, as some Pokémon only appear on special, random occasions. However, through the use of a password these Pokémon can be found much more easily. In the case of legendary Pokémon, which certain Warlords share Perfect Links with, they each have their specific criteria required for appearing.&lt;br /&gt;
&lt;br /&gt;
The game makes use of the seventeen Pokémon [[type]]s and their respective weaknesses, resistances, and immunities. Pokémon also have various [[Ability|Abilities]], many the same as in the main series games, and many unique new additions. Warriors also have [[Warrior Skill]]s that can be used once per battle, which have various effects such as powering up or healing Pokémon. Warriors can also equip items, which can provide additional effects such as stat increases or in-battle effects.&lt;br /&gt;
&lt;br /&gt;
Warriors can only take one action per month. This means a Warrior who is picked to buy from a {{DL|Kingdom location|Shop}} or a traveling merchant cannot be chosen to battle or [[Kingdom location|mine for gold afterwards]], as they have used up their action for the month, and the same is said for any other executed action, including [[Ponigiri]] Shops and challenges to neighboring kingdoms. In the case of purchasing from Shops, the action only counts if the player actually buys something, meaning that one can browse without using up the turn.&lt;br /&gt;
&lt;br /&gt;
Players can choose to delegate by picking one of three options: Train (increase link), Search (recruit more allies), or Develop (increase gold and spend on leveling [[kingdom location]]s up). Various locations are also available per kingdom, such as Shops, in which the player can buy items. Traveling merchants may also visit on occasion. These merchants have higher prices but offer evolution items as well as high quality supplies. There are also Ponigiri Shops. Feeding a Pokémon these will increase its Energy, which affects its performance in battle. Sometimes extra ponigiri will be offered. If the Pokémon eats too much of it, its Energy will decrease. If the Pokémon doesn&#039;t eat too much, the Energy level will be maximized.&lt;br /&gt;
&lt;br /&gt;
When the player does not use a recruited Warrior in a kingdom for a certain number of months, the Warrior will become dissatisfied and an angry face will appear on their profile page. Once they are used in the kingdom, the angry face disappears during the next month. If the recruited Warrior isn&#039;t used for two months after the angry face appears, the Warrior will leave the army. &lt;br /&gt;
&lt;br /&gt;
Random events will also occur at predetermined times. Some events may occur depending on the player&#039;s current funds or an item in the inventory. Sometimes bandits will steal an item or someone&#039;s Pokémon; this gives the player an optional fight. [[Weather conditions|Weather]] is another occurrence that may raise the Energy of Pokémon depending on their type; for example, a heat wave raises the Energy of {{type|Fire}} Pokémon.&lt;br /&gt;
&lt;br /&gt;
==Plot of The Legend of Ransei==&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
Legend has it that the one who will be able to conquer all seventeen kingdoms of Ransei will bring the return of the region&#039;s creator. Players begin in the story known as {{DL|List of Pokémon Conquest stories|The Legend of Ransei}}.&lt;br /&gt;
&lt;br /&gt;
The player starts off in the nation of [[Aurora]] with their partner {{p|Eevee}}, having just become the most recent [[Warlord]]. They then meet up with [[Mitsunari]], [[Kiyomasa]], and [[Masanori]], who taunt the player, stating that they aren&#039;t ready to be a Warlord. At this point, two Warriors from the neighboring nation of [[Ignis]] quickly challenge the player to battle. [[Oichi]] joins in the battle to support the player.&lt;br /&gt;
&lt;br /&gt;
After defeating the duo, Oichi relays the details of the legend of Ransei, and sets the player off on a quest to unite the 17 nations. The player first challenges [[Hideyoshi]]&#039;s nation of Ignis, then moves on to battle [[Motonari]] in [[Greenleaf]] and [[Motochika]] in [[Fontaine]]. Along the way, the player learns how to recruit other Warlords and link with [[wild Pokémon]].&lt;br /&gt;
&lt;br /&gt;
From there, the player is able to conquer [[Violight]], led by [[Ginchiyo]]; [[Chrysalia]], led by [[Yoshimoto]]; and [[Pugilis]], led by [[Yoshihiro]]. At this point, the nations of [[Terrera]] and [[Illusio]], led by [[Kenshin]] and [[Shingen]] respectively, become available for conquering. However, when the player goes to challenge one of them, they will not accept the challenge, stating that the player is not yet ready to face them, and turn the player&#039;s forces back. At this point, whichever nation the player went to will send forces back to the nation in which the player resides (either Pugilis or Chrysalia), and the player must defend their nation from the attack.&lt;br /&gt;
&lt;br /&gt;
Upon a successful defense, the player will undergo a Warrior transformation, allowing them to successfully challenge the nation. After defeating either Kenshin or Shingen&#039;s forces, both will join the player on their quest to unite the nations. At this point, [[Nobunaga]] himself appears before the player, stating his own aims to conquer Ransei (and in doing so, debates with Oichi, who is revealed to be his sister, about his goals).&lt;br /&gt;
&lt;br /&gt;
Following this, the player can then conquer the nations of [[Cragspur]], led by [[Ujiyasu]]; [[Avia]], led by [[Masamune]]; [[Viperia]], led by [[Nene]]; and [[Yaksha]], led by [[Kotarō]]. Upon defeating one of these nations, [[Keiji]] will appear and give the player three evolutionary stones—the {{evostone|Fire Stone}}, {{evostone|Water Stone}} and {{evostone|Thunderstone}}—which will allow the player to evolve their {{p|Eevee}} into {{p|Vaporeon}}, {{p|Jolteon}} or {{p|Flareon}} if they so choose.&lt;br /&gt;
&lt;br /&gt;
After defeating the rest of the area&#039;s Warlords, the three nations of Nobunaga&#039;s highest aides will appear: [[Spectra]], led by [[Nō]]; [[Valora]], led by [[Ieyasu]]; and [[Nixtorm]], led by [[Mitsuhide]]. Upon defeat of these three, the final nation, [[Dragnor]], appears, and the player is able to battle Nobunaga himself.&lt;br /&gt;
&lt;br /&gt;
Upon conquering the final nation, a cutscene will play in which several pillars of light shoot out from across the nation and converge on a tower in Dragnor. When the player enters the tower, they find the legendary Pokémon {{p|Arceus}} awaiting them. Arceus tells the player to link with it, and the battle begins. When the player successfully links with Arceus, Nobunaga appears and reveals that he planned all along for this to happen. He secretly wanted to get Arceus appear so that he could strike it down and prove to the region that the legend was unimportant. Nobunaga, along with Nō, Ieyasu, Mitsuhide, Hideyoshi, and [[Ranmaru]], then challenge the player&#039;s party to the final battle.&lt;br /&gt;
&lt;br /&gt;
Upon defeating Nobunaga, the player brings peace to the land of Ransei, allowing each Warlord leader to rule their respective nations once again. Arceus goes off, telling the player it will appear again when the time is right.&lt;br /&gt;
&lt;br /&gt;
==Blurb==&lt;br /&gt;
Warlords and Pokémon unite to conquer the land!&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
{{main|List of Pokémon Conquest characters}}&lt;br /&gt;
In Pokémon Conquest, players take control of [[Warrior]]s&#039; Pokémon. Each Warrior in the game, excluding the [[Hero]]/[[Heroine]], is based on someone from Japanese history, with several notable ones portraying [[Warlord]]s in the game. There are also multiple non-playable characters, with unique character designs, such as the Messenger or the male Farmer.&lt;br /&gt;
&lt;br /&gt;
==Stories==&lt;br /&gt;
{{main|List of Pokémon Conquest stories}}&lt;br /&gt;
After the first story, {{DL|List of Pokémon Conquest stories|The Legend of Ransei}}, eight other stories are unlocked, allowing the player to play through several different stories as different characters. Each episode has a specific goal that must be complete in order to clear it, ranging from uniting the region to defeating a certain number of Warlords to collecting a certain number of Pokémon. Notably, the player won&#039;t be allowed to replay The Legend of Ransei despite being able to replay all other stories. Instead, players can only unlock a final story after clearing any 33 stories. This story is an altered version of the first story.&lt;br /&gt;
&lt;br /&gt;
===Downloadable stories and events===&lt;br /&gt;
In addition to the above stories, several more may be unlocked via Wi-Fi&amp;lt;!--do NOT place passwords here unless they are released by OFFICIAL sources--&amp;gt;. Much like missions from [[Ranger Net]], the stories require unlocking. Events are also available through Wi-Fi, and these events can only happen during certain stories.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto; text-align:center; background: #cdbc6c; border: 2px solid #807544; {{roundy|10px}}&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background: #f9e586; {{roundytl|10px}}&amp;quot;| Category&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Title&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Region&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Duration&lt;br /&gt;
! style=&amp;quot;background: #f9e586; {{roundytr|10px}}&amp;quot;| Requirements&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Story&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Free Spirit&#039;s Path&lt;br /&gt;
| Japan&lt;br /&gt;
| March 24 to April 13, 2012 &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Clear &#039;&#039;The Legend of Ransei&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| July 12 to December 31, 2012 &lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | A Date With Destiny&lt;br /&gt;
| Japan&lt;br /&gt;
| April 14 to May 11, 2012 &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Clear &#039;&#039;The Legend of Ransei&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| July 27 to December 31, 2012&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | A Fate Born of Beauty&lt;br /&gt;
| Japan&lt;br /&gt;
| May 12 to June 8, 2012 &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Clear &#039;&#039;The Legend of Ransei&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| July 2 to December 31, 2012 &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Event&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Motochika]] and [[Motonari]]&lt;br /&gt;
| Japan&lt;br /&gt;
| March 17, 2012 onwards &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* &#039;&#039;The Legend of Ransei&#039;&#039; as the current story&lt;br /&gt;
* Claim victory in [[Greenleaf]] and [[Fontaine]]&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| June 18 to December 31, 2012 &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hideyoshi]] and {{p|Reshiram}}&lt;br /&gt;
| Japan&lt;br /&gt;
| March 31, 2012 onwards &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot;  |&lt;br /&gt;
&amp;lt;!--* &#039;&#039;Happily Ever After&#039;&#039; as the current story (Maybe, not 100% certain)--&amp;gt;&lt;br /&gt;
* Control of [[Ignis]]&lt;br /&gt;
* Hideyoshi in the army&lt;br /&gt;
* At least in April, Year 1&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot;&lt;br /&gt;
| North America&lt;br /&gt;
| August 13 to December 31, 2012&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;background: #f9e586; {{roundybottom|10px}}&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kingdom events==&lt;br /&gt;
Certain events can happen in kingdoms that will affect gameplay.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Rainstorms, snowstorms, or heat waves can appear in kingdoms. They will be signified by an icon of a rain cloud, snowflake, or a sun appearing over the affected kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Farmers===&lt;br /&gt;
Sometimes one of the Farmers will show up and ask for a monetary donation. This will happen from time to time and if the player lets all the farmers have money, they will eventually hold a festival to thank for the support and give the player rare gift items.&lt;br /&gt;
&lt;br /&gt;
===Messenger===&lt;br /&gt;
A Messenger will sometimes appear at the start of the month. The Messenger will alert the player when there is an approaching invasion, when there is a rare Pokémon appearing in a kingdom, and when certain kingdom events appear.&lt;br /&gt;
&lt;br /&gt;
===Attractive kingdom===&lt;br /&gt;
Warriors from other kingdoms will visit one of the player&#039;s kingdoms where they can be battled and recruited.&lt;br /&gt;
&lt;br /&gt;
===Traveling merchant===&lt;br /&gt;
One of the traveling merchants may visit, offering a large selection of rare items.&lt;br /&gt;
&lt;br /&gt;
===Professor===&lt;br /&gt;
A Professor will offer advice about basic game mechanics once every story.&lt;br /&gt;
&lt;br /&gt;
===Stolen item===&lt;br /&gt;
A gang of bandits may steal an item belonging to the player&#039;s army, and must be defeated in order to recover the stolen item.&lt;br /&gt;
&lt;br /&gt;
===Stolen Pokémon===&lt;br /&gt;
A gang of thieves may kidnap a Princess&#039;s {{p|Lilligant}}, and must be defeated in order to receive a reward item from the Princess. In the event that the player does not manage to defeat the gang of thieves, or simply let them escape without battling, the Princess will still get her Lilligant back.&lt;br /&gt;
&lt;br /&gt;
===Training trip===&lt;br /&gt;
A Warrior in the player&#039;s army may ask for permission to go on a training trip, after which (if permission is granted) he or she will be absent for months, sending the player letters and items while gone, before returning with a new Pokémon met and linked with during the trip.&lt;br /&gt;
&lt;br /&gt;
===Disappearing Pokémon===&lt;br /&gt;
A Pokémon that shares a 100% link with its Warrior may briefly disappear, returning with one or more items.&amp;lt;!--possibly exclusive to Warlords--&amp;gt;&lt;br /&gt;
&amp;lt;!--===Four guardians===&lt;br /&gt;
Four Warlords are made guardians of one stat each (Power, Wisdom, Charisma, and Capacity), increasing the Energy of their Pokémon, and preventing them from leaving the army.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Passwords==&lt;br /&gt;
Certain Pokémon will appear in one kingdom the month after their password is typed in the Password section. After a password is used, it may not be used again unless save data is cleared. However, some Pokémon, such as Pikachu, have multiple passwords, which allow for more than one appearance. This is due to passwords occupying one of 64 slots. When a slot is taken up, a password that would use that slot cannot be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--arranged by gallery order--&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot; style=&amp;quot;background: #cdbc6c; border: 2px solid #807544; {{roundy|10px}}&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #f9e586; {{roundytl|10px}}&amp;quot;| Pokémon&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #f9e586; {{roundytr|10px}}&amp;quot;| Password&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Japanese&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | English&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|133}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Eevee}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;0エレフレ8カ0&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2rz3XFCKmR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|130}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Gyarados}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;レルル6カミルフ&amp;lt;/span&amp;gt;&lt;br /&gt;
| mq2xRVNgRL&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|025}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Pikachu}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;メキト７ア8オト&amp;lt;/span&amp;gt;&lt;br /&gt;
| FZP8GqRZRR&amp;lt;br&amp;gt;urALRZwvRg&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|549}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Lilligant}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;8メセヤモビナフ&amp;lt;/span&amp;gt;&lt;br /&gt;
| RwGxLbHRRk&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|547}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Whimsicott}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ヲイベカ0カビへ&amp;lt;/span&amp;gt;&lt;br /&gt;
| juKxxqGP88&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|447}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Riolu}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;セ9タフロヂロイ&amp;lt;/span&amp;gt;&lt;br /&gt;
| Shw8mxRAJR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|147}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Dratini}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;キエメヒメカ0ド&amp;lt;/span&amp;gt;&lt;br /&gt;
| Sr5Z5GqAgR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|246}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Larvitar}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;カボエ7ロオボヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| Lpu3ggCYk8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|374}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Beldum}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;カマ8メカセヂキ&amp;lt;/span&amp;gt;&lt;br /&gt;
| CMqkZRRSRX&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|443}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Gible}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ゾボエ1ナナボコ&amp;lt;/span&amp;gt;&lt;br /&gt;
| LTb3n3RYJ8&amp;lt;br&amp;gt;J3mmJr9rX8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|453}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Croagunk}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;28セメフフロヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| LKpk8FRQR8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|633}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Deino}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;リヂビ4サ8ボメ&amp;lt;/span&amp;gt;&lt;br /&gt;
| 8rf3XPwvJw&amp;lt;br&amp;gt;PKSRGpCPZJ&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|573}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Cinccino}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;??????????&amp;lt;/span&amp;gt;&lt;br /&gt;
| vVALFrGTXX&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|501}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Oshawott}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;2ゾ2ケグヘロヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| frCLRpXG88&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|390}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Chimchar}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ママフ1ヲ0ゾチ&amp;lt;/span&amp;gt;&lt;br /&gt;
| DNB3x2gCgk&amp;lt;br&amp;gt;RKGBxzC2n8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|495}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Snivy}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;8トセギモビセヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| XyADXkr138&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|511}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Pansage}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;レロロカ8ロヂガ&amp;lt;/span&amp;gt;&lt;br /&gt;
| 6xSG8UCAZR&amp;lt;br&amp;gt;q5wwwxHD8n&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|513}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Pansear}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ネ8フニミゼテラ&amp;lt;/span&amp;gt;&lt;br /&gt;
| niE33w9rwM&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|515}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Panpour}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;テヘビトカ1リミ&amp;lt;/span&amp;gt;&lt;br /&gt;
| CNZF3wpq3x&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|555}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Darmanitan}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;28セメハクハ1&amp;lt;/span&amp;gt;&lt;br /&gt;
| pK5RgzqLG8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|610}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Axew}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ドルリヘ8トナヤ&amp;lt;/span&amp;gt;&lt;br /&gt;
| BqWxXEK3xg&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|636}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Larvesta}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ホヂ84カチトミ&amp;lt;/span&amp;gt;&lt;br /&gt;
| yQAw81qxGR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|587}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Emolga}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ズヂメ7メボオ6&amp;lt;/span&amp;gt;&lt;br /&gt;
| Jnm3kqgN8X&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|215}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Sneasel}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;コレキ1カキテゾ&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rc338MpqLx&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|200}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Misdreavus}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ヨヂボマ0ノネハ&amp;lt;/span&amp;gt;&lt;br /&gt;
| mnKX3qwrZR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|531}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Audino}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;セ6ゼチ86ヤヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| ??????????&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|123}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Scyther}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;トロ06カロラデ&amp;lt;/span&amp;gt;&lt;br /&gt;
| 8GV3LMGrnM&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|131}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Lapras}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;エ8カクゾ9トオ&amp;lt;/span&amp;gt;&lt;br /&gt;
| GfV33RVN3F&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|518}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Musharna}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;??????????&amp;lt;/span&amp;gt;&lt;br /&gt;
| iMYXwqtHgL&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|571}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Zoroark}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;N/A&amp;lt;/span&amp;gt;&lt;br /&gt;
| 6iYmwq1Y8w&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!--|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|644}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Zekrom}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;N/A&amp;lt;/span&amp;gt;&lt;br /&gt;
| dYbwE252uC--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background: #f9e586; {{roundybottom|10px}}&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
[[File:Pokémon Conquest reception.jpg|thumb|right|80px|Pokémon Conquest&#039;s score of 34/40]]&lt;br /&gt;
Gaming magazine {{wp|Famitsu}} has given Pokémon Conquest a score of 34/40. The reviewers praised how it was easy for children to understand along with its high replay value.&lt;br /&gt;
&lt;br /&gt;
In addition, [[Nintendo Power]] magazine gave the game a rating of 9/10. The magazine cited its engaging and elaborate gameplay, also noting that it was simple enough to pick up for newcomers to the tactical RPG genre. It currently holds a score of 80% on [http://www.metacritic.com/game/ds/pokemon-conquest Metacritic].&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
{{main|Staff of Pokémon Conquest}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{other games|left}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Project Sidegames notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Nintendo DS games]]&lt;br /&gt;
[[Category:Pokémon Conquest|*]]&lt;br /&gt;
&lt;br /&gt;
[[it:Pokémon Conquest]]&lt;br /&gt;
&lt;br /&gt;
[[de:Pokémon Conquest]]&lt;br /&gt;
[[fr:Pokémon Conquest]]&lt;br /&gt;
[[ja:ポケモン+ノブナガの野望]]&lt;br /&gt;
[[pl:Pokémon Conquest]]&lt;br /&gt;
[[zh:神奇寶貝＋信長的野望]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=KISEKI&amp;diff=2001845</id>
		<title>KISEKI</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=KISEKI&amp;diff=2001845"/>
		<updated>2013-11-01T07:15:20Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Korean */ Attempt at maxed hangul/hanja...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;KISEKI&#039;&#039;&#039; (Japanese for &#039;&#039;Miracles&#039;&#039;) is the ending theme to [[Pokémon X and Y]]. An acoustic version of the song is played during the game&#039;s credits, with lyrics displayed in multiple languages on the lower screen of the Nintendo 3DS console. The song has separate lyrics in each of the seven languages Pokémon X and Y were released in. No version with vocals has been released.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;KISEKI&#039;&#039; is played in the credits, lyrics to the verses are displayed in two languages, depending on which language the game is played in:&lt;br /&gt;
*Played in English: English and French&lt;br /&gt;
*Played in Spanish: Spanish and Japanese&lt;br /&gt;
*Played in Japanese: Japanese and French&lt;br /&gt;
&lt;br /&gt;
Lyrics to the chorus are shown simultaneously in all seven languages Pokémon X and Y were released in, with the game language shown at the top.&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
=== English ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ab&amp;gt;You and I were born&lt;br /&gt;
right here in the same world.&lt;br /&gt;
&lt;br /&gt;
For this one brief life,&lt;br /&gt;
we&#039;re beneath the same sky.&lt;br /&gt;
&lt;br /&gt;
The great flow of time.&lt;br /&gt;
The wide expanse of space.&lt;br /&gt;
&lt;br /&gt;
We are lucky enough&lt;br /&gt;
to share this lifetime we get.&lt;br /&gt;
&lt;br /&gt;
We can gain more if we give.&lt;br /&gt;
By taking, we only lose.&lt;br /&gt;
&lt;br /&gt;
Let us make this a new age&lt;br /&gt;
where we show our gratitude.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a fragile bud of hope,&lt;br /&gt;
blooming in each of our hearts.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t you take that away.&lt;br /&gt;
Our dreams are meant to be shared.&lt;br /&gt;
&lt;br /&gt;
Let it grow. Let it live.&lt;br /&gt;
Let us see what it will bring.&lt;br /&gt;
&lt;br /&gt;
When we share in our love,&lt;br /&gt;
we make a beautiful world.&lt;br /&gt;
&lt;br /&gt;
Search it out, and find the way:&lt;br /&gt;
the point where we can all meet.&lt;br /&gt;
&lt;br /&gt;
The point where we&#039;re all the same.&lt;br /&gt;
There it lies: the future we seek.&lt;br /&gt;
&lt;br /&gt;
Start from there, and then we&#039;ll forge&lt;br /&gt;
a world where all can be free.&lt;br /&gt;
&lt;br /&gt;
Free to dream, and free to smile.&lt;br /&gt;
Free to be who we will be.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make sure we create...&lt;br /&gt;
&lt;br /&gt;
A world of our hopes and dreams.&lt;br /&gt;
&lt;br /&gt;
In our brief lives,&lt;br /&gt;
we&#039;ve managed to meet.&lt;br /&gt;
Treasure this gift,&lt;br /&gt;
this precious time that we have.&lt;br /&gt;
&lt;br /&gt;
In our brief lives,&lt;br /&gt;
we&#039;ve managed to meet.&lt;br /&gt;
Treasure this gift,&lt;br /&gt;
this precious time that we have.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spanish ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;En el planeta tú y yo&lt;br /&gt;
juntos podemos vivir&lt;br /&gt;
&lt;br /&gt;
en armonía y paz&lt;br /&gt;
si sabemos compartir.&lt;br /&gt;
&lt;br /&gt;
Maravillas sin oar&lt;br /&gt;
juntos podemos crear.&lt;br /&gt;
&lt;br /&gt;
Nuestra generación&lt;br /&gt;
unida lo logrará.&lt;br /&gt;
&lt;br /&gt;
Ayudando entre todos&lt;br /&gt;
y mostrando gratitud&lt;br /&gt;
&lt;br /&gt;
podremos construir&lt;br /&gt;
juntos un mundo mejor.&lt;br /&gt;
&lt;br /&gt;
Si cuidamos de una flor&lt;br /&gt;
poniendo nuestro corazón,&lt;br /&gt;
&lt;br /&gt;
pronto fruto dará&lt;br /&gt;
si no hay envidia o temor.&lt;br /&gt;
&lt;br /&gt;
Comparte con los demás&lt;br /&gt;
el fruto de nuestra flor.&lt;br /&gt;
&lt;br /&gt;
Un tesoro será&lt;br /&gt;
y forjará nuestra unión.&lt;br /&gt;
&lt;br /&gt;
Ven conmigo a cantar&lt;br /&gt;
con la voz del corazón.&lt;br /&gt;
&lt;br /&gt;
No dejes de soñar,&lt;br /&gt;
nunca pierdas la ilusión.&lt;br /&gt;
&lt;br /&gt;
Juntos vamos a crear&lt;br /&gt;
nuestro mundo de amistad,&lt;br /&gt;
&lt;br /&gt;
un lugar especial,&lt;br /&gt;
y tus sueños se cumplirán.&lt;br /&gt;
&lt;br /&gt;
Mostrando gratitud&lt;br /&gt;
&lt;br /&gt;
creamos un mundo mejor.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;Una generación&lt;br /&gt;
que junta podrá construir&lt;br /&gt;
maravillas sin par&lt;br /&gt;
si sabemos compartir.&lt;br /&gt;
&lt;br /&gt;
Una generación&lt;br /&gt;
que junta podrá construir&lt;br /&gt;
maravillas sin par&lt;br /&gt;
si sabemos compartir.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;A generation&lt;br /&gt;
that will be able to build&lt;br /&gt;
unparalleled wonders&lt;br /&gt;
if we know how to share.&lt;br /&gt;
&lt;br /&gt;
A generation&lt;br /&gt;
that will be able to build&lt;br /&gt;
unparalleled wonders&lt;br /&gt;
if we know how to share.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== French ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Si un jour enfin&lt;br /&gt;
nous prenions le temps&lt;br /&gt;
&lt;br /&gt;
De voir autrement&lt;br /&gt;
la beauté des gens.&lt;br /&gt;
&lt;br /&gt;
D&#039;apprécier la chance&lt;br /&gt;
de pouvoir les côtoyer.&lt;br /&gt;
&lt;br /&gt;
Et de vivre ces années&lt;br /&gt;
par miracle à leurs côtés.&lt;br /&gt;
&lt;br /&gt;
Construisons tous ensemble&lt;br /&gt;
cette époque de nos rêves.&lt;br /&gt;
&lt;br /&gt;
Saisissons notre chance&lt;br /&gt;
et pensons à la partager.&lt;br /&gt;
&lt;br /&gt;
Gardons-nous de dérober&lt;br /&gt;
ce qu&#039;il faut laisser grandir.&lt;br /&gt;
&lt;br /&gt;
Laissons donc s&#039;épanouir&lt;br /&gt;
les fleurs de la bonté.&lt;br /&gt;
&lt;br /&gt;
Offrons tout jusqu&#039;au jour&lt;br /&gt;
où chacun pourra s&#039;ouvrir&lt;br /&gt;
&lt;br /&gt;
À un monde où plus personne&lt;br /&gt;
ne sera étranger.&lt;br /&gt;
&lt;br /&gt;
Là où nos chemins&lt;br /&gt;
se croisaient par pure chance&lt;br /&gt;
&lt;br /&gt;
Peut naître un monde&lt;br /&gt;
qui fera toujours sens.&lt;br /&gt;
&lt;br /&gt;
Un monde où la chaleur,&lt;br /&gt;
nourrie par la gratitude.&lt;br /&gt;
&lt;br /&gt;
Nous fera tous oublier&lt;br /&gt;
les hivers les plus rudes.&lt;br /&gt;
&lt;br /&gt;
Où donner fera battre&lt;br /&gt;
&lt;br /&gt;
Le cœur de l&#039;humanité.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;Au fil des vies,&lt;br /&gt;
au fond des gens&lt;br /&gt;
Dort un futur,&lt;br /&gt;
miracle du printemps.&lt;br /&gt;
&lt;br /&gt;
Au fil des vies,&lt;br /&gt;
au fond des gens&lt;br /&gt;
Dort un futur,&lt;br /&gt;
miracle du printemps.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;Over the course of lifetimes,&lt;br /&gt;
at the essence of people&lt;br /&gt;
A future is sleeping,&lt;br /&gt;
the miracle of spring.&lt;br /&gt;
&lt;br /&gt;
Over the course of lifetimes,&lt;br /&gt;
at the essence of people&lt;br /&gt;
A future is sleeping,&lt;br /&gt;
the miracle of spring.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== German chorus ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Einhundert Jahr&#039;&lt;br /&gt;
hat uns das Leben vereint.&lt;br /&gt;
Wunder geschehen,&lt;br /&gt;
wenn wir uns nur verstehen.&lt;br /&gt;
&lt;br /&gt;
Einhundert Jahr&#039;&lt;br /&gt;
hat uns das Leben vereint.&lt;br /&gt;
Wunder geschehen,&lt;br /&gt;
wenn wir uns nur verstehen.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;For a hundred years&lt;br /&gt;
life has united us.&lt;br /&gt;
Miracles happen&lt;br /&gt;
if we only understand ourselves.&lt;br /&gt;
&lt;br /&gt;
For a hundred years&lt;br /&gt;
life has united us.&lt;br /&gt;
Miracles happen&lt;br /&gt;
if we only understand ourselves.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Italian chorus ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Nel tempo di...&lt;br /&gt;
Questa vita mia...&lt;br /&gt;
Incontro la tua...&lt;br /&gt;
Un miracolo è già!&lt;br /&gt;
&lt;br /&gt;
Nel tempo di...&lt;br /&gt;
Questa vita mia...&lt;br /&gt;
Incontro la tua...&lt;br /&gt;
Un miracolo è già!&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;Over the course of...&lt;br /&gt;
This life of mine...&lt;br /&gt;
The encounter with you...&lt;br /&gt;
Is already a miracle!&lt;br /&gt;
&lt;br /&gt;
Over the course of...&lt;br /&gt;
This life of mine...&lt;br /&gt;
The encounter with you...&lt;br /&gt;
Is already a miracle!&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Japanese ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;{{tt|この星の 同じ時代に|Kono hoshi no onaji jidai ni}}&lt;br /&gt;
&lt;br /&gt;
{{tt|生きる人と 出会うこと|Ikiru hito to deaukoto}}&lt;br /&gt;
&lt;br /&gt;
{{tt|宇宙の 時の 中では|Uchū no toki no naka de wa}}&lt;br /&gt;
&lt;br /&gt;
{{tt|たった １００年 奇跡の出会い|Tatta hyaku nen kiseki no deai}}&lt;br /&gt;
&lt;br /&gt;
{{tt|相手を包み 感謝しよう|Aite wo tsutsumi kansha shiyō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|ともに 次代を 作っていこう|Tomo ni jidai wo tsukutteikō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|小さなつぼみ 奪い合わずに|Chiisa na tsubomi ubai awazu ni}}&lt;br /&gt;
&lt;br /&gt;
{{tt|ともに 守り 育んでいこう|Tomo ni mamori hagukundeikō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|咲いた花に 優しさ 添えて|Saita hana ni yasashisa soete}}&lt;br /&gt;
&lt;br /&gt;
{{tt|贈り合えば 心 つながる|Okuri aeba kokoro tsunagaru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|人と宇宙が ひとつになれる|Hito to uchū ga hitotsu ni nareru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|軸が交わる ポイント 探せば|Jiku ga majiwaru pointo sagaseba}}&lt;br /&gt;
&lt;br /&gt;
{{tt|夢が あふれる 世界 生まれる|Yume ga afureru sekai umareru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|たった ひとつの 輝く世界|Tatta hitotsu no kagayaku sekai}}&lt;br /&gt;
&lt;br /&gt;
{{tt|感謝 あふれる|Kansha afureru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|未来 作ろう|Mirai tsukurou}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;{{tt|重なる|Kasanaru}}&lt;br /&gt;
{{tt|１００年の|hyaku nen no}}&lt;br /&gt;
{{tt|出会いが|deai ga}}&lt;br /&gt;
{{tt|奇跡を生む|kiseki wo umu}}&lt;br /&gt;
&lt;br /&gt;
{{tt|重なる|Kasanaru}}&lt;br /&gt;
{{tt|１００年の|hyaku nen no}}&lt;br /&gt;
{{tt|出会いが|deai ga}}&lt;br /&gt;
{{tt|奇跡を生む|kiseki wo umu}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;The accumulating&lt;br /&gt;
encounters&lt;br /&gt;
of a hundred years&lt;br /&gt;
give birth to miracles.&lt;br /&gt;
&lt;br /&gt;
The accumulating&lt;br /&gt;
encounters&lt;br /&gt;
of a hundred years&lt;br /&gt;
give birth to miracles.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Korean ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Mixed Hanja&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;&lt;br /&gt;
{{tt|이 세상에서 같은 시대의 삶을|i sesangeseo gateun sidaeyi salmeul}}&lt;br /&gt;
{{tt|함께하는 우리의 만남은|hamggehaneun uliyi mannameun}}&lt;br /&gt;
{{tt|우주의 한편 그 시간 중심에서|ujuyi hanpyeon geu sigan jungsimeseo}}&lt;br /&gt;
{{tt|오직 한순간의 기적이라 하겠죠.|ojig hansunganyi gijeogila hagessjyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|서로의 손을 잡고 사랑한다 전해요.|seoloyi soneul jabgo salanghanda jeonhaeyo.}}&lt;br /&gt;
{{tt|모두 함께 시대를 만들어 나아가요.|modu hamgge sidaeleul mandeuleo naagayo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|우리가 공유하는 조그만 꿈의 씨앗|uliga gongyuhaneun jogeuman ggumyi ssias}}&lt;br /&gt;
{{tt|이기심 버리고 푸르게 키워봐요|igisim beoligo puleuge kiweobwayo}}&lt;br /&gt;
{{tt|서로를 이해하고 진심을 나누며|seololeul ihaehago jinsimeul nanumyeo}}&lt;br /&gt;
{{tt|피어난 미래의 꽃 다 함께 가꾸어요.|pieonan milaeyi ggoc da hamgge gaggueoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|너와 나 우리가 만나는 그 순간에|neowa na uliga mannaneun geu sungane}}&lt;br /&gt;
{{tt|인연이 시작되고 운명이 태어나요.|inyeoni sijagdoego unmyeongi taeeonayo.}}&lt;br /&gt;
{{tt|찰나의 만남이 눈부신 선물되어|calnayi mannami nunbusin seonmuldoeeo}}&lt;br /&gt;
{{tt|어두운 밤하늘을 찬란하게 밝혀요.|eoduun bamhaneuleul canlanhage balghyeoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|소소한 우연이|sosohan uyeoni}}&lt;br /&gt;
{{tt|미래를 만들어요.|milaeleul mandeuleoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|흘러가는|heulleoganeun}}&lt;br /&gt;
{{tt|이 시간 속에|i sigan soge}}&lt;br /&gt;
{{tt|기적이란|gijeogilan}}&lt;br /&gt;
{{tt|우리의 만남이죠|uliyi mannamijyo}}&lt;br /&gt;
&lt;br /&gt;
{{tt|흘러가는|heulleoganeun}}&lt;br /&gt;
{{tt|이 시간 속에|i sigan soge}}&lt;br /&gt;
{{tt|기적이란|gijeogilan}}&lt;br /&gt;
{{tt|우리의 만남이죠|uliyi mannamijyo}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
|&amp;lt;ab&amp;gt;&lt;br /&gt;
이 世上에서 같은 時代의 삶을&lt;br /&gt;
함께하는 우리의 만남은&lt;br /&gt;
宇宙의 한便 그 時間 中心에서&lt;br /&gt;
오직 한순간의 奇蹟이라 하겠죠&lt;br /&gt;
&lt;br /&gt;
서로의 손을 雜攷 사랑한다 前―요.&lt;br /&gt;
모두 함께 時代를 만들어 나아가요.&lt;br /&gt;
&lt;br /&gt;
우리가 共有하는 조그만 꿈의 씨앗&lt;br /&gt;
利己心 버리고 푸르게 키워봐요&lt;br /&gt;
서로를 理解하고 眞心을 나누며&lt;br /&gt;
피어난 未來의 꽃 다 함께 가꾸어요.&lt;br /&gt;
&lt;br /&gt;
너와 나 우리가 만나는 그 瞬間에&lt;br /&gt;
因緣이 始作되고 運命이 태어나요.&lt;br /&gt;
刹那의 만남이 눈부신 膳物되어&lt;br /&gt;
어두운 밤하늘을 燦爛하게 밝혀요.&lt;br /&gt;
&lt;br /&gt;
小小한 偶然이&lt;br /&gt;
未來를 만들어요.&lt;br /&gt;
&lt;br /&gt;
흘러가는&lt;br /&gt;
二 時間 속에&lt;br /&gt;
奇蹟이란&lt;br /&gt;
우리의 만남이죠&lt;br /&gt;
&lt;br /&gt;
흘러가는&lt;br /&gt;
二 時間 속에&lt;br /&gt;
奇蹟이란&lt;br /&gt;
우리의 만남이죠&lt;br /&gt;
&amp;lt;/ab&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Project Music notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Songs]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Conquest&amp;diff=2001819</id>
		<title>Pokémon Conquest</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Conquest&amp;diff=2001819"/>
		<updated>2013-11-01T05:32:49Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox game |colorscheme=silver|bordercolorscheme=gold&lt;br /&gt;
|name=Pokémon Conquest&lt;br /&gt;
|jname=ポケモン＋ノブナガの野望&lt;br /&gt;
|boxart=Conquest EN boxart.jpg&lt;br /&gt;
|caption=Pokémon Conquest&#039;s box art&lt;br /&gt;
|jbox=Conquest JP boxart.png&lt;br /&gt;
|jcaption=Pokémon + Nobunaga&#039;s Ambition boxart&lt;br /&gt;
|platform=[[Nintendo DS]]&lt;br /&gt;
|category=Turn-based strategy RPG&lt;br /&gt;
|players=1-2&lt;br /&gt;
|link_method=[[DS Wireless Communications|DS Wireless]], [[Nintendo Wi-Fi Connection|Wi-Fi]]&lt;br /&gt;
|developer={{wp|Tecmo Koei}}&lt;br /&gt;
|publisher=[[Nintendo]]&amp;lt;br&amp;gt;[[The Pokémon Company]]&lt;br /&gt;
|gen_series=[[Generation V]] miscellaneous&lt;br /&gt;
|cero=A&lt;br /&gt;
|esrb=E&lt;br /&gt;
|pegi=3&lt;br /&gt;
|acb=G&lt;br /&gt;
|grb=N/A&lt;br /&gt;
|release_date_ja=March 19, 2012&amp;lt;ref&amp;gt;[http://www.pokemon.co.jp/ex/ranse/ Official site (JA)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_na=June 18, 2012&amp;lt;ref&amp;gt;[http://www.pokemonconquest.com/en-us Official site (US)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_au=June 21, 2012&amp;lt;ref&amp;gt;[http://www.nintendo.com.au/index.php?action=catalogue&amp;amp;prodcat_id=&amp;amp;prod_id=21351&amp;amp;pageID=4 Nintendo of Australia]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_eu=July 27, 2012&amp;lt;ref&amp;gt;[http://www.nintendo.co.uk/NOE/en_GB/news/2011/pokemon_conquest_for_nintendo_ds_set_to_launch_on_27th_july__new_features_revealed_50160.html Nintendo UK]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|release_date_kr=N/A&lt;br /&gt;
|website_ja=[http://www.nintendo.co.jp/ds/software/vpyj/ Nintendo.co.jp]&amp;lt;br&amp;gt;[http://www.pokemon.co.jp/ex/ranse/ Official site]&lt;br /&gt;
|website_en=[http://www.pokemon.com/us/pokemon-video-games/pokemon-conquest/ Pokemon.com (US)]&amp;lt;br&amp;gt;[https://www.nintendo.com/games/detail/0zrkDpkzsBO049BU7kwD4UfPN1bPdVFP Nintendo.com]&amp;lt;br&amp;gt;[http://www.pokemonconquest.com/en-us Official site (US)]&amp;lt;br /&amp;gt;[http://www.pokemon.com/uk/pokemon-video-games/pokemon-conquest/ Pokemon.com (UK)]&amp;lt;br /&amp;gt;[http://www.pokemonconquest.com/en-gb Official site (UK)] &lt;br /&gt;
}}&lt;br /&gt;
{{bulbanews|game}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokémon Conquest&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;ポケモン{{tt|＋|プラス}}ノブナガの{{tt|野望|やぼう}}&#039;&#039;&#039; &#039;&#039;Pokémon + Nobunaga&#039;s Ambition&#039;&#039;) is a [[Spin-off Pokémon games|spin-off]] {{wp|Fictional crossovers in video games|crossover}} between the [[Pokémon]] and {{wp|Nobunaga&#039;s Ambition}} series of games, a first for the franchise. It was released in Japan on March 17, 2012, in North America on June 18, 2012, in Australia on June 21, 2012 and in Europe on July 27, 2012.&lt;br /&gt;
&lt;br /&gt;
Following a series of news regarding surprising announcements from both {{n|TPC hints at Jump Festa reveal|Jump Festa 2012}} and the {{n|Japanese distribution to be held to celebrate next year&#039;s zodiac|first issue of CoroCoro magazine in 2012}}, the game was revealed on December 17, 2011, at the Jump Festa event itself, with the official site launching soon after. &lt;br /&gt;
&lt;br /&gt;
The game takes place in the [[Ransei]] region. Various Pokémon from the first five generations appear in this game. The game is [[Nintendo DSi]] enhanced.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&#039;&#039;Pokémon Conquest&#039;&#039; was the second collaboration between Nintendo and Tecmo Koei, with the first being the Murasame Castle mode in &#039;&#039;Samurai Warriors 3&#039;&#039;.  Because [[Tsunekazu Ishikawa]] was a fan of &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039; and Tecmo-Koei president Kou Shibasawa was a fan of &#039;&#039;Pokémon&#039;&#039;, this presented an opportunity to work with each other.  Among one of the key design elements of [[Ransei]] was the fact that the first &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039; game featured 17 regions, just as there were 17 different Pokémon types at the time.  Among Koei&#039;s game franchises, this is the first collaboration effort for &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039;; all previous collaborations had been through the &#039;&#039;Warriors&#039;&#039; series.  In deference to this, character designs for &#039;&#039;Pokémon Conquest&#039;&#039; were primarily taken from &#039;&#039;Samurai Warriors 3&#039;&#039; as opposed to a &#039;&#039;Nobunaga&#039;s Ambition&#039;&#039; game.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Pokémon Conquest&#039;&#039;, each of the [[Warlord]]s&#039; initial (Rank I) costumes are based on their default costumes from &#039;&#039;Samurai Warriors 3&#039;&#039;, and an original costume when they rank up to Rank II. (The exceptions are [[Nobunaga]], where this is reversed, and [[Hideyoshi]], whose Rank I and Rank II costumes are taken from &#039;&#039;Samurai Warriors&#039;&#039; and &#039;&#039;Samurai Warriors 3&#039;&#039; respectively; his Rank III costume is original).  There are some minor modifications in character appearances and costumes between the two games, however:&lt;br /&gt;
* Some characters&#039; costumes were altered to better associate them with their Perfect Link Pokémon: for example, [[Motonari]]&#039;s hair was turned green to better resemble {{p|Servine}}, while [[Kunoichi]]&#039;s outfit became primarily black instead of white, in order to better associate her with {{p|Sneasel}}.&lt;br /&gt;
* Some characters&#039; appearances were altered to better express their &#039;&#039;Samurai Warriors 3&#039;&#039; characterizations: for example, [[Mitsunari]], [[Kiyomasa]], and [[Masanori]] are all depicted as children in &#039;&#039;Pokémon Conquest&#039;&#039; to reinforce [[Nene]] acting as a mother of sorts to Hideyoshi&#039;s retainers.&lt;br /&gt;
* Almost all of the characters are depicted without their weapons, though some remain if they are not particularly &amp;quot;weapon-like&amp;quot;: for example, [[Shingen]] and his iconic war fan, [[Motochika]] and his shamisen, [[Ujiyasu]] and his cane, and [[Okuni]] and her parasol.&lt;br /&gt;
* Some clan crests are altered to incorporate a Pokémon motif: [[Oichi]]&#039;s costume has a number of [[Poké Ball]] symbols where the Azai clan crest was in her &#039;&#039;Samurai Warriors 3&#039;&#039; costume, while Yukimura&#039;s costume has Poké Balls as part of the Sanada clan crest instead of coins.&lt;br /&gt;
&lt;br /&gt;
Similarly, the choice of Perfect Link Pokémon for a given Warlord may be influenced by their &#039;&#039;Samurai Warriors 3&#039;&#039; personality or moveset:&lt;br /&gt;
* Motochika&#039;s attacks are primarily based on the water element in &#039;&#039;Samurai Warriors 3&#039;&#039;, hence his pairing with {{p|Dewott}}&lt;br /&gt;
* [[Kanbei]]&#039;s appearance resembling a ghost in some side story missions is the inspiration behind his pairing with {{p|Lampent}}&lt;br /&gt;
* [[Tadakatsu]]&#039;s reputation of being the &#039;&#039;Samurai Warriors&#039;&#039; series&#039; unbeatable foe is the inspiration of pairing him with {{p|Dialga}}&lt;br /&gt;
&lt;br /&gt;
Of the &#039;&#039;Samurai Warriors 3&#039;&#039; cast, only three characters are not also present in &#039;&#039;Pokémon Conquest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Pokémon Conquest features a turn-based strategy battle system. Up to six {{OBP|Pokémon|species}} on each side are positioned on the battlefield, one for each participating [[Warrior]], and both sides take turns moving and attacking with their Pokémon. A battle is won or lost when the engaging army manages or fails to achieve the victory conditions, which vary by location, within a numbered amount of turns, which also vary by location. When a battle is fought, the strength of the [[link]] (which is this game&#039;s analogy to [[experience]] points) between participating Pokémon and their respective Warriors will usually increase. Battles can be fought in {{DL|Kingdom location|wild Pokémon kingdom locations}}, or against other kingdoms, which are conquered upon victory. Free Warriors (including [[Warlord]]s) can be recruited to the player&#039;s army if they are defeated in a way that meets one of several reqruitment criteria. Players may save their progress at any point in time during single-player, even during a battle. There is also a multiplayer local wireless mode in which two players may battle each other.&lt;br /&gt;
&lt;br /&gt;
Pokémon in the game can grow in strength by increasing their link with their Warrior. A Pokémon&#039;s single move will strengthen as the link increases, signified by +1 (20% link), +2 (40% link), +3 (60% link), +4 (80% link), or +S (100% link), being added to the move&#039;s name. Depending on how well matched a pair is, the maximum value of the link between the two varies, with most Warriors only able to achieve a 100% or Perfect Link with a single species of Pokémon. Aside from growing more powerful, Pokémon may evolve when their link reaches a high enough percentage, though there are also Pokémon which evolve through other conditions such as the use of specific items. Warriors can also establish links with Pokémon other than the one they started with, though only one can be used by each Warrior in a given battle at a time. Certain Warriors will have a more difficult time finding their Perfect Link than others, as some Pokémon only appear on special, random occasions. However, through the use of a password these Pokémon can be found much more easily. In the case of legendary Pokémon, which certain Warlords share Perfect Links with, they each have their specific criteria required for appearing.&lt;br /&gt;
&lt;br /&gt;
The game makes use of the seventeen Pokémon [[type]]s and their respective weaknesses, resistances, and immunities. Pokémon also have various [[Ability|Abilities]], many the same as in the main series games, and many unique new additions. Warriors also have [[Warrior Skill]]s that can be used once per battle, which have various effects such as powering up or healing Pokémon. Warriors can also equip items, which can provide additional effects such as stat increases or in-battle effects.&lt;br /&gt;
&lt;br /&gt;
Warriors can only take one action per month. This means a Warrior who is picked to buy from a {{DL|Kingdom location|Shop}} or a traveling merchant cannot be chosen to battle or [[Kingdom location|mine for gold afterwards]], as they have used up their action for the month, and the same is said for any other executed action, including [[Ponigiri]] Shops and challenges to neighboring kingdoms. In the case of purchasing from Shops, the action only counts if the player actually buys something, meaning that one can browse without using up the turn.&lt;br /&gt;
&lt;br /&gt;
Players can choose to delegate by picking one of three options: Train (increase link), Search (recruit more allies), or Develop (increase gold and spend on leveling [[kingdom location]]s up). Various locations are also available per kingdom, such as Shops, in which the player can buy items. Traveling merchants may also visit on occasion. These merchants have higher prices but offer evolution items as well as high quality supplies. There are also Ponigiri Shops. Feeding a Pokémon these will increase its Energy, which affects its performance in battle. Sometimes extra ponigiri will be offered. If the Pokémon eats too much of it, its Energy will decrease. If the Pokémon doesn&#039;t eat too much, the Energy level will be maximized.&lt;br /&gt;
&lt;br /&gt;
When the player does not use a recruited Warrior in a kingdom for a certain number of months, the Warrior will become dissatisfied and an angry face will appear on their profile page. Once they are used in the kingdom, the angry face disappears during the next month. If the recruited Warrior isn&#039;t used for two months after the angry face appears, the Warrior will leave the army. &lt;br /&gt;
&lt;br /&gt;
Random events will also occur at predetermined times. Some events may occur depending on the player&#039;s current funds or an item in the inventory. Sometimes bandits will steal an item or someone&#039;s Pokémon; this gives the player an optional fight. [[Weather conditions|Weather]] is another occurrence that may raise the Energy of Pokémon depending on their type; for example, a heat wave raises the Energy of {{type|Fire}} Pokémon.&lt;br /&gt;
&lt;br /&gt;
==Plot of The Legend of Ransei==&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
Legend has it that the one who will be able to conquer all seventeen kingdoms of Ransei will bring the return of the region&#039;s creator. Players begin in the story known as {{DL|List of Pokémon Conquest stories|The Legend of Ransei}}.&lt;br /&gt;
&lt;br /&gt;
The player starts off in the nation of [[Aurora]] with their partner {{p|Eevee}}, having just become the most recent [[Warlord]]. They then meet up with [[Mitsunari]], [[Kiyomasa]], and [[Masanori]], who taunt the player, stating that they aren&#039;t ready to be a Warlord. At this point, two Warriors from the neighboring nation of [[Ignis]] quickly challenge the player to battle. [[Oichi]] joins in the battle to support the player.&lt;br /&gt;
&lt;br /&gt;
After defeating the duo, Oichi relays the details of the legend of Ransei, and sets the player off on a quest to unite the 17 nations. The player first challenges [[Hideyoshi]]&#039;s nation of Ignis, then moves on to battle [[Motonari]] in [[Greenleaf]] and [[Motochika]] in [[Fontaine]]. Along the way, the player learns how to recruit other Warlords and link with [[wild Pokémon]].&lt;br /&gt;
&lt;br /&gt;
From there, the player is able to conquer [[Violight]], led by [[Ginchiyo]]; [[Chrysalia]], led by [[Yoshimoto]]; and [[Pugilis]], led by [[Yoshihiro]]. At this point, the nations of [[Terrera]] and [[Illusio]], led by [[Kenshin]] and [[Shingen]] respectively, become available for conquering. However, when the player goes to challenge one of them, they will not accept the challenge, stating that the player is not yet ready to face them, and turn the player&#039;s forces back. At this point, whichever nation the player went to will send forces back to the nation in which the player resides (either Pugilis or Chrysalia), and the player must defend their nation from the attack.&lt;br /&gt;
&lt;br /&gt;
Upon a successful defense, the player will undergo a Warrior transformation, allowing them to successfully challenge the nation. After defeating either Kenshin or Shingen&#039;s forces, both will join the player on their quest to unite the nations. At this point, [[Nobunaga]] himself appears before the player, stating his own aims to conquer Ransei (and in doing so, debates with Oichi, who is revealed to be his sister, about his goals).&lt;br /&gt;
&lt;br /&gt;
Following this, the player can then conquer the nations of [[Cragspur]], led by [[Ujiyasu]]; [[Avia]], led by [[Masamune]]; [[Viperia]], led by [[Nene]]; and [[Yaksha]], led by [[Kotarō]]. Upon defeating one of these nations, [[Keiji]] will appear and give the player three evolutionary stones—the {{evostone|Fire Stone}}, {{evostone|Water Stone}} and {{evostone|Thunderstone}}—which will allow the player to evolve their {{p|Eevee}} into {{p|Vaporeon}}, {{p|Jolteon}} or {{p|Flareon}} if they so choose.&lt;br /&gt;
&lt;br /&gt;
After defeating the rest of the area&#039;s Warlords, the three nations of Nobunaga&#039;s highest aides will appear: [[Spectra]], led by [[Nō]]; [[Valora]], led by [[Ieyasu]]; and [[Nixtorm]], led by [[Mitsuhide]]. Upon defeat of these three, the final nation, [[Dragnor]], appears, and the player is able to battle Nobunaga himself.&lt;br /&gt;
&lt;br /&gt;
Upon conquering the final nation, a cutscene will play in which several pillars of light shoot out from across the nation and converge on a tower in Dragnor. When the player enters the tower, they find the legendary Pokémon {{p|Arceus}} awaiting them. Arceus tells the player to link with it, and the battle begins. When the player successfully links with Arceus, Nobunaga appears and reveals that he planned all along for this to happen. He secretly wanted to get Arceus appear so that he could strike it down and prove to the region that the legend was unimportant. Nobunaga, along with Nō, Ieyasu, Mitsuhide, Hideyoshi, and [[Ranmaru]], then challenge the player&#039;s party to the final battle.&lt;br /&gt;
&lt;br /&gt;
Upon defeating Nobunaga, the player brings peace to the land of Ransei, allowing each Warlord leader to rule their respective nations once again. Arceus goes off, telling the player it will appear again when the time is right.&lt;br /&gt;
&lt;br /&gt;
==Blurb==&lt;br /&gt;
Warlords and Pokémon unite to conquer the land!&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
{{main|List of Pokémon Conquest characters}}&lt;br /&gt;
In Pokémon Conquest, players take control of [[Warrior]]s&#039; Pokémon. Each Warrior in the game, excluding the [[Hero]]/[[Heroine]], is based on someone from Japanese history, with several notable ones portraying [[Warlord]]s in the game. There are also multiple non-playable characters, with unique character designs, such as the Messenger or the male Farmer.&lt;br /&gt;
&lt;br /&gt;
==Stories==&lt;br /&gt;
{{main|List of Pokémon Conquest stories}}&lt;br /&gt;
After the first story, {{DL|List of Pokémon Conquest stories|The Legend of Ransei}}, eight other stories are unlocked, allowing the player to play through several different stories as different characters. Each episode has a specific goal that must be complete in order to clear it, ranging from uniting the region to defeating a certain number of Warlords to collecting a certain number of Pokémon. Notably, the player won&#039;t be allowed to replay The Legend of Ransei despite being able to replay all other stories. Instead, players can only unlock a final story after clearing any 33 stories. This story is an altered version of the first story.&lt;br /&gt;
&lt;br /&gt;
===Downloadable stories and events===&lt;br /&gt;
In addition to the above stories, several more may be unlocked via Wi-Fi&amp;lt;!--do NOT place passwords here unless they are released by OFFICIAL sources--&amp;gt;. Much like missions from [[Ranger Net]], the stories require unlocking. Events are also available through Wi-Fi, and these events can only happen during certain stories.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto; text-align:center; background: #cdbc6c; border: 2px solid #807544; {{roundy|10px}}&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;background: #f9e586; {{roundytl|10px}}&amp;quot;| Category&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Title&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Region&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Duration&lt;br /&gt;
! style=&amp;quot;background: #f9e586; {{roundytr|10px}}&amp;quot;| Requirements&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Story&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Free Spirit&#039;s Path&lt;br /&gt;
| Japan&lt;br /&gt;
| March 24 to April 13, 2012 &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Clear &#039;&#039;The Legend of Ransei&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| July 12 to December 31, 2012 &lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | A Date With Destiny&lt;br /&gt;
| Japan&lt;br /&gt;
| April 14 to May 11, 2012 &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Clear &#039;&#039;The Legend of Ransei&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| July 27 to December 31, 2012&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | A Fate Born of Beauty&lt;br /&gt;
| Japan&lt;br /&gt;
| May 12 to June 8, 2012 &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Clear &#039;&#039;The Legend of Ransei&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| July 2 to December 31, 2012 &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Event&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Motochika]] and [[Motonari]]&lt;br /&gt;
| Japan&lt;br /&gt;
| March 17, 2012 onwards &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* &#039;&#039;The Legend of Ransei&#039;&#039; as the current story&lt;br /&gt;
* Claim victory in [[Greenleaf]] and [[Fontaine]]&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| North America&lt;br /&gt;
| June 18 to December 31, 2012 &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hideyoshi]] and {{p|Reshiram}}&lt;br /&gt;
| Japan&lt;br /&gt;
| March 31, 2012 onwards &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot;  |&lt;br /&gt;
&amp;lt;!--* &#039;&#039;Happily Ever After&#039;&#039; as the current story (Maybe, not 100% certain)--&amp;gt;&lt;br /&gt;
* Control of [[Ignis]]&lt;br /&gt;
* Hideyoshi in the army&lt;br /&gt;
* At least in April, Year 1&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot;&lt;br /&gt;
| North America&lt;br /&gt;
| August 13 to December 31, 2012&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;background: #f9e586; {{roundybottom|10px}}&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kingdom events==&lt;br /&gt;
Certain events can happen in kingdoms that will affect gameplay.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
Rainstorms, snowstorms, or heat waves can appear in kingdoms. They will be signified by an icon of a rain cloud, snowflake, or a sun appearing over the affected kingdoms.&lt;br /&gt;
&lt;br /&gt;
===Farmers===&lt;br /&gt;
Sometimes one of the Farmers will show up and ask for a monetary donation. This will happen from time to time and if the player lets all the farmers have money, they will eventually hold a festival to thank for the support and give the player rare gift items.&lt;br /&gt;
&lt;br /&gt;
===Messenger===&lt;br /&gt;
A Messenger will sometimes appear at the start of the month. The Messenger will alert the player when there is an approaching invasion, when there is a rare Pokémon appearing in a kingdom, and when certain kingdom events appear.&lt;br /&gt;
&lt;br /&gt;
===Attractive kingdom===&lt;br /&gt;
Warriors from other kingdoms will visit one of the player&#039;s kingdoms where they can be battled and recruited.&lt;br /&gt;
&lt;br /&gt;
===Traveling merchant===&lt;br /&gt;
One of the traveling merchants may visit, offering a large selection of rare items.&lt;br /&gt;
&lt;br /&gt;
===Professor===&lt;br /&gt;
A Professor will offer advice about basic game mechanics once every story.&lt;br /&gt;
&lt;br /&gt;
===Stolen item===&lt;br /&gt;
A gang of bandits may steal an item belonging to the player&#039;s army, and must be defeated in order to recover the stolen item.&lt;br /&gt;
&lt;br /&gt;
===Stolen Pokémon===&lt;br /&gt;
A gang of thieves may kidnap a Princess&#039;s {{p|Lilligant}}, and must be defeated in order to receive a reward item from the Princess. In the event that the player does not manage to defeat the gang of thieves, or simply let them escape without battling, the Princess will still get her Lilligant back.&lt;br /&gt;
&lt;br /&gt;
===Training trip===&lt;br /&gt;
A Warrior in the player&#039;s army may ask for permission to go on a training trip, after which (if permission is granted) he or she will be absent for months, sending the player letters and items while gone, before returning with a new Pokémon met and linked with during the trip.&lt;br /&gt;
&lt;br /&gt;
===Disappearing Pokémon===&lt;br /&gt;
A Pokémon that shares a 100% link with its Warrior may briefly disappear, returning with one or more items.&amp;lt;!--possibly exclusive to Warlords--&amp;gt;&lt;br /&gt;
&amp;lt;!--===Four guardians===&lt;br /&gt;
Four Warlords are made guardians of one stat each (Power, Wisdom, Charisma, and Capacity), increasing the Energy of their Pokémon, and preventing them from leaving the army.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Passwords==&lt;br /&gt;
Certain Pokémon will appear in one kingdom the month after their password is typed in the Password section. After a password is used, it may not be used again unless save data is cleared. However, some Pokémon, such as Pikachu, have multiple passwords, which allow for more than one appearance. This is due to passwords occupying one of 64 slots. When a slot is taken up, a password that would use that slot cannot be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--arranged by gallery order--&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot; style=&amp;quot;background: #cdbc6c; border: 2px solid #807544; {{roundy|10px}}&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #f9e586; {{roundytl|10px}}&amp;quot;| Pokémon&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #f9e586; {{roundytr|10px}}&amp;quot;| Password&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | Japanese&lt;br /&gt;
! style=&amp;quot;background: #f9e586&amp;quot; | English&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|133}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Eevee}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;0エレフレ8カ0&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2rz3XFCKmR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|130}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Gyarados}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;レルル6カミルフ&amp;lt;/span&amp;gt;&lt;br /&gt;
| mq2xRVNgRL&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|025}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Pikachu}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;メキト７ア8オト&amp;lt;/span&amp;gt;&lt;br /&gt;
| FZP8GqRZRR&amp;lt;br&amp;gt;urALRZwvRg&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|549}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Lilligant}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;8メセヤモビナフ&amp;lt;/span&amp;gt;&lt;br /&gt;
| RwGxLbHRRk&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|547}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Whimsicott}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ヲイベカ0カビへ&amp;lt;/span&amp;gt;&lt;br /&gt;
| juKxxqGP88&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|447}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Riolu}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;セ9タフロヂロイ&amp;lt;/span&amp;gt;&lt;br /&gt;
| Shw8mxRAJR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|147}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Dratini}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;キエメヒメカ0ド&amp;lt;/span&amp;gt;&lt;br /&gt;
| Sr5Z5GqAgR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|246}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Larvitar}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;カボエ7ロオボヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| Lpu3ggCYk8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|374}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Beldum}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;カマ8メカセヂキ&amp;lt;/span&amp;gt;&lt;br /&gt;
| CMqkZRRSRX&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|443}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Gible}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ゾボエ1ナナボコ&amp;lt;/span&amp;gt;&lt;br /&gt;
| LTb3n3RYJ8&amp;lt;br&amp;gt;J3mmJr9rX8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|453}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Croagunk}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;28セメフフロヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| LKpk8FRQR8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|633}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Deino}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;リヂビ4サ8ボメ&amp;lt;/span&amp;gt;&lt;br /&gt;
| 8rf3XPwvJw&amp;lt;br&amp;gt;PKSRGpCPZJ&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|573}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Cinccino}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;??????????&amp;lt;/span&amp;gt;&lt;br /&gt;
| vVALFrGTXX&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|501}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Oshawott}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;2ゾ2ケグヘロヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| frCLRpXG88&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|390}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Chimchar}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ママフ1ヲ0ゾチ&amp;lt;/span&amp;gt;&lt;br /&gt;
| DNB3x2gCgk&amp;lt;br&amp;gt;RKGBxzC2n8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|495}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Snivy}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;8トセギモビセヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| XyADXkr138&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|511}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Pansage}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;レロロカ8ロヂガ&amp;lt;/span&amp;gt;&lt;br /&gt;
| 6xSG8UCAZR&amp;lt;br&amp;gt;q5wwwxHD8n&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|513}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Pansear}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ネ8フニミゼテラ&amp;lt;/span&amp;gt;&lt;br /&gt;
| niE33w9rwM&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|515}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Panpour}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;テヘビトカ1リミ&amp;lt;/span&amp;gt;&lt;br /&gt;
| CNZF3wpq3x&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|555}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Darmanitan}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;28セメハクハ1&amp;lt;/span&amp;gt;&lt;br /&gt;
| pK5RgzqLG8&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|610}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Axew}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ドルリヘ8トナヤ&amp;lt;/span&amp;gt;&lt;br /&gt;
| BqWxXEK3xg&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|636}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Larvesta}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ホヂ84カチトミ&amp;lt;/span&amp;gt;&lt;br /&gt;
| yQAw81qxGR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|587}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Emolga}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ズヂメ7メボオ6&amp;lt;/span&amp;gt;&lt;br /&gt;
| Jnm3kqgN8X&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|215}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Sneasel}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;コレキ1カキテゾ&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rc338MpqLx&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|200}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Misdreavus}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;ヨヂボマ0ノネハ&amp;lt;/span&amp;gt;&lt;br /&gt;
| mnKX3qwrZR&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|531}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Audino}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;セ6ゼチ86ヤヒ&amp;lt;/span&amp;gt;&lt;br /&gt;
| ??????????&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|123}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Scyther}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;トロ06カロラデ&amp;lt;/span&amp;gt;&lt;br /&gt;
| 8GV3LMGrnM&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|131}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Lapras}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;エ8カクゾ9トオ&amp;lt;/span&amp;gt;&lt;br /&gt;
| GfV33RVN3F&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|518}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Musharna}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;??????????&amp;lt;/span&amp;gt;&lt;br /&gt;
| iMYXwqtHgL&lt;br /&gt;
|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|571}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Zoroark}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;N/A&amp;lt;/span&amp;gt;&lt;br /&gt;
| 6iYmwq1Y8w&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!--|- style=&amp;quot;background:#fff&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ms|644}}&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{p|Zekrom}}&lt;br /&gt;
| &amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;N/A&amp;lt;/span&amp;gt;&lt;br /&gt;
| dYbwE252uC--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background: #f9e586; {{roundybottom|10px}}&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
[[File:Pokémon Conquest reception.jpg|thumb|right|80px|Pokémon Conquest&#039;s score of 34/40]]&lt;br /&gt;
Gaming magazine {{wp|Famitsu}} has given Pokémon Conquest a score of 34/40. The reviewers praised how it was easy for children to understand along with its high replay value.&lt;br /&gt;
&lt;br /&gt;
In addition, [[Nintendo Power]] magazine gave the game a rating of 9/10. The magazine cited its engaging and elaborate gameplay, also noting that it was simple enough to pick up for newcomers to the tactical RPG genre. It currently holds a score of 80% on [http://www.metacritic.com/game/ds/pokemon-conquest Metacritic].&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
{{main|Staff of Pokémon Conquest}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{other games|left}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Project Sidegames notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Nintendo DS games]]&lt;br /&gt;
[[Category:Pokémon Conquest|*]]&lt;br /&gt;
&lt;br /&gt;
[[it:Pokémon Conquest]]&lt;br /&gt;
&lt;br /&gt;
[[de:Pokémon Conquest]]&lt;br /&gt;
[[fr:Pokémon Conquest]]&lt;br /&gt;
[[ja:ポケモン+ノブナガの野望]]&lt;br /&gt;
[[pl:Pokémon Conquest]]&lt;br /&gt;
[[zh:神奇寶貝＋信長的野望]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=KISEKI&amp;diff=1998216</id>
		<title>KISEKI</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=KISEKI&amp;diff=1998216"/>
		<updated>2013-10-29T08:28:12Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Korean */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;KISEKI&#039;&#039;&#039; (Japanese for &#039;&#039;Miracles&#039;&#039;) is the ending theme to [[Pokémon X and Y]]. An acoustic version of the song is played during the game&#039;s credits, with lyrics displayed in multiple languages on the lower screen of the Nintendo 3DS console. The song has separate lyrics in each of the seven languages Pokémon X and Y were released in. No version with vocals has been released.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;KISEKI&#039;&#039; is played in the credits, lyrics to the verses are displayed in two languages, depending on which language the game is played in:&lt;br /&gt;
*Played in English: English and French&lt;br /&gt;
*Played in Spanish: Spanish and Japanese&lt;br /&gt;
*Played in Japanese: Japanese and French&lt;br /&gt;
&lt;br /&gt;
Lyrics to the chorus are shown simultaneously in all seven languages Pokémon X and Y were released in, with the game language shown at the top.&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
=== English ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ab&amp;gt;You and I were born&lt;br /&gt;
right here in the same world.&lt;br /&gt;
&lt;br /&gt;
For this one brief life,&lt;br /&gt;
we&#039;re beneath the same sky.&lt;br /&gt;
&lt;br /&gt;
The great flow of time.&lt;br /&gt;
The wide expanse of space.&lt;br /&gt;
&lt;br /&gt;
We are lucky enough&lt;br /&gt;
to share this lifetime we get.&lt;br /&gt;
&lt;br /&gt;
We can gain more if we give.&lt;br /&gt;
By taking, we only lose.&lt;br /&gt;
&lt;br /&gt;
Let us make this a new age&lt;br /&gt;
where we show our gratitude.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a fragile bud of hope,&lt;br /&gt;
blooming in each of our hearts.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t you take that away.&lt;br /&gt;
Our dreams are meant to be shared.&lt;br /&gt;
&lt;br /&gt;
Let it grow. Let it live.&lt;br /&gt;
Let us see what it will bring.&lt;br /&gt;
&lt;br /&gt;
When we share in our love,&lt;br /&gt;
we make a beautiful world.&lt;br /&gt;
&lt;br /&gt;
Search it out, and find the way:&lt;br /&gt;
the point where we can all meet.&lt;br /&gt;
&lt;br /&gt;
The point where we&#039;re all the same.&lt;br /&gt;
There it lies: the future we seek.&lt;br /&gt;
&lt;br /&gt;
Start from there, and then we&#039;ll forge&lt;br /&gt;
a world where all can be free.&lt;br /&gt;
&lt;br /&gt;
Free to dream, and free to smile.&lt;br /&gt;
Free to be who we will be.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make sure we create...&lt;br /&gt;
&lt;br /&gt;
A world of our hopes and dreams.&lt;br /&gt;
&lt;br /&gt;
In our brief lives,&lt;br /&gt;
we&#039;ve managed to meet.&lt;br /&gt;
Treasure this gift,&lt;br /&gt;
this precious time that we have.&lt;br /&gt;
&lt;br /&gt;
In our brief lives,&lt;br /&gt;
we&#039;ve managed to meet.&lt;br /&gt;
Treasure this gift,&lt;br /&gt;
this precious time that we have.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spanish ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;En el planeta tú y yo&lt;br /&gt;
juntos podemos vivir&lt;br /&gt;
&lt;br /&gt;
en armonía y paz&lt;br /&gt;
si sabemos compartir.&lt;br /&gt;
&lt;br /&gt;
Maravillas sin oar&lt;br /&gt;
juntos podemos crear.&lt;br /&gt;
&lt;br /&gt;
Nuestra generación&lt;br /&gt;
unida lo logrará.&lt;br /&gt;
&lt;br /&gt;
Ayudando entre todos&lt;br /&gt;
y mostrando gratitud&lt;br /&gt;
&lt;br /&gt;
podremos construir&lt;br /&gt;
juntos un mundo mejor.&lt;br /&gt;
&lt;br /&gt;
Si cuidamos de una flor&lt;br /&gt;
poniendo nuestro corazón,&lt;br /&gt;
&lt;br /&gt;
pronto fruto dará&lt;br /&gt;
si no hay envidia o temor.&lt;br /&gt;
&lt;br /&gt;
Comparte con los demás&lt;br /&gt;
el fruto de nuestra flor.&lt;br /&gt;
&lt;br /&gt;
Un tesoro será&lt;br /&gt;
y forjará nuestra unión.&lt;br /&gt;
&lt;br /&gt;
Ven conmigo a cantar&lt;br /&gt;
con la voz del corazón.&lt;br /&gt;
&lt;br /&gt;
No dejes de soñar,&lt;br /&gt;
nunca pierdas la ilusión.&lt;br /&gt;
&lt;br /&gt;
Juntos vamos a crear&lt;br /&gt;
nuestro mundo de amistad,&lt;br /&gt;
&lt;br /&gt;
un lugar especial,&lt;br /&gt;
y tus sueños se cumplirán.&lt;br /&gt;
&lt;br /&gt;
Mostrando gratitud&lt;br /&gt;
&lt;br /&gt;
creamos un mundo mejor.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;Una generación&lt;br /&gt;
que junta podrá construir&lt;br /&gt;
maravillas sin par&lt;br /&gt;
si sabemos compartir.&lt;br /&gt;
&lt;br /&gt;
Una generación&lt;br /&gt;
que junta podrá construir&lt;br /&gt;
maravillas sin par&lt;br /&gt;
si sabemos compartir.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;A generation&lt;br /&gt;
that will be able to build&lt;br /&gt;
unparalleled wonders&lt;br /&gt;
if we know how to share.&lt;br /&gt;
&lt;br /&gt;
A generation&lt;br /&gt;
that will be able to build&lt;br /&gt;
unparalleled wonders&lt;br /&gt;
if we know how to share.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== French ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Si un jour enfin&lt;br /&gt;
nous prenions le temps&lt;br /&gt;
&lt;br /&gt;
De voir autrement&lt;br /&gt;
la beauté des gens.&lt;br /&gt;
&lt;br /&gt;
D&#039;apprécier la chance&lt;br /&gt;
de pouvoir les côtoyer.&lt;br /&gt;
&lt;br /&gt;
Et de vivre ces années&lt;br /&gt;
par miracle à leurs côtés.&lt;br /&gt;
&lt;br /&gt;
Construisons tous ensemble&lt;br /&gt;
cette époque de nos rêves.&lt;br /&gt;
&lt;br /&gt;
Saisissons notre chance&lt;br /&gt;
et pensons à la partager.&lt;br /&gt;
&lt;br /&gt;
Gardons-nous de dérober&lt;br /&gt;
ce qu&#039;il faut laisser grandir.&lt;br /&gt;
&lt;br /&gt;
Laissons donc s&#039;épanouir&lt;br /&gt;
les fleurs de la bonté.&lt;br /&gt;
&lt;br /&gt;
Offrons tout jusqu&#039;au jour&lt;br /&gt;
où chacun pourra s&#039;ouvrir&lt;br /&gt;
&lt;br /&gt;
À un monde où plus personne&lt;br /&gt;
ne sera étranger.&lt;br /&gt;
&lt;br /&gt;
Là où nos chemins&lt;br /&gt;
se croisaient par pure chance&lt;br /&gt;
&lt;br /&gt;
Peut naître un monde&lt;br /&gt;
qui fera toujours sens.&lt;br /&gt;
&lt;br /&gt;
Un monde où la chaleur,&lt;br /&gt;
nourrie par la gratitude.&lt;br /&gt;
&lt;br /&gt;
Nous fera tous oublier&lt;br /&gt;
les hivers les plus rudes.&lt;br /&gt;
&lt;br /&gt;
Où donner fera battre&lt;br /&gt;
&lt;br /&gt;
Le cœur de l&#039;humanité.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;Au fil des vies,&lt;br /&gt;
au fond des gens&lt;br /&gt;
Dort un futur,&lt;br /&gt;
miracle du printemps.&lt;br /&gt;
&lt;br /&gt;
Au fil des vies,&lt;br /&gt;
au fond des gens&lt;br /&gt;
Dort un futur,&lt;br /&gt;
miracle du printemps.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;Over the course of lifetimes,&lt;br /&gt;
at the essence of people&lt;br /&gt;
A future is sleeping,&lt;br /&gt;
the miracle of spring.&lt;br /&gt;
&lt;br /&gt;
Over the course of lifetimes,&lt;br /&gt;
at the essence of people&lt;br /&gt;
A future is sleeping,&lt;br /&gt;
the miracle of spring.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== German chorus ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Einhundert Jahr&#039;&lt;br /&gt;
hat uns das Leben vereint.&lt;br /&gt;
Wunder geschehen,&lt;br /&gt;
wenn wir uns nur verstehen.&lt;br /&gt;
&lt;br /&gt;
Einhundert Jahr&#039;&lt;br /&gt;
hat uns das Leben vereint.&lt;br /&gt;
Wunder geschehen,&lt;br /&gt;
wenn wir uns nur verstehen.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;For a hundred years&lt;br /&gt;
life has united us.&lt;br /&gt;
Miracles happen&lt;br /&gt;
if we only understand ourselves.&lt;br /&gt;
&lt;br /&gt;
For a hundred years&lt;br /&gt;
life has united us.&lt;br /&gt;
Miracles happen&lt;br /&gt;
if we only understand ourselves.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Italian chorus ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Nel tempo di...&lt;br /&gt;
Questa vita mia...&lt;br /&gt;
Incontro la tua...&lt;br /&gt;
Un miracolo è già!&lt;br /&gt;
&lt;br /&gt;
Nel tempo di...&lt;br /&gt;
Questa vita mia...&lt;br /&gt;
Incontro la tua...&lt;br /&gt;
Un miracolo è già!&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;Over the course of...&lt;br /&gt;
This life of mine...&lt;br /&gt;
The encounter with you...&lt;br /&gt;
Is already a miracle!&lt;br /&gt;
&lt;br /&gt;
Over the course of...&lt;br /&gt;
This life of mine...&lt;br /&gt;
The encounter with you...&lt;br /&gt;
Is already a miracle!&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Japanese ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;{{tt|この星の 同じ時代に|Kono hoshi no onaji jidai ni}}&lt;br /&gt;
&lt;br /&gt;
{{tt|生きる人と 出会うこと|Ikiru hito to deaukoto}}&lt;br /&gt;
&lt;br /&gt;
{{tt|宇宙の 時の 中では|Uchū no toki no naka de wa}}&lt;br /&gt;
&lt;br /&gt;
{{tt|たった １００年 奇跡の出会い|Tatta hyaku nen kiseki no deai}}&lt;br /&gt;
&lt;br /&gt;
{{tt|相手を包み 感謝しよう|Aite wo tsutsumi kansha shiyō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|ともに 次代を 作っていこう|Tomo ni jidai wo tsukutteikō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|小さなつぼみ 奪い合わずに|Chiisa na tsubomi ubai awazu ni}}&lt;br /&gt;
&lt;br /&gt;
{{tt|ともに 守り 育んでいこう|Tomo ni mamori hagukundeikō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|咲いた花に 優しさ 添えて|Saita hana ni yasashisa soete}}&lt;br /&gt;
&lt;br /&gt;
{{tt|贈り合えば 心 つながる|Okuri aeba kokoro tsunagaru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|人と宇宙が ひとつになれる|Hito to uchū ga hitotsu ni nareru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|軸が交わる ポイント 探せば|Jiku ga majiwaru pointo sagaseba}}&lt;br /&gt;
&lt;br /&gt;
{{tt|夢が あふれる 世界 生まれる|Yume ga afureru sekai umareru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|たった ひとつの 輝く世界|Tatta hitotsu no kagayaku sekai}}&lt;br /&gt;
&lt;br /&gt;
{{tt|感謝 あふれる|Kansha afureru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|未来 作ろう|Mirai tsukurou}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;{{tt|重なる|Kasanaru}}&lt;br /&gt;
{{tt|１００年の|hyaku nen no}}&lt;br /&gt;
{{tt|出会いが|deai ga}}&lt;br /&gt;
{{tt|奇跡を生む|kiseki wo umu}}&lt;br /&gt;
&lt;br /&gt;
{{tt|重なる|Kasanaru}}&lt;br /&gt;
{{tt|１００年の|hyaku nen no}}&lt;br /&gt;
{{tt|出会いが|deai ga}}&lt;br /&gt;
{{tt|奇跡を生む|kiseki wo umu}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;The accumulating&lt;br /&gt;
encounters&lt;br /&gt;
of a hundred years&lt;br /&gt;
give birth to miracles.&lt;br /&gt;
&lt;br /&gt;
The accumulating&lt;br /&gt;
encounters&lt;br /&gt;
of a hundred years&lt;br /&gt;
give birth to miracles.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Korean ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;&lt;br /&gt;
{{tt|이 세상에서 같은 시대의 삶을|i sesangeseo gateun sidaeyi salmeul}}&lt;br /&gt;
{{tt|함께하는 우리의 만남은|hamggehaneun uliyi mannameun}}&lt;br /&gt;
{{tt|우주의 한편 그 시간 중심에서|ujuyi hanpyeon geu sigan jungsimeseo}}&lt;br /&gt;
{{tt|오직 한순간의 기적이라 하겠죠.|ojig hansunganyi gijeogila hagessjyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|서로의 손을 잡고 사랑한다 전해요.|seoloyi soneul jabgo salanghanda jeonhaeyo.}}&lt;br /&gt;
{{tt|모두 함께 시대를 만들어 나아가요.|modu hamgge sidaeleul mandeuleo naagayo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|우리가 공유하는 조그만 꿈의 씨앗|uliga gongyuhaneun jogeuman ggumyi ssias}}&lt;br /&gt;
{{tt|이기심 버리고 푸르게 키워봐요|igisim beoligo puleuge kiweobwayo}}&lt;br /&gt;
{{tt|서로를 이해하고 진심을 나누며|seololeul ihaehago jinsimeul nanumyeo}}&lt;br /&gt;
{{tt|피어난 미래의 꽃 다 함께 가꾸어요.|pieonan milaeyi ggoc da hamgge gaggueoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|너와 나 우리가 만나는 그 순간에|neowa na uliga mannaneun geu sungane}}&lt;br /&gt;
{{tt|인연이 시작되고 운명이 태어나요.|inyeoni sijagdoego unmyeongi taeeonayo.}}&lt;br /&gt;
{{tt|찰나의 만남이 눈부신 선물되어|calnayi mannami nunbusin seonmuldoeeo}}&lt;br /&gt;
{{tt|어두운 밤하늘을 찬란하게 밝혀요.|eoduun bamhaneuleul canlanhage balghyeoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|소소한 우연이|sosohan uyeoni}}&lt;br /&gt;
{{tt|미래를 만들어요.|milaeleul mandeuleoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|흘러가는|heulleoganeun}}&lt;br /&gt;
{{tt|이 시간 속에|i sigan soge}}&lt;br /&gt;
{{tt|기적이란|gijeogilan}}&lt;br /&gt;
{{tt|우리의 만남이죠|uliyi mannamijyo}}&lt;br /&gt;
&lt;br /&gt;
{{tt|흘러가는|heulleoganeun}}&lt;br /&gt;
{{tt|이 시간 속에|i sigan soge}}&lt;br /&gt;
{{tt|기적이란|gijeogilan}}&lt;br /&gt;
{{tt|우리의 만남이죠|uliyi mannamijyo}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Project Music notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Songs]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=KISEKI&amp;diff=1998214</id>
		<title>KISEKI</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=KISEKI&amp;diff=1998214"/>
		<updated>2013-10-29T08:27:37Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;KISEKI&#039;&#039;&#039; (Japanese for &#039;&#039;Miracles&#039;&#039;) is the ending theme to [[Pokémon X and Y]]. An acoustic version of the song is played during the game&#039;s credits, with lyrics displayed in multiple languages on the lower screen of the Nintendo 3DS console. The song has separate lyrics in each of the seven languages Pokémon X and Y were released in. No version with vocals has been released.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;KISEKI&#039;&#039; is played in the credits, lyrics to the verses are displayed in two languages, depending on which language the game is played in:&lt;br /&gt;
*Played in English: English and French&lt;br /&gt;
*Played in Spanish: Spanish and Japanese&lt;br /&gt;
*Played in Japanese: Japanese and French&lt;br /&gt;
&lt;br /&gt;
Lyrics to the chorus are shown simultaneously in all seven languages Pokémon X and Y were released in, with the game language shown at the top.&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
=== English ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ab&amp;gt;You and I were born&lt;br /&gt;
right here in the same world.&lt;br /&gt;
&lt;br /&gt;
For this one brief life,&lt;br /&gt;
we&#039;re beneath the same sky.&lt;br /&gt;
&lt;br /&gt;
The great flow of time.&lt;br /&gt;
The wide expanse of space.&lt;br /&gt;
&lt;br /&gt;
We are lucky enough&lt;br /&gt;
to share this lifetime we get.&lt;br /&gt;
&lt;br /&gt;
We can gain more if we give.&lt;br /&gt;
By taking, we only lose.&lt;br /&gt;
&lt;br /&gt;
Let us make this a new age&lt;br /&gt;
where we show our gratitude.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a fragile bud of hope,&lt;br /&gt;
blooming in each of our hearts.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t you take that away.&lt;br /&gt;
Our dreams are meant to be shared.&lt;br /&gt;
&lt;br /&gt;
Let it grow. Let it live.&lt;br /&gt;
Let us see what it will bring.&lt;br /&gt;
&lt;br /&gt;
When we share in our love,&lt;br /&gt;
we make a beautiful world.&lt;br /&gt;
&lt;br /&gt;
Search it out, and find the way:&lt;br /&gt;
the point where we can all meet.&lt;br /&gt;
&lt;br /&gt;
The point where we&#039;re all the same.&lt;br /&gt;
There it lies: the future we seek.&lt;br /&gt;
&lt;br /&gt;
Start from there, and then we&#039;ll forge&lt;br /&gt;
a world where all can be free.&lt;br /&gt;
&lt;br /&gt;
Free to dream, and free to smile.&lt;br /&gt;
Free to be who we will be.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make sure we create...&lt;br /&gt;
&lt;br /&gt;
A world of our hopes and dreams.&lt;br /&gt;
&lt;br /&gt;
In our brief lives,&lt;br /&gt;
we&#039;ve managed to meet.&lt;br /&gt;
Treasure this gift,&lt;br /&gt;
this precious time that we have.&lt;br /&gt;
&lt;br /&gt;
In our brief lives,&lt;br /&gt;
we&#039;ve managed to meet.&lt;br /&gt;
Treasure this gift,&lt;br /&gt;
this precious time that we have.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spanish ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;En el planeta tú y yo&lt;br /&gt;
juntos podemos vivir&lt;br /&gt;
&lt;br /&gt;
en armonía y paz&lt;br /&gt;
si sabemos compartir.&lt;br /&gt;
&lt;br /&gt;
Maravillas sin oar&lt;br /&gt;
juntos podemos crear.&lt;br /&gt;
&lt;br /&gt;
Nuestra generación&lt;br /&gt;
unida lo logrará.&lt;br /&gt;
&lt;br /&gt;
Ayudando entre todos&lt;br /&gt;
y mostrando gratitud&lt;br /&gt;
&lt;br /&gt;
podremos construir&lt;br /&gt;
juntos un mundo mejor.&lt;br /&gt;
&lt;br /&gt;
Si cuidamos de una flor&lt;br /&gt;
poniendo nuestro corazón,&lt;br /&gt;
&lt;br /&gt;
pronto fruto dará&lt;br /&gt;
si no hay envidia o temor.&lt;br /&gt;
&lt;br /&gt;
Comparte con los demás&lt;br /&gt;
el fruto de nuestra flor.&lt;br /&gt;
&lt;br /&gt;
Un tesoro será&lt;br /&gt;
y forjará nuestra unión.&lt;br /&gt;
&lt;br /&gt;
Ven conmigo a cantar&lt;br /&gt;
con la voz del corazón.&lt;br /&gt;
&lt;br /&gt;
No dejes de soñar,&lt;br /&gt;
nunca pierdas la ilusión.&lt;br /&gt;
&lt;br /&gt;
Juntos vamos a crear&lt;br /&gt;
nuestro mundo de amistad,&lt;br /&gt;
&lt;br /&gt;
un lugar especial,&lt;br /&gt;
y tus sueños se cumplirán.&lt;br /&gt;
&lt;br /&gt;
Mostrando gratitud&lt;br /&gt;
&lt;br /&gt;
creamos un mundo mejor.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;Una generación&lt;br /&gt;
que junta podrá construir&lt;br /&gt;
maravillas sin par&lt;br /&gt;
si sabemos compartir.&lt;br /&gt;
&lt;br /&gt;
Una generación&lt;br /&gt;
que junta podrá construir&lt;br /&gt;
maravillas sin par&lt;br /&gt;
si sabemos compartir.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;A generation&lt;br /&gt;
that will be able to build&lt;br /&gt;
unparalleled wonders&lt;br /&gt;
if we know how to share.&lt;br /&gt;
&lt;br /&gt;
A generation&lt;br /&gt;
that will be able to build&lt;br /&gt;
unparalleled wonders&lt;br /&gt;
if we know how to share.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== French ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Si un jour enfin&lt;br /&gt;
nous prenions le temps&lt;br /&gt;
&lt;br /&gt;
De voir autrement&lt;br /&gt;
la beauté des gens.&lt;br /&gt;
&lt;br /&gt;
D&#039;apprécier la chance&lt;br /&gt;
de pouvoir les côtoyer.&lt;br /&gt;
&lt;br /&gt;
Et de vivre ces années&lt;br /&gt;
par miracle à leurs côtés.&lt;br /&gt;
&lt;br /&gt;
Construisons tous ensemble&lt;br /&gt;
cette époque de nos rêves.&lt;br /&gt;
&lt;br /&gt;
Saisissons notre chance&lt;br /&gt;
et pensons à la partager.&lt;br /&gt;
&lt;br /&gt;
Gardons-nous de dérober&lt;br /&gt;
ce qu&#039;il faut laisser grandir.&lt;br /&gt;
&lt;br /&gt;
Laissons donc s&#039;épanouir&lt;br /&gt;
les fleurs de la bonté.&lt;br /&gt;
&lt;br /&gt;
Offrons tout jusqu&#039;au jour&lt;br /&gt;
où chacun pourra s&#039;ouvrir&lt;br /&gt;
&lt;br /&gt;
À un monde où plus personne&lt;br /&gt;
ne sera étranger.&lt;br /&gt;
&lt;br /&gt;
Là où nos chemins&lt;br /&gt;
se croisaient par pure chance&lt;br /&gt;
&lt;br /&gt;
Peut naître un monde&lt;br /&gt;
qui fera toujours sens.&lt;br /&gt;
&lt;br /&gt;
Un monde où la chaleur,&lt;br /&gt;
nourrie par la gratitude.&lt;br /&gt;
&lt;br /&gt;
Nous fera tous oublier&lt;br /&gt;
les hivers les plus rudes.&lt;br /&gt;
&lt;br /&gt;
Où donner fera battre&lt;br /&gt;
&lt;br /&gt;
Le cœur de l&#039;humanité.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;Au fil des vies,&lt;br /&gt;
au fond des gens&lt;br /&gt;
Dort un futur,&lt;br /&gt;
miracle du printemps.&lt;br /&gt;
&lt;br /&gt;
Au fil des vies,&lt;br /&gt;
au fond des gens&lt;br /&gt;
Dort un futur,&lt;br /&gt;
miracle du printemps.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;Over the course of lifetimes,&lt;br /&gt;
at the essence of people&lt;br /&gt;
A future is sleeping,&lt;br /&gt;
the miracle of spring.&lt;br /&gt;
&lt;br /&gt;
Over the course of lifetimes,&lt;br /&gt;
at the essence of people&lt;br /&gt;
A future is sleeping,&lt;br /&gt;
the miracle of spring.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== German chorus ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Einhundert Jahr&#039;&lt;br /&gt;
hat uns das Leben vereint.&lt;br /&gt;
Wunder geschehen,&lt;br /&gt;
wenn wir uns nur verstehen.&lt;br /&gt;
&lt;br /&gt;
Einhundert Jahr&#039;&lt;br /&gt;
hat uns das Leben vereint.&lt;br /&gt;
Wunder geschehen,&lt;br /&gt;
wenn wir uns nur verstehen.&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;For a hundred years&lt;br /&gt;
life has united us.&lt;br /&gt;
Miracles happen&lt;br /&gt;
if we only understand ourselves.&lt;br /&gt;
&lt;br /&gt;
For a hundred years&lt;br /&gt;
life has united us.&lt;br /&gt;
Miracles happen&lt;br /&gt;
if we only understand ourselves.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Italian chorus ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;Nel tempo di...&lt;br /&gt;
Questa vita mia...&lt;br /&gt;
Incontro la tua...&lt;br /&gt;
Un miracolo è già!&lt;br /&gt;
&lt;br /&gt;
Nel tempo di...&lt;br /&gt;
Questa vita mia...&lt;br /&gt;
Incontro la tua...&lt;br /&gt;
Un miracolo è già!&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;Over the course of...&lt;br /&gt;
This life of mine...&lt;br /&gt;
The encounter with you...&lt;br /&gt;
Is already a miracle!&lt;br /&gt;
&lt;br /&gt;
Over the course of...&lt;br /&gt;
This life of mine...&lt;br /&gt;
The encounter with you...&lt;br /&gt;
Is already a miracle!&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Japanese ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;{{tt|この星の 同じ時代に|Kono hoshi no onaji jidai ni}}&lt;br /&gt;
&lt;br /&gt;
{{tt|生きる人と 出会うこと|Ikiru hito to deaukoto}}&lt;br /&gt;
&lt;br /&gt;
{{tt|宇宙の 時の 中では|Uchū no toki no naka de wa}}&lt;br /&gt;
&lt;br /&gt;
{{tt|たった １００年 奇跡の出会い|Tatta hyaku nen kiseki no deai}}&lt;br /&gt;
&lt;br /&gt;
{{tt|相手を包み 感謝しよう|Aite wo tsutsumi kansha shiyō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|ともに 次代を 作っていこう|Tomo ni jidai wo tsukutteikō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|小さなつぼみ 奪い合わずに|Chiisa na tsubomi ubai awazu ni}}&lt;br /&gt;
&lt;br /&gt;
{{tt|ともに 守り 育んでいこう|Tomo ni mamori hagukundeikō}}&lt;br /&gt;
&lt;br /&gt;
{{tt|咲いた花に 優しさ 添えて|Saita hana ni yasashisa soete}}&lt;br /&gt;
&lt;br /&gt;
{{tt|贈り合えば 心 つながる|Okuri aeba kokoro tsunagaru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|人と宇宙が ひとつになれる|Hito to uchū ga hitotsu ni nareru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|軸が交わる ポイント 探せば|Jiku ga majiwaru pointo sagaseba}}&lt;br /&gt;
&lt;br /&gt;
{{tt|夢が あふれる 世界 生まれる|Yume ga afureru sekai umareru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|たった ひとつの 輝く世界|Tatta hitotsu no kagayaku sekai}}&lt;br /&gt;
&lt;br /&gt;
{{tt|感謝 あふれる|Kansha afureru}}&lt;br /&gt;
&lt;br /&gt;
{{tt|未来 作ろう|Mirai tsukurou}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;ab&amp;gt;{{tt|重なる|Kasanaru}}&lt;br /&gt;
{{tt|１００年の|hyaku nen no}}&lt;br /&gt;
{{tt|出会いが|deai ga}}&lt;br /&gt;
{{tt|奇跡を生む|kiseki wo umu}}&lt;br /&gt;
&lt;br /&gt;
{{tt|重なる|Kasanaru}}&lt;br /&gt;
{{tt|１００年の|hyaku nen no}}&lt;br /&gt;
{{tt|出会いが|deai ga}}&lt;br /&gt;
{{tt|奇跡を生む|kiseki wo umu}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;ab&amp;gt;The accumulating&lt;br /&gt;
encounters&lt;br /&gt;
of a hundred years&lt;br /&gt;
give birth to miracles.&lt;br /&gt;
&lt;br /&gt;
The accumulating&lt;br /&gt;
encounters&lt;br /&gt;
of a hundred years&lt;br /&gt;
give birth to miracles.&amp;lt;/ab&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Korean ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! Translation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;ab&amp;gt;&lt;br /&gt;
{{tt|이 세상에서 같은 시대의 삶을|i sesangeseo gateun sidaeyi salmeul}}&lt;br /&gt;
{{tt|함께하는 우리의 만남은|hamggehaneun uliyi mannameun}}&lt;br /&gt;
{{tt|우주의 한편 그 시간 중심에서|ujuyi hanpyeon geu sigan jungsimeseo}}&lt;br /&gt;
{{tt|오직 한순간의 기적이라 하겠죠.|ojig hansunganyi gijeogila hagessjyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|서로의 손을 잡고 사랑한다 전해요.|seoloyi soneul jabgo salanghanda jeonhaeyo.}}&lt;br /&gt;
{{tt|모두 함께 시대를 만들어 나아가요.|modu hamgge sidaeleul mandeuleo naagayo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|우리가 공유하는 조그만 꿈의 씨앗|uliga gongyuhaneun jogeuman ggumyi ssias}}&lt;br /&gt;
{{tt|이기심 버리고 푸르게 키워봐요|igisim beoligo puleuge kiweobwayo}}&lt;br /&gt;
{{tt|서로를 이해하고 진심을 나누며|seololeul ihaehago jinsimeul nanumyeo}}&lt;br /&gt;
{{tt|피어난 미래의 꽃 다 함께 가꾸어요.|pieonan milaeyi ggoc da hamgge gaggueoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|너와 나 우리가 만나는 그 순간에|neowa na uliga mannaneun geu sungane}}&lt;br /&gt;
{{tt|인연이 시작되고 운명이 태어나요.|inyeoni sijagdoego unmyeongi taeeonayo.}}&lt;br /&gt;
{{tt|찰나의 만남이 눈부신 선물되어|calnayi mannami nunbusin seonmuldoeeo}}&lt;br /&gt;
{{tt|어두운 밤하늘을 찬란하게 밝혀요.|eoduun bamhaneuleul canlanhage balghyeoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|소소한 우연이sosohan uyeoni|}}&lt;br /&gt;
{{tt|미래를 만들어요.|milaeleul mandeuleoyo.}}&lt;br /&gt;
&lt;br /&gt;
{{tt|흘러가는|heulleoganeun}}&lt;br /&gt;
{{tt|이 시간 속에|i sigan soge}}&lt;br /&gt;
{{tt|기적이란|gijeogilan}}&lt;br /&gt;
{{tt|우리의 만남이죠|uliyi mannamijyo}}&lt;br /&gt;
&lt;br /&gt;
{{tt|흘러가는|heulleoganeun}}&lt;br /&gt;
{{tt|이 시간 속에|i sigan soge}}&lt;br /&gt;
{{tt|기적이란|gijeogilan}}&lt;br /&gt;
{{tt|우리의 만남이죠|uliyi mannamijyo}}&amp;lt;/ab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Project Music notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Songs]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Type_chart_data_structure_(Generation_III)&amp;diff=1627010</id>
		<title>Type chart data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Type_chart_data_structure_(Generation_III)&amp;diff=1627010"/>
		<updated>2012-03-16T04:25:39Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: Created page with &amp;quot;The type chart in the Generation III Pokémon games are stored in a 336 byte data structure.  The data structure consists of a number of 112 3-byte entries:  {| ! Offs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[type]] chart in the [[Generation III]] Pokémon games are stored in a 336 byte data structure.  The data structure consists of a number of 112 3-byte entries:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Offset !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || uint8_t || Attacking Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || uint8_t || Defending Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || uint8_t || Damage Multiplier - the value 10 represents normal damage, 20 double damage, 5 half damage, 0 no damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are two notable entries of note: there are two special entries, which have the damage multipliers set to 0.  The first special entry has attacking and defending types 0xFE, and the second special entry has attacking and defending types 0xFF.  The latter must be the last three bytes in the data structure, while the former must appear exactly once somewhere in the data structure.  Regular type chart entries placed between the two special entries do not apply when {{m|Foresight}} and {{m|Odor Sleuth}} is in play (in normal gameplay, the entries in this sections of the {{t|Ghost}}-type immunities to {{t|Normal}}- and {{t|Fighting}}-type attacks).&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Chatter_(move)&amp;diff=1625379</id>
		<title>Chatter (move)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Chatter_(move)&amp;diff=1625379"/>
		<updated>2012-03-14T05:12:41Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MoveInfobox|&lt;br /&gt;
n=448 |&lt;br /&gt;
name=Chatter |&lt;br /&gt;
jname=おしゃべり |&lt;br /&gt;
jtrans=Chatter |&lt;br /&gt;
jtranslit=Oshaberi |&lt;br /&gt;
gameimage=Chatter.png |&lt;br /&gt;
type=Flying |&lt;br /&gt;
damagecategory=Special |&lt;br /&gt;
basepp=20 |&lt;br /&gt;
maxpp=32 |&lt;br /&gt;
power=60 |&lt;br /&gt;
accuracy=100 |&lt;br /&gt;
bdesc= |&lt;br /&gt;
gen=IV |&lt;br /&gt;
category=Smart |&lt;br /&gt;
appeal=1 |&lt;br /&gt;
jam=0 |&lt;br /&gt;
cdesc=+3 if lowest number of points in that turn |&lt;br /&gt;
appealsc=1 |&lt;br /&gt;
scdesc=Earn +3 if the Pokémon gets the lowest score. |&lt;br /&gt;
pokefordex=chatter |&lt;br /&gt;
touches=no |&lt;br /&gt;
protect=yes |&lt;br /&gt;
magiccoat=no |&lt;br /&gt;
snatch=no |&lt;br /&gt;
brightpowder=no |&lt;br /&gt;
kingsrock=no |&lt;br /&gt;
flag7=yes |&lt;br /&gt;
flag8=no |&lt;br /&gt;
sound=yes |&lt;br /&gt;
target=any |&lt;br /&gt;
footnotes= }}&lt;br /&gt;
&#039;&#039;&#039;Chatter&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;おしゃべり&#039;&#039;&#039; &#039;&#039;Chatter&#039;&#039;) is a damage-dealing {{type2|Flying}} [[move]] introduced in [[Generation IV]]. It is the [[signature move]] of {{p|Chatot}}.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
===Generation IV===&lt;br /&gt;
Chatter inflicts damage and may {{status|Confusion|confuse}} the target. This move allows the player&#039;s voice to be recorded using the [[Nintendo DS]]&#039;s microphone, which will play back during the attack and as Chatot&#039;s cry. &lt;br /&gt;
&lt;br /&gt;
The chance of confusing the foe is determined by the volume of this recording. Generally, the higher the volume of the recording is, the higher the chance of confusion.  The recording is stored as a 1000-byte structure within the game as a 4-bit PCM (pulse code modulation) recording.  When a sound is recorded, 1984 8-bit samples of microphone input are taken at roughly 2000 samples per second.  16 zero byes are appended onto the end of this recording to create a 2000 byte 8-bit PCM recording, which is then downsized to a 4-bit PCM recording via a translation table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! 8-bit&lt;br /&gt;
| -128 || -127 - -112 || -111 - -96 || -95 - -80 || -79 - -64 || -63 - -48 || -47 - -32 || -31 - -16 || -15 - 15 || 16 - 31 || 32 - 47 || 48 - 63 || 64 - 79 || 80 - 95 || 96 - 111 || 112-127&lt;br /&gt;
|-&lt;br /&gt;
! 4-bit&lt;br /&gt;
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To pack two 4-bit samples into a byte, the first sample takes up the lower four bits and the second sample takes up the upper 4 bits.  Now, depending on the value of the 16th byte in the 1000-byte 4-bit PCM recording (corresponding to the 31st and 32nd samples from the original), the chance of confusion is as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Value !! Volume !! Confusion odds&lt;br /&gt;
|-&lt;br /&gt;
| -31 or less || Medium || 11%&lt;br /&gt;
|-&lt;br /&gt;
| -30 to 29 || Low || 1%&lt;br /&gt;
|-&lt;br /&gt;
| 30 or more || High || 31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The volume level roughly corresponding to the specific values are given in the table.  When Chatter is used by wild and Trainer-owned Chatot, or Chatot whom have not had a voice recorded, the sound used is Chatot&#039;s regular cry, and the odds of confusion is set to 1%.  Note that since the sample is near the beginning of the recording, it is not necessary to maintain a high volume throughout the recording.&lt;br /&gt;
&lt;br /&gt;
The odds of confusion is not affected by {{a|Serene Grace}}, but is affected by {{a|Shield Dust}}.&lt;br /&gt;
&lt;br /&gt;
===Generation V===&lt;br /&gt;
Chatter can hit non-adjacent opponents in [[triple battle]]s.&lt;br /&gt;
&lt;br /&gt;
Generation V games record 8000 8-bit samples at 8000 samples per second for its recordings, and converts every fourth sample taken from these, starting with the first sample, to the 1000-byte 4-bit PCM recording in the same manner as that of Generation IV.  However, instead of one byte determining the confusion odds, the exclusive or of three bytes, the 100th, 500th, and 700th bytes (corresponding to the 397th, 401st, 1997th, 2001st, 2797th and 2801st samples of the original recording), are taken.  The odds of confusion are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Value !! Volume !! Confusion odds&lt;br /&gt;
|-&lt;br /&gt;
| 99 or less || Medium || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 100 to 149 || Low || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 150 or more || High || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus, it is necessary to maintain medium or high volume in roughly the first quarter-second for the maximum odds of confusion.  When Chatter is used by wild and Trainer-owned Chatot, or Chatot whom have not had a voice recorded, the sound used is Chatot&#039;s regular cry, and the odds of confusion is set to 0%.  The confusion odds are affected by {{a|Shield Dust}}, {{a|Serene Grace}}, {{a|Sheer Force}}, and the combined effect of {{m|Water Pledge}} and {{m|Fire Pledge}}.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
{{movedesc|Flying}}&lt;br /&gt;
{{movedescentry|DPPtHGSS|The user attacks using a sound wave based on words it has learned. It may also confuse the foe.}}&lt;br /&gt;
{{movedescentry|BW|The user attacks using a sound wave based on words it has learned. It may also confuse the target.}}&lt;br /&gt;
|}&lt;br /&gt;
|}{{left clear}}&lt;br /&gt;
==Learnset==&lt;br /&gt;
===By [[Level|leveling up]]===&lt;br /&gt;
{{Moveheader/Level|Flying|4}}&lt;br /&gt;
{{Moveentry/Level4|441|Chatot|2|Normal|Flying|21|21|&#039;&#039;&#039;}}&lt;br /&gt;
{{Movefooter|Flying|4}}&lt;br /&gt;
&lt;br /&gt;
==In the manga==&lt;br /&gt;
&lt;br /&gt;
===Pokémon Adventures===&lt;br /&gt;
{{movemanga|type=flying|exp=yes|gen=The user attacks using a sound wave based on words it has learned. It may also confuse the foe.|image1=Chatler_Rayhiko_Chatter_Discharge.png|image1p=Chatot}}&lt;br /&gt;
{{movep|type=flying|ms=441|pkmn=Chatot|method=Chatot angrily babbles at the opponent, causing it to become confused or hold its ears in pain, or Chatot opens its mouth and releases a loud sound from its beak, causing the opponent to hold its ears in pain.}}&lt;br /&gt;
{{movebtmManga|type=flying|user=Chatler|user1=Pearl&#039;s Chatler|startcode=PS357|startname=VS. Meditite and Riolu II|notes=Debut}}&lt;br /&gt;
&lt;br /&gt;
==In other generations==&lt;br /&gt;
{{movegen|&lt;br /&gt;
genIV=Chatter IV|&lt;br /&gt;
type=flying|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Chatter is the one of only two moves that cannot be {{m|Sketch}}ed, presumably because the field move Chatter, when used by a Pokémon other than {{p|Chatot}} does not temporarily change the battle cry of the respective Pokémon to the recorded version even if audio is recorded. This is because recording audio via Chatter activates a Pokémon&#039;s alternative cry, where Chatot&#039;s alternative cry exclusively depends on what was recorded when the Chatter field move is used. This makes it one of the only two true [[signature move]]s, the other one being Sketch itself. The only other moves which can&#039;t be Sketched are {{m|Struggle}} and [[shadow moves]] which cannot be learned naturally.&lt;br /&gt;
* When a person&#039;s voice is recorded for the attack, the noise will always be distorted, possibly a failsafe to prevent foul words from being emitted by the game.&lt;br /&gt;
* After using Chatter outside of battle, the Pokémon&#039;s cry will be temporarily changed. In the profile, the cry will be what was recorded. Moves such as {{m|Growl}} and {{m|Howl}} will change as well due to its cry being changed. This will be reset when the Pokémon is deposited into the PC. &amp;lt;!--or newer game?--&amp;gt;&lt;br /&gt;
* Because of this move, Chatot is banned from the Pokémon Global Battle Union.&lt;br /&gt;
&lt;br /&gt;
==In other languages==&lt;br /&gt;
{{Langtable|color={{flying color}}|bordercolor={{flying color light}}&lt;br /&gt;
|zh_cmn=喋喋不休‎ &#039;&#039;Diédié-bùxiū&#039;&#039;&lt;br /&gt;
|nl=Kwetter&lt;br /&gt;
|fr=Babil&lt;br /&gt;
|de=Geschwätz&lt;br /&gt;
|el=Τιτιβισμός&lt;br /&gt;
|it=Schiamazzo&lt;br /&gt;
|ko=수다 &#039;&#039;Suda&#039;&#039;&lt;br /&gt;
|es=Cháchara}}&lt;br /&gt;
&lt;br /&gt;
{{Project Moves and Abilities notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Signature moves]]&lt;br /&gt;
[[de:Geschwätz]]&lt;br /&gt;
[[es:Cháchara]]&lt;br /&gt;
[[fr:Babil]]&lt;br /&gt;
[[it:Schiamazzo (mossa)]]&lt;br /&gt;
[[ja:おしゃべり]]&lt;br /&gt;
[[pl:Chatter]]&lt;br /&gt;
[[pt:Chatter]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Trainer_Tower_data_structures_(Generation_III)&amp;diff=1521531</id>
		<title>Trainer Tower data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Trainer_Tower_data_structures_(Generation_III)&amp;diff=1521531"/>
		<updated>2011-09-29T22:05:51Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the international releases of [[Pokémon FireRed]] and [[Pokémon LeafGreen]] that govern the [[Trainer Tower]].&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the games.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the Japanese release of [[Pokémon FireRed]] and [[Pokemon LeafGreen]], players could scan in [[e-Reader]] cards from the [[Pokémon Battle e FireRed &amp;amp; LeafGreen|Battle-e FireRed and LeafGreen]] series to customize the layout of Trainer Tower.  In the international releases, the data from all 32 of the regular cards are folded into the game ROM; none of the Japanese promotional cards are present.  The four battle modes (Single, Double, Knockout, and Mixed) each have a hard-coded order of eight trainers, exactly as if their corresponding cards have been scanned.&lt;br /&gt;
&lt;br /&gt;
Note that not all 32 cards are used in international releases; notably, all 8 of the Knockout battle cards are used in the Knockout mode, some of which are reused in Mixed mode.  A few singles and doubles cards are also reused in Trainer Tower.&lt;br /&gt;
&lt;br /&gt;
The card data is stored in memory location 0x0847ABAC (FireRed) and 0x0847A488 (LeafGreen).&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
Each Trainer Card is stored as a 992-byte structure, laid out as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 || uint8_t || Card Number&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 1 || uint8_t || Battle Type - 0 for single battles, 1 for double battles, and 2 for knockout battles&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || 1 || uint8_t || Reward Item - This is the reward item that is obtained when players defeat Trainer Hill, provided that this card represents the first trainer.  The values are indices in a special 15-entry array.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 984 || Trainer Data[3] || The data for up to three trainers and their Pokémon.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3DC || 4 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Trainer Data is a 328-byte structure, laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 11 || char[11] || Trainer Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B || 3 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 48 || Easy Chat Quote[3] || Challenge, win, and lose quotes (in that order) - each of these are built in accordance to the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E || 2 || colspan=&amp;quot;2&amp;quot; | Padding bytes resulting from alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || 264 || Trainer&#039;s Pokemon[6] || Trainer&#039;s Pokémon Lineup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Trainer&#039;s Pokémon is a 44-byte structure, laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 || uint16_t || Species - see [[List of Pokémon by index number (Generation III)]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 || uint16_t || Held Item - see [[List of items by index number (Generation III)]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 8 || uint16_t[4] || Moves - see [[List of moves]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 20 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || 11 || char[11] || Nickname - Note that none of the Pokémon on any of these cards are actually nicknamed; the species name is placed here instead.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2B || 1 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a trainer is unused (the second and third trainers in a single battle card, or the third trainer in a double battle card), the entire structure, with the exception of the easy chat quotes, is zeroed out; the easy chat quote area is filled with 0xFF instead.&lt;br /&gt;
&lt;br /&gt;
== Floor Plan ==&lt;br /&gt;
The floor plan is simply a list of eight pointers to the various cards that will be used in each mode.  There are four such lists, one for each mode.  Their locations are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mode !! FireRed !! LeafGreen&lt;br /&gt;
|-&lt;br /&gt;
| Single || 0x084827B4 || 0x08482090&lt;br /&gt;
|-&lt;br /&gt;
| Double || 0x084827D4 || 0x084820B0&lt;br /&gt;
|-&lt;br /&gt;
| Knockout || 0x084827F4 || 0x084820D0&lt;br /&gt;
|-&lt;br /&gt;
| Mixed || 0x08482814 || 0x084820F0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reward Items ==&lt;br /&gt;
The reward items used on each card corresponds to indices in an array of 15 items (as indices to the master item list).  This array is stored in location 0x0847A2B4 (FireRed) and 0x08479B90 (LeafGreen).  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| HP Up || Protein || Iron || Carbos&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Calcium || Zinc || BrightPowder || White Herb&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Mental Herb || Choice Band || King&#039;s Rock || Scope Lens&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
| Metal Coat || Dragon Scale || Up-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Trainer_Tower_data_structures_(Generation_III)&amp;diff=1521436</id>
		<title>Trainer Tower data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Trainer_Tower_data_structures_(Generation_III)&amp;diff=1521436"/>
		<updated>2011-09-29T18:12:52Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the international releases of [[Pokémon FireRed]] and [[Pokémon LeafGreen]] that govern the [[Trainer Tower]].&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the games.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the Japanese release of [[Pokémon FireRed]] and [[Pokemon LeafGreen]], players could scan in [[e-Reader]] cards from the [[Pokémon Battle e FireRed &amp;amp; LeafGreen|Battle-e FireRed and LeafGreen]] series to customize the layout of Trainer Tower.  In the international releases, the data from all 32 of the regular cards are folded into the game ROM; none of the Japanese promotional cards are present.  The four battle modes (Single, Double, Knockout, and Mixed) each have a hard-coded order of eight trainers, exactly as if their corresponding cards have been scanned.&lt;br /&gt;
&lt;br /&gt;
Note that not all 32 cards are used in international releases; notably, all 8 of the Knockout battle cards are used in the Knockout mode, some of which are reused in Mixed mode.  A few singles and doubles cards are also reused in Trainer Tower.&lt;br /&gt;
&lt;br /&gt;
The card data is stored in memory location 0x0847ABAC (FireRed) and 0x0847A488 (LeafGreen).&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
Each Trainer Card is stored as a 992-byte structure, laid out as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 || uint8_t || Card Number&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 1 || uint8_t || Battle Type - 0 for single battles, 1 for double battles, and 2 for knockout battles&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || 1 || uint8_t || Reward Item - This is the reward item that is obtained when players defeat Trainer Hill, provided that this card represents the first trainer.  The values are indices in a special 15-entry array.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 984 || Trainer Data[3] || The data for up to three trainers and their Pokémon.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3DC || 4 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Trainer Data is a 328-byte structure, laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 11 || char[11] || Trainer Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B || 3 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 48 || Easy Chat Quote[3] || Challenge, win, and lose quotes (in that order) - each of these are built in accordance to the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E || 2 || colspan=&amp;quot;2&amp;quot; | Padding bytes resulting from alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || 264 || Trainer&#039;s Pokemon[6] || Trainer&#039;s Pokémon Lineup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Trainer&#039;s Pokémon is a 44-byte structure, laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 || uint16_t || Species - see [[List of Pokémon by index number (Generation III)]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 || uint16_t || Held Item - see [[List of items by index number (Generation III)]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 8 || uint16_t[4] || Moves - see [[List of moves]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 20 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || 11 || char[11] || Nickname - Note that none of the Pokémon on any of these cards are actually nicknamed; the species name is placed here instead.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2B || 1 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Floor Plan ==&lt;br /&gt;
The floor plan is simply a list of eight pointers to the various cards that will be used in each mode.  There are four such lists, one for each mode.  Their locations are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mode !! FireRed !! LeafGreen&lt;br /&gt;
|-&lt;br /&gt;
| Single || 0x084827B4 || 0x08482090&lt;br /&gt;
|-&lt;br /&gt;
| Double || 0x084827D4 || 0x084820B0&lt;br /&gt;
|-&lt;br /&gt;
| Knockout || 0x084827F4 || 0x084820D0&lt;br /&gt;
|-&lt;br /&gt;
| Mixed || 0x08482814 || 0x084820F0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reward Items ==&lt;br /&gt;
The reward items used on each card corresponds to indices in an array of 15 items (as indices to the master item list).  This array is stored in location 0x0847A2B4 (FireRed) and 0x08479B90 (LeafGreen).  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| HP Up || Protein || Iron || Carbos&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Calcium || Zinc || BrightPowder || White Herb&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Mental Herb || Choice Band || King&#039;s Rock || Scope Lens&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
| Metal Coat || Dragon Scale || Up-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Trainer_Tower_data_structures_(Generation_III)&amp;diff=1521435</id>
		<title>Trainer Tower data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Trainer_Tower_data_structures_(Generation_III)&amp;diff=1521435"/>
		<updated>2011-09-29T18:12:29Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: Created page with &amp;quot;There are a number of data structures in the international releases of Pokémon FireRed and Pokémon LeafGreen that govern the Trainer Tower.  All memory addresses re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the international releases of [[Pokémon FireRed]] and [[Pokémon LeafGreen]] that govern the [[Trainer Tower]].&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the games.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the Japanese release of [[Pokémon FireRed]] and [[Pokemon LeafGreen]], players could scan in [[e-Reader]] cards from the [[Pokémon Battle e FireRed &amp;amp; LeafGreen|Battle-e FireRed and LeafGreen]] series to customize the layout of Trainer Tower.  In the international releases, the data from all 32 of the regular cards are folded into the game ROM; none of the Japanese promotional cards are present.  The four battle modes (Single, Double, Knockout, and Mixed) each have a hard-coded order of eight trainers, exactly as if their corresponding cards have been scanned.&lt;br /&gt;
&lt;br /&gt;
Note that not all 32 cards are used in international releases; notably, all 8 of the Knockout battle cards are used in the Knockout mode, some of which are reused in Mixed mode.  A few singles and doubles cards are also reused in Trainer Tower.&lt;br /&gt;
&lt;br /&gt;
The card data is stored in memory location 0x0847ABAC (FireRed) and 0x0847A488 (LeafGreen).&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
Each Trainer Card is stored as a 992-byte structure, laid out as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1 || uint8_t || Card Number&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 1 || uint8_t || Battle Type - 0 for single battles, 1 for double battles, and 2 for knockout battles&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || 1 || uint8_t || Reward Item - This is the reward item that is obtained when players defeat Trainer Hill, provided that this card represents the first trainer.  The values are indices in a special 15-entry array.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 984 || Trainer Data[3] || The data for up to three trainers and their Pokémon.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3DC || 4 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Trainer Data is a 328-byte structure, laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
| 0x00 || 11 || char[11] || Trainer Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B || 3 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 48 || Easy Chat Quote[3] || Challenge, win, and lose quotes (in that order) - each of these are built in accordance to the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x3E || 2 || colspan=&amp;quot;2&amp;quot; | Padding bytes resulting from alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || 264 || Trainer&#039;s Pokemon[6] || Trainer&#039;s Pokémon Lineup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Trainer&#039;s Pokémon is a 44-byte structure, laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 || uint16_t || Species - see [[List of Pokémon by index number (Generation III)]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 || uint16_t || Held Item - see [[List of items by index number (Generation III)]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 8 || uint16_t[4] || Moves - see [[List of moves]] for values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 20 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || 11 || char[11] || Nickname - Note that none of the Pokémon on any of these cards are actually nicknamed; the species name is placed here instead.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2B || 1 || colspan=&amp;quot;2&amp;quot; | Currently unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Floor Plan ==&lt;br /&gt;
The floor plan is simply a list of eight pointers to the various cards that will be used in each mode.  There are four such lists, one for each mode.  Their locations are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mode !! FireRed !! LeafGreen&lt;br /&gt;
|-&lt;br /&gt;
| Single || 0x084827B4 || 0x08482090&lt;br /&gt;
|-&lt;br /&gt;
| Double || 0x084827D4 || 0x084820B0&lt;br /&gt;
|-&lt;br /&gt;
| Knockout || 0x084827F4 || 0x084820D0&lt;br /&gt;
|-&lt;br /&gt;
| Mixed || 0x08482814 || 0x084820F0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reward Items ==&lt;br /&gt;
The reward items used on each card corresponds to indices in an array of 15 items (as indices to the master item list).  This array is stored in location 0x0847A2B4 (FireRed) and 0x08479B90 (LeafGreen).  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| HP Up || Protein || Iron || Carbos&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Calcium || Zinc || BrightPowder || White Herb&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Mental Herb || Choice Band || King&#039;s Rock || Scope Lens&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
| Metal Coat || Dragon Scale || Up-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Evolution_data_structure_(Generation_III)&amp;diff=1512186</id>
		<title>Pokémon Evolution data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Evolution_data_structure_(Generation_III)&amp;diff=1512186"/>
		<updated>2011-09-13T19:42:38Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: Created page with &amp;quot;Data on the &amp;#039;&amp;#039;&amp;#039;evolution of Pokémon&amp;#039;&amp;#039;&amp;#039; is stored as a series of 6-byte structures in Generation III.  These structures must be aligned on a 4-byte bou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data on the &#039;&#039;&#039;[[Pokémon Evolution|evolution of Pokémon]]&#039;&#039;&#039; is stored as a series of 6-byte structures in [[Generation III]].  These structures must be aligned on a 4-byte boundary, and each Pokémon species has 5 such entries, for a total of 40 bytes per species.&lt;br /&gt;
&lt;br /&gt;
In all Generation III games, evolution data is situated between the Pokémon move list data pool and the actual Pokémon move list index; see [[Move list data structures in Generation III]] for a list of locations.&lt;br /&gt;
&lt;br /&gt;
== Pokémon Evolution Data Structure ==&lt;br /&gt;
Each species has 5 substructures, as {{p|Eevee}} has 5 evolution options.  The overall structure is laid out as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 6 || Substructure || First Substructure&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || 2 || colspan=&amp;quot;2&amp;quot; | Padding due to alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || 6 || Substructure || Second Substructure&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || 2 || colspan=&amp;quot;2&amp;quot; | Padding due to alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || 6 || Substructure || Third Substructure&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || 2 || colspan=&amp;quot;2&amp;quot; | Padding due to alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || 6 || Substructure || Fourth Substructure&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || 2 || colspan=&amp;quot;2&amp;quot; | Padding due to alignment&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || 6 || Substructure || Fifth Substructure&lt;br /&gt;
|-&lt;br /&gt;
| 0x26 || 2 || colspan=&amp;quot;2&amp;quot; | Padding due to alignment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pokémon Evolution Data Substructure ===&lt;br /&gt;
The 6-byte substructure is organized as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Size !! Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 || uint16_t&lt;br /&gt;
| Method of evolution - How this Pokémon will evolve.  This can be one of the following values:&lt;br /&gt;
* 0x0001 - Evolves by happiness without regards to time of day&lt;br /&gt;
* 0x0002 - Evolves by happiness during the day&lt;br /&gt;
* 0x0003 - Evolves by happiness at night&lt;br /&gt;
* 0x0004 - Evolves by level up&lt;br /&gt;
* 0x0005 - Evolves by trade without items&lt;br /&gt;
* 0x0006 - Evolves by using an item on the Pokémon&lt;br /&gt;
* 0x0007 - Evolves by trading the Pokémon while holding an item&lt;br /&gt;
* 0x0008 - Evolves by level up, but only when Attack is greater than Defense&lt;br /&gt;
* 0x0009 - Evolves by level up, but only when Attack is equal to Defense&lt;br /&gt;
* 0x000A - Evolves by level up, but only when Attack is lower than Defense&lt;br /&gt;
* 0x000B - Evolves by level up, but only when the [[personality value]] permits ({{p|Wurmple}} → {{p|Silcoon}} evolution)&lt;br /&gt;
* 0x000C - Evolves by level up, but only when the personality value permits ({{p|Wurmple}} → {{p|Cascoon}} evolution)&lt;br /&gt;
* 0x000D - Evolves by level up, but may spawn another Pokémon if permitted ({{p|Nincada}} → {{p|Ninjask}} evolution)&lt;br /&gt;
* 0x000E - Evolves by level up, but is only spawned if the conditions permit ({{p|Nincada}} → {{p|Shedinja}} evolution)&lt;br /&gt;
* 0x000F - Evolves by beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 || uint16_t&lt;br /&gt;
| Parameter - The meaning of this is dependent on the method of evolution - the item, the level, etc.  Not used and zeroed out where applicable.  Note that the parameter is used for the beauty threshold, but is not used for happiness thresholds.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 2 || uint16_t || Target Pokémon - The Pokémon which this Pokémon will evolve to.  See [[List of Pokémon by index number (Generation III)]] for a list of values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All unused entries will be entirely zeroed-out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1506285</id>
		<title>Battle Frontier data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1506285"/>
		<updated>2011-09-04T17:30:58Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the [[Pokémon Emerald]] game ROM that govern the [[Battle Frontier (Hoenn)|Battle Frontier]] and the [[Battle Tent]]s.  These are outlined below.&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the game.&lt;br /&gt;
&lt;br /&gt;
== Opposing Trainers ==&lt;br /&gt;
The Battle Frontier contains a master list of 300 opposing [[Pokémon Trainer]]s that may be chosen as an opponent in battle; these are generally sorted in increasing order of difficulty.  Similarly, each of the Battle Tents has a smaller list of trainers: 70 for the Slateport Battle Tent and 30 for the Verdanturf and Fallarbor Battle Tents.  Trainer data is stored as a 52-byte structure, outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint32_t || Trainer class&lt;br /&gt;
|-&lt;br /&gt;
| 8 || char[8] || Name&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Easy chat system data structures in Generation III|Easy Chat structure]][6] || Challenge Quote - the quote given before battling the opposing trainer.  This is a phrase constructed using the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Win Quote - the quote given when you lose against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Lose Quote - the quote given when you win against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint16_t* || Pokémon Used - the pointer points to an 0xFFFF-terminated array  of indices in the list of opposing Pokémon.  Note that not all Pokémon in the list may be used in all Battle Frontier facilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of Pokémon used appear immediately before the list of opposing trainers for each facility.  Note that the range of trainers that will be used in any facility will be dependent on the current winning streak at that facility.&lt;br /&gt;
&lt;br /&gt;
The list of trainers appear at memory addresses 0x085D5ACC for the Battle Frontier, 0x085DDA14 for the Slateport Battle Tent, 0x085DE610 for the Verdanturf Battle Tent, and 0x085DF084 for the Fallarbor Battle Tent.&lt;br /&gt;
&lt;br /&gt;
== Opposing Pokémon ==&lt;br /&gt;
The Battle Frontier contains a master list of 882 opposing Pokémon, again in general order of increasing difficulty.  The list of opposing Pokémon is only 70 for the Slateport Battle Tent and 45 for the Verdanturf and Fallarbor Battle Tents.  Pokémon data is stored as a 13-byte data structure (aligned on 4-byte boundaries, for a total of 16 bytes), outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2 || uint16_t || Species ID - see [[List of Pokémon by index number (Generation III)]] for the list of values and their associated Pokémon.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || uint16_t[4] || Moves - see [[List of moves]] for the list of values and their associated move.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Held Item - these are &#039;&#039;&#039;not&#039;&#039;&#039; item indices, rather indices to a separate list of item indices, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || EV spread - bitfield, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all other information needed to generate the Pokemon itself (such as IVs) will depend on the facility and current winning streak therein.&lt;br /&gt;
&lt;br /&gt;
The list of Pokémon appear immediately after their corresponding list of trainers in memory: the Battle Frontier list is located at address 0x085D97BC, the Slateport Battle Tent list is located at 0x085DE02C, the Verdanturf Battle Tent list is located at 0x085DEC28, and the Fallarbor Battle Tent list is located at 0x085DF96C.&lt;br /&gt;
&lt;br /&gt;
=== Held item ===&lt;br /&gt;
For the Battle Frontier facilities, a separate list of 63 values (indices to the master item list) is used to denote items.  This list may be located at memory location 0x085CECB0.  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! A !! B !! C !! D !! E !! F&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| &#039;&#039;Nothing&#039;&#039; || King&#039;s Rock || Sitrus Berry || Oran Berry || Chesto Berry || Hard Stone || Focus Band || Persim Berry || Miracle Seed || (Berry Juice) || Macho Brace || SilverPowder || Cheri Berry || BlackGlasses || Black Belt || (Soul Dew)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Choice Band || Magnet || Silk Scarf || White Herb || DeepSeaScale || (DeepSeaTooth) || Mystic Water || Sharp Beak || Quick Claw || Leftovers || Rawst Berry || Light Ball || Poison Barb || NeverMeltIce || Aspear Berry || Spell Tag&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| BrightPowder || Leppa Berry || Scope Lens || TwistedSpoon || Metal Coat || Mental Herb || Charcoal || Pecha Berry || Soft Sand || Lum Berry || Dragon Scale || Dragon Fang || Iapapa Berry || Wiki Berry || Sea Incense || Shell Bell&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Salac Berry || (Lansat Berry) || Apicot Berry || (Starf Berry) || Liechi Berry || Stick || Lax Incense || Aguav Berry || Figy Berry || Thick Club || Mago Berry || Metal Powder || Petaya Berry || (Lucky Punch) || Ganlon Berry ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Item names in parentheses are not used on any Pokémon in the Pokémon lists.&lt;br /&gt;
&lt;br /&gt;
=== EV spreads ===&lt;br /&gt;
EV spreads are stored in a six-bit bitfield:&lt;br /&gt;
&lt;br /&gt;
 --xxxxxx EV spread&lt;br /&gt;
 -------1 HP&lt;br /&gt;
 ------1- Attack&lt;br /&gt;
 -----1-- Defense&lt;br /&gt;
 ----1--- Speed&lt;br /&gt;
 ---1---- Special Attack&lt;br /&gt;
 --1----- Special Defense&lt;br /&gt;
&lt;br /&gt;
The 510 EVs will be divided evenly among all stats whose bit are set.  (Since 510 is not divisible by 4, a Pokémon whose EVs are spread across 4 stats will only have 508 EVs.)&lt;br /&gt;
&lt;br /&gt;
== Mind Ratings ==&lt;br /&gt;
In the [[Battle Arena]], each move is given a Mind rating.  Over the course of the battle, each move used will contribute its Mind rating to the trainer&#039;s mind score; the player with the higher rating wins the 2 points in overall judgement.  Mind ratings are stored as an array of 355 (the number of move IDs in the game) signed 8-bit integers at memory location 0x08611DC0; normally, these range from -1 to 1.&lt;br /&gt;
&lt;br /&gt;
To access the Mind rating for any particular move, take the corresponding index in this array.&lt;br /&gt;
&lt;br /&gt;
== Battle Style Moves ==&lt;br /&gt;
In determining a trainer&#039;s battle style in the [[Battle Factory (Hoenn)|Battle Factory]] and [[Battle Dome]], seven lists of moves are kept by the game, and from these, one of nine battle styles is determined.  The trainer&#039;s Pokémon&#039;s moves are matched up against these seven lists, and a list is considered &amp;quot;satisfied&amp;quot; if the trainer has enough moves from that list.  The number of moves that are needed for a list to be satisfied is stored in memory location 0x08611FC0 as a list of 7 unsigned 8-bit integers; by default this is three moves for the first three lasts and two for the last four.  The game then determines the battle style based on how many of the lists are satisfied (either none, 1-2, or at least 3; the middle one of which will also state the last list that was satisfied, for a total of 9 styles).&lt;br /&gt;
&lt;br /&gt;
The master list of moves used in determining battle style is stored as an array of 7 pointers to lists of 16-bit unsigned integers, referring to the corresponding indices in the master move list (see [[List of moves]]).  All seven lists have no fixed length, and are terminated with 0x0000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address !! Battle Style&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FC8 || &amp;quot;... one based on total preparation&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FCC || &amp;quot;... slow and steady&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD0 || &amp;quot;... one of endurance&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD4 || &amp;quot;... high risk, high return&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD8 || &amp;quot;... weakening the foe to start&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FDC || &amp;quot;... impossible to predict&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FE0 || &amp;quot;... depend on the battle&#039;s flow&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of moves appear immediately before the seven pointers themselves in the game ROM.  The number of moves needed to satisfy each list appears immediately before the lists of moves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504631</id>
		<title>Battle Frontier data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504631"/>
		<updated>2011-09-01T18:56:10Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Battle Style Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the [[Pokémon Emerald]] game ROM that govern the [[Battle Frontier (Hoenn)|Battle Frontier]] and the [[Battle Tent]]s.  These are outlined below.&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the game.&lt;br /&gt;
&lt;br /&gt;
== Opposing Trainers ==&lt;br /&gt;
The Battle Frontier contains a master list of 300 opposing [[Pokémon Trainer]]s that may be chosen as an opponent in battle; these are generally sorted in increasing order of difficulty.  Similarly, each of the Battle Tents has a smaller list of trainers: 70 for the Slateport Battle Tent and 30 for the Verdanturf and Fallarbor Battle Tents.  Trainer data is stored as a 52-byte structure, outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint32_t || Trainer class&lt;br /&gt;
|-&lt;br /&gt;
| 8 || char[8] || Name&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Easy chat system data structures in Generation III|Easy Chat structure]][6] || Challenge Quote - the quote given before battling the opposing trainer.  This is a phrase constructed using the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Win Quote - the quote given when you lose against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Lose Quote - the quote given when you win against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint16_t* || Pokemon Used - the pointer points to an 0xFFFF-terminated array  of indices in the list of opposing Pokemon.  Note that not all Pokemon in the list may be used in all Battle Frontier facilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of Pokémon used appear immediately before the list of opposing trainers for each facility.  Note that the range of trainers that will be used in any facility will be dependent on the current winning streak at that facility.&lt;br /&gt;
&lt;br /&gt;
The list of trainers appear at memory addresses 0x085D5ACC for the Battle Frontier, 0x085DDA14 for the Slateport Battle Tent, 0x085DE610 for the Verdanturf Battle Tent, and 0x085DF084 for the Fallarbor Battle Tent.&lt;br /&gt;
&lt;br /&gt;
== Opposing Pokémon ==&lt;br /&gt;
The Battle Frontier contains a master list of 882 opposing Pokémon, again in general order of increasing difficulty.  The list of opposing Pokémon is only 70 for the Slateport Battle Tent and 45 for the Verdanturf and Fallarbor Battle Tents.  Pokémon data is stored as a 13-byte data structure (aligned on 4-byte boundaries, for a total of 16 bytes), outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2 || uint16_t || Species ID - see [[List of Pokémon by index number (Generation III)]].&lt;br /&gt;
|-&lt;br /&gt;
| 8 || uint16_t[4] || Moves - see [[List of moves]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Held Item - these are &#039;&#039;&#039;not&#039;&#039;&#039; item indices, rather indices to a separate list of item indices&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || EV spread - bitfield, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all other information needed to generate the Pokemon itself (such as IVs) will depend on the facility and current winning streak therein.&lt;br /&gt;
&lt;br /&gt;
The list of Pokémon appear immediately after their corresponding list of trainers in memory: the Battle Frontier list is located at address 0x085D97BC, the Slateport Battle Tent list is located at 0x085DE02C, the Verdanturf Battle Tent list is located at 0x085DEC28, and the Fallarbor Battle Tent list is located at 0x085DF96C.&lt;br /&gt;
&lt;br /&gt;
=== Held item ===&lt;br /&gt;
For the Battle Frontier facilities, a separate list of 63 values (indices to the master item list) is used to denote items.  This list may be located at memory location 0x085CECB0.  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! A !! B !! C !! D !! E !! F&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| &#039;&#039;Nothing&#039;&#039; || King&#039;s Rock || Sitrus Berry || Oran Berry || Chesto Berry || Hard Stone || Focus Band || Persim Berry || Miracle Seed || (Berry Juice) || Macho Brace || SilverPowder || Cheri Berry || BlackGlasses || Black Belt || (Soul Dew)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Choice Band || Magnet || Silk Scarf || White Herb || DeepSeaScale || (DeepSeaTooth) || Mystic Water || Sharp Beak || Quick Claw || Leftovers || Rawst Berry || Light Ball || Poison Barb || NeverMeltIce || Aspear Berry || Spell Tag&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| BrightPowder || Leppa Berry || Scope Lens || TwistedSpoon || Metal Coat || Mental Herb || Charcoal || Pecha Berry || Soft Sand || Lum Berry || Dragon Scale || Dragon Fang || Iapapa Berry || Wiki Berry || Sea Incense || Shell Bell&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Salac Berry || (Lansat Berry) || Apicot Berry || (Starf Berry) || Liechi Berry || Stick || Lax Incense || Aguav Berry || Figy Berry || Thick Club || Mago Berry || Metal Powder || Petaya Berry || (Lucky Punch) || Ganlon Berry ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Item names in parentheses are not used on any Pokémon in the Pokémon lists.&lt;br /&gt;
&lt;br /&gt;
=== EV spreads ===&lt;br /&gt;
EV spreads are stored in a six-bit bitfield:&lt;br /&gt;
&lt;br /&gt;
 --xxxxxx EV spread&lt;br /&gt;
 -------1 HP&lt;br /&gt;
 ------1- Attack&lt;br /&gt;
 -----1-- Defense&lt;br /&gt;
 ----1--- Speed&lt;br /&gt;
 ---1---- Special Attack&lt;br /&gt;
 --1----- Special Defense&lt;br /&gt;
&lt;br /&gt;
The 510 EVs will be divided evenly among all stats whose bit are set.&lt;br /&gt;
&lt;br /&gt;
== Mind Ratings ==&lt;br /&gt;
In the [[Battle Arena]], each move is given a Mind rating.  Over the course of the battle, each move used will contribute its Mind rating to the trainer&#039;s mind score; the player with the higher rating wins the 2 points in overall judgement.  Mind ratings are stored as an array of 355 signed 8-bit integers at memory location 0x08611DC0; normally, these range from -1 to 1.&lt;br /&gt;
&lt;br /&gt;
To access the Mind rating for any particular move, take the corresponding index in this array.&lt;br /&gt;
&lt;br /&gt;
== Battle Style Moves ==&lt;br /&gt;
In determining a trainer&#039;s battle style in the [[Battle Factory (Hoenn)|Battle Factory]] and [[Battle Dome]], seven lists of moves are kept by the game, and from these, one of nine battle styles is determined.  The trainer&#039;s Pokémon&#039;s moves are matched up against these seven lists, and a list is considered &amp;quot;satisfied&amp;quot; if the trainer has enough moves from that list.  The number of moves that are needed for a list to be satisfied is stored in memory location 0x08611FC0 as a list of 7 unsigned 8-bit integers; by default this is three moves for the first three lasts and two for the last four.  The game then determines the battle style based on how many of the lists are satisfied (either none, 1-2, or at least 3; the middle one of which will also state the last list that was satisfied, for a total of 9 styles).&lt;br /&gt;
&lt;br /&gt;
The master list of moves used in determining battle style is stored as an array of 7 pointers to lists of 16-bit unsigned integers, referring to the corresponding indices in the master move list (see [[List of moves]]).  All seven lists have no fixed length, and are terminated with 0x0000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address !! Battle Style&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FC8 || &amp;quot;... one based on total preparation&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FCC || &amp;quot;... slow and steady&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD0 || &amp;quot;... one of endurance&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD4 || &amp;quot;... high risk, high return&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD8 || &amp;quot;... weakening the foe to start&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FDC || &amp;quot;... impossible to predict&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FE0 || &amp;quot;... depend on the battle&#039;s flow&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of moves appear immediately before the seven pointers themselves in the game ROM.  The number of moves needed to satisfy each list appears immediately before the lists of moves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504625</id>
		<title>Battle Frontier data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504625"/>
		<updated>2011-09-01T18:36:06Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Battle Style Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the [[Pokémon Emerald]] game ROM that govern the [[Battle Frontier (Hoenn)|Battle Frontier]] and the [[Battle Tent]]s.  These are outlined below.&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the game.&lt;br /&gt;
&lt;br /&gt;
== Opposing Trainers ==&lt;br /&gt;
The Battle Frontier contains a master list of 300 opposing [[Pokémon Trainer]]s that may be chosen as an opponent in battle; these are generally sorted in increasing order of difficulty.  Similarly, each of the Battle Tents has a smaller list of trainers: 70 for the Slateport Battle Tent and 30 for the Verdanturf and Fallarbor Battle Tents.  Trainer data is stored as a 52-byte structure, outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint32_t || Trainer class&lt;br /&gt;
|-&lt;br /&gt;
| 8 || char[8] || Name&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Easy chat system data structures in Generation III|Easy Chat structure]][6] || Challenge Quote - the quote given before battling the opposing trainer.  This is a phrase constructed using the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Win Quote - the quote given when you lose against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Lose Quote - the quote given when you win against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint16_t* || Pokemon Used - the pointer points to an 0xFFFF-terminated array  of indices in the list of opposing Pokemon.  Note that not all Pokemon in the list may be used in all Battle Frontier facilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of Pokémon used appear immediately before the list of opposing trainers for each facility.  Note that the range of trainers that will be used in any facility will be dependent on the current winning streak at that facility.&lt;br /&gt;
&lt;br /&gt;
The list of trainers appear at memory addresses 0x085D5ACC for the Battle Frontier, 0x085DDA14 for the Slateport Battle Tent, 0x085DE610 for the Verdanturf Battle Tent, and 0x085DF084 for the Fallarbor Battle Tent.&lt;br /&gt;
&lt;br /&gt;
== Opposing Pokémon ==&lt;br /&gt;
The Battle Frontier contains a master list of 882 opposing Pokémon, again in general order of increasing difficulty.  The list of opposing Pokémon is only 70 for the Slateport Battle Tent and 45 for the Verdanturf and Fallarbor Battle Tents.  Pokémon data is stored as a 13-byte data structure (aligned on 4-byte boundaries, for a total of 16 bytes), outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2 || uint16_t || Species ID - see [[List of Pokémon by index number (Generation III)]].&lt;br /&gt;
|-&lt;br /&gt;
| 8 || uint16_t[4] || Moves - see [[List of moves]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Held Item - these are &#039;&#039;&#039;not&#039;&#039;&#039; item indices, rather indices to a separate list of item indices&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || EV spread - bitfield, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all other information needed to generate the Pokemon itself (such as IVs) will depend on the facility and current winning streak therein.&lt;br /&gt;
&lt;br /&gt;
The list of Pokémon appear immediately after their corresponding list of trainers in memory: the Battle Frontier list is located at address 0x085D97BC, the Slateport Battle Tent list is located at 0x085DE02C, the Verdanturf Battle Tent list is located at 0x085DEC28, and the Fallarbor Battle Tent list is located at 0x085DF96C.&lt;br /&gt;
&lt;br /&gt;
=== Held item ===&lt;br /&gt;
For the Battle Frontier facilities, a separate list of 63 values (indices to the master item list) is used to denote items.  This list may be located at memory location 0x085CECB0.  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! A !! B !! C !! D !! E !! F&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| &#039;&#039;Nothing&#039;&#039; || King&#039;s Rock || Sitrus Berry || Oran Berry || Chesto Berry || Hard Stone || Focus Band || Persim Berry || Miracle Seed || (Berry Juice) || Macho Brace || SilverPowder || Cheri Berry || BlackGlasses || Black Belt || (Soul Dew)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Choice Band || Magnet || Silk Scarf || White Herb || DeepSeaScale || (DeepSeaTooth) || Mystic Water || Sharp Beak || Quick Claw || Leftovers || Rawst Berry || Light Ball || Poison Barb || NeverMeltIce || Aspear Berry || Spell Tag&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| BrightPowder || Leppa Berry || Scope Lens || TwistedSpoon || Metal Coat || Mental Herb || Charcoal || Pecha Berry || Soft Sand || Lum Berry || Dragon Scale || Dragon Fang || Iapapa Berry || Wiki Berry || Sea Incense || Shell Bell&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Salac Berry || (Lansat Berry) || Apicot Berry || (Starf Berry) || Liechi Berry || Stick || Lax Incense || Aguav Berry || Figy Berry || Thick Club || Mago Berry || Metal Powder || Petaya Berry || (Lucky Punch) || Ganlon Berry ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Item names in parentheses are not used on any Pokémon in the Pokémon lists.&lt;br /&gt;
&lt;br /&gt;
=== EV spreads ===&lt;br /&gt;
EV spreads are stored in a six-bit bitfield:&lt;br /&gt;
&lt;br /&gt;
 --xxxxxx EV spread&lt;br /&gt;
 -------1 HP&lt;br /&gt;
 ------1- Attack&lt;br /&gt;
 -----1-- Defense&lt;br /&gt;
 ----1--- Speed&lt;br /&gt;
 ---1---- Special Attack&lt;br /&gt;
 --1----- Special Defense&lt;br /&gt;
&lt;br /&gt;
The 510 EVs will be divided evenly among all stats whose bit are set.&lt;br /&gt;
&lt;br /&gt;
== Mind Ratings ==&lt;br /&gt;
In the [[Battle Arena]], each move is given a Mind rating.  Over the course of the battle, each move used will contribute its Mind rating to the trainer&#039;s mind score; the player with the higher rating wins the 2 points in overall judgement.  Mind ratings are stored as an array of 355 signed 8-bit integers at memory location 0x08611DC0; normally, these range from -1 to 1.&lt;br /&gt;
&lt;br /&gt;
To access the Mind rating for any particular move, take the corresponding index in this array.&lt;br /&gt;
&lt;br /&gt;
== Battle Style Moves ==&lt;br /&gt;
In determining a trainer&#039;s battle style in the [[Battle Factory (Hoenn)|Battle Factory]], seven lists of moves are kept by the game, and from these, one of nine battle styles is determined.  The trainer&#039;s Pokémon&#039;s moves are matched up against these seven lists, and a list is considered &amp;quot;satisfied&amp;quot; if the trainer has enough moves from that list.  The number of moves that are needed for a list to be satisfied is stored in memory location 0x08611FC0 as a list of 7 unsigned 8-bit integers; by default this is three moves for the first three lasts and two for the last four.  The game then determines the battle style based on how many of the lists are satisfied (either none, 1-2, or at least 3; the middle one of which will also state the last list that was satisfied, for a total of 9 styles).&lt;br /&gt;
&lt;br /&gt;
The master list of moves used in determining battle style is stored as an array of 7 pointers to lists of 16-bit unsigned integers, referring to the corresponding indices in the master move list (see [[List of moves]]).  All seven lists have no fixed length, and are terminated with 0x0000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address !! Battle Style&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FC8 || &amp;quot;... one based on total preparation&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FCC || &amp;quot;... slow and steady&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD0 || &amp;quot;... one of endurance&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD4 || &amp;quot;... high risk, high return&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD8 || &amp;quot;... weakening the foe to start&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FDC || &amp;quot;... impossible to predict&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FE0 || &amp;quot;... depend on the battle&#039;s flow&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of moves appear immediately before the seven pointers themselves in the game ROM.  The number of moves needed to satisfy each list appears immediately before the lists of moves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504517</id>
		<title>Battle Frontier data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504517"/>
		<updated>2011-09-01T15:22:44Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: add battle style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the [[Pokémon Emerald]] game ROM that govern the [[Battle Frontier (Hoenn)|Battle Frontier]] and the [[Battle Tent]]s.  These are outlined below.&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the game.&lt;br /&gt;
&lt;br /&gt;
== Opposing Trainers ==&lt;br /&gt;
The Battle Frontier contains a master list of 300 opposing [[Pokémon Trainer]]s that may be chosen as an opponent in battle; these are generally sorted in increasing order of difficulty.  Similarly, each of the Battle Tents has a smaller list of trainers: 70 for the Slateport Battle Tent and 30 for the Verdanturf and Fallarbor Battle Tents.  Trainer data is stored as a 52-byte structure, outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint32_t || Trainer class&lt;br /&gt;
|-&lt;br /&gt;
| 8 || char[8] || Name&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Easy chat system data structures in Generation III|Easy Chat structure]][6] || Challenge Quote - the quote given before battling the opposing trainer.  This is a phrase constructed using the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Win Quote - the quote given when you lose against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Lose Quote - the quote given when you win against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint16_t* || Pokemon Used - the pointer points to an 0xFFFF-terminated array  of indices in the list of opposing Pokemon.  Note that not all Pokemon in the list may be used in all Battle Frontier facilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of Pokémon used appear immediately before the list of opposing trainers for each facility.  Note that the range of trainers that will be used in any facility will be dependent on the current winning streak at that facility.&lt;br /&gt;
&lt;br /&gt;
The list of trainers appear at memory addresses 0x085D5ACC for the Battle Frontier, 0x085DDA14 for the Slateport Battle Tent, 0x085DE610 for the Verdanturf Battle Tent, and 0x085DF084 for the Fallarbor Battle Tent.&lt;br /&gt;
&lt;br /&gt;
== Opposing Pokémon ==&lt;br /&gt;
The Battle Frontier contains a master list of 882 opposing Pokémon, again in general order of increasing difficulty.  The list of opposing Pokémon is only 70 for the Slateport Battle Tent and 45 for the Verdanturf and Fallarbor Battle Tents.  Pokémon data is stored as a 13-byte data structure (aligned on 4-byte boundaries, for a total of 16 bytes), outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2 || uint16_t || Species ID - see [[List of Pokémon by index number (Generation III)]].&lt;br /&gt;
|-&lt;br /&gt;
| 8 || uint16_t[4] || Moves - see [[List of moves]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Held Item - these are &#039;&#039;&#039;not&#039;&#039;&#039; item indices, rather indices to a separate list of item indices&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || EV spread - bitfield, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all other information needed to generate the Pokemon itself (such as IVs) will depend on the facility and current winning streak therein.&lt;br /&gt;
&lt;br /&gt;
The list of Pokémon appear immediately after their corresponding list of trainers in memory: the Battle Frontier list is located at address 0x085D97BC, the Slateport Battle Tent list is located at 0x085DE02C, the Verdanturf Battle Tent list is located at 0x085DEC28, and the Fallarbor Battle Tent list is located at 0x085DF96C.&lt;br /&gt;
&lt;br /&gt;
=== Held item ===&lt;br /&gt;
For the Battle Frontier facilities, a separate list of 63 values (indices to the master item list) is used to denote items.  This list may be located at memory location 0x085CECB0.  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! A !! B !! C !! D !! E !! F&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| &#039;&#039;Nothing&#039;&#039; || King&#039;s Rock || Sitrus Berry || Oran Berry || Chesto Berry || Hard Stone || Focus Band || Persim Berry || Miracle Seed || (Berry Juice) || Macho Brace || SilverPowder || Cheri Berry || BlackGlasses || Black Belt || (Soul Dew)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Choice Band || Magnet || Silk Scarf || White Herb || DeepSeaScale || (DeepSeaTooth) || Mystic Water || Sharp Beak || Quick Claw || Leftovers || Rawst Berry || Light Ball || Poison Barb || NeverMeltIce || Aspear Berry || Spell Tag&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| BrightPowder || Leppa Berry || Scope Lens || TwistedSpoon || Metal Coat || Mental Herb || Charcoal || Pecha Berry || Soft Sand || Lum Berry || Dragon Scale || Dragon Fang || Iapapa Berry || Wiki Berry || Sea Incense || Shell Bell&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Salac Berry || (Lansat Berry) || Apicot Berry || (Starf Berry) || Liechi Berry || Stick || Lax Incense || Aguav Berry || Figy Berry || Thick Club || Mago Berry || Metal Powder || Petaya Berry || (Lucky Punch) || Ganlon Berry ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Item names in parentheses are not used on any Pokémon in the Pokémon lists.&lt;br /&gt;
&lt;br /&gt;
=== EV spreads ===&lt;br /&gt;
EV spreads are stored in a six-bit bitfield:&lt;br /&gt;
&lt;br /&gt;
 --xxxxxx EV spread&lt;br /&gt;
 -------1 HP&lt;br /&gt;
 ------1- Attack&lt;br /&gt;
 -----1-- Defense&lt;br /&gt;
 ----1--- Speed&lt;br /&gt;
 ---1---- Special Attack&lt;br /&gt;
 --1----- Special Defense&lt;br /&gt;
&lt;br /&gt;
The 510 EVs will be divided evenly among all stats whose bit are set.&lt;br /&gt;
&lt;br /&gt;
== Mind Ratings ==&lt;br /&gt;
In the [[Battle Arena]], each move is given a Mind rating.  Over the course of the battle, each move used will contribute its Mind rating to the trainer&#039;s mind score; the player with the higher rating wins the 2 points in overall judgement.  Mind ratings are stored as an array of 355 signed 8-bit integers at memory location 0x08611DC0; normally, these range from -1 to 1.&lt;br /&gt;
&lt;br /&gt;
To access the Mind rating for any particular move, take the corresponding index in this array.&lt;br /&gt;
&lt;br /&gt;
== Battle Style Moves ==&lt;br /&gt;
In determining a trainer&#039;s battle style, seven lists of moves are kept by the game, and from these, one of nine battle styles is determined.  The trainer&#039;s Pokémon&#039;s moves are matched up against these seven lists, and a list is considered &amp;quot;satisfied&amp;quot; if the trainer has enough moves from that list (this is three moves for the first four lists and two moves for the last three).  The game then determines the battle style based on how many of the lists are satisfied (either none, 1-2, or at least 3; the middle one of which will also state the last list that was satisfied, for a total of 9 styles).&lt;br /&gt;
&lt;br /&gt;
The master list of moves used in determining battle style is stored as an array of 7 pointers to lists of 16-bit unsigned integers, referring to the corresponding indices in the master move list (see [[List of moves]]).  All seven lists have no fixed length, and are terminated with 0x0000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address !! Battle Style&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FC8 || &amp;quot;... one based on total preparation&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FCC || &amp;quot;... slow and steady&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD0 || &amp;quot;... one of endurance&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD4 || &amp;quot;... high risk, high return&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FD8 || &amp;quot;... weakening the foe to start&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FDC || &amp;quot;... impossible to predict&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x08611FE0 || &amp;quot;... depend on the battle&#039;s flow&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of moves appear immediately before the seven pointers themselves in the game ROM.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504442</id>
		<title>Battle Frontier data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504442"/>
		<updated>2011-09-01T14:25:47Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Opposing Pokémon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the [[Pokémon Emerald]] game ROM that govern the [[Battle Frontier (Hoenn)|Battle Frontier]] and the [[Battle Tent]]s.  These are outlined below.&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the game.&lt;br /&gt;
&lt;br /&gt;
== Opposing Trainers ==&lt;br /&gt;
The Battle Frontier contains a master list of 300 opposing [[Pokémon Trainer]]s that may be chosen as an opponent in battle; these are generally sorted in increasing order of difficulty.  Similarly, each of the Battle Tents has a smaller list of trainers: 70 for the Slateport Battle Tent and 30 for the Verdanturf and Fallarbor Battle Tents.  Trainer data is stored as a 52-byte structure, outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint32_t || Trainer class&lt;br /&gt;
|-&lt;br /&gt;
| 8 || char[8] || Name&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Easy chat system data structures in Generation III|Easy Chat structure]][6] || Challenge Quote - the quote given before battling the opposing trainer.  This is a phrase constructed using the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Win Quote - the quote given when you lose against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Lose Quote - the quote given when you win against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint16_t* || Pokemon Used - the pointer points to an 0xFFFF-terminated array  of indices in the list of opposing Pokemon.  Note that not all Pokemon in the list may be used in all Battle Frontier facilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of Pokémon used appear immediately before the list of opposing trainers for each facility.  Note that the range of trainers that will be used in any facility will be dependent on the current winning streak at that facility.&lt;br /&gt;
&lt;br /&gt;
The list of trainers appear at memory addresses 0x085D5ACC for the Battle Frontier, 0x085DDA14 for the Slateport Battle Tent, 0x085DE610 for the Verdanturf Battle Tent, and 0x085DF084 for the Fallarbor Battle Tent.&lt;br /&gt;
&lt;br /&gt;
== Opposing Pokémon ==&lt;br /&gt;
The Battle Frontier contains a master list of 882 opposing Pokémon, again in general order of increasing difficulty.  The list of opposing Pokémon is only 70 for the Slateport Battle Tent and 45 for the Verdanturf and Fallarbor Battle Tents.  Pokémon data is stored as a 13-byte data structure (aligned on 4-byte boundaries, for a total of 16 bytes), outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2 || uint16_t || Species ID - see [[List of Pokémon by index number (Generation III)]].&lt;br /&gt;
|-&lt;br /&gt;
| 8 || uint16_t[4] || Moves - see [[List of moves]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Held Item - these are &#039;&#039;&#039;not&#039;&#039;&#039; item indices, rather indices to a separate list of item indices&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || EV spread - bitfield, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all other information needed to generate the Pokemon itself (such as IVs) will depend on the facility and current winning streak therein.&lt;br /&gt;
&lt;br /&gt;
The list of Pokémon appear immediately after their corresponding list of trainers in memory: the Battle Frontier list is located at address 0x085D97BC, the Slateport Battle Tent list is located at 0x085DE02C, the Verdanturf Battle Tent list is located at 0x085DEC28, and the Fallarbor Battle Tent list is located at 0x085DF96C.&lt;br /&gt;
&lt;br /&gt;
=== Held item ===&lt;br /&gt;
For the Battle Frontier facilities, a separate list of 63 values (indices to the master item list) is used to denote items.  This list may be located at memory location 0x085CECB0.  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! A !! B !! C !! D !! E !! F&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| &#039;&#039;Nothing&#039;&#039; || King&#039;s Rock || Sitrus Berry || Oran Berry || Chesto Berry || Hard Stone || Focus Band || Persim Berry || Miracle Seed || (Berry Juice) || Macho Brace || SilverPowder || Cheri Berry || BlackGlasses || Black Belt || (Soul Dew)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Choice Band || Magnet || Silk Scarf || White Herb || DeepSeaScale || (DeepSeaTooth) || Mystic Water || Sharp Beak || Quick Claw || Leftovers || Rawst Berry || Light Ball || Poison Barb || NeverMeltIce || Aspear Berry || Spell Tag&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| BrightPowder || Leppa Berry || Scope Lens || TwistedSpoon || Metal Coat || Mental Herb || Charcoal || Pecha Berry || Soft Sand || Lum Berry || Dragon Scale || Dragon Fang || Iapapa Berry || Wiki Berry || Sea Incense || Shell Bell&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Salac Berry || (Lansat Berry) || Apicot Berry || (Starf Berry) || Liechi Berry || Stick || Lax Incense || Aguav Berry || Figy Berry || Thick Club || Mago Berry || Metal Powder || Petaya Berry || (Lucky Punch) || Ganlon Berry ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Item names in parentheses are not used on any Pokémon in the Pokémon lists.&lt;br /&gt;
&lt;br /&gt;
=== EV spreads ===&lt;br /&gt;
EV spreads are stored in a six-bit bitfield:&lt;br /&gt;
&lt;br /&gt;
 --xxxxxx EV spread&lt;br /&gt;
 -------1 HP&lt;br /&gt;
 ------1- Attack&lt;br /&gt;
 -----1-- Defense&lt;br /&gt;
 ----1--- Speed&lt;br /&gt;
 ---1---- Special Attack&lt;br /&gt;
 --1----- Special Defense&lt;br /&gt;
&lt;br /&gt;
The 510 EVs will be divided evenly among all stats whose bit are set.&lt;br /&gt;
&lt;br /&gt;
== Mind Ratings ==&lt;br /&gt;
In the [[Battle Arena]], each move is given a Mind rating.  Over the course of the battle, each move used will contribute its Mind rating to the trainer&#039;s mind score; the player with the higher rating wins the 2 points in overall judgement.  Mind ratings are stored as an array of 355 signed 8-bit integers at memory location 0x08611DC0; normally, these range from -1 to 1.&lt;br /&gt;
&lt;br /&gt;
To access the Mind rating for any particular move, take the corresponding index in this array.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504296</id>
		<title>Battle Frontier data structures (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Battle_Frontier_data_structures_(Generation_III)&amp;diff=1504296"/>
		<updated>2011-09-01T07:48:58Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: Created page with &amp;quot;There are a number of data structures in the Pokémon Emerald game ROM that govern the Battle Frontier (Hoenn)| and the Battle Tents.  These are outlined below.  All ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of data structures in the [[Pokémon Emerald]] game ROM that govern the [[Battle Frontier (Hoenn)|Battle Frontier]] and the [[Battle Tent]]s.  These are outlined below.&lt;br /&gt;
&lt;br /&gt;
All memory addresses refer to the addresses used in the US version of the game.&lt;br /&gt;
&lt;br /&gt;
== Opposing Trainers ==&lt;br /&gt;
The Battle Frontier contains a master list of 300 opposing [[Pokémon Trainer]]s that may be chosen as an opponent in battle; these are generally sorted in increasing order of difficulty.  Similarly, each of the Battle Tents has a smaller list of trainers: 70 for the Slateport Battle Tent and 30 for the Verdanturf and Fallarbor Battle Tents.  Trainer data is stored as a 52-byte structure, outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint32_t || Trainer class&lt;br /&gt;
|-&lt;br /&gt;
| 8 || char[8] || Name&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Easy chat system data structures in Generation III|Easy Chat structure]][6] || Challenge Quote - the quote given before battling the opposing trainer.  This is a phrase constructed using the [[easy chat system]].&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Win Quote - the quote given when you lose against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Easy Chat structure[6] || Lose Quote - the quote given when you win against the opposing trainer.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || uint16_t* || Pokemon Used - the pointer points to an 0xFFFF-terminated array  of indices in the list of opposing Pokemon.  Note that not all Pokemon in the list may be used in all Battle Frontier facilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The lists of Pokémon used appear immediately before the list of opposing trainers for each facility.  Note that the range of trainers that will be used in any facility will be dependent on the current winning streak at that facility.&lt;br /&gt;
&lt;br /&gt;
The list of trainers appear at memory addresses 0x085D5ACC for the Battle Frontier, 0x085DDA14 for the Slateport Battle Tent, 0x085DE610 for the Verdanturf Battle Tent, and 0x085DF084 for the Fallarbor Battle Tent.&lt;br /&gt;
&lt;br /&gt;
== Opposing Pokémon ==&lt;br /&gt;
The Battle Frontier contains a master list of 882 opposing Pokémon, again in general order of increasing difficulty.  The list of opposing Pokémon is only 70 for the Slateport Battle Tent and 45 for the Verdanturf and Fallarbor Battle Tents.  Pokémon data is stored as a 13-byte data structure (aligned on 4-byte boundaries, for a total of 16 bytes), outlined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2 || uint16_t || Species ID - see [[List of Pokémon by index number (Generation III)]].&lt;br /&gt;
|-&lt;br /&gt;
| 8 || uint16_t[4] || Moves - see [[List of moves]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Held Item - these are &#039;&#039;&#039;not&#039;&#039;&#039; item indices, rather indices to a separate list of item indices&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || EV spread - bitfield, see below&lt;br /&gt;
|-&lt;br /&gt;
| 1 || uint8_t || Nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all other information needed to generate the Pokemon itself (such as IVs) will depend on the facility and current winning streak therein.&lt;br /&gt;
&lt;br /&gt;
The list of Pokémon appear immediately after their corresponding list of trainers in memory: the Battle Frontier list is located at address 0x085D97BC, the Slateport Battle Tent list is located at 0x5DE02C, the Verdanturf Battle Tent list is located at 0x5DEC28, and the Fallarbor Battle Tent list is located at 0x5DF96C.&lt;br /&gt;
&lt;br /&gt;
=== Held item ===&lt;br /&gt;
For the Battle Frontier facilities, a separate list of 63 values (indices to the master item list) is used to denote items.  This list may be located at memory location 0x085CECB0.  For convenience, it is reproduced here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! A !! B !! C !! D !! E !! F&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| &#039;&#039;Nothing&#039;&#039; || King&#039;s Rock || Sitrus Berry || Oran Berry || Chesto Berry || Hard Stone || Focus Band || Persim Berry || Miracle Seed || (Berry Juice) || Macho Brace || SilverPowder || Cheri Berry || BlackGlasses || Black Belt || (Soul Dew)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Choice Band || Magnet || Silk Scarf || White Herb || DeepSeaScale || (DeepSeaTooth) || Mystic Water || Sharp Beak || Quick Claw || Leftovers || Rawst Berry || Light Ball || Poison Barb || NeverMeltIce || Aspear Berry || Spell Tag&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| BrightPowder || Leppa Berry || Scope Lens || TwistedSpoon || Metal Coat || Mental Herb || Charcoal || Pecha Berry || Soft Sand || Lum Berry || Dragon Scale || Dragon Fang || Iapapa Berry || Wiki Berry || Sea Incense || Shell Bell&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Salac Berry || (Lansat Berry) || Apicot Berry || (Starf Berry) || Liechi Berry || Stick || Lax Incense || Aguav Berry || Figy Berry || Thick Club || Mago Berry || Metal Powder || Petaya Berry || (Lucky Punch) || Ganlon Berry ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Item names in parentheses are not used on any Pokémon in the Pokémon lists.&lt;br /&gt;
&lt;br /&gt;
=== EV spreads ===&lt;br /&gt;
EV spreads are stored in a six-bit bitfield:&lt;br /&gt;
&lt;br /&gt;
 --xxxxxx EV spread&lt;br /&gt;
 -------1 HP&lt;br /&gt;
 ------1- Attack&lt;br /&gt;
 -----1-- Defense&lt;br /&gt;
 ----1--- Speed&lt;br /&gt;
 ---1---- Special Attack&lt;br /&gt;
 --1----- Special Defense&lt;br /&gt;
&lt;br /&gt;
The 510 EVs will be divided evenly among all stats whose bit are set.&lt;br /&gt;
&lt;br /&gt;
== Mind Ratings ==&lt;br /&gt;
In the [[Battle Arena]], each move is given a Mind rating.  Over the course of the battle, each move used will contribute its Mind rating to the trainer&#039;s mind score; the player with the higher rating wins the 2 points in overall judgement.  Mind ratings are stored as an array of 355 signed 8-bit integers at memory location 0x08611DC0; normally, these range from -1 to 1.&lt;br /&gt;
&lt;br /&gt;
To access the Mind rating for any particular move, take the corresponding index in this array.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1439169</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1439169"/>
		<updated>2011-05-20T07:51:49Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Generation V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039; 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&#039;s catch rate in a formula to determine the chances of catching that Pokémon.  The formula also takes into account the Pokémon&#039;s current health, any status effect it may have, and the type of ball being used.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* Any [[status ailment]] of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the previous value (the generated value less than 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 &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
The formula thus has several curious properties that do not apply in later generations:&lt;br /&gt;
* The amount of times a Poké Ball shakes before it breaks free (or not at all if it misses the Pokémon) is a rough approximation of the Pokémon&#039;s catch odds.  Furthermore, if a Pokémon breaks free after some number of shakes, and a subsequent attempt with all variables the same makes more shakes, the Pokémon is caught.&lt;br /&gt;
* Under certain situations, a Great Ball is more effective than an Ultra Ball.  In particular, Pokémon with high catch rates, no status, and above 1/2 HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.&lt;br /&gt;
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates.  Regardless of catch rate, reducing the HP does not increase chances of capture at less than 1/2 HP with Great Balls, and 1/3 HP with other balls.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but it may cause the modified rate to fall below its original unmodified catch rate (such as from high health, Heavy Balls, baiting in the [[Safari Zone]], or the dark grass penalty in [[Generation V]]).  In [[Generation III]] and [[Generation IV]], the modified catch rate may never fall below 1.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)&amp;lt;sup&amp;gt;(1/4)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in [[Generation IV]], given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on {{p|Nidorina}}, {{p|Nidorino}}, {{p|Clefairy}}, or {{p|Jigglypuff}} {{sup|GSC}}&amp;lt;br/&amp;gt;4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families {{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Due to a [[glitch]] in the [[Generation II]] games, the [[Moon Ball]] does not work as described in the games there, and the [[Love Ball]] only works on same-gendered (instead of opposite-gendered) Pokémon.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_move_data_structure_(Generation_III)&amp;diff=1433434</id>
		<title>Contest move data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_move_data_structure_(Generation_III)&amp;diff=1433434"/>
		<updated>2011-05-12T22:12:22Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Linkify. --&amp;gt;&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
==Format==&lt;br /&gt;
Every move in [[Pokémon Ruby and Sapphire Versions|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen Versions|FireRed, LeafGreen]], and [[Pokémon Emerald Version|Emerald]] has a 8-byte data structure associated with it which contains information about its use in contests.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | &#039;&#039;&#039;Contest Move Data&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Description ID || byte&lt;br /&gt;
|-&lt;br /&gt;
| Contest Type || byte&lt;br /&gt;
|-&lt;br /&gt;
| Combo Identifier || byte&lt;br /&gt;
|-&lt;br /&gt;
| Combos || 3 bytes&lt;br /&gt;
|-&lt;br /&gt;
| Padding || 2 bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Description ID&#039;&#039;&#039; determines what message is displayed in a Pokémon&#039;s SUMMARY when you look at the move&#039;s Contest data (eg. &amp;quot;A highly appealing move&amp;quot;). The actual message is stored in an array elsewhere and this ID is only used to address that array. It is also used to index the contest data structure and determine this move&#039;s appeal and jam values (see [[Contest data structure in Generation III]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contest Type&#039;&#039;&#039; indicates the type of contest this move should be used in. See the table below for a list of possible values and their meaning.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Cool&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Cute&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Smart&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Tough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combo Identifier&#039;&#039;&#039;: An identifier used in the next 3 bytes for the purposes of identifying the first move in a [[contest combination]].&lt;br /&gt;
*&#039;&#039;&#039;Combos&#039;&#039;&#039;: This is a list of up to three combo identifiers, identifying contest combinations for which it may be used as the second move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Padding&#039;&#039;&#039; consists of a sequence of 2 bytes. Each one of those bytes should be set to 0x00 (aligns the structure on 4-bytes boundaries).&lt;br /&gt;
&lt;br /&gt;
==Fingerprint==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 00 00 00 00 00 00 00  // -&lt;br /&gt;
00 04 3c 00 00 00 00 00  // POUND&lt;br /&gt;
25 04 00 03 00 00 00 00  // KARATE CHOP&lt;br /&gt;
11 04 00 3c 00 00 00 00  // DOUBLESLAP&lt;br /&gt;
23 04 00 00 00 00 00 00  // COMET PUNCH&lt;br /&gt;
00 04 00 03 1a 00 00 00  // MEGA PUNCH&lt;br /&gt;
2e 03 00 00 00 00 00 00  // PAY DAY&lt;br /&gt;
00 01 2d 09 2c 2e 00 00  // FIRE PUNCH&lt;br /&gt;
00 01 2e 2c 2d 00 00 00  // ICE PUNCH&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Contest data structure in Generation III]]&lt;br /&gt;
&lt;br /&gt;
{{data structure}}&lt;br /&gt;
{{Project Games notice|data structure}}&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_move_data_structure_(Generation_III)&amp;diff=1433433</id>
		<title>Contest move data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_move_data_structure_(Generation_III)&amp;diff=1433433"/>
		<updated>2011-05-12T22:11:49Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Linkify. --&amp;gt;&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
==Format==&lt;br /&gt;
Every move in [[Pokémon Ruby and Sapphire Versions|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen Versions|FireRed, LeafGreen]], and [[Pokémon Emerald Version|Emerald]] has a 8-byte data structure associated with it which contains information about its use in contests.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | &#039;&#039;&#039;Contest Move Data&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Description ID || byte&lt;br /&gt;
|-&lt;br /&gt;
| Contest Type || byte&lt;br /&gt;
|-&lt;br /&gt;
| Combo Identifier || byte&lt;br /&gt;
|-&lt;br /&gt;
| Combos || 3 bytes&lt;br /&gt;
|-&lt;br /&gt;
| Padding || 2 bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Description ID&#039;&#039;&#039; determines what message is displayed in a Pokémon&#039;s SUMMARY when you look at the move&#039;s Contest data (eg. &amp;quot;A highly appealing move&amp;quot;). The actual message is stored in an array elsewhere and this ID is only used to address that array. It is also used to index the contest data structure and determine this move&#039;s appeal and jam values (see [[Contest data structure in Generation III]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contest Type&#039;&#039;&#039; indicates the type of contest this move should be used in. See the table below for a list of possible values and their meaning.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Cool&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Cute&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Smart&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Tough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combo Identifier&#039;&#039;&#039;: An identifier used in the next 3 bytes for the purposes of identifying the first move in a [[contest combination]].&lt;br /&gt;
*&#039;&#039;&#039;Combos&#039;&#039;&#039;: This is a list of up to three combo identifiers, identifying contest combinations for which it may be used as the second move.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;???&#039;&#039;&#039; contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Padding&#039;&#039;&#039; consists of a sequence of 2 bytes. Each one of those bytes should be set to 0x00 (aligns the structure on 4-bytes boundaries).&lt;br /&gt;
&lt;br /&gt;
==Fingerprint==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 00 00 00 00 00 00 00  // -&lt;br /&gt;
00 04 3c 00 00 00 00 00  // POUND&lt;br /&gt;
25 04 00 03 00 00 00 00  // KARATE CHOP&lt;br /&gt;
11 04 00 3c 00 00 00 00  // DOUBLESLAP&lt;br /&gt;
23 04 00 00 00 00 00 00  // COMET PUNCH&lt;br /&gt;
00 04 00 03 1a 00 00 00  // MEGA PUNCH&lt;br /&gt;
2e 03 00 00 00 00 00 00  // PAY DAY&lt;br /&gt;
00 01 2d 09 2c 2e 00 00  // FIRE PUNCH&lt;br /&gt;
00 01 2e 2c 2d 00 00 00  // ICE PUNCH&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Contest data structure in Generation III]]&lt;br /&gt;
&lt;br /&gt;
{{data structure}}&lt;br /&gt;
{{Project Games notice|data structure}}&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_move_data_structure_(Generation_III)&amp;diff=1433408</id>
		<title>Contest move data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_move_data_structure_(Generation_III)&amp;diff=1433408"/>
		<updated>2011-05-12T21:50:05Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Linkify. --&amp;gt;&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
==Format==&lt;br /&gt;
Every move in [[Pokémon Ruby and Sapphire Versions|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen Versions|FireRed, LeafGreen]], and [[Pokémon Emerald Version|Emerald]] has a 8-byte data structure associated with it which contains information about its use in contests.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | &#039;&#039;&#039;Contest Move Data&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Description ID || byte&lt;br /&gt;
|-&lt;br /&gt;
| Contest Type || byte&lt;br /&gt;
|-&lt;br /&gt;
| ??? || 4 bytes&lt;br /&gt;
|-&lt;br /&gt;
| Padding || 2 bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Description ID&#039;&#039;&#039; determines what message is displayed in a Pokémon&#039;s SUMMARY when you look at the move&#039;s Contest data (eg. &amp;quot;A highly appealing move&amp;quot;). The actual message is stored in an array elsewhere and this ID is only used to address that array. It is also used to index the contest data structure and determine this move&#039;s appeal and jam values (see [[Contest data structure in Generation III]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contest Type&#039;&#039;&#039; indicates the type of contest this move should be used in. See the table below for a list of possible values and their meaning.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Cool&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Cute&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Smart&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Tough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;???&#039;&#039;&#039; contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Padding&#039;&#039;&#039; consists of a sequence of 2 bytes. Each one of those bytes should be set to 0x00 (aligns the structure on 4-bytes boundaries).&lt;br /&gt;
&lt;br /&gt;
==Fingerprint==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 00 00 00 00 00 00 00  // -&lt;br /&gt;
00 04 3c 00 00 00 00 00  // POUND&lt;br /&gt;
25 04 00 03 00 00 00 00  // KARATE CHOP&lt;br /&gt;
11 04 00 3c 00 00 00 00  // DOUBLESLAP&lt;br /&gt;
23 04 00 00 00 00 00 00  // COMET PUNCH&lt;br /&gt;
00 04 00 03 1a 00 00 00  // MEGA PUNCH&lt;br /&gt;
2e 03 00 00 00 00 00 00  // PAY DAY&lt;br /&gt;
00 01 2d 09 2c 2e 00 00  // FIRE PUNCH&lt;br /&gt;
00 01 2e 2c 2d 00 00 00  // ICE PUNCH&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Contest data structure in Generation III]]&lt;br /&gt;
&lt;br /&gt;
{{data structure}}&lt;br /&gt;
{{Project Games notice|data structure}}&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_data_structure_(Generation_III)&amp;diff=1433405</id>
		<title>Contest data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Contest_data_structure_(Generation_III)&amp;diff=1433405"/>
		<updated>2011-05-12T21:47:47Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Format */ Fill in mystery byte&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Linkify. --&amp;gt;&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
==Format==&lt;br /&gt;
Information about a move&#039;s [[Appeal]]/[[Jam]] and other contest-related data in the {{game|Ruby and Sapphire|s}}, {{2v2|FireRed|LeafGreen|s}}, and {{v|Emerald}} games are stored in a 4-byte data structure.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | &#039;&#039;&#039;Contest Data&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Effect || byte&lt;br /&gt;
|-&lt;br /&gt;
| Appeal || byte&lt;br /&gt;
|-&lt;br /&gt;
| Jam || byte&lt;br /&gt;
|-&lt;br /&gt;
| Padding || byte&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039; is a broad description of the effects, and takes on the following values.&lt;br /&gt;
** 0 - The appeal effect of this move is constant.&lt;br /&gt;
** 1 - Prevents the user from being startled.&lt;br /&gt;
** 2 - Startles the previous appealer by the jam effect.&lt;br /&gt;
** 3 - Startles all previous appealers by the jam effect.&lt;br /&gt;
** 4 - Affects appealers other than startling them.&lt;br /&gt;
** 5 - Appeal effect may change.&lt;br /&gt;
** 6 - The appeal order changes for the next round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appeal&#039;&#039;&#039; indicates how much appeal this move receives, multiplied by 10. A value of 0x14 (decimal 20) therefore indicates 2 appeal points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jam&#039;&#039;&#039; indicates how much jamming this move produces, multiplied by 10. A value of 0x0A (decimal 10) therefore indicates 1 jam point.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Padding&#039;&#039;&#039; consists of 1 byte and should always be set to 0x00 (aligns the structure on 4-bytes boundaries).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Unlike most other structures which use the move&#039;s ID as the key for this array, this array of structures uses the move&#039;s contest description ID as its index.&lt;br /&gt;
&lt;br /&gt;
==Fingerprint==&lt;br /&gt;
&lt;br /&gt;
Since this array uses the move&#039;s contest description ID as its index, we chose to display the corresponding description after each structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 28 00 00  // &amp;quot;A highly appealing move!&amp;quot;&lt;br /&gt;
00 3c 00 00  // &amp;quot;After this move, the user is more easily startled!&amp;quot;&lt;br /&gt;
00 50 00 00  // &amp;quot;Makes a great appeal, but allows no more to the end!&amp;quot;&lt;br /&gt;
00 1e 00 00  // &amp;quot;Can be repeatedly used without boring the JUDGE!&amp;quot;&lt;br /&gt;
01 14 00 00  // &amp;quot;Can avoid being startled by others once!&amp;quot;&lt;br /&gt;
01 0a 00 00  // &amp;quot;Can avoid being startled!&amp;quot;&lt;br /&gt;
01 1e 00 00  // &amp;quot;Can avoid being startled by others a little!&amp;quot;&lt;br /&gt;
01 1e 00 00  // &amp;quot;After this move, the user is less likely to be startled!&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Contest move data structure in Generation III]]&lt;br /&gt;
&lt;br /&gt;
{{data structure}}&lt;br /&gt;
{{Project Games notice|data structure}}&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Move_data_structure_(Generation_III)&amp;diff=1433401</id>
		<title>Move data structure (Generation III)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Move_data_structure_(Generation_III)&amp;diff=1433401"/>
		<updated>2011-05-12T21:43:13Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: Elaborate flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Linkify. --&amp;gt;&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
==Format==&lt;br /&gt;
Every move in [[Pokémon Ruby and Sapphire Versions|Ruby, Sapphire]], [[Pokémon FireRed and LeafGreen Versions|FireRed, LeafGreen]], and [[Pokémon Emerald Version|Emerald]] has a 12-byte data structure.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | &#039;&#039;&#039;Move Data&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Effect || byte&lt;br /&gt;
|-&lt;br /&gt;
| [[power|Base Power]] || byte&lt;br /&gt;
|-&lt;br /&gt;
| [[elemental types|Type]] || byte&lt;br /&gt;
|-&lt;br /&gt;
| [[Accuracy]] || byte&lt;br /&gt;
|-&lt;br /&gt;
| [[power points|PP]] || byte&lt;br /&gt;
|-&lt;br /&gt;
| Effect accuracy || byte&lt;br /&gt;
|-&lt;br /&gt;
| Affects whom || byte&lt;br /&gt;
|-&lt;br /&gt;
| [[Priority]] || byte&lt;br /&gt;
|-&lt;br /&gt;
| Flags || byte&lt;br /&gt;
|-&lt;br /&gt;
| Padding || 3 bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
# All numbers are to be treated as unsigned unless otherwise specified.&lt;br /&gt;
# Numbers prefixed with &amp;quot;0x&amp;quot;, &amp;quot;$&amp;quot; or suffixed with &amp;quot;h&amp;quot; are hexadecimal.&lt;br /&gt;
# Numbers prefixed with &amp;quot;0&amp;quot; are octal.&lt;br /&gt;
# Numbers with no specific prefix or suffix are decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; determines the move&#039;s accuracy. Divide this value by 100 to get the actual accuracy. In [[Generation I]], this value was 0-255 and divided by 256, which explains why sometimes attacks like {{M|Swift}} missed. This no longer happens in [[Generation III]]. This value is also set to 0 to reach 100% accuracy.&lt;br /&gt;
* &#039;&#039;&#039;Effect accuracy&#039;&#039;&#039; determines probability that the effect associated with a given move will happen. Divide this value by 100 to get the actual effect&#039;s accuracy. So that, for instance, a value of 100 gives the player 100% chances for the effect to trigger. For yet-unknown reasons, some moves have this value set to 0 which results in 100% accuracy as well.&lt;br /&gt;
* &#039;&#039;&#039;Affects whom&#039;&#039;&#039; determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, both foes and partner, field, opponent field (Spikes) and last opponent who moved. The following table indicates which value matches a certain target type.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Selected target&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Depends on the attack&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Random target&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Both foes&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || User&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Both foes and partner&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || Opponent field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please note that it is theoretically possible to combine those values. For example, the player could have a move with this value set to 0x18. This would mean it would affect everyone except partner. But, no move seems to use such a combination in the games. Also, the special case 0x01 has a different target depending on the move. Counter targets the last attacker, while Metronome could target anything.&lt;br /&gt;
* &#039;&#039;&#039;Priority&#039;&#039;&#039; determines the moves speed. For example, {{M|ExtremeSpeed}} is faster than most other moves. This byte is signed, i.e. this value can be either positive or negative. If it is strictly less than 0x80 (128) then the player got the actual value. If not, the actual value equals: -1 * (256 - Current Value). Thus, value 0xFE (254) must be treated as -2 instead.&lt;br /&gt;
* &#039;&#039;&#039;Flags&#039;&#039;&#039; determine additional properties of the move:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--fedcba&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;a&#039;&#039;&#039; - This moves makes [[contact]] with the target.&lt;br /&gt;
**&#039;&#039;&#039;b&#039;&#039;&#039; - This move is affected by {{m|Protect}}.&lt;br /&gt;
**&#039;&#039;&#039;c&#039;&#039;&#039; - This move is affected by {{m|Magic Coat}}.&lt;br /&gt;
**&#039;&#039;&#039;d&#039;&#039;&#039; - This move is affected by {{m|Snatch}}.  Note that this is mutually-exclusive with flag c.&lt;br /&gt;
**&#039;&#039;&#039;e&#039;&#039;&#039; - This move may be used with {{m|Mirror Move}}&lt;br /&gt;
**&#039;&#039;&#039;f&#039;&#039;&#039; - This move is affected by the effects of [[King&#039;s Rock]].  The flinch effect is considered an additional effect for the purposes of {{a|Shield Dust}}, but not {{a|Serene Grace}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Padding&#039;&#039;&#039; consists of a sequence of 3 bytes. Each one of those bytes should be set to 0x00.&lt;br /&gt;
&lt;br /&gt;
==Fingerprint==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 00 00 00 00 00 00 00 00 00 00 00  // - (used for unknown moves)&lt;br /&gt;
00 28 00 64 23 00 00 00 33 00 00 00  // POUND&lt;br /&gt;
2B 32 01 64 19 00 00 00 33 00 00 00  // KARATE CHOP&lt;br /&gt;
1D 0F 00 55 0A 00 00 00 33 00 00 00  // DOUBLESLAP&lt;br /&gt;
1D 12 00 55 0F 00 00 00 33 00 00 00  // COMET PUNCH&lt;br /&gt;
00 50 00 55 14 00 00 00 33 00 00 00  // MEGA PUNCH&lt;br /&gt;
22 28 00 64 14 64 00 00 32 00 00 00  // PAY DAY&lt;br /&gt;
04 4B 0A 64 0F 0A 00 00 13 00 00 00  // FIRE PUNCH&lt;br /&gt;
05 4B 0F 64 0F 0A 00 00 13 00 00 00  // ICE PUNCH&lt;br /&gt;
06 4B 0D 64 0F 0A 00 00 13 00 00 00  // THUNDERPUNCH&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{data structure}}&lt;br /&gt;
{{Project Games notice|data structure}}&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433355</id>
		<title>Personality value</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433355"/>
		<updated>2011-05-12T20:57:03Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Performance changes */ Skill/Jump being reversed is not a mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Pokémon&#039;s &#039;&#039;&#039;personality value&#039;&#039;&#039; is an {{wp|Signedness|unsigned}} {{wp|32-bit}} {{wp|Integer (computer science)|integer}} that is created when the Pokémon is first encountered; it is set as soon as the Pokémon appears in the wild, the Pokémon&#039;s egg is received from the {{pkmn|daycare}} man or another [[Non-player character|NPC]], or the Pokémon itself is received from an NPC. As an unsigned 32-bit integer, its value can be anywhere between 0 and 4,294,967,295 inclusive, represented as a string of thirty-two 0&#039;s and thirty-two 1&#039;s in binary, respectively. This value was introduced with the [[Pokémon data structure in the GBA|Pokémon data structure]] overhaul that occurred at the start of [[Generation III]], and is generated using the games&#039; [[Pseudo-random number generation in Pokémon|pseudorandom number generator]].&lt;br /&gt;
&lt;br /&gt;
For each operation, the portion of the 32-bit value used will be indicated at the beginning of the section by highlighting, unless the full value is used. The integer&#039;s full value will be known as &#039;&#039;p&#039;&#039;, other values will be declared as &#039;&#039;p&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039;, &#039;&#039;p&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;&#039;&#039;, and so on. Much of this article will be discussing values in binary.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Pokémon&#039;s [[gender]] is determined by the lowest eight digits (a byte) of &#039;&#039;p&#039;&#039; in binary form; essentially, &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; [[wp:modulo operation|%]] 256&amp;lt;/code&amp;gt;. This value will, from here on out, be known as &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a Pokémon species&#039;s [[Pokémon base stats data structure in the GBA|base stat structure]], there is a byte called the gender threshold with a value between &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;. For genderless Pokémon such as {{p|Magnemite}}, the value of this byte is &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;.  For female only Pokémon such as {{p|Nidoran♀}}, the value of this byte is &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;.  For male only Pokémon such as {{p|Nidoran♂}}, the value of this byte is &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;. Pokémon with &#039;&#039;both&#039;&#039; genders occupy the rest of the spectrum.  For these Pokémon, if the value of &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039; is &amp;lt;b&amp;gt;equal to or greater than&amp;lt;/b&amp;gt; that of the base stat value, the Pokémon is male, otherwise it is female.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Base stat value&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Gender ratio&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! Binary&lt;br /&gt;
! Decimal&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 255&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Genderless&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;&lt;br /&gt;
| 254&lt;br /&gt;
| 0%&lt;br /&gt;
| 100%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 223&lt;br /&gt;
| 12.5%&lt;br /&gt;
| 87.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;10111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 191&lt;br /&gt;
| 25%&lt;br /&gt;
| 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;01111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 127&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 63&lt;br /&gt;
| 75%&lt;br /&gt;
| 25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 31&lt;br /&gt;
| 87.5%&lt;br /&gt;
| 12.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
If &#039;&#039;p&#039;&#039; is even, that Pokémon has the first [[ability]] for its species. If it&#039;s odd, it has the second. If a species has only one ability while &#039;&#039;p&#039;&#039; is odd, it gets the only ability it can. Pokémon transferred from [[Generation III]] to [[Generation IV]] or [[Generation V]] that can get one of the [[Generation IV#New abilities for old Pokémon|new abilities]] will retain the ability they had in Generation III; however, if they are evolved and their personality value is odd, they will get the new ability upon evolution. For example, a {{p|Porygon}} that has the ability Trace is brought to a Generation IV game. If it then evolves into {{p|Porygon2}}, it may keep Trace (if &#039;&#039;p&#039;&#039; is even), or it may switch to the ability {{a|Download}} (if &#039;&#039;p&#039;&#039; is odd). The reason this happens is because although the ability is initially determined by the personality value, the ability is stored as a separate value in the [[Pokémon data structure in Generation IV|Pokémon data]], and alongside the IVs in Generation III. When the Pokémon evolves in Generation IV, the personality value is rechecked, and a new ability assigned.&lt;br /&gt;
&lt;br /&gt;
Note that a separate bit governs whether a Pokémon has their normal abilities or hidden abilities in [[Generation V]]; the personality value of a Pokémon is always set to have its first ability in this case, so as to allow the inclusion of a second hidden ability in a future generation.&lt;br /&gt;
&lt;br /&gt;
==Nature==&lt;br /&gt;
A Pokémon&#039;s [[nature]] is determined by &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The number acquired as the remainder corresponds to the personality as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! &#039;&#039;p&#039;&#039; % 25&lt;br /&gt;
! Nature&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Hardy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Lonely&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Brave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Adamant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Naughty&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bold&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Docile&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Relaxed&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Impish&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lax&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Timid&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Hasty&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Serious&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Jolly&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Naive&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Modest&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Mild&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Quiet&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Bashful&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Rash&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Calm&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Gentle&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Sassy&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Careful&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Quirky&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shininess==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:The &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;red value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039;, while the &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;blue value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whether a Pokémon is {{shiny}} or not depends on the values of the [[Trainer ID number]], [[secret ID number]], and personality value. There is an [[Shiny Pokémon#Generations III and IV|8 in 65536 chance]] (0.012207% or 2&amp;lt;sup&amp;gt;-13&amp;lt;/sup&amp;gt;) of a Pokémon being shiny (which simplifies to 1/8192).&lt;br /&gt;
&lt;br /&gt;
Variables &#039;&#039;E&#039;&#039; and &#039;&#039;F&#039;&#039; are declared to hold the values that result.&lt;br /&gt;
&lt;br /&gt;
A bitwise {{wp|exclusive or}} (&#039;&#039;xor&#039;&#039;) operation (such as &#039;&#039;a&#039;&#039; xor &#039;&#039;b&#039;&#039; = &#039;&#039;c&#039;&#039;) is equivalent to saying &amp;quot;If each bit of &#039;&#039;a&#039;&#039; ≠ &#039;&#039;b&#039;&#039;, &#039;&#039;c&#039;&#039; is true.&amp;quot; In other words, 11010111 xor 01101010 = 10111101. Each xor in the operation is a bitwise xor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = &#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; &amp;lt; 8 , then &#039;&#039;Shiny&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
As an example, let&#039;s take a Trainer whose Trainer ID is 24294 and whose Secret ID is 38834.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; = 24294 = 0101111011100110 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039; = 38834 = 1001011110110010 in binary.&lt;br /&gt;
&lt;br /&gt;
This Trainer encounters a Pokémon whose personality value is 2814471828.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&#039;&#039; = 2814471828 = 1010011111000001 0110111010010100 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p1&#039;&#039; = 1010011111000001&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p2&#039;&#039; = 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;E&#039;&#039; value is 0101111011100110 xor 1001011110110010&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = 1100100101010100&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;F&#039;&#039; value is 1010011111000001 xor 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = 1100100101010101&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; = 0000000000000001, which is less than eight.  Therefore, this Pokémon is shiny.&lt;br /&gt;
&lt;br /&gt;
==Spinda&#039;s spots==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Spinda}} has four spots: two on its face, and one on each of its ears. Each of the four bytes represents the coordinates of the spot on Spinda&#039;s face or ears. The first four digits of each byte represents the x-coordinate of the top left of the spot when translated into decimal notation, while the last four represent the y-coordinate of the top left of the spot when translated into decimal. There are [[Spinda (Pokémon)#Trivia|4,294,967,296 different]] spot variations.&lt;br /&gt;
&lt;br /&gt;
==Unown&#039;s letter (from Gen. III)==&lt;br /&gt;
&amp;lt;code&amp;gt;000000&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; = &amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Unown}}&#039;s letter (ever since [[Generation III]], for [[Generation II]] see [[individual values]]) is taken from the modulus of the combination of the least significant 2 bits of each byte in &#039;&#039;p&#039;&#039;. With A representing 0, and each letter thereafter representing the following number value (? as 26 and ! as 27), the letter can be determined by:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;u&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; % 28&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wurmple&#039;s evolution==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The value in red will be known as &#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039;; it is essentially &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 65536&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{p|Wurmple}}&#039;s evolution does not depend on time of day, despite what many guides say. In fact, the evolution is determined by taking &amp;lt;code&amp;gt;&#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039; % 10&amp;lt;/code&amp;gt;. If the remainder is less than 5, Wurmple will become a {{p|Silcoon}}, and if it is greater than or equal to 5, it will become a {{p|Cascoon}}.&lt;br /&gt;
&lt;br /&gt;
==Performance changes==&lt;br /&gt;
The day-to-day [[performance]] of a Pokémon, for the purposes of the [[Pokéathlon]], depends on the personality value as well as the day of the month. It also depends on nature, which is also calculated based on personality value. The five least significant digits govern, from least significant to most significant, Power, Stamina, Skill, Jump, and Speed.&lt;br /&gt;
&lt;br /&gt;
The change in performance in a particular attribute is calculated as the sum of the following factors:&lt;br /&gt;
*&#039;&#039;&#039;The Day of Month Modifier&#039;&#039;&#039;: This modifier depends on the day of the month and one particular digit of the personality value (determined based on the attribute in question).  It is calculated as (((&#039;&#039;Day&#039;&#039; + &#039;&#039;Attribute&#039;&#039; + 3) × (&#039;&#039;Day&#039;&#039; - &#039;&#039;Attribute&#039;&#039; + 7) + &#039;&#039;Personality&#039;&#039;) mod 10) × 2 - 9, where:&lt;br /&gt;
** &#039;&#039;Attribute&#039;&#039; is 0 for Power, 1 for Stamina, 2 for Skill, 3 for Jump, and 4 for Speed&lt;br /&gt;
** &#039;&#039;Personality&#039;&#039; is the relevant value of the particular digit&lt;br /&gt;
*&#039;&#039;&#039;The Nature Modifier&#039;&#039;&#039;: This modifier depends on the nature of the Pokémon.  Each of the neutral natures raise one attribute by 10 points while lowering another by 10 points, while the other 20 natures each raise one attribute by 35 points while lowering another by 35 points, based on which [[stat]]s they normally raise and lower.&lt;br /&gt;
*&#039;&#039;&#039;The Aprijuice Modifier&#039;&#039;&#039;: This modifier depends on the [[Aprijuice]] applied to the Pokémon.  The Pokémon receives 1.5× the flavor values in the attributes corresponding to the strongest and second-strongest flavors of the Aprijuice, an additional 10-point bonus in the strongest flavor of the Aprijuice, and a penalty to the attribute corresponding to the weakest flavor of the Aprijuice based on its mildness and the sum of the Aprijuice&#039;s two strongest flavors (see [[Apriblender]] for further details).&lt;br /&gt;
&lt;br /&gt;
Note that the Day of Month modifier is at most -9 and at most +9 (and only takes on odd values therein).  Also as a result, the Day of Month modifier cycles every 10 days (&#039;&#039;&#039;exception&#039;&#039;&#039;: for Power and Speed, the modifiers in effect for the first day of each month are different from those of Day 11, Day 21, and Day 31, though the latter three have the same modifiers).&lt;br /&gt;
&lt;br /&gt;
Also, since nature is also determined by the last two digits of the personality value, the nature of a Pokémon will constrain the Day of Month modifier in Power (and to a lesser extent, Stamina) for a Pokémon.  For example, a Hardy {{p|Wurmple}} (last digit 0 or 5) will never get a +9 or a +7 from a Day of Month modifier in Power; if it evolves into a {{p|Cascoon}} (the last digit is 5) it furthermore entails that its best performance will be on the first day of each month, barring Aprijuice factors (as it has its sole +5 boost on the first day on each month) - in contrast, a Hardy {{p|Silcoon}} will have a +5 boost six times a month (on days ending with 4 or 6).&lt;br /&gt;
&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Attribute !! Attribute Modifier !! Personality Digit !! Neutral Nature +10 !! Neutral Nature -10 !! Other Nature Stat&lt;br /&gt;
|-&lt;br /&gt;
| Power || 0 || Ones || Hardy || Bashful || Attack&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 1 || Tens || Docile || Quirky || Defense&lt;br /&gt;
|-&lt;br /&gt;
| Skill || 2 || Hundreds || Quirky || Serious || Sp. Def&lt;br /&gt;
|-&lt;br /&gt;
| Jump || 3 || Thousands || Bashful || Docile || Sp. Atk&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 4 || Ten-thousands || Serious || Hardy || Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the association of Skill and Jump to natures is reversed relative to a Pokémon&#039;s preferred flavors.  That is, a Pokémon which prefers dry food will have a +35 boost in Jump (otherwise associated with bitter foods) rather than Skill.  However, giving this Pokémon a dry Aprijuice will boost its Skill, rather than its Jump.&lt;br /&gt;
&lt;br /&gt;
The calculated value is then translated into a difference in stars as follows:&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Stars&lt;br /&gt;
| -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! Score&lt;br /&gt;
| &amp;lt; -120 || -119 - -80 || -79 - -40 || -39 - -15 || -14 - 14 || 15 - 39 || 40 - 79 || 80 - 119 || &amp;gt; 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that performance changes may not drop below the Pokémon&#039;s minimum performance rating, nor may it exceeds the Pokémon&#039;s maximum performance rating. Thus, for example, a {{p|Cradily}} may never have its Speed or Jump rating improved or degraded as those attributes are fixed (as such, for example, it is advisable to give it dry Aprijuices for which sweetness or bitterness is its weakest flavor).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Any more personality value things?--&amp;gt;&lt;br /&gt;
{{Project Games notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Personality Value]]&lt;br /&gt;
[[fr:Personality Value]]&lt;br /&gt;
[[ja:性格値]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433228</id>
		<title>Personality value</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433228"/>
		<updated>2011-05-12T18:35:22Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Performance changes */ Refine the example a bit more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Pokémon&#039;s &#039;&#039;&#039;personality value&#039;&#039;&#039; is an {{wp|Signedness|unsigned}} {{wp|32-bit}} {{wp|Integer (computer science)|integer}} that is created when the Pokémon is first encountered; it is set as soon as the Pokémon appears in the wild, the Pokémon&#039;s egg is received from the {{pkmn|daycare}} man or another [[Non-player character|NPC]], or the Pokémon itself is received from an NPC. As an unsigned 32-bit integer, its value can be anywhere between 0 and 4,294,967,295 inclusive, represented as a string of thirty-two 0&#039;s and thirty-two 1&#039;s in binary, respectively. This value was introduced with the [[Pokémon data structure in the GBA|Pokémon data structure]] overhaul that occurred at the start of [[Generation III]], and is generated using the games&#039; [[Pseudo-random number generation in Pokémon|pseudorandom number generator]].&lt;br /&gt;
&lt;br /&gt;
For each operation, the portion of the 32-bit value used will be indicated at the beginning of the section by highlighting, unless the full value is used. The integer&#039;s full value will be known as &#039;&#039;p&#039;&#039;, other values will be declared as &#039;&#039;p&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039;, &#039;&#039;p&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;&#039;&#039;, and so on. Much of this article will be discussing values in binary.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Pokémon&#039;s [[gender]] is determined by the lowest eight digits (a byte) of &#039;&#039;p&#039;&#039; in binary form; essentially, &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; [[wp:modulo operation|%]] 256&amp;lt;/code&amp;gt;. This value will, from here on out, be known as &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a Pokémon species&#039;s [[Pokémon base stats data structure in the GBA|base stat structure]], there is a byte called the gender threshold with a value between &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;. For genderless Pokémon such as {{p|Magnemite}}, the value of this byte is &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;.  For female only Pokémon such as {{p|Nidoran♀}}, the value of this byte is &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;.  For male only Pokémon such as {{p|Nidoran♂}}, the value of this byte is &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;. Pokémon with &#039;&#039;both&#039;&#039; genders occupy the rest of the spectrum.  For these Pokémon, if the value of &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039; is &amp;lt;b&amp;gt;equal to or greater than&amp;lt;/b&amp;gt; that of the base stat value, the Pokémon is male, otherwise it is female.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Base stat value&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Gender ratio&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! Binary&lt;br /&gt;
! Decimal&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 255&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Genderless&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;&lt;br /&gt;
| 254&lt;br /&gt;
| 0%&lt;br /&gt;
| 100%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 223&lt;br /&gt;
| 12.5%&lt;br /&gt;
| 87.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;10111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 191&lt;br /&gt;
| 25%&lt;br /&gt;
| 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;01111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 127&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 63&lt;br /&gt;
| 75%&lt;br /&gt;
| 25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 31&lt;br /&gt;
| 87.5%&lt;br /&gt;
| 12.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
If &#039;&#039;p&#039;&#039; is even, that Pokémon has the first [[ability]] for its species. If it&#039;s odd, it has the second. If a species has only one ability while &#039;&#039;p&#039;&#039; is odd, it gets the only ability it can. Pokémon transferred from [[Generation III]] to [[Generation IV]] or [[Generation V]] that can get one of the [[Generation IV#New abilities for old Pokémon|new abilities]] will retain the ability they had in Generation III; however, if they are evolved and their personality value is odd, they will get the new ability upon evolution. For example, a {{p|Porygon}} that has the ability Trace is brought to a Generation IV game. If it then evolves into {{p|Porygon2}}, it may keep Trace (if &#039;&#039;p&#039;&#039; is even), or it may switch to the ability {{a|Download}} (if &#039;&#039;p&#039;&#039; is odd). The reason this happens is because although the ability is initially determined by the personality value, the ability is stored as a separate value in the [[Pokémon data structure in Generation IV|Pokémon data]], and alongside the IVs in Generation III. When the Pokémon evolves in Generation IV, the personality value is rechecked, and a new ability assigned.&lt;br /&gt;
&lt;br /&gt;
Note that a separate bit governs whether a Pokémon has their normal abilities or hidden abilities in [[Generation V]]; the personality value of a Pokémon is always set to have its first ability in this case, so as to allow the inclusion of a second hidden ability in a future generation.&lt;br /&gt;
&lt;br /&gt;
==Nature==&lt;br /&gt;
A Pokémon&#039;s [[nature]] is determined by &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The number acquired as the remainder corresponds to the personality as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! &#039;&#039;p&#039;&#039; % 25&lt;br /&gt;
! Nature&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Hardy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Lonely&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Brave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Adamant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Naughty&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bold&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Docile&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Relaxed&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Impish&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lax&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Timid&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Hasty&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Serious&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Jolly&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Naive&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Modest&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Mild&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Quiet&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Bashful&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Rash&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Calm&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Gentle&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Sassy&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Careful&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Quirky&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shininess==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:The &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;red value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039;, while the &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;blue value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whether a Pokémon is {{shiny}} or not depends on the values of the [[Trainer ID number]], [[secret ID number]], and personality value. There is an [[Shiny Pokémon#Generations III and IV|8 in 65536 chance]] (0.012207% or 2&amp;lt;sup&amp;gt;-13&amp;lt;/sup&amp;gt;) of a Pokémon being shiny (which simplifies to 1/8192).&lt;br /&gt;
&lt;br /&gt;
Variables &#039;&#039;E&#039;&#039; and &#039;&#039;F&#039;&#039; are declared to hold the values that result.&lt;br /&gt;
&lt;br /&gt;
A bitwise {{wp|exclusive or}} (&#039;&#039;xor&#039;&#039;) operation (such as &#039;&#039;a&#039;&#039; xor &#039;&#039;b&#039;&#039; = &#039;&#039;c&#039;&#039;) is equivalent to saying &amp;quot;If each bit of &#039;&#039;a&#039;&#039; ≠ &#039;&#039;b&#039;&#039;, &#039;&#039;c&#039;&#039; is true.&amp;quot; In other words, 11010111 xor 01101010 = 10111101. Each xor in the operation is a bitwise xor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = &#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; &amp;lt; 8 , then &#039;&#039;Shiny&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
As an example, let&#039;s take a Trainer whose Trainer ID is 24294 and whose Secret ID is 38834.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; = 24294 = 0101111011100110 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039; = 38834 = 1001011110110010 in binary.&lt;br /&gt;
&lt;br /&gt;
This Trainer encounters a Pokémon whose personality value is 2814471828.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&#039;&#039; = 2814471828 = 1010011111000001 0110111010010100 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p1&#039;&#039; = 1010011111000001&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p2&#039;&#039; = 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;E&#039;&#039; value is 0101111011100110 xor 1001011110110010&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = 1100100101010100&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;F&#039;&#039; value is 1010011111000001 xor 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = 1100100101010101&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; = 0000000000000001, which is less than eight.  Therefore, this Pokémon is shiny.&lt;br /&gt;
&lt;br /&gt;
==Spinda&#039;s spots==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Spinda}} has four spots: two on its face, and one on each of its ears. Each of the four bytes represents the coordinates of the spot on Spinda&#039;s face or ears. The first four digits of each byte represents the x-coordinate of the top left of the spot when translated into decimal notation, while the last four represent the y-coordinate of the top left of the spot when translated into decimal. There are [[Spinda (Pokémon)#Trivia|4,294,967,296 different]] spot variations.&lt;br /&gt;
&lt;br /&gt;
==Unown&#039;s letter (from Gen. III)==&lt;br /&gt;
&amp;lt;code&amp;gt;000000&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; = &amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Unown}}&#039;s letter (ever since [[Generation III]], for [[Generation II]] see [[individual values]]) is taken from the modulus of the combination of the least significant 2 bits of each byte in &#039;&#039;p&#039;&#039;. With A representing 0, and each letter thereafter representing the following number value (? as 26 and ! as 27), the letter can be determined by:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;u&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; % 28&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wurmple&#039;s evolution==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The value in red will be known as &#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039;; it is essentially &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 65536&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{p|Wurmple}}&#039;s evolution does not depend on time of day, despite what many guides say. In fact, the evolution is determined by taking &amp;lt;code&amp;gt;&#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039; % 10&amp;lt;/code&amp;gt;. If the remainder is less than 5, Wurmple will become a {{p|Silcoon}}, and if it is greater than or equal to 5, it will become a {{p|Cascoon}}.&lt;br /&gt;
&lt;br /&gt;
==Performance changes==&lt;br /&gt;
The day-to-day [[performance]] of a Pokémon, for the purposes of the [[Pokéathlon]], depends on the personality value as well as the day of the month. It also depends on nature, which is also calculated based on personality value. The five least significant digits govern, from least significant to most significant, Power, Stamina, Skill, Jump, and Speed.&lt;br /&gt;
&lt;br /&gt;
The change in performance in a particular attribute is calculated as the sum of the following factors:&lt;br /&gt;
*&#039;&#039;&#039;The Day of Month Modifier&#039;&#039;&#039;: This modifier depends on the day of the month and one particular digit of the personality value (determined based on the attribute in question).  It is calculated as (((&#039;&#039;Day&#039;&#039; + &#039;&#039;Attribute&#039;&#039; + 3) × (&#039;&#039;Day&#039;&#039; - &#039;&#039;Attribute&#039;&#039; + 7) + &#039;&#039;Personality&#039;&#039;) mod 10) × 2 - 9, where:&lt;br /&gt;
** &#039;&#039;Attribute&#039;&#039; is 0 for Power, 1 for Stamina, 2 for Skill, 3 for Jump, and 4 for Speed&lt;br /&gt;
** &#039;&#039;Personality&#039;&#039; is the relevant value of the particular digit&lt;br /&gt;
*&#039;&#039;&#039;The Nature Modifier&#039;&#039;&#039;: This modifier depends on the nature of the Pokémon.  Each of the neutral natures raise one attribute by 10 points while lowering another by 10 points, while the other 20 natures each raise one attribute by 35 points while lowering another by 35 points, based on which [[stat]]s they normally raise and lower.&lt;br /&gt;
*&#039;&#039;&#039;The Aprijuice Modifier&#039;&#039;&#039;: This modifier depends on the [[Aprijuice]] applied to the Pokémon.  The Pokémon receives 1.5× the flavor values in the attributes corresponding to the strongest and second-strongest flavors of the Aprijuice, an additional 10-point bonus in the strongest flavor of the Aprijuice, and a penalty to the attribute corresponding to the weakest flavor of the Aprijuice based on its mildness and the sum of the Aprijuice&#039;s two strongest flavors (see [[Apriblender]] for further details).&lt;br /&gt;
&lt;br /&gt;
Note that the Day of Month modifier is at most -9 and at most +9 (and only takes on odd values therein).  Also as a result, the Day of Month modifier cycles every 10 days (&#039;&#039;&#039;exception&#039;&#039;&#039;: for Power and Speed, the modifiers in effect for the first day of each month are different from those of Day 11, Day 21, and Day 31, though the latter three have the same modifiers).&lt;br /&gt;
&lt;br /&gt;
Also, since nature is also determined by the last two digits of the personality value, the nature of a Pokémon will constrain the Day of Month modifier in Power (and to a lesser extent, Stamina) for a Pokémon.  For example, a Hardy {{p|Wurmple}} (last digit 0 or 5) will never get a +9 or a +7 from a Day of Month modifier in Power; if it evolves into a {{p|Cascoon}} (the last digit is 5) it furthermore entails that its best performance will be on the first day of each month, barring Aprijuice factors (as it has its sole +5 boost on the first day on each month) - in contrast, a Hardy {{p|Silcoon}} will have a +5 boost six times a month (on days ending with 4 or 6).&lt;br /&gt;
&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Attribute !! Attribute Modifier !! Personality Digit !! Neutral Nature +10 !! Neutral Nature -10 !! Other Nature Stat&lt;br /&gt;
|-&lt;br /&gt;
| Power || 0 || Ones || Hardy || Bashful || Attack&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 1 || Tens || Docile || Quirky || Defense&lt;br /&gt;
|-&lt;br /&gt;
| Skill || 2 || Hundreds || Quirky || Serious || Sp. Def&lt;br /&gt;
|-&lt;br /&gt;
| Jump || 3 || Thousands || Bashful || Docile || Sp. Atk&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 4 || Ten-thousands || Serious || Hardy || Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The calculated value is then translated into a difference in stars as follows:&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Stars&lt;br /&gt;
| -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! Score&lt;br /&gt;
| &amp;lt; -120 || -119 - -80 || -79 - -40 || -39 - -15 || -14 - 14 || 15 - 39 || 40 - 79 || 80 - 119 || &amp;gt; 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that performance changes may not drop below the Pokémon&#039;s minimum performance rating, nor may it exceeds the Pokémon&#039;s maximum performance rating. Thus, for example, a {{p|Cradily}} may never have its Speed or Jump rating improved or degraded as those attributes are fixed (as such, for example, it is advisable to give it dry Aprijuices for which sweetness or bitterness is its weakest flavor).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Any more personality value things?--&amp;gt;&lt;br /&gt;
{{Project Games notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Personality Value]]&lt;br /&gt;
[[fr:Personality Value]]&lt;br /&gt;
[[ja:性格値]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433217</id>
		<title>Personality value</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433217"/>
		<updated>2011-05-12T18:14:16Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Performance changes */ Rewording it to make it more accessible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Pokémon&#039;s &#039;&#039;&#039;personality value&#039;&#039;&#039; is an {{wp|Signedness|unsigned}} {{wp|32-bit}} {{wp|Integer (computer science)|integer}} that is created when the Pokémon is first encountered; it is set as soon as the Pokémon appears in the wild, the Pokémon&#039;s egg is received from the {{pkmn|daycare}} man or another [[Non-player character|NPC]], or the Pokémon itself is received from an NPC. As an unsigned 32-bit integer, its value can be anywhere between 0 and 4,294,967,295 inclusive, represented as a string of thirty-two 0&#039;s and thirty-two 1&#039;s in binary, respectively. This value was introduced with the [[Pokémon data structure in the GBA|Pokémon data structure]] overhaul that occurred at the start of [[Generation III]], and is generated using the games&#039; [[Pseudo-random number generation in Pokémon|pseudorandom number generator]].&lt;br /&gt;
&lt;br /&gt;
For each operation, the portion of the 32-bit value used will be indicated at the beginning of the section by highlighting, unless the full value is used. The integer&#039;s full value will be known as &#039;&#039;p&#039;&#039;, other values will be declared as &#039;&#039;p&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039;, &#039;&#039;p&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;&#039;&#039;, and so on. Much of this article will be discussing values in binary.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Pokémon&#039;s [[gender]] is determined by the lowest eight digits (a byte) of &#039;&#039;p&#039;&#039; in binary form; essentially, &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; [[wp:modulo operation|%]] 256&amp;lt;/code&amp;gt;. This value will, from here on out, be known as &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a Pokémon species&#039;s [[Pokémon base stats data structure in the GBA|base stat structure]], there is a byte called the gender threshold with a value between &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;. For genderless Pokémon such as {{p|Magnemite}}, the value of this byte is &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;.  For female only Pokémon such as {{p|Nidoran♀}}, the value of this byte is &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;.  For male only Pokémon such as {{p|Nidoran♂}}, the value of this byte is &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;. Pokémon with &#039;&#039;both&#039;&#039; genders occupy the rest of the spectrum.  For these Pokémon, if the value of &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039; is &amp;lt;b&amp;gt;equal to or greater than&amp;lt;/b&amp;gt; that of the base stat value, the Pokémon is male, otherwise it is female.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Base stat value&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Gender ratio&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! Binary&lt;br /&gt;
! Decimal&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 255&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Genderless&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;&lt;br /&gt;
| 254&lt;br /&gt;
| 0%&lt;br /&gt;
| 100%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 223&lt;br /&gt;
| 12.5%&lt;br /&gt;
| 87.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;10111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 191&lt;br /&gt;
| 25%&lt;br /&gt;
| 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;01111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 127&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 63&lt;br /&gt;
| 75%&lt;br /&gt;
| 25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 31&lt;br /&gt;
| 87.5%&lt;br /&gt;
| 12.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
If &#039;&#039;p&#039;&#039; is even, that Pokémon has the first [[ability]] for its species. If it&#039;s odd, it has the second. If a species has only one ability while &#039;&#039;p&#039;&#039; is odd, it gets the only ability it can. Pokémon transferred from [[Generation III]] to [[Generation IV]] or [[Generation V]] that can get one of the [[Generation IV#New abilities for old Pokémon|new abilities]] will retain the ability they had in Generation III; however, if they are evolved and their personality value is odd, they will get the new ability upon evolution. For example, a {{p|Porygon}} that has the ability Trace is brought to a Generation IV game. If it then evolves into {{p|Porygon2}}, it may keep Trace (if &#039;&#039;p&#039;&#039; is even), or it may switch to the ability {{a|Download}} (if &#039;&#039;p&#039;&#039; is odd). The reason this happens is because although the ability is initially determined by the personality value, the ability is stored as a separate value in the [[Pokémon data structure in Generation IV|Pokémon data]], and alongside the IVs in Generation III. When the Pokémon evolves in Generation IV, the personality value is rechecked, and a new ability assigned.&lt;br /&gt;
&lt;br /&gt;
Note that a separate bit governs whether a Pokémon has their normal abilities or hidden abilities in [[Generation V]]; the personality value of a Pokémon is always set to have its first ability in this case, so as to allow the inclusion of a second hidden ability in a future generation.&lt;br /&gt;
&lt;br /&gt;
==Nature==&lt;br /&gt;
A Pokémon&#039;s [[nature]] is determined by &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The number acquired as the remainder corresponds to the personality as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! &#039;&#039;p&#039;&#039; % 25&lt;br /&gt;
! Nature&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Hardy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Lonely&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Brave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Adamant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Naughty&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bold&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Docile&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Relaxed&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Impish&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lax&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Timid&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Hasty&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Serious&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Jolly&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Naive&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Modest&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Mild&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Quiet&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Bashful&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Rash&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Calm&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Gentle&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Sassy&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Careful&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Quirky&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shininess==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:The &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;red value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039;, while the &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;blue value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whether a Pokémon is {{shiny}} or not depends on the values of the [[Trainer ID number]], [[secret ID number]], and personality value. There is an [[Shiny Pokémon#Generations III and IV|8 in 65536 chance]] (0.012207% or 2&amp;lt;sup&amp;gt;-13&amp;lt;/sup&amp;gt;) of a Pokémon being shiny (which simplifies to 1/8192).&lt;br /&gt;
&lt;br /&gt;
Variables &#039;&#039;E&#039;&#039; and &#039;&#039;F&#039;&#039; are declared to hold the values that result.&lt;br /&gt;
&lt;br /&gt;
A bitwise {{wp|exclusive or}} (&#039;&#039;xor&#039;&#039;) operation (such as &#039;&#039;a&#039;&#039; xor &#039;&#039;b&#039;&#039; = &#039;&#039;c&#039;&#039;) is equivalent to saying &amp;quot;If each bit of &#039;&#039;a&#039;&#039; ≠ &#039;&#039;b&#039;&#039;, &#039;&#039;c&#039;&#039; is true.&amp;quot; In other words, 11010111 xor 01101010 = 10111101. Each xor in the operation is a bitwise xor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = &#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; &amp;lt; 8 , then &#039;&#039;Shiny&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
As an example, let&#039;s take a Trainer whose Trainer ID is 24294 and whose Secret ID is 38834.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; = 24294 = 0101111011100110 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039; = 38834 = 1001011110110010 in binary.&lt;br /&gt;
&lt;br /&gt;
This Trainer encounters a Pokémon whose personality value is 2814471828.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&#039;&#039; = 2814471828 = 1010011111000001 0110111010010100 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p1&#039;&#039; = 1010011111000001&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p2&#039;&#039; = 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;E&#039;&#039; value is 0101111011100110 xor 1001011110110010&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = 1100100101010100&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;F&#039;&#039; value is 1010011111000001 xor 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = 1100100101010101&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; = 0000000000000001, which is less than eight.  Therefore, this Pokémon is shiny.&lt;br /&gt;
&lt;br /&gt;
==Spinda&#039;s spots==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Spinda}} has four spots: two on its face, and one on each of its ears. Each of the four bytes represents the coordinates of the spot on Spinda&#039;s face or ears. The first four digits of each byte represents the x-coordinate of the top left of the spot when translated into decimal notation, while the last four represent the y-coordinate of the top left of the spot when translated into decimal. There are [[Spinda (Pokémon)#Trivia|4,294,967,296 different]] spot variations.&lt;br /&gt;
&lt;br /&gt;
==Unown&#039;s letter (from Gen. III)==&lt;br /&gt;
&amp;lt;code&amp;gt;000000&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; = &amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Unown}}&#039;s letter (ever since [[Generation III]], for [[Generation II]] see [[individual values]]) is taken from the modulus of the combination of the least significant 2 bits of each byte in &#039;&#039;p&#039;&#039;. With A representing 0, and each letter thereafter representing the following number value (? as 26 and ! as 27), the letter can be determined by:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;u&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; % 28&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wurmple&#039;s evolution==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The value in red will be known as &#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039;; it is essentially &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 65536&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{p|Wurmple}}&#039;s evolution does not depend on time of day, despite what many guides say. In fact, the evolution is determined by taking &amp;lt;code&amp;gt;&#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039; % 10&amp;lt;/code&amp;gt;. If the remainder is less than 5, Wurmple will become a {{p|Silcoon}}, and if it is greater than or equal to 5, it will become a {{p|Cascoon}}.&lt;br /&gt;
&lt;br /&gt;
==Performance changes==&lt;br /&gt;
The day-to-day [[performance]] of a Pokémon, for the purposes of the [[Pokéathlon]], depends on the personality value as well as the day of the month. It also depends on nature, which is also calculated based on personality value. The five least significant digits govern, from least significant to most significant, Power, Stamina, Skill, Jump, and Speed.&lt;br /&gt;
&lt;br /&gt;
The change in performance in a particular attribute is calculated as the sum of the following factors:&lt;br /&gt;
*&#039;&#039;&#039;The Day of Month Modifier&#039;&#039;&#039;: This modifier depends on the day of the month and one particular digit of the personality value (determined based on the attribute in question).  It is calculated as (((&#039;&#039;Day&#039;&#039; + &#039;&#039;Attribute&#039;&#039; + 3) × (&#039;&#039;Day&#039;&#039; - &#039;&#039;Attribute&#039;&#039; + 7) + &#039;&#039;Personality&#039;&#039;) mod 10) × 2 - 9, where:&lt;br /&gt;
** &#039;&#039;Attribute&#039;&#039; is 0 for Power, 1 for Stamina, 2 for Skill, 3 for Jump, and 4 for Speed&lt;br /&gt;
** &#039;&#039;Personality&#039;&#039; is the relevant value of the particular digit&lt;br /&gt;
*&#039;&#039;&#039;The Nature Modifier&#039;&#039;&#039;: This modifier depends on the nature of the Pokémon.  Each of the neutral natures raise one attribute by 10 points while lowering another by 10 points, while the other 20 natures each raise one attribute by 35 points while lowering another by 35 points, based on which [[stat]]s they normally raise and lower.&lt;br /&gt;
*&#039;&#039;&#039;The Aprijuice Modifier&#039;&#039;&#039;: This modifier depends on the [[Aprijuice]] applied to the Pokémon.  The Pokémon receives 1.5× the flavor values in the attributes corresponding to the strongest and second-strongest flavors of the Aprijuice, an additional 10-point bonus in the strongest flavor of the Aprijuice, and a penalty to the attribute corresponding to the weakest flavor of the Aprijuice based on its mildness and the sum of the Aprijuice&#039;s two strongest flavors (see [[Apriblender]] for further details).&lt;br /&gt;
&lt;br /&gt;
Note that the Day of Month modifier is at most -9 and at most +9 (and only takes on odd values therein).  Also as a result, the Day of Month modifier cycles every 10 days (&#039;&#039;&#039;exception&#039;&#039;&#039;: for Power and Speed, the modifiers in effect for the first day of each month are different from those of Day 11, Day 21, and Day 31, though the latter three have the same modifiers).&lt;br /&gt;
&lt;br /&gt;
Also, since nature is also determined by the last two digits of the personality value, the nature of a Pokémon will constrain the Day of Month modifier in Power (and to a lesser extent, Stamina) for a Pokémon.  For example, a Hardy Pokémon (last digit 0 or 5) will never get a +9 or a +7 from a Day of Month modifier in Power; if the last digit is 5 it furthermore entails that its best performance will be on the first day of each month, barring Aprijuice factors (as it has its sole +5 boost on the first day on each month).&lt;br /&gt;
&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Attribute !! Attribute Modifier !! Personality Digit !! Neutral Nature +10 !! Neutral Nature -10 !! Other Nature Stat&lt;br /&gt;
|-&lt;br /&gt;
| Power || 0 || Ones || Hardy || Bashful || Attack&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 1 || Tens || Docile || Quirky || Defense&lt;br /&gt;
|-&lt;br /&gt;
| Skill || 2 || Hundreds || Quirky || Serious || Sp. Def&lt;br /&gt;
|-&lt;br /&gt;
| Jump || 3 || Thousands || Bashful || Docile || Sp. Atk&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 4 || Ten-thousands || Serious || Hardy || Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The calculated value is then translated into a difference in stars as follows:&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Stars&lt;br /&gt;
| -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! Score&lt;br /&gt;
| &amp;lt; -120 || -119 - -80 || -79 - -40 || -39 - -15 || -14 - 14 || 15 - 39 || 40 - 79 || 80 - 119 || &amp;gt; 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that performance changes may not drop below the Pokémon&#039;s minimum performance rating, nor may it exceeds the Pokémon&#039;s maximum performance rating. Thus, for example, a {{p|Cradily}} may never improve or have its Speed rating degraded as its Speed attribute is fixed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Any more personality value things?--&amp;gt;&lt;br /&gt;
{{Project Games notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Personality Value]]&lt;br /&gt;
[[fr:Personality Value]]&lt;br /&gt;
[[ja:性格値]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Apriblender&amp;diff=1433143</id>
		<title>Apriblender</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Apriblender&amp;diff=1433143"/>
		<updated>2011-05-12T15:57:40Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apricorn Case use.png|210px|thumb|The Apriblender in the Apricorn Box.]]&lt;br /&gt;
The &#039;&#039;&#039;Apriblender&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;ボンシェイカー&#039;&#039;&#039; &#039;&#039;Bon Shaker&#039;&#039;) is a device found in {{game|HeartGold and SoulSilver|s}}. Much like the [[Berry Blender]] mixes [[Berry|Berries]] together in [[Hoenn]] to make [[condition]]-enhancing [[Pokéblock]]s, the Apriblender mixes [[Apricorn]]s together to make [[performance]]-boosting Aprijuice.&lt;br /&gt;
&lt;br /&gt;
It is located in the [[Apricorn Box]], and may be obtained at the [[Pokéathlon Dome]] from a woman at the Aprijuice stand to the west of the building.&lt;br /&gt;
&lt;br /&gt;
Up to five Apricorns can be put into the Blender at once, which will not produce a drink instantly. Instead, the player must walk (or cycle) 100 steps to mix up the Apricorns, which will afterwards become Aprijuice that can be used up to three times. Once a batch of Aprijuice is finished mixing, then more Apricorns can be added.&lt;br /&gt;
&lt;br /&gt;
Tap the round button on the Apriblender device to see information on the top screen about the contents of the blender. If there is Aprijuice in the blender, it will show the player the flavor level, the mildness level, and the number of Apricorns one can add to the blender at that time. Selecting &amp;quot;Taste&amp;quot; on the menu that appears on the bottom screen will give the player a clue as to what performance stats the juice will raise, along with how strong the juice is.&lt;br /&gt;
&lt;br /&gt;
The flavor of Aprijuice determines how much it will raise the stats of a Pokémon that drinks it. The flavor of a type of juice increases when certain Apricorns are blended with a pre-existing batch, if the Apricorns added are of the same type as the juice and have a strong value (see the chart below). A juice with a high flavor can raise performance stats by several levels, whereas a juice with a low flavor will only raise it slightly or not at all. A juice&#039;s flavor maxes out at 100.&lt;br /&gt;
&lt;br /&gt;
The mildness of a batch of Aprijuice determines whether or not the juice will have a negative effect on a Pokémon, such as lowering certain performance stats. The more mild a batch of Aprijuice is, the less negative affect it will have. The more the {{player}} walks, the milder the juice becomes. Walking 100 steps adds one more level of mildness. Also, as days pass the mildness increases. If Apricorns are added to a batch to increase the flavor, the mildness will be reset to 0 when the batch is done mixing. A juice&#039;s mildness maxes out at 255.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple Aprijuices do not stack when fed to a Pokémon; the effects of the new drink replace the effects of the last drink. When a Pokémon is put into a [[PC|PC box]], all of the effects of an Aprijuice disappear.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Each Apricorn is added one at a time to the Aprijuice, in the order that the Apricorns are added to the Apriblender.  When adding an Apricorn to an existing Aprijuice, the following occurs:&lt;br /&gt;
&lt;br /&gt;
# The existing flavor values of the existing Aprijuice, its mildness, as well as the identities of the strongest and second-strongest flavors are noted.&lt;br /&gt;
# The flavor values are adjusted appropriately: a strong taste effect (as detailed below) raises the corresponding flavor by 4 points, while a weak taste effect lowers it by 2 points.  Each flavor is capped at a maximum of 63 points and a minimum of 0.&lt;br /&gt;
# If a flavor other than its strongest and second-strongest (as noted above) was raised in the previous step, the mildness decreases by 10.  The mildness may not be lowered past 0.&lt;br /&gt;
# If the combined sum of flavors is greater than 100, the strongest flavor among those that were not boosted by the addition of the Apricorn is chosen (if there is a tie, the first among the order of Power, Stamina, Skill, Jump, and Speed is chosen); a random flavor is chosen if a Blk Apricorn was added, and no flavor is chosen if a Wht Apricorn was added.  This attribute is lowered so that the sum of flavors is 100.&lt;br /&gt;
&lt;br /&gt;
The flavor of an Aprijuice is the sum of all its individual flavors, and is thus capped at 100.  Every 100 steps taken increases the mildness of an Aprijuice by 1, up to a maximum of 255.  Any mildness increases are made before the mixing of new Apricorns into the Aprijuice is performed.&lt;br /&gt;
&lt;br /&gt;
An Aprijuice affects the Pokémon&#039;s [[performance]] by adding in an Aprijuice factor (detailed in [[Personality value]], as the performance also depends on the personality value, [[nature]], and day of month).  Only the attributes corresponding to the strongest, second-strongest, and weakest flavors of the Aprijuice are affected.  If there is a tie when determining which flavor is strongest, the following order is used: spicy, sour, dry, bitter, and sweet.&lt;br /&gt;
* The attribute corresponding to the strongest flavor is raised by &#039;&#039;Flavor&#039;&#039; × 1.5 + 10, rounded down.&lt;br /&gt;
* The attribute corresponding to the second-strongest flavor is raised by &#039;&#039;Flavor&#039;&#039; × 1.5, rounded down.&lt;br /&gt;
* The attribute corresponding to the weakest flavor is reduced by an amount depending on the mildness of the Aprijuice:&lt;br /&gt;
** 100%, less 10% per 25 mildness (ignoring remainders) of the sum of the two strongest flavors, rounded down, if the mildness is less than 200&lt;br /&gt;
** 20% of the sum of the two strongest flavors, rounded down, if the mildness is 200-254&lt;br /&gt;
** 10% of the sum of the two strongest flavors, rounded down, if the mildness is 255&lt;br /&gt;
&lt;br /&gt;
An estimation of the flavors of an Aprijuice is given whenever it is tasted.  Depending on the flavors present (ie. nonzero), the following is reported:&lt;br /&gt;
&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Flavor !! Spicy !! Sour !! Dry !! Bitter !! Sweet&lt;br /&gt;
|-&lt;br /&gt;
| Strongest flavor 1-20 || It&#039;s a spicy flavor. || A little sour. || A refined, dry taste. || A somewhat bitter taste. || A sweet taste.&lt;br /&gt;
|-&lt;br /&gt;
| Strongest flavor 21-30 || A pungent flavor. || An invigorating flavor. || A strong, dry taste! || A slightly bitter flavor. || A nice, sweet taste.&lt;br /&gt;
|-&lt;br /&gt;
| Strongest flavor 31-40 || So spicy, you&#039;ll sweat! || Mmmmmph! Sour! || Incredibly dry! || An intense bitterness! || Very sweet!&lt;br /&gt;
|-&lt;br /&gt;
| Strongest flavor 41-50 || So spicy, it causes coughing! || Unbearably sour! || A pervadingly dry taste! || A massively bitter taste! || A sickly-sweet flavor!&lt;br /&gt;
|-&lt;br /&gt;
| Strongest flavor 51-62 || A resounding spiciness! || A deep sourness! || A deep-seated, dry taste! || A sinking bitterness! || A melt-in-your-mouth sweetness.&lt;br /&gt;
|-&lt;br /&gt;
| Strongest flavor 63 || The ultimate spiciness! || An extremely sour taste! || An extremely dry taste! || The peak of bitterness! || So incredibly sweet!&lt;br /&gt;
|-&lt;br /&gt;
| Second-strongest flavor 1-20 || A hint of spicy taste. || A hint of sourness. || A slight dry taste. || Barely a hint of bitterness. || Barely a hint of sweetness...&lt;br /&gt;
|-&lt;br /&gt;
| Second-strongest flavor 21-30 || A little salty. || A little sour. || A light dry taste. || Just a little bitter. || Just a little sweet...&lt;br /&gt;
|-&lt;br /&gt;
| Second-strongest flavor 31-40 || Quite spicy. || Quite sour. || A quite dry taste. || A strongly bitter taste. || A strongly sweet taste...&lt;br /&gt;
|-&lt;br /&gt;
| Second-strongest flavor 41+ || A strong spiciness. || Intensely sour. || An intensely dry taste. || Intensely bitter. || An intensely sweet taste...&lt;br /&gt;
|-&lt;br /&gt;
| Third-strongest flavor 1-10 || A very faint spiciness. || A very faint sourness. || A very faint dry taste. || A very faint bitterness. || A very faint sweetness.&lt;br /&gt;
|-&lt;br /&gt;
| Third-strongest flavor 11-20 || Merely a hint of spiciness. || Merely a hint of sourness. || A hint of dry taste. || Merely a hint of bitterness. || Merely a hint of sweetness.&lt;br /&gt;
|-&lt;br /&gt;
| Third-strongest flavor 21+ || The spiciness comes through. || The sourness comes through. || The dryness comes through. || The bitterness comes through. || The sweetness comes through.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If at least four flavors are present, with the strongest flavor at most 7, the taste will be reported as &amp;quot;quite weak&amp;quot;.  If instead the strongest flavor at most 20 and the difference between the strongest and weakest (four flavors)/second weakest (five flavors) flavors at most 12, the taste is reported as &amp;quot;unspeakably incredible&amp;quot; and &amp;quot;evenly balanced&amp;quot;.  If the strongest flavor is instead at least 21, the tasted is reported as &amp;quot;incredibly unspeakable&amp;quot; and &amp;quot;competing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
An Aprijuice with one or two flavors will have a &amp;quot;refreshing aftertaste&amp;quot;, while an Aprijuice with five flavors will have a &amp;quot;disgusting aftertaste&amp;quot; (in this case, the third-strongest flavor is not reported).  If an Aprijuice has four flavors, the flavor not present will also be noted with &amp;quot;Eliminating &#039;&#039;[flavor]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Aprijuice taste effects==&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; class=&amp;quot;roundy sortable&amp;quot; style=&amp;quot;background: #{{thlon color}}; border: 3px solid #{{thlon color dark}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;{{roundytl|5px}}&amp;quot; | Apricorn&lt;br /&gt;
! style=&amp;quot;background:#{{Power color}}&amp;quot; | Spicy&lt;br /&gt;
! style=&amp;quot;background:#{{Stamina color}}&amp;quot; | Sour&lt;br /&gt;
! style=&amp;quot;background:#{{Technique color}}&amp;quot; | Dry&lt;br /&gt;
! style=&amp;quot;background:#{{Jump color}}&amp;quot; | Bitter&lt;br /&gt;
! style=&amp;quot;background:#{{Speed color}}; {{roundytr|5px}}&amp;quot; | Sweet&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#{{red color}}&amp;quot; | {{bag|Red Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#{{red color}}&amp;quot; | Red Apricorn&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#{{yellow color}}&amp;quot; | {{bag|Ylw Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#{{yellow color}}&amp;quot; | Ylw Apricorn&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
|  Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#{{blue color}}&amp;quot; | {{bag|Blu Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#{{blue color}}&amp;quot; | Blu Apricorn&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
| &amp;amp;mdash; &lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#{{green color}}&amp;quot; | {{bag|Grn Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#{{green color}}&amp;quot; | Grn Apricorn&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
|| &amp;amp;mdash;&lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#{{sweet color}}&amp;quot; | {{bag|Pnk Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#{{sweet color}}&amp;quot; | Pnk Apricorn&lt;br /&gt;
| Weak&lt;br /&gt;
| &amp;amp;mdash; &lt;br /&gt;
| &amp;amp;mdash;&lt;br /&gt;
| &amp;amp;mdash; &lt;br /&gt;
| Strong&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#{{white color}}&amp;quot; | {{bag|Wht Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#{{white color}}&amp;quot; | Wht Apricorn&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|- align=center style=&amp;quot;background:#fff;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#000;&amp;quot; | {{bag|Blk Apricorn}}&lt;br /&gt;
| style=&amp;quot;background:#000&amp;quot; |  {{color|fff|Blk Apricorn}}&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; style=&amp;quot;background: #{{thlon color}}&amp;quot; colspan=&amp;quot;2&amp;quot; height=&amp;quot;2px&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Taste effects on Pokéathlon Performance==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; class=&amp;quot;roundy&amp;quot; style=&amp;quot;background: #{{thlon color}}; border: 3px solid #{{thlon color dark}}&amp;quot; width=&amp;quot;300px&amp;quot; cellpadding=&amp;quot;2px&amp;quot;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Taste&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Performance&lt;br /&gt;
|- align=center style=&amp;quot;background:#{{Power color}}&amp;quot;&lt;br /&gt;
| Spicy&lt;br /&gt;
| Power&lt;br /&gt;
|- align=center style=&amp;quot;background:#{{Stamina color}}&amp;quot; &lt;br /&gt;
| Sour&lt;br /&gt;
| Stamina&lt;br /&gt;
|- align=center style=&amp;quot;background:#{{Technique color}}&amp;quot;&lt;br /&gt;
| Dry&lt;br /&gt;
| Skill&lt;br /&gt;
|- align=center style=&amp;quot;background:#{{Jump color}}&amp;quot;&lt;br /&gt;
| Bitter&lt;br /&gt;
| Jump&lt;br /&gt;
|- align=center style=&amp;quot;background:#{{Speed color}}&amp;quot;&lt;br /&gt;
| Sweet&lt;br /&gt;
| Speed&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; style=&amp;quot;background: #{{thlon color}}&amp;quot; colspan=&amp;quot;2&amp;quot; height=&amp;quot;2px&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Project ItemDex notice}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Key items]]&lt;br /&gt;
[[Category:Pokéathlon]]&lt;br /&gt;
&lt;br /&gt;
[[es:Coctelera Bonguri]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Performance&amp;diff=1433056</id>
		<title>Performance</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Performance&amp;diff=1433056"/>
		<updated>2011-05-12T13:44:05Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Daily Pokéathlon performance stat changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pokéthlon stats.png|thumb|A {{p|Quilava}}&#039;s Performance|400px]]&lt;br /&gt;
A Pokémon&#039;s &#039;&#039;&#039;performance&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;パフォーマンス&#039;&#039;&#039; &#039;&#039;performance&#039;&#039;) is made up of stats that exist for use in the [[Pokéathlon]]. There are five different performance stats; Speed, Skill, Jump, Power, and Stamina. &lt;br /&gt;
&lt;br /&gt;
A Pokémon&#039;s ability in a performance stat can range from 1 to 5, though the maximum value of a given stat is determined by the Pokémon&#039;s species and is often lower than 5.  The default value for a given stat is also determined by the Pokémon&#039;s species, and the actual value varies further on a daily basis based on the Pokémon&#039;s [[nature]].  In order to maximize a performance stat that is not already at the species&#039; maximum value, the Pokémon can be given Apricorn juice, which can be made with an [[Apriblender]] or purchased at the [[Pokéathlon Dome]].&lt;br /&gt;
&lt;br /&gt;
As an example, a {{p|Typhlosion}}&#039;s Skill performance can range from 1 to 3, with a default value of 2.  If the Typhlosion has a Serious nature, on some days (without the effects of any Aprijuice) it may be 1; if it has a Calm nature, it may be 3 (It cannot be 4, as that is beyond the maximum value for the species).&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
===Speed===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; is an important stat for a Pokémon that is competing in any Pokéathlon games involving any sort of racing. In order to perform well in such events, a Pokémon will need to have a high Speed stat. It is not to be confused with the Speed stat used in [[Pokémon battle]]s, which is すばやさ in Japanese (whereas this is スピード). Abilities that benefit the Pokémon&#039;s Speed Stat benefit its Speed. Speed is used in Hurdle Dash, Relay Run, Circle Push, Ring Drop, Disc Catch, Goal Roll, and Pennant Capture.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is an important stat for a Pokémon that is competing in any Pokéathlon game involving fighting or the usage of physical force. In order to perform well in such events, a Pokémon will need to have a high Power stat. Abilities that benefit the Pokémon&#039;s Attack Stat benefit its Power. The Power Performance stat is the most commonly used stat in the Pokéathlon, being used in every event with the exception of Hurdle Dash.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039; is an important stat for a Pokémon that is competing in any Pokéathlon games involving strategy. In order to perform well in such events, a Pokémon will need to have a high Skill stat. Abilities that benefit the Pokémon&#039;s Special Defense Stat benefit its Skill. Skill is used in Lamp Jump, Snow Throw, Pennant Capture, Hurdle Dash, Relay Run, Block Break, and Goal Roll.&lt;br /&gt;
&lt;br /&gt;
===Jump===&lt;br /&gt;
As the name implies, &#039;&#039;&#039;Jump&#039;&#039;&#039; is an important stat for a Pokémon that is competing in any Pokéathlon games involving jumping. In order to perform well in such events, a Pokémon will need to have a high Jump stat. Abilities that benefit the Pokémon&#039;s Special Attack Stat benefit its Jump. Jump is the least commonly used stat in the Pokéathlon, being used only in Hurdle Dash, Ring Drop, Lamp Jump, and Disc Catch.&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
&#039;&#039;&#039;Stamina&#039;&#039;&#039; is an important stat for a Pokémon that is competing in any Pokéathlon games involving a risk of fatigue. In order to perform well in such events, a Pokémon will need to have a high Stamina stat. Abilities that benefit the Pokémon&#039;s Defense Stat benefit its Stamina. Stamina is used in Ring Drop, Snow Throw, Relay Run, Block Break, Lamp Jump, Circle Push, Goal Roll, and Pennant Capture.&lt;br /&gt;
&lt;br /&gt;
==Performance Symbols==&lt;br /&gt;
The type of star used to display a Pokémon&#039;s Performance stat indicates where the stat currently is in relation to the default value for the species:&lt;br /&gt;
&lt;br /&gt;
{| align=center border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #000; border-collapse: collapse;&amp;quot; width=300px cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #{{thlon color}};&amp;quot;&lt;br /&gt;
! Symbol&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| align=center |[[File:Pokéthlonstarl.png]]&lt;br /&gt;
| Greater than base performance&lt;br /&gt;
|-&lt;br /&gt;
| align=center |[[File:Pokéthlonstarm.png]]&lt;br /&gt;
| Equal to base performance&lt;br /&gt;
|-&lt;br /&gt;
| align=center |[[File:Pokéthlonstars.png]]&lt;br /&gt;
| Less than base performance&lt;br /&gt;
|- &lt;br /&gt;
| align=center |[[File:Pokéthlonstarn.png]]&lt;br /&gt;
| --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Daily Pokéathlon performance stat changes==&lt;br /&gt;
The day-to-day performance of a Pokémon in the Pokéathlon changes based on the day of the month, the nature, and their [[personality value]].  The extent of the change may increase or decrease an attribute by up to 4 stars, subject to the Pokémon&#039;s species minimums and maximums, though changes beyond 1-2 stars in either direction cannot be achieved without [[Aprijuice]].  The specifics of how performance is influenced is covered [[Personality value#Performance Changes|here]].&lt;br /&gt;
&lt;br /&gt;
Below is a list of the natures, which performance they effect and to what degree possible the stats can fluctuate. Each value below is the highest extent to which each performance stat can improve or be hindered without Aprijuice.&lt;br /&gt;
{| align=center {{bluetable2|c sortable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #{{thlon color}}&amp;quot; | Nature&lt;br /&gt;
! style=&amp;quot;background: #{{Speed color}}&amp;quot; | Speed&lt;br /&gt;
! style=&amp;quot;background: #{{Power color}}&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background: #{{Skill color}}&amp;quot; | Skill&lt;br /&gt;
! style=&amp;quot;background: #{{Stamina color}}&amp;quot; | Stamina&lt;br /&gt;
! style=&amp;quot;background: #{{Jump color}}&amp;quot; | Jump&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Hardy&lt;br /&gt;
| align=center | -1&lt;br /&gt;
| align=center | +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Lonely&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Brave&lt;br /&gt;
| align=center | -2&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Adamant&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Naughty&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Bold&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Docile&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +1&lt;br /&gt;
| align=center | -1&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Relaxed&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Impish&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Lax&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Timid&lt;br /&gt;
| align=center | +2&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Hasty&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Serious&lt;br /&gt;
| align=center | +1&lt;br /&gt;
|&lt;br /&gt;
| align=center | -1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Jolly&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Naive&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Modest&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Mild&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Quiet&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Bashful&lt;br /&gt;
|&lt;br /&gt;
| align=center | -1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +1&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Rash&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Calm&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Gentle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sassy&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Careful&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +2&lt;br /&gt;
|&lt;br /&gt;
| align=center | -2&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Quirky&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| align=center | +1&lt;br /&gt;
| align=center | -1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pokéathlon events==&lt;br /&gt;
&lt;br /&gt;
{| {{bluetable2|c sortable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ccf;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #{{thlon color}}&amp;quot; | [[Pokéathlon]] event&lt;br /&gt;
! style=&amp;quot;background: #{{Speed color}}&amp;quot; | Speed?&lt;br /&gt;
! style=&amp;quot;background: #{{Power color}}&amp;quot; | Power?&lt;br /&gt;
! style=&amp;quot;background: #{{Skill color}}&amp;quot; | Skill?&lt;br /&gt;
! style=&amp;quot;background: #{{Jump color}}&amp;quot; | Jump?&lt;br /&gt;
! style=&amp;quot;background: #{{Stamina color}}&amp;quot; | Stamina?&lt;br /&gt;
|-&lt;br /&gt;
|Hurdle Dash&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Ring Drop&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Snow Throw&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Lamp Jump&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Relay Run&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Block Smash&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Circle Push&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disc Catch&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Pennant Capture&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Goal Roll&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* {{p|Sunkern}} has a possible five stars in all performance stats, the highest possible total, while ironically sporting the lowest base stat total of any Pokémon.  It shares its Performance stats with {{p|Mew}}, {{p|Ditto}}, {{p|Giratina}}&#039;s [[Form differences#Giratina|Origin Forme]], and {{p|Arceus}}.&lt;br /&gt;
* Every event in the Pokéathlon requires either three or four Performance stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[List of Pokémon by performance stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Pokéathlon]]&lt;br /&gt;
[[de:Leistung]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433055</id>
		<title>Personality value</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Personality_value&amp;diff=1433055"/>
		<updated>2011-05-12T13:43:54Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Pokémon&#039;s &#039;&#039;&#039;personality value&#039;&#039;&#039; is an {{wp|Signedness|unsigned}} {{wp|32-bit}} {{wp|Integer (computer science)|integer}} that is created when the Pokémon is first encountered; it is set as soon as the Pokémon appears in the wild, the Pokémon&#039;s egg is received from the {{pkmn|daycare}} man or another [[Non-player character|NPC]], or the Pokémon itself is received from an NPC. As an unsigned 32-bit integer, its value can be anywhere between 0 and 4,294,967,295 inclusive, represented as a string of thirty-two 0&#039;s and thirty-two 1&#039;s in binary, respectively. This value was introduced with the [[Pokémon data structure in the GBA|Pokémon data structure]] overhaul that occurred at the start of [[Generation III]], and is generated using the games&#039; [[Pseudo-random number generation in Pokémon|pseudorandom number generator]].&lt;br /&gt;
&lt;br /&gt;
For each operation, the portion of the 32-bit value used will be indicated at the beginning of the section by highlighting, unless the full value is used. The integer&#039;s full value will be known as &#039;&#039;p&#039;&#039;, other values will be declared as &#039;&#039;p&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039;, &#039;&#039;p&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;&#039;&#039;, and so on. Much of this article will be discussing values in binary.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Pokémon&#039;s [[gender]] is determined by the lowest eight digits (a byte) of &#039;&#039;p&#039;&#039; in binary form; essentially, &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; [[wp:modulo operation|%]] 256&amp;lt;/code&amp;gt;. This value will, from here on out, be known as &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a Pokémon species&#039;s [[Pokémon base stats data structure in the GBA|base stat structure]], there is a byte called the gender threshold with a value between &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;. For genderless Pokémon such as {{p|Magnemite}}, the value of this byte is &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;.  For female only Pokémon such as {{p|Nidoran♀}}, the value of this byte is &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;.  For male only Pokémon such as {{p|Nidoran♂}}, the value of this byte is &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;. Pokémon with &#039;&#039;both&#039;&#039; genders occupy the rest of the spectrum.  For these Pokémon, if the value of &#039;&#039;p&amp;lt;sub&amp;gt;gender&amp;lt;/sub&amp;gt;&#039;&#039; is &amp;lt;b&amp;gt;equal to or greater than&amp;lt;/b&amp;gt; that of the base stat value, the Pokémon is male, otherwise it is female.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Base stat value&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Gender ratio&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! Binary&lt;br /&gt;
! Decimal&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 255&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Genderless&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11111110&amp;lt;/code&amp;gt;&lt;br /&gt;
| 254&lt;br /&gt;
| 0%&lt;br /&gt;
| 100%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;11011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 223&lt;br /&gt;
| 12.5%&lt;br /&gt;
| 87.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;10111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 191&lt;br /&gt;
| 25%&lt;br /&gt;
| 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;01111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 127&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00111111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 63&lt;br /&gt;
| 75%&lt;br /&gt;
| 25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00011111&amp;lt;/code&amp;gt;&lt;br /&gt;
| 31&lt;br /&gt;
| 87.5%&lt;br /&gt;
| 12.5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;00000000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
If &#039;&#039;p&#039;&#039; is even, that Pokémon has the first [[ability]] for its species. If it&#039;s odd, it has the second. If a species has only one ability while &#039;&#039;p&#039;&#039; is odd, it gets the only ability it can. Pokémon transferred from [[Generation III]] to [[Generation IV]] or [[Generation V]] that can get one of the [[Generation IV#New abilities for old Pokémon|new abilities]] will retain the ability they had in Generation III; however, if they are evolved and their personality value is odd, they will get the new ability upon evolution. For example, a {{p|Porygon}} that has the ability Trace is brought to a Generation IV game. If it then evolves into {{p|Porygon2}}, it may keep Trace (if &#039;&#039;p&#039;&#039; is even), or it may switch to the ability {{a|Download}} (if &#039;&#039;p&#039;&#039; is odd). The reason this happens is because although the ability is initially determined by the personality value, the ability is stored as a separate value in the [[Pokémon data structure in Generation IV|Pokémon data]], and alongside the IVs in Generation III. When the Pokémon evolves in Generation IV, the personality value is rechecked, and a new ability assigned.&lt;br /&gt;
&lt;br /&gt;
Note that a separate bit governs whether a Pokémon has their normal abilities or hidden abilities in [[Generation V]]; the personality value of a Pokémon is always set to have its first ability in this case, so as to allow the inclusion of a second hidden ability in a future generation.&lt;br /&gt;
&lt;br /&gt;
==Nature==&lt;br /&gt;
A Pokémon&#039;s [[nature]] is determined by &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The number acquired as the remainder corresponds to the personality as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=1 align=&amp;quot;left&amp;quot; style=&amp;quot;background: #fff; border:1px solid #000; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #C0C0FF;&amp;quot;&lt;br /&gt;
! &#039;&#039;p&#039;&#039; % 25&lt;br /&gt;
! Nature&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Hardy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Lonely&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Brave&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Adamant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Naughty&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bold&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Docile&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Relaxed&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Impish&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lax&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Timid&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Hasty&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Serious&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Jolly&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Naive&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Modest&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Mild&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Quiet&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Bashful&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Rash&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Calm&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Gentle&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Sassy&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Careful&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Quirky&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shininess==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:The &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;red value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039;, while the &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;blue value&amp;lt;/span&amp;gt; will be represented as &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whether a Pokémon is {{shiny}} or not depends on the values of the [[Trainer ID number]], [[secret ID number]], and personality value. There is an [[Shiny Pokémon#Generations III and IV|8 in 65536 chance]] (0.012207% or 2&amp;lt;sup&amp;gt;-13&amp;lt;/sup&amp;gt;) of a Pokémon being shiny (which simplifies to 1/8192).&lt;br /&gt;
&lt;br /&gt;
Variables &#039;&#039;E&#039;&#039; and &#039;&#039;F&#039;&#039; are declared to hold the values that result.&lt;br /&gt;
&lt;br /&gt;
A bitwise {{wp|exclusive or}} (&#039;&#039;xor&#039;&#039;) operation (such as &#039;&#039;a&#039;&#039; xor &#039;&#039;b&#039;&#039; = &#039;&#039;c&#039;&#039;) is equivalent to saying &amp;quot;If each bit of &#039;&#039;a&#039;&#039; ≠ &#039;&#039;b&#039;&#039;, &#039;&#039;c&#039;&#039; is true.&amp;quot; In other words, 11010111 xor 01101010 = 10111101. Each xor in the operation is a bitwise xor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = &#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&#039;&#039; xor &#039;&#039;p&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; &amp;lt; 8 , then &#039;&#039;Shiny&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
As an example, let&#039;s take a Trainer whose Trainer ID is 24294 and whose Secret ID is 38834.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Trainer&amp;lt;/sub&amp;gt;&#039;&#039; = 24294 = 0101111011100110 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ID&amp;lt;sub&amp;gt;Secret&amp;lt;/sub&amp;gt;&#039;&#039; = 38834 = 1001011110110010 in binary.&lt;br /&gt;
&lt;br /&gt;
This Trainer encounters a Pokémon whose personality value is 2814471828.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&#039;&#039; = 2814471828 = 1010011111000001 0110111010010100 in binary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p1&#039;&#039; = 1010011111000001&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p2&#039;&#039; = 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;E&#039;&#039; value is 0101111011100110 xor 1001011110110010&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; = 1100100101010100&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;F&#039;&#039; value is 1010011111000001 xor 0110111010010100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F&#039;&#039; = 1100100101010101&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E&#039;&#039; xor &#039;&#039;F&#039;&#039; = 0000000000000001, which is less than eight.  Therefore, this Pokémon is shiny.&lt;br /&gt;
&lt;br /&gt;
==Spinda&#039;s spots==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Spinda}} has four spots: two on its face, and one on each of its ears. Each of the four bytes represents the coordinates of the spot on Spinda&#039;s face or ears. The first four digits of each byte represents the x-coordinate of the top left of the spot when translated into decimal notation, while the last four represent the y-coordinate of the top left of the spot when translated into decimal. There are [[Spinda (Pokémon)#Trivia|4,294,967,296 different]] spot variations.&lt;br /&gt;
&lt;br /&gt;
==Unown&#039;s letter (from Gen. III)==&lt;br /&gt;
&amp;lt;code&amp;gt;000000&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; 000000&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; = &amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#9999FF&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#99FF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#FFFF99&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{p|Unown}}&#039;s letter (ever since [[Generation III]], for [[Generation II]] see [[individual values]]) is taken from the modulus of the combination of the least significant 2 bits of each byte in &#039;&#039;p&#039;&#039;. With A representing 0, and each letter thereafter representing the following number value (? as 26 and ! as 27), the letter can be determined by:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;u&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&#039;&#039; = &#039;&#039;p&amp;lt;sub&amp;gt;letter&amp;lt;/sub&amp;gt;&#039;&#039; % 28&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wurmple&#039;s evolution==&lt;br /&gt;
&amp;lt;code&amp;gt;00000000 00000000 &amp;lt;span style=&amp;quot;background:#FF9999&amp;quot;&amp;gt;00000000 00000000&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The value in red will be known as &#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039;; it is essentially &amp;lt;code&amp;gt;&#039;&#039;p&#039;&#039; % 65536&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{p|Wurmple}}&#039;s evolution does not depend on time of day, despite what many guides say. In fact, the evolution is determined by taking &amp;lt;code&amp;gt;&#039;&#039;p&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;&#039;&#039; % 10&amp;lt;/code&amp;gt;. If the remainder is less than 5, Wurmple will become a {{p|Silcoon}}, and if it is greater than or equal to 5, it will become a {{p|Cascoon}}.&lt;br /&gt;
&lt;br /&gt;
== Performance Changes ==&lt;br /&gt;
The day-to-day [[performance]] of a Pokémon, for the purposes of the [[Pokéathlon]], depends on the personality value as well as the day of the month.  It also depends on nature, which is also calculated based on personality value.  The five least significant digits govern, from least significant to most significant, Power, Stamina, Skill, Jump, and Speed.&lt;br /&gt;
&lt;br /&gt;
The change in performance in a particular attribute is calculated using this formula:&lt;br /&gt;
&lt;br /&gt;
(((&#039;&#039;Day&#039;&#039; + &#039;&#039;Attribute&#039;&#039; + 3) × (&#039;&#039;Day&#039;&#039; - &#039;&#039;Attribute&#039;&#039; + 7) + &#039;&#039;Personality&#039;&#039;) mod 10) × 2 - 9 + &#039;&#039;Nature Modifier&#039;&#039; + &#039;&#039;Aprijuice Modifier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Attribute&#039;&#039; is 0 for Power, 1 for Stamina, 2 for Skill, 3 for Jump, and 4 for Speed&lt;br /&gt;
* &#039;&#039;Personality&#039;&#039; is the relevant digit of the personality value, as noted above&lt;br /&gt;
* &#039;&#039;Nature Modifier&#039;&#039; is a modifier based on the nature of the Pokémon.  Each of the neutral natures raise one attribute by 10 points while lowering another by 10 points, while the other natures raises one attribute by 35 points while lowering another by 35 points, based on which [[stat]]s they normally raise and lower.  Consult with the table below for details.&lt;br /&gt;
* &#039;&#039;Aprijuice Modifier&#039;&#039; is a modifier that results from applying [[Aprijuice]] on the Pokémon&lt;br /&gt;
&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Attribute !! Attribute Modifier !! Personality Digit !! Neutral Nature +10 !! Neutral Nature -10 !! Other Nature Stat&lt;br /&gt;
|-&lt;br /&gt;
| Power || 0 || Ones || Hardy || Bashful || Attack&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 1 || Tens || Docile || Quirky || Defense&lt;br /&gt;
|-&lt;br /&gt;
| Skill || 2 || Hundreds || Quirky || Serious || Sp. Def&lt;br /&gt;
|-&lt;br /&gt;
| Jump || 3 || Thousands || Bashful || Docile || Sp. Atk&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 4 || Ten-Thousands || Serious || Hardy || Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The calculated value is then translated into a difference in stars as follows:&lt;br /&gt;
{| {{bluetable2}}&lt;br /&gt;
! Stars&lt;br /&gt;
| -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
! Score&lt;br /&gt;
| &amp;lt; -120 || -119 - -80 || -79 - -40 || -39 - -15 || -14 - 14 || 15 - 39 || 40 - 79 || 80 - 119 || &amp;gt; 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that performance changes may not drop below the Pokémon&#039;s minimum performance rating, nor may it exceed&#039;s the Pokémon&#039;s maximum performance rating.  Thus, for example, a {{p|Cradily}} may never improve or have its Speed rating degraded as its Speed attribute is fixed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Any more personality value things?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Personality Value]]&lt;br /&gt;
[[fr:Personality Value]]&lt;br /&gt;
[[ja:性格値]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Entralink&amp;diff=1432811</id>
		<title>Entralink</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Entralink&amp;diff=1432811"/>
		<updated>2011-05-12T06:28:47Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* List of Pass Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location&lt;br /&gt;
|image=Entralink.png&lt;br /&gt;
|image_size=256&lt;br /&gt;
|type=forest&lt;br /&gt;
|location_name=Entralink&lt;br /&gt;
|japanese_name=ハイリンク&lt;br /&gt;
|translated_name=Hilink&lt;br /&gt;
|location=Central Unova&lt;br /&gt;
|region=Unova&lt;br /&gt;
|generation={{gen|V}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Entralink&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;ハイリンク&#039;&#039;&#039; &#039;&#039;Hilink&#039;&#039;) is a forest that is located in central [[Unova]] in {{game|Black and White|s}}. It can be accessed via the wireless function of the [[C-Gear]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
The Entralink is a place where a player can connect to another player&#039;s world via the wireless function of the [[C-Gear]]. To enter the Entralink, the player must first be in an open area, a pre-requisite similar to the use of {{m|Fly}}. Upon entering, the player is warped to the front of their &#039;&#039;&#039;Entree&#039;&#039;&#039;, and from there, the player may choose to cross the bridge to enter another player&#039;s Entralink, access the Entree Forest, or return to their own world via the orange warp tile at the bottom of the Entralink.&lt;br /&gt;
&lt;br /&gt;
===Entree===&lt;br /&gt;
The &#039;&#039;&#039;Entree&#039;&#039;&#039; is the tree with a blue hexagonal shape on its front, located somewhere in the middle of the Entralink. The Entree stores power-ups known as &#039;&#039;&#039;Pass Powers&#039;&#039;&#039; that provide useful boosts or effects that can be registered to the Tag Log and be shared with people connected wirelessly. These Pass Powers require the use of items called &#039;&#039;&#039;Pass Orbs&#039;&#039;&#039;, and can be found in another player&#039;s Entralink, when completing missions, or in the [[Pokémon Dream World]].&lt;br /&gt;
&lt;br /&gt;
When entering the Entralink for the first time, the Entree is a small circular bud which is slightly grayish in color. As the Entree grows, it spirals outwards and its color changes according to the composition of its ★Black and ☆White Levels. Growth of the Entree may only be done by completing missions in other players&#039; worlds.&lt;br /&gt;
&lt;br /&gt;
====Pass Powers and Pass Orbs====&lt;br /&gt;
Pass Orbs are required to utilize &#039;&#039;&#039;Pass Powers&#039;&#039;&#039;. When used via the Tag Log, Pass Powers provide useful boosts or effects that affect all nearby people connected wirelessly. Pass Powers are found on the Entree.&lt;br /&gt;
&lt;br /&gt;
There are a total of 33 Pass Powers and obtaining all of them is a requirement for the player to upgrade his or her {{ga|Trainer card}}. This is achieved when both the ★Black and ☆White levels of the player&#039;s Entree reaches at least 30.&lt;br /&gt;
&lt;br /&gt;
====List of Pass Powers====&lt;br /&gt;
Pass Powers obtained from the Entree may be registered in the [[C-Gear]] and can be shared with other people connected wirelessly using the Tag Log. The effect of these Pass Powers vary from ↑ to ↑↑↑, or ↓ to ↓↓↓ , and lasts only 3 minutes (with the exception of HP and PP Restoring Power which takes place immediately).&lt;br /&gt;
&lt;br /&gt;
Similar Pass Powers with strengths S and MAX may be used on other players when completing missions in their Entralink. The strength of the Pass Power used (S or MAX) depends on the mission and the level of that player&#039;s Entree.  Powers with strength S and MAX act identically to their ↑↑↑ counterparts, but for a longer period of time (30 minutes for S, 60 minutes for MAX, with the exception of Full Recovery Power).&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{roundy|15px}} background: #a0a0c4; -moz-border-radius: 10px; border: 5px solid #bbbbe8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytl}}&amp;quot; | Pass Power&lt;br /&gt;
! style=&amp;quot;background: #ccf&amp;quot; | Pass Orbs &amp;lt;br&amp;gt;needed&lt;br /&gt;
! style=&amp;quot;background: #ccf&amp;quot; | Min. Entree &amp;lt;br&amp;gt;Level&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytr}}&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Encounter Power ↑ || 2 || ★Black Lv9{{sup|BW}} || Increases the chance of encountering wild Pokémon a little. &lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Encounter Power ↑↑ || 3 || ★Black Lv12{{sup|W}}  || Increases the chance of encountering wild Pokémon.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Encounter Power ↑↑↑ || 4 || ★Black Lv17{{sup|W}} || Increases the chance of encountering wild Pokémon a lot.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Encounter Power ↓ || 2 ||  || Decreases the chance of encountering wild Pokémon a little.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Encounter Power ↓↓ || 3 ||  || Decreases the chance of encountering wild Pokémon.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Encounter Power ↓↓↓ || 4 || ☆White Lv26{{sup|W}} || Decreases the chance of encountering wild Pokémon a lot.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Hatching Power ↑ || 3 || ☆White Lv13{{sup|BW}} || Helps Eggs hatch a little faster.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Hatching Power ↑↑ || 4 || ☆White Lv 22{{sup|Bl}} || Helps Eggs hatch faster.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Hatching Power ↑↑↑ || 5 ||  || Helps Eggs hatch much faster.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Befriending Power ↑ || 2 || ☆White Lv7{{sup|W}} || Help Pokémon grow friendly a little faster.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Befriending Power ↑↑ || 3 || ☆White Lv19{{sup|W}} || Help Pokémon grow friendly faster.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Befriending Power ↑↑↑ || 4 || ☆White Lv24{{sup|W}} || Help Pokémon grow friendly much faster.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Bargain Power ↑ || 3 || ★Black Lv13{{sup|W}} || Poké Mart gives a 10% discount.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Bargain Power ↑↑ || 4 || ★Black Lv22{{sup|W}} || Poké Mart gives a 25% discount.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Bargain Power ↑↑↑ || 5 || ★Black Lv30{{sup|W}} || Poké Mart gives a 50% discount.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| HP Restoring Power ↑ || 2 || None{{tt|*|After completing the first mission}} || Immediately restores the HP of the lead Pokémon a little.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| HP Restoring Power ↑↑ || 3 || ☆White Lv2{{sup|Bl}} || Immediately restores the HP of the lead Pokémon.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| HP Restoring Power ↑↑↑ || 4 ||  || Immediately restores the HP of the lead Pokémon very much.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| PP Restoring Power ↑ || 2 || ★Black Lv7 {{sup|Bl}}&amp;lt;br&amp;gt;★Black Lv17{{sup|W}} || Immediately restores the PP of the lead Pokémon a little.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| PP Restoring Power ↑↑ || 3 || ★Black Lv19{{sup|W}} || Immediately restores the PP of the lead Pokémon.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| PP Restoring Power ↑↑↑ || 4 || ★Black Lv25{{sup|W}} || Immediately restores the PP of the lead Pokémon very much.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Exp. Point Power ↑ || 2 || None{{tt|*|After completing the first mission}} || Increases the Exp. Points from a battle a little. (1.2×)&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Exp. Point Power ↑↑ || 3 || ★Black Lv2{{sup|Bl}}&amp;lt;br&amp;gt;★Black Lv13{{sup|W}} || Increases the Exp. Points from a battle. (1.5×)&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Exp. Point Power ↑↑↑ || 4 || ★Black Lv16{{sup|W}} || Increases the Exp. Points from a battle very much. (2×)&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Exp. Point Power ↓ || 2 || ☆White Lv9{{sup|W}} || Decreases the Exp. Points from a battle a little. (0.8×)&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Exp. Point Power ↓↓ || 3 || ★Black Lv8{{sup|Bl}} &amp;lt;br&amp;gt;☆White Lv12{{sup|W}} || Decreases the Exp. Points from a battle. (0.66×)&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Exp. Point Power ↓↓↓ || 2 || ☆White Lv19{{sup|W}} || Decreases the Exp. Points from a battle very much. (0.5×)&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Prize Money Power ↑ || 2 || ★Black Lv5{{sup|W}} || Increases the prize money from a battle a little.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Prize Money Power ↑↑ || 3 || ★Black Lv10 || Increases the prize money from a battle.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Prize Money Power ↑↑↑ || 4 || ★Black Lv26{{sup|W}} || Increases the prize money from a battle very much. (3×)&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Capture Power ↑ || 4 || ★Black Lv5{{sup|W}} || Increases the chance to catch Pokémon a little.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Capture Power ↑↑ || 5 || ☆White Lv11{{sup|W}} || Increases the chance to catch Pokémon.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
|style=&amp;quot;{{roundybl}}&amp;quot;| Capture Power ↑↑↑ || 6 || ★Black Lv30{{sup|W}} ||style=&amp;quot;{{roundybr}}&amp;quot;| Increases the chance to catch Pokémon very much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entree Forest===&lt;br /&gt;
[[File:Entralink Forest.png|200px|thumb|The Entree Forest]]&lt;br /&gt;
The Entree Forest is used to catch Pokémon that the {{player}} has encountered in the {{pkmn|Dream World}}. To catch these Pokémon, the player will be given the {{DL|Poké Ball|Dream Ball}}, though it is not required to use it. There are two places inside that are known as the Forest Clearing and the Deepest Clearing.&lt;br /&gt;
&lt;br /&gt;
The Forest Clearing is six clearings in the woods, while the Deepest Clearing is a seventh area reached by traveling through the first two northern parts of the Forest Clearing. Pokémon are automatically transferred to the first clearing once materialized from the Dream World. To transfer them to the Deepest Clearing, the player must speak to the Pokémon and refuse to catch it; the option will then appear.&lt;br /&gt;
&lt;br /&gt;
===Quotes===&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;Oh, someone showed up... Welcome to the Entralink.&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;Hm?&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;Judging by the look of you, you don&#039;t seem to know where you are.&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;This is an island called the Entralink. It&#039;s located in the center of the Unova region.&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;The Entralink is a mysterious place where you can connect with someone&#039;s world.&amp;quot;&lt;br /&gt;
:&#039;&#039;&amp;quot;If you go to someone&#039;s world by passing through this island, you will be able to meet an adventurer in the world.&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;And you can help that adventurer.&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;Yes! If you want to help, cross the bridge in this island and go to someone&#039;s world.&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;There must be someone who is waiting for you there!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wireless Play==&lt;br /&gt;
Players may choose to visit each others&#039; worlds via the Entralink. To do that, one player must be inside the Entralink while another must be located in one of the following locations which form a hexagon surrounding the Entralink:&lt;br /&gt;
*[[Nimbasa City]]&lt;br /&gt;
*[[Driftveil City]]&lt;br /&gt;
*[[Mistralton City]]&lt;br /&gt;
*[[Icirrus City]]&lt;br /&gt;
*[[Opelucid City]]&lt;br /&gt;
*[[Lacunosa Town]]&lt;br /&gt;
*[[Undella Town]]&lt;br /&gt;
*[[Black City]]/[[White Forest]]&lt;br /&gt;
*[[Marvelous Bridge]]&lt;br /&gt;
*[[Village Bridge]]&lt;br /&gt;
*[[Driftveil Drawbridge]]&lt;br /&gt;
*[[Tubeline Bridge]]&lt;br /&gt;
*Routes [[Unova Route 5|5]], [[Unova Route 6|6]], [[Unova Route 7|7]], [[Unova Route 8|8]], [[Unova Route 9|9]], [[Unova Route 11|11]], [[Unova Route 12|12]], [[Unova Route 13|13]], [[Unova Route 14|14]], [[Unova Route 15|15]] and [[Unova Route 16|16]]&lt;br /&gt;
&lt;br /&gt;
The other player must not be inside a building.&lt;br /&gt;
&lt;br /&gt;
The visiting player would have to stand on the connecting bridges at the sides of the Entralink to make a connection. Once connected, the visiting player would then be able to enter the other player&#039;s Entralink by crossing the barrier.&lt;br /&gt;
&lt;br /&gt;
Upon entering, the visiting player would have their overworld sprite changed and appear in a black-and-white version of Unova. Everything is the same as the original, except that the visiting player cannot enter buildings or certain places, and all the routes and towns are connected via warp portals instead of connectors.&lt;br /&gt;
&lt;br /&gt;
The visiting player can also keep track of the other player&#039;s location at the bottom screen and warp to the different towns by simply tapping with the stylus. The visiting player may also access the other player&#039;s Entree to register available Pass Powers to their own C-Gear, or to begin missions to help the other player.&lt;br /&gt;
&lt;br /&gt;
Up to two players may connect to the same player&#039;s world. The third player may also choose to intercept a mission by completing it before the player who initiated it.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
The visiting player may choose to accept missions on another player&#039;s Entree. There are 6 different missions available for completion, and these require the two players to interact with each other within a specific time limit (with exception of the Item-hiding missions, which fails when the visiting player is talked to).&lt;br /&gt;
&lt;br /&gt;
Upon the successful completion of a mission, the visiting player would be rewarded with Pass Orbs and the growth of the player&#039;s own Entree. The growth of the visiting player&#039;s Entree depends on the version of the player he or she visited: if the visiting player completed a mission on a Pokémon Black, the ★Black Level of the visiting player would increase by 1. &lt;br /&gt;
&lt;br /&gt;
Also, completed missions would be indicated on a player&#039;s Entree by a black or white marking depending on the version of the visiting player. If the visiting player was playing Pokémon White and completed the top-left mission, the top-left mark of the mission selection screen would &#039;light up&#039; as White. This has no significance except when a bonus is awarded to the visiting player for completing the last mission: if five missions are &#039;lit up&#039; as White and the visiting player with Pokémon White completes the last mission, their entree would have a bonus growth of 6 ☆White Levels.&lt;br /&gt;
&lt;br /&gt;
There are 6 different kinds missions for the player to complete. When the visiting player accepts a mission, his or her sprite will change accordingly to the mission. The 6 kinds of missions are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Top-left&#039;&#039;&#039;: Help mission. The other player must talk to the visiting player.&lt;br /&gt;
*&#039;&#039;&#039;Top-right&#039;&#039;&#039;: Help mission. The visiting player must talk to the other player.&lt;br /&gt;
*&#039;&#039;&#039;Mid-left&#039;&#039;&#039;: Battle mission. The visiting player must challenge the other player to a 2-on-2 flat battle.&lt;br /&gt;
*&#039;&#039;&#039;Mid-right&#039;&#039;&#039;: Rescue mission. The visiting player helps the other player when battling a wild Pokémon (or when in a battle).&lt;br /&gt;
*&#039;&#039;&#039;Bottom-left&#039;&#039;&#039;: Item-hiding mission. The visiting player hides an item somewhere for the other player to find.&lt;br /&gt;
*&#039;&#039;&#039;Bottom-right&#039;&#039;&#039;: Item-selling mission. The visiting player must successfully sell an overpriced item to the other player.&lt;br /&gt;
&lt;br /&gt;
====List of Missions====&lt;br /&gt;
===== Support Missions =====&lt;br /&gt;
Support Missions give the player the task of having to find the Entralink host and giving them a special power. These powers are enhanced versions of the standard [[#Pass Powers and Pass Orbs|Pass Powers]] and last longer. The tasks are listed below.&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{roundy|15px}} background: #a0a0c4; -moz-border-radius: 10px; border: 5px solid #bbbbe8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytl}}&amp;quot; | Support Mission&lt;br /&gt;
! style=&amp;quot;background: #ccf&amp;quot; | Time Limit&lt;br /&gt;
! style=&amp;quot;background: #ccf&amp;quot; | Effect Time&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytr}}&amp;quot; | Effect&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Exp. Point Power S || 3 Minutes || 30 Minutes || Experience Points received in battle are doubled.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Exp. Point Power MAX || 3 Minutes || 1 Hour  || Experience Points received in battle are doubled.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Prize Money Power S || 3 Minutes || 30 Minutes || Money earned from battles is tripled.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Prize Money Power MAX || 3 Minutes || 1 Hour || Money earned from battles is tripled.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Hatching Power S || 3 Minutes || 30 Minutes || Eggs hatch a little faster.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Hatching Power MAX || 3 Minutes || 1 Hour || Eggs hatch a little faster.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Befriending Power S || 3 Minutes || 30 Minutes || Pokémon gain happiness faster. &lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Befriending Power MAX || 3 Minutes || 1 Hour || Pokémon gain happiness faster.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Bargain Power S || 3 Minutes || 30 Minutes || All items bought at all Department Stores, Markets, and PokéMarts are 50% off.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Bargain Power MAX || 3 Minutes || 1 Hour || All items bought at all Department Stores, Markets, and PokéMarts are 50% off.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| Full Recovery Power || 3 Minutes || One use || HP is fully restored.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| Capture Power S || 3 Minutes || 30 Minutes || The probability of catching a wild Pokémon is increased.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
|style=&amp;quot;{{roundybl}}&amp;quot;| Capture Power MAX || 3 Minutes || 1 Hour ||style=&amp;quot;{{roundybr}}&amp;quot;| The probability of catching a wild Pokémon is increased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Item Missions =====&lt;br /&gt;
There are two different kinds of item missions. The first kind of mission requires the player to &#039;&#039;sell an item&#039;&#039; to the other player at a price 50% higher than its usual cost. The mission fails if the player is turned down.&lt;br /&gt;
&lt;br /&gt;
The second kind of mission requires the player to &#039;&#039;hide an item&#039;&#039; somewhere in the other player&#039;s world &#039;&#039;&#039;within 3 minutes&#039;&#039;&#039;. The mission fails if the player is spoken to while completing the mission. This mission cannot be selected if the area the item is supposed to be hidden has not been visited by the player in his/her own world. &lt;br /&gt;
&lt;br /&gt;
The areas and places where the item may be hidden are listed below.&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{roundy|15px}} background: #a0a0c4; -moz-border-radius: 10px; border: 5px solid #bbbbe8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytl}}&amp;quot; | Item Mission&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytr}}&amp;quot; | Specific Area&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Nimbasa City]] || Between the benches.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Driftveil City|Driftveil City]] || Behind the market building.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Mistralton City|Mistralton City]] || In front of the plane.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Icirrus City|Icirrus City]] || In between the four dancers.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Opelucid City|Opelucid City]] || In front of the northern gate.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Lacunosa Town|Lacunosa Town]] || By the manhole.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Undella Town|Undella Town]] || In front of the Villa.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Unova Route 5|Route 5]] || In front of the Preston the {{tc|Musician}}.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Unova Route 6|Route 6]] || On the bridge right before [[Chargestone Cave]].&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Unova Route 7|Route 7]] || In front of the [[Celestial Tower]] entrance.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Unova Route 8|Route 8]] || In front of the roadsign.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Unova Route 9|Route 9]] || In front of trashcan by the vending machine.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Unova Route 11|Route 11]] || In front of the trailer.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
| [[Unova Route 12|Route 12]] || In front of the sign.&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
| [[Unova Route 13|Route 13]] || In front of the tree by the bridge.&lt;br /&gt;
|- style=&amp;quot;background: #def&amp;quot;&lt;br /&gt;
|style=&amp;quot;{{roundybl}}&amp;quot;| [[Unova Route 15|Route 15]] || style=&amp;quot;{{roundybr}}&amp;quot;| In the trashcan by the [[Poké Transfer|Poké Transfer Lab]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Rescue Mission =====&lt;br /&gt;
Rescue Missions give the player the task of finding the Entralink host during a battle and talking to them. The reward(s) are listed below.&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{roundy|15px}} background: #a0a0c4; -moz-border-radius: 10px; border: 5px solid #bbbbe8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytl}}&amp;quot; | Rescue Mission&lt;br /&gt;
! style=&amp;quot;background: #ccf&amp;quot; | Time Limit&lt;br /&gt;
! style=&amp;quot;background: #ccf; {{roundytr}}&amp;quot; | Effect&lt;br /&gt;
|- style=&amp;quot;background: #ddf&amp;quot;&lt;br /&gt;
|style=&amp;quot;{{roundybl}}&amp;quot;| Battle HP Restore Power || One use ||style=&amp;quot;{{roundybr}}&amp;quot;| Heals the Entralink host&#039;s Pokémon while in a battle. &amp;lt;br&amp;gt;At the end of the battle, the host receives a [[Revive]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Battle Mission =====&lt;br /&gt;
Battle Missions require the player to battle the Entralink host in a level-specific [[Flat Battle]] using two Pokémon.&lt;br /&gt;
{{incomplete|section|needs=Detailed and complete list of missions; eight in total}}&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
{{langtable|color={{locationcolor/med|forest}}|bordercolor={{locationcolor/dark|forest}}&lt;br /&gt;
|de=Kontaktebene&lt;br /&gt;
|es_eu=Zona Nexo&lt;br /&gt;
|es_la=Zona Nexo&lt;br /&gt;
|fr_eu=Heylink&lt;br /&gt;
|fr_ca=Heylink&lt;br /&gt;
|it=Intramondo&lt;br /&gt;
|ja=ハイリンク &#039;&#039;Hilink&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Entralink draws inspiration from the {{wp|Tokyo Imperial Palace}}. &lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Unova}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Project Locations notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unova locations]]&lt;br /&gt;
[[Category:Black and White locations]]&lt;br /&gt;
&lt;br /&gt;
[[ja:ハイリンク]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432742</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432742"/>
		<updated>2011-05-12T03:06:48Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Poké Ball effectiveness rates */ Love Ball is slightly different in G2 and G4... if it wasn&amp;#039;t for a bug...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the previous value (the generated value less than 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 &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
The formula thus has several curious properties that do not apply in later generations:&lt;br /&gt;
* The amount of times a Poké Ball shakes before it breaks free (or not at all if it misses the Pokémon) is a rough approximation of the Pokémon&#039;s catch odds.  Furthermore, if a Pokémon breaks free after some number of shakes, and a subsequent attempt with all variables the same makes more shakes, the Pokémon is caught.&lt;br /&gt;
* Under certain situations, a Great Ball is more effective than an Ultra Ball.  In particular, Pokémon with high catch rates, no status, and above 1/2 HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.&lt;br /&gt;
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates.  Regardless of catch rate, reducing the HP does not increase chances of capture at less than 1/2 HP with Great Balls, and 1/3 HP with other balls.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but it may cause the modified rate to fall below its original unmodified catch rate (such as from high health, Heavy Balls, baiting in the [[Safari Zone]], or the dark grass penalty in [[Generation V]]).  In [[Generation III]] and [[Generation IV]], the modified catch rate may never fall below 1.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in [[Generation IV]], given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on {{p|Nidorina}}, {{p|Nidorino}}, {{p|Clefairy}}, or {{p|Jigglypuff}} {{sup|GSC}}&amp;lt;br/&amp;gt;4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families {{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Due to a [[glitch]] in the [[Generation II]] games, the [[Moon Ball]] does not work as described in the games there, and the [[Love Ball]] only works on same-gendered (instead of opposite-gendered) Pokémon.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432734</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432734"/>
		<updated>2011-05-12T02:45:17Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Probability of capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the previous value (the generated value less than 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 &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
The formula thus has several curious properties that do not apply in later generations:&lt;br /&gt;
* The amount of times a Poké Ball shakes before it breaks free (or not at all if it misses the Pokémon) is a rough approximation of the Pokémon&#039;s catch odds.  Furthermore, if a Pokémon breaks free after some number of shakes, and a subsequent attempt with all variables the same makes more shakes, the Pokémon is caught.&lt;br /&gt;
* Under certain situations, a Great Ball is more effective than an Ultra Ball.  In particular, Pokémon with high catch rates, no status, and above 1/2 HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.&lt;br /&gt;
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates.  Regardless of catch rate, reducing the HP does not increase chances of capture at less than 1/2 HP with Great Balls, and 1/3 HP with other balls.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but it may cause the modified rate to fall below its original unmodified catch rate (such as from high health, Heavy Balls, baiting in the [[Safari Zone]], or the dark grass penalty in [[Generation V]]).  In [[Generation III]] and [[Generation IV]], the modified catch rate may never fall below 1.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in [[Generation IV]], given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Modified catch rate may not fall below 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432597</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432597"/>
		<updated>2011-05-11T22:47:59Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Modified catch rate */ Reworded the modified catch rate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the previous value (the generated value less than 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 &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
The formula thus has several curious properties that do not apply in later generations:&lt;br /&gt;
* The amount of times a Poké Ball shakes before it breaks free (or not at all if it misses the Pokémon) is a rough approximation of the Pokémon&#039;s catch odds.  Furthermore, if a Pokémon breaks free after some number of shakes, and a subsequent attempt with all variables the same makes more shakes, the Pokémon is caught.&lt;br /&gt;
* Under certain situations, a Great Ball is more effective than an Ultra Ball.  In particular, Pokémon with high catch rates, no status, and above 1/2 HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.&lt;br /&gt;
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates.  Regardless of catch rate, reducing the HP does not increase chances of capture at less than 1/2 HP with Great Balls, and 1/3 HP with other balls.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but it may cause the modified rate to fall below its original unmodified catch rate (such as from high health, Heavy Balls, baiting in the [[Safari Zone]], or the dark grass penalty in [[Generation V]]).  In [[Generation III]] and [[Generation IV]], the modified catch rate may never fall below 1.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Modified catch rate may not fall below 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432553</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432553"/>
		<updated>2011-05-11T22:23:48Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Capture Method (Generation I) */ Minor error in G1 formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the previous value (the generated value less than 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 &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
The formula thus has several curious properties that do not apply in later generations:&lt;br /&gt;
* The amount of times a Poké Ball shakes before it breaks free (or not at all if it misses the Pokémon) is a rough approximation of the Pokémon&#039;s catch odds.  Furthermore, if a Pokémon breaks free after some number of shakes, and a subsequent attempt with all variables the same makes more shakes, the Pokémon is caught.&lt;br /&gt;
* Under certain situations, a Great Ball is more effective than an Ultra Ball.  In particular, Pokémon with high catch rates, no status, and above 1/2 HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.&lt;br /&gt;
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates.  Regardless of catch rate, reducing the HP does not increase chances of capture at less than 1/2 HP with Great Balls, and 1/3 HP with other balls.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but (especially in [[Generation V]], but also appearing to some extent in [[Generation IV]]) may cause the modified rate to fall below its original unmodified catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Modified catch rate may not fall below 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432532</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432532"/>
		<updated>2011-05-11T22:10:17Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Capture Method (Generation I) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
The formula thus has several curious properties that do not apply in later generations:&lt;br /&gt;
* The amount of times a Poké Ball shakes before it breaks free (or not at all if it misses the Pokémon) is a rough approximation of the Pokémon&#039;s catch odds.  Furthermore, if a Pokémon breaks free after some number of shakes, and a subsequent attempt with all variables the same makes more shakes, the Pokémon is caught.&lt;br /&gt;
* Under certain situations, a Great Ball is more effective than an Ultra Ball.  In particular, Pokémon with high catch rates, no status, and above 1/2 HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.&lt;br /&gt;
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates.  Regardless of catch rate, reducing the HP does not increase chances of capture at less than 1/2 HP with Great Balls, and 1/3 HP with other balls.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but (especially in [[Generation V]], but also appearing to some extent in [[Generation IV]]) may cause the modified rate to fall below its original unmodified catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Modified catch rate may not fall below 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9_Ball&amp;diff=1432420</id>
		<title>Poké Ball</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9_Ball&amp;diff=1432420"/>
		<updated>2011-05-11T20:07:06Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Introduced in Generation III */ Timer Ball rate changed in G5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured}}&lt;br /&gt;
[[File:Allballs2.png|thumb|250px|right|The 26 Poké Ball variants found in the [[Version|main series]]]]&lt;br /&gt;
A &#039;&#039;&#039;Poké Ball&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;モンスターボール&#039;&#039;&#039; &#039;&#039;Monster Ball&#039;&#039;) is a type of [[item]] that is critical to a {{pkmn|Trainer}}&#039;s quest, used for {{pkmn2|caught|catching}} and storing {{OBP|Pokémon|species}}. Both a general term used to describe the various kinds as well as a specific term to refer to the most basic among these variations, Poké Balls are ubiquitous in the modern Pokémon world. Up to six Pokémon can be carried with a Trainer in Poké Balls, while any number of other Poké Balls can be held in the [[bag]] for later use. These six Pokémon in the Poké Balls can be attached to the user&#039;s belt for carrying them around. Some Pokémon do not like to be carried around in Poké Balls, such as Ash&#039;s Pikachu. &lt;br /&gt;
&lt;br /&gt;
The strength of a Poké Ball is determined by how much it raises a [[wild Pokémon]]&#039;s [[catch rate]], and may in fact vary depending on the conditions of the battle. Poké Balls limit the power of Pokémon contained inside, taming them, though they do not cause the Pokémon inside to always obey the Trainer.&lt;br /&gt;
&lt;br /&gt;
The invention of Poké Balls apparently occurred in the [[Johto]] region, where [[Apricorn]]s grow; these fruit were cut apart and carved out, then fitted with a special device, and used to catch wild Pokémon prior to the mass production of the Balls that occurs in modern times under [[Silph Co.]] and the [[Devon Corporation]]. Some Trainers still use Poké Balls made from Apricorns, while [[Kurt]], a resident of [[Azalea Town]], still constructs them.&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of Poké Balls, Pokémon were referred to as &amp;quot;magical creatures&amp;quot; (Japanese: &#039;&#039;&#039;魔獣&#039;&#039;&#039; &#039;&#039;majū&#039;&#039;), indicating that the name Pokémon, short for Pocket Monster, did not come into common parlance as a term until these devices allowed the various Pokémon to be stored in pockets easily. This also shows that in these times they were believed to be supernatural creatures, not natural ones.&lt;br /&gt;
&lt;br /&gt;
Stylized Poké Balls are used in many places to symbolize Pokémon in general: the logos of both [[Battle Frontier]]s feature a Poké Ball in their design, while several Poké Balls can be seen in every Pokémon Center. The headgear of the protagonists of [[Hoenn]], [[Kanto]], and [[Sinnoh]]-based games feature Poké Ball designs, as do the [[bag]]s of the protagonists of [[Johto]]-based games. The headgear of [[Ethan (game)|Ethan]] is also similar to the top half of an Ultra Ball, and the bag of [[Lucas (game)|Lucas]] prominently features a Poké Ball.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Poke Ball Interior.png|thumb|250px|right|Interior of a Poké Ball from the anime]]&lt;br /&gt;
Though the technology behind a Poké Ball remains unknown, the basic mechanics are simple enough to understand: in a [[Pokémon battle]], once an opposing wild Pokémon has been weakened, the Pokémon Trainer, can throw a Poké Ball at it. When a Poké Ball hits the Pokémon, as long as it is not knocked back, the Poké Ball will open, convert the Pokémon to a form of energy, pull it into its center, and close. A Pokémon in this state is given a chance to struggle to attempt to escape, at which point the ball will either be destroyed (in the games and some manga) or will return to the Trainer (anime), who can attempt once again to capture the Pokémon. A Pokémon who does not escape the ball will be {{pkmn2|caught}}.&lt;br /&gt;
&lt;br /&gt;
As seen in several anime episodes, such as &#039;&#039;[[AG065|Gulpin it Down!]]&#039;&#039; and &#039;&#039;[[AG104|Claydol Big and Tall]]&#039;&#039;, normal Poké Balls have difficulty catching Pokémon which are extremely large or extremely heavy. In the latter episode, it is revealed that ancient civilizations overcame this issue by constructing immense Poké Balls made out of stone. However, due to the difficulty of manipulating one of these large objects, later technology and the development of Heavy Balls provided a better alternative.&lt;br /&gt;
[[File:Paul Chimchar release.png|200px|[[Paul]] releasing {{AP|Chimchar|Infernape}}|thumb]]&lt;br /&gt;
When a Pokémon is released from a Poké Ball, it will be accompanied by a bright light as it returns from its energy form, and materialize nearby, often on the ground. This bright light has been shown to vary depending on the type of Ball that the Pokémon is contained in in the games, while it has always been shown to be white in the anime. Recalling a Pokémon to its Poké Ball is also relatively simple, as all a person must do is hold up the Poké Ball with its button pointed at the Pokémon. A beam of red light will shoot from the button, converting the Pokémon back into energy and returning it to the Ball. The beam, however, has a limited range, and can be dodged by the Pokémon. If the beam hits a person, they will be stunned for a moment, but aside from that no ill effects will make themselves apparent. Releasing Pokémon from a Trainer&#039;s ownership, unlike normally sending the Pokémon out, will bathe the Pokémon in a blue glow, and the Poké Ball will no longer mark it, making it able to be caught by another Trainer&#039;s Poké Ball. &lt;br /&gt;
&lt;br /&gt;
A Poké Ball can also be broken, which will release it from ownership, and if a Trainer has done so accidentally, it must somehow be fixed before the Pokémon can be recalled. In the manga, if a Poké Ball is broken before a Pokémon is sent out, then that particular Pokémon can&#039;t be used until their Poké Ball has been repaired. This happened a couple of times in the [[Pokémon Adventures]] manga, such as during {{Adv|Red}}&#039;s battle against [[Giovanni]], where the opening mechanism for the Poké Balls of Red&#039;s [[Saur|Venusaur]] and [[Gyara|Gyarados]] were damaged, which prevented both of them from being used in the match.&lt;br /&gt;
&lt;br /&gt;
Several Pokémon have shown the Ability to leave and return to their Poké Balls at will, most notably among them [[Jessie&#039;s Wobbuffet]], [[Misty&#039;s Psyduck]], [[Ash&#039;s Oshawott]] and [[Brock&#039;s Croagunk]], which tend to do so in every episode they appear. In &#039;&#039;[[EP031|Dig Those Diglett!]]&#039;&#039;, many Pokémon belonging to [[Gary Oak]], as well as other Trainers, including Ash Ketchum, demonstrated the Ability to prevent themselves from being sent from their Poké Balls, as they refused to fight against the Diglett, though this has not been demonstrated since.&lt;br /&gt;
&lt;br /&gt;
Poké Balls are not always at full size. Pressing the button on the front will convert it between its full size, about the size of a {{wp|Baseball (object)|baseball}}, to a smaller size, about that of a {{wp|Table tennis#The ball|ping-pong ball}}, and back again. The larger size makes throwing the ball easier, while the smaller one makes for easier storage on a belt clip, in pockets, and in bags.&lt;br /&gt;
[[File:RealeasingPokemon.png|thumb|200px|Sending out a Pokémon in {{2v2|FireRed|LeafGreen}}]]&lt;br /&gt;
Poké Balls are able to communicate with a Trainer&#039;s [[Pokédex]], as the system updates itself with information on newly-caught Pokémon, and keeps track of how many Pokémon the Trainer has with them. If a Trainer catches a new Pokémon with the full six already with them, the Pokédex will automatically send the newly-caught Pokémon in its Poké Ball to the [[Pokémon storage system]] that the Trainer is using. As shown in &#039;&#039;[[DP002|Two Degrees of Separation]]&#039;&#039;, a Pokémon caught by a Poké Ball is &amp;quot;marked&amp;quot; by it, and thus most Poké Balls thrown at it will have no effect aside from temporarily stunning it. In the games, as well as in &#039;&#039;[[EP073|Bad to the Bone]]&#039;&#039;, however, the Trainer of the Pokémon will block a Poké Ball thrown by another, though it is possible that this is more out of courtesy to their Pokémon than to prevent capture outright.&lt;br /&gt;
&lt;br /&gt;
Other wireless capabilities of Poké Balls are shown in &#039;&#039;[[M07|Destiny Deoxys]]&#039;&#039;, as when the electricity of the city is down, [[Audrey]] could not release her {{p|Masquerain}} from the Poké Ball, claiming that the &amp;quot;Poké Ball Management System&amp;quot; was no longer working without power. There has been no such mention of any system since.&lt;br /&gt;
&lt;br /&gt;
Poké Balls are able to be decorated to no ill effect, with several Poké Balls that have been painted with special colors being seen in the anime. To alter the way in which the Pokémon is sent out, however, a [[Ball Capsule]] and [[seal]]s must be used, which can release special effects when the Pokémon is sent out.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Poké Ball accuracy==&lt;br /&gt;
Except for the [[Master Ball]], all Poké Balls have a chance of breaking and not capturing the Pokémon in question, however, in several cases, it is possible for the Poké Ball to miss the wild Pokémon completely.&lt;br /&gt;
&lt;br /&gt;
* In [[Generation I]] games, there was always a possibility that the Poké Ball would miss a Pokémon, usually occurring when battling in the [[Kanto Safari Zone|Safari Zone]], or while battling a wild {{p|Chansey}}, {{p|Snorlax}}, or [[legendary Pokémon]]. Rather than the ball throwing animation playing, a message would come up stating &amp;quot;You missed the Pokémon!&amp;quot;.&lt;br /&gt;
* In Generation I as well as in {{game|FireRed and LeafGreen|s}}, the [[literal ghost|ghosts]] in [[Lavender Town]]&#039;s [[Pokémon Tower]] would dodge any ball thrown at them unless they were unmasked by the [[Silph Scope]]. The [[Marowak (literal ghost)|Marowak ghost]] will dodge even if it is unmasked.&lt;br /&gt;
* A Poké Ball cannot be thrown during a wild [[double battle]], unless one of the two wild Pokémon is defeated, with the game claiming &amp;quot;It&#039;s no good! It&#039;s impossible to aim when there are two Pokémon!&amp;quot;. A player can however snag Pokémon in {{g|Colosseum}} and {{g|XD: Gale of Darkness}} even if there are two on the opposing side of the field; presumably the [[Snag Machine]] assists in aiming.&lt;br /&gt;
* Unlike preceding games, from {{v|Platinum}}&amp;lt;!--at least--&amp;gt; onwards, it isn&#039;t possible to use a Poké Ball on a Pokémon which is in the invulnerable stage of moves such as {{m|Dig}} or {{m|Shadow Force}}&amp;lt;!--at least--&amp;gt;.&lt;br /&gt;
** This is most likely due to the fact that traditionally, whenever a Trainer catches a Pokémon, the battle ends.&lt;br /&gt;
* Pokémon Black and White introduces wild double battles that are encountered alone instead of with a partner like in Diamond, Pearl and Platinum. In addition to the prior requirements, a command cannot be issued to a Pokémon during the same turn a Poké Ball is thrown; however, if the second Pokémon is using a two part move like Dig or Dive; a Poké Ball can still be thrown and Dig or Dive will continue if the ball fails.&lt;br /&gt;
&lt;br /&gt;
==Types of Poké Ball==&lt;br /&gt;
[[File:PBR Battle Start.jpg|thumb|right|A double battle begins in [[Pokémon Battle Revolution]]]]&lt;br /&gt;
In the Pokémon games so far, there have been 26 different varieties of Poké Ball, all differing from each other in some effect, whether it be an increased Ability to catch a Pokémon from the wild or an effect which occurs only after the Pokémon has been caught. From Generation III onward, each variety of Poké Ball has a unique animation when they open to draw in a Pokémon and when a Pokémon is sent out.&lt;br /&gt;
&lt;br /&gt;
===Introduced in Generation I===&lt;br /&gt;
The following Poké Balls were introduced in {{game|Red and Green|s}}, and have appeared and been available in all games since then, with the exception of the Safari Ball, which is not present in games without a [[Safari Zone]]. They were developed by [[Silph Co.]], with the development of the [[Master Ball]] factoring into the plot of the Generation I games and their remakes heavily.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Poké Ball&lt;br /&gt;
|jp=モンスターボール&lt;br /&gt;
|jpt=Monster Ball&lt;br /&gt;
|gen=I&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|buy={{tt|200|10000 at Black City}}&lt;br /&gt;
|sell=100&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|catchrate=1×&lt;br /&gt;
|descgsc=An item for catching Pokémon.&lt;br /&gt;
|descrse=A tool for catching wild Pokémon.&lt;br /&gt;
|descfrlg=A ball thrown to catch a wild Pokémon. It is designed in a capsule style.&lt;br /&gt;
|descdppthgss=A device for catching wild Pokémon. It is thrown like a ball at the target. It is designed as a capsule system.&lt;br /&gt;
|descbw=A device for catching wild Pokémon. It is thrown like a ball at the target. It is designed as a capsule system.&lt;br /&gt;
|locrby=Most [[Poké Mart]]s&lt;br /&gt;
|locgsc=Most [[Poké Mart]]s&lt;br /&gt;
|locrse=Most [[Poké Mart]]s&lt;br /&gt;
|locfrlg=Most [[Poké Mart]]s&lt;br /&gt;
|loccolo=[[Outskirt Stand]]&lt;br /&gt;
|locxd=[[Outskirt Stand]]&lt;br /&gt;
|locdppt=All [[Poké Mart]]s&lt;br /&gt;
|lochgss=All [[Poké Mart]]s (after learning how to catch Pokémon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Town Outskirts}} &#039;&#039;(0+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=All [[Poké Mart]]s, [[Black City]] shop{{sup|Bl}}&lt;br /&gt;
|tcg=Poké Ball (Jungle 64)&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Great Ball&lt;br /&gt;
|jp=スーパーボール&lt;br /&gt;
|jpt=Super Ball&lt;br /&gt;
|gen=I&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=300&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|catchrate=1.5×&lt;br /&gt;
|descgsc=A Ball with a decent success rate.&lt;br /&gt;
|descrse=A good ball with a higher catch rate than a Poké Ball.&lt;br /&gt;
|descfrlg=A good, quality Ball that offers a higher Pokémon catch rate than a standard Poké Ball.&lt;br /&gt;
|descdppthgss=A good, high-performance Ball that provides a higher Pokémon catch rate than a standard Poké Ball.&lt;br /&gt;
|descbw=A good, high-performance Ball that provides a higher Pokémon catch rate than a standard Poké Ball.&lt;br /&gt;
|locrby=Many [[Poké Mart]]s&lt;br /&gt;
|locgsc=Many [[Poké Mart]]s&lt;br /&gt;
|locrse=Many [[Poké Mart]]s&lt;br /&gt;
|locfrlg=Many [[Poké Mart]]s&lt;br /&gt;
|loccolo=[[Outskirt Stand]]&lt;br /&gt;
|locxd=[[Outskirt Stand]]&lt;br /&gt;
|locdppt=All [[Poké Mart]]s after earning 3 [[Badge]]s&lt;br /&gt;
|lochgss=All [[Poké Mart]]s after earning 3 [[Badge]]s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Town Outskirts}} &#039;&#039;(750+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=All [[Poké Mart]]s after earning 1 [[Badge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|tcg=Great Ball (EX FireRed &amp;amp; LeafGreen 92)&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Ultra Ball&lt;br /&gt;
|jp=ハイパーボール&lt;br /&gt;
|jpt=Hyper Ball&lt;br /&gt;
|gen=I&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=600&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|catchrate=2×&lt;br /&gt;
|descgsc=A Ball with a high rate of success.&lt;br /&gt;
|descrse=A better ball with a higher catch rate than a Great Ball.&lt;br /&gt;
|descfrlg=A very high-grade Ball that offers a higher Pokémon catch rate than a Great Ball.&lt;br /&gt;
|descdppthgss=An ultra-performance Ball that provides a higher Pokémon catch rate than a Great Ball.&lt;br /&gt;
|descbw=An ultra-performance Ball that provides a higher Pokémon catch rate than a Great Ball.&lt;br /&gt;
|locrby=Several [[Poké Mart]]s&lt;br /&gt;
|locgsc=Several [[Poké Mart]]s&lt;br /&gt;
|locrse=Several [[Poké Mart]]s&lt;br /&gt;
|locfrlg=Several [[Poké Mart]]s&lt;br /&gt;
|loccolo=[[Outskirt Stand]]&lt;br /&gt;
|locxd=[[Outskirt Stand]]&lt;br /&gt;
|locdppt=All [[Poké Mart]]s after earning 7 [[Badge]]s&lt;br /&gt;
|lochgss=All [[Poké Mart]]s after earning 7 [[Badge]]s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Town Outskirts}} &#039;&#039;(2000+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=All [[Poké Mart]]s after earning 5 [[Badge]]s&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Master Ball&lt;br /&gt;
|jp=マスターボール&lt;br /&gt;
|jpt=Master Ball&lt;br /&gt;
|gen=I&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
&amp;lt;!--|sell=0&lt;br /&gt;
|sellnotes=only sellable in Generation I--&amp;gt;&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]] without fail.&lt;br /&gt;
|catchrate=255×&lt;br /&gt;
|descgsc=The best Ball. It never misses.&lt;br /&gt;
|descrse=The best ball that catches a Pokémon without fail.&lt;br /&gt;
|descfrlg=The best Ball with the ultimate performance. It will catch any wild Pokémon without fail.&lt;br /&gt;
|descdppthgss=The best Ball with the ultimate level of performance. It will catch any wild Pokémon without fail.&lt;br /&gt;
|descbw=The best Ball with the ultimate level of performance. It will catch any wild Pokémon without fail.&lt;br /&gt;
|locrby=[[Silph Co.]]&lt;br /&gt;
|locgsc=[[New Bark Town]], [[Lucky Channel]] (first prize)&lt;br /&gt;
|locrse=[[Magma Hideout|Magma]]{{sup|Ru}}/[[Aqua Hideout]]{{sup|Sa}}{{sup|E}}, [[Lilycove Department Store]] lottery (first prize)&lt;br /&gt;
|locfrlg=[[Silph Co.]]&lt;br /&gt;
|loccolo=[[Agate Village]]&lt;br /&gt;
|locxd=[[Pokémon HQ Lab]]&lt;br /&gt;
|locdppt=[[Team Galactic HQ]], [[Jubilife TV]] lottery (first prize)&lt;br /&gt;
|lochgss=[[New Bark Town]], [[Goldenrod Radio Tower]] lottery (first prize)&lt;br /&gt;
|locbw=Gift from [[Professor Juniper]] after obtaining all eight badges of [[Unova]], gift from a man wearing black in the [[Castelia City]] [[Pokémon Center]] after trading with 50 people&lt;br /&gt;
|tcg=Master Ball (Gym Challenge 116)&lt;br /&gt;
|main=Master Ball&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Safari Ball&lt;br /&gt;
|jp=サファリボール&lt;br /&gt;
|jpt=Safari Ball&lt;br /&gt;
|gen=I&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]] in the [[Safari Zone]].&lt;br /&gt;
|catchrate=1.5×&lt;br /&gt;
|descrse=A special ball that is used only in the Safari Zone.&lt;br /&gt;
|descfrlg=A special ball that is used only in the Safari Zone. It is finished with a camouflage pattern.&lt;br /&gt;
|descdppthgss=A special Poké Ball that is used only in the Great Marsh. It is decorated in a camouflage pattern.&lt;br /&gt;
|locrby=[[Kanto Safari Zone|Safari Zone]]&lt;br /&gt;
|locrse=[[Hoenn Safari Zone|Safari Zone]]&lt;br /&gt;
|locfrlg=[[Kanto Safari Zone|Safari Zone]]&lt;br /&gt;
|locdppt=[[Great Marsh]]&lt;br /&gt;
|lochgss=[[Johto Safari Zone|Safari Zone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Introduced in Generation II===&lt;br /&gt;
The following Poké Balls were introduced in {{game|Gold and Silver|s}}. These Poké Balls were not available in [[Generation III]] or in {{game2|Diamond|Pearl|Platinum}}, but made their return in {{game|HeartGold and SoulSilver|s}}. A majority of them are made from [[Apricorn]]s by [[Kurt]], while the only one that is not is seen by some to be a counterpart to the Safari Ball in that it is only used in the [[Bug-Catching Contest]] in [[National Park]]. All eight of these Poké Balls have the same animation as a normal Poké Ball when sending out or recalling a Pokémon. However, when viewed on another Generation IV game in which these balls do not exist they will be shown as a regular Poké Ball, and will remain in that appearance when traded to those versions until the Pokémon is transferred back to HeartGold or SoulSilver, at which point they return to their previous form. None of these Poké Balls can be held in Generation IV. The following Poké Balls will maintain their appearance when transferred to a [[Generation V]] game; however, they still have the normal Poké Ball animation.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Level Ball&lt;br /&gt;
|jp=レベルボール&lt;br /&gt;
|jpt=Level Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on Pokémon of levels lower than the Pokémon currently in battle.&lt;br /&gt;
|effect2=Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|descgsc=A Ball for lower-level Pokémon.&lt;br /&gt;
|deschgss=A Poké Ball for catching Pokémon that are a lower level than your own.&lt;br /&gt;
|descbw=A Poké Ball for catching Pokémon that are a lower level than your own.&lt;br /&gt;
|locgsc=[[Azalea Town]] ([[Red Apricorn]])&lt;br /&gt;
|lochgss=[[Azalea Town]] ([[Red Apricorn]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Lure Ball&lt;br /&gt;
|jp=ルアーボール&lt;br /&gt;
|jpt=Lure Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better while [[fishing]].&lt;br /&gt;
|effect2=Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=3× if used on a Pokémon encountered while [[fishing]]&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descgsc=A Ball for Pokémon hooked by a rod.&lt;br /&gt;
|deschgss=A Poké Ball for catching Pokémon hooked by a Rod when fishing.&lt;br /&gt;
|descbw=A Poké Ball for catching Pokémon hooked by a Rod when fishing.&lt;br /&gt;
|locgsc=[[Kurt]] after saving [[Slowpoke Well]], [[Azalea Town]] ([[Blu Apricorn]])&lt;br /&gt;
|lochgss={{tc|Fisherman}} in {{rt|32|Johto}} [[Pokémon Center]] (×2), [[Azalea Town]] ([[Blu Apricorn]])&lt;br /&gt;
|tcg=Lure Ball (Skyridge 128)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Moon Ball&lt;br /&gt;
|jp=ムーンボール&lt;br /&gt;
|jpt=Moon Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on Pokémon that evolve with a [[Moon Stone]].&lt;br /&gt;
|effect2=Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=4× if used on a Pokémon belonging to the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descgsc=A Ball for Moon Stone evolvers.&lt;br /&gt;
|deschgss=A Poké Ball for catching Pokémon that evolve using the Moon Stone.&lt;br /&gt;
|descbw=A Poké Ball for catching Pokémon that evolve using the Moon Stone.&lt;br /&gt;
|locgsc=[[Azalea Town]] ([[Ylw Apricorn]])&lt;br /&gt;
|lochgss=[[Azalea Town]] ([[Ylw Apricorn]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Friend Ball&lt;br /&gt;
|jp=フレンドボール&lt;br /&gt;
|jpt=Friend Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|effect2=Sets caught Pokémon&#039;s [[happiness]] to 200.&amp;lt;br&amp;gt;Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=1×&lt;br /&gt;
|descgsc=A Ball that makes Pokémon friendly.&lt;br /&gt;
|deschgss=A Poké Ball that makes caught Pokémon more friendly.&lt;br /&gt;
|descbw=A Poké Ball that makes caught Pokémon more friendly.&lt;br /&gt;
|locgsc=[[Azalea Town]] ([[Grn Apricorn]])&lt;br /&gt;
|lochgss=[[Azalea Town]] ([[Grn Apricorn]])&lt;br /&gt;
|tcg=Friend Ball (Skyridge 126)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Love Ball&lt;br /&gt;
|jp=ラブラブボール&lt;br /&gt;
|jpt=Love Love Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on Pokémon of the opposite [[gender]] of, but same species as the player&#039;s Pokémon.&lt;br /&gt;
|effect2=Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=8× if used on a Pokémon of the same species as, but opposite gender of, the player&#039;s Pokémon&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descgsc=For catching the opposite gender.&lt;br /&gt;
|deschgss=Poké Ball for catching Pokémon that are the opposite gender of your Pokémon.&lt;br /&gt;
|descbw=Poké Ball for catching Pokémon that are the opposite gender of your Pokémon.&lt;br /&gt;
|locgsc=[[Azalea Town]] ([[Pnk Apricorn]])&lt;br /&gt;
|lochgss=[[Azalea Town]] ([[Pnk Apricorn]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Heavy Ball&lt;br /&gt;
|jp=ヘビーボール&lt;br /&gt;
|jpt=Heavy Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on [[List of Pokémon by weight|heavier Pokémon]].&lt;br /&gt;
|effect2=Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=-20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;+20 if used on Pokémon weighing between {{DL|List of Pokémon by weight|451.5 lbs to 677.3 lbs|{{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}}}&amp;lt;br&amp;gt;+30 if used on {{DL|List of Pokémon by weight|677.4 lbs to 903.0 lbs|Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}}}&amp;lt;br&amp;gt;+40 if used on {{DL|List of Pokémon by weight|903.1 lbs to 2094.4 lbs|Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}}}&lt;br /&gt;
|descgsc=A Ball for catching heavy Pokémon.&lt;br /&gt;
|deschgss=A Poké Ball for catching very heavy Pokémon.&lt;br /&gt;
|descbw=A Poké Ball for catching very heavy Pokémon.&lt;br /&gt;
|locgsc=[[Azalea Town]] ([[Blk Apricorn]])&lt;br /&gt;
|lochgss=[[Azalea Town]] ([[Blk Apricorn]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Fast Ball&lt;br /&gt;
|jp=スピードボール&lt;br /&gt;
|jpt=Speed Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on fast Pokémon{{sup|HGSS}} or Pokémon able to flee from battle{{sup|GSC}}.&lt;br /&gt;
|effect2=Cannot be [[held item|held]]{{sup|HGSS}}.&lt;br /&gt;
|catchrate=4× if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;4× if used on a Pokémon with a base {{stat|Speed}} {{cat|Pokémon whose base Speed stat is greater than 100|of at least 100}}{{sup|HGSS}}&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descgsc=A Ball for catching fast Pokémon.&lt;br /&gt;
|deschgss=A Poké Ball that makes it easier to catch fast Pokémon.&lt;br /&gt;
|descbw=A Poké Ball that makes it easier to catch Pokémon which are quick to run away.&lt;br /&gt;
|locgsc=[[Azalea Town]] ([[Wht Apricorn]])&lt;br /&gt;
|lochgss=[[Kurt]] (after saving [[Slowpoke Well]]), [[Azalea Town]] ([[Wht Apricorn]])&lt;br /&gt;
|tcg=Fast Ball (Skyridge 124)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Sport Ball&lt;br /&gt;
|jp=コンペボール&lt;br /&gt;
|jpt=Compé Ball&lt;br /&gt;
|gen=II&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]] in the [[Bug-Catching Contest]].&lt;br /&gt;
|catchrate=1.5×&lt;br /&gt;
|descgsc=The Bug-Catching Contest Ball.&lt;br /&gt;
|deschgss=A special Poké Ball for the Bug-Catching Contest.&lt;br /&gt;
|descbw=A special Poké Ball for the Bug-Catching Contest.&lt;br /&gt;
|locgsc=[[National Park]]&lt;br /&gt;
|lochgss=[[National Park]]&lt;br /&gt;
|notes=Known as the Park Ball (パークボール) during Generation II.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Introduced in Generation III===&lt;br /&gt;
The following Poké Balls were introduced in {{game|Ruby and Sapphire|s}}. While the main four Poké Balls and the Safari Ball returned to central usage, these specialty Balls were only available at certain [[Poké Mart]]s in the Hoenn, Sinnoh, and Johto regions, and only a few of them could be bought in {{game|FireRed and LeafGreen|s}} after the National Pokédex had been obtained. The Dive Ball is not available for purchase in Sinnoh, while both it and the Timer, Repeat and Luxury Balls are not available for purchase in {{game|HeartGold and SoulSilver|s}}, though all can be transferred from a game in which they can be bought by being held by a Pokémon. This is probably because there are substitute balls for both Luxury and Dive Balls. Unlike the Poké Balls introduced in Generation I, these Poké Balls were developed by the [[Devon Corporation]].&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Premier Ball&lt;br /&gt;
|jp=プレミアボール&lt;br /&gt;
|jpt=Premier Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=100&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|catchrate=1×&lt;br /&gt;
|descrse=A rare ball made in commemoration of some event.&lt;br /&gt;
|descfrlg=A rare Ball that has been specially made to commemorate an event of some sort.&lt;br /&gt;
|descdppthgss=A somewhat rare Poké Ball that has been specially made to commemorate an event of some sort.&lt;br /&gt;
|descbw=A somewhat rare Poké Ball that has been specially made to commemorate an event of some sort.&lt;br /&gt;
|locrse=Any [[Poké Mart]] (buy 10 or more Poké Balls at once)&lt;br /&gt;
|locdppt=Any [[Poké Mart]] (buy 10 or more Poké Balls at once), [[Pokémon News Press]]&lt;br /&gt;
|lochgss=Any [[Poké Mart]] (buy 10 or more Poké Balls at once)&lt;br /&gt;
|locbw=Any [[Poké Mart]] (buy 10 or more Poké Balls at once)&lt;br /&gt;
|tcg=Premier Ball (Great Encounters 101)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Repeat Ball&lt;br /&gt;
|jp=リピートボール&lt;br /&gt;
|jpt=Repeat Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on Pokémon who is registered in the Pokédex as caught.&lt;br /&gt;
|catchrate=3× if used on a Pokémon that is registered in the player&#039;s Pokédex as caught&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descrse=A ball that works better on Pokémon caught before.&lt;br /&gt;
|descfrlg=A somewhat different Ball that works especially well on Pokémon caught before.&lt;br /&gt;
|descdppthgss=A somewhat different Poké Ball that works especially well on Pokémon species that were previously caught.&lt;br /&gt;
|descbw=A somewhat different Poké Ball that works especially well on Pokémon species that were previously caught.&lt;br /&gt;
|locrse=[[Rustboro City]] [[Poké Mart]]{{tt|*|after receiving a Repeat Ball from Mr. Stone}}&lt;br /&gt;
|locfrlg={{OBP|Two Island|town}} vendor&lt;br /&gt;
|locdppt=[[Canalave City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|Tu}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Sinnoh Field}} &#039;&#039;(3000+ Steps)&#039;&#039;&lt;br /&gt;
|locbw={{un|Pokémon League}} [[Poké Mart]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Timer Ball&lt;br /&gt;
|jp=タイマーボール&lt;br /&gt;
|jpt=Timer Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better in battles that have lasted longer.&lt;br /&gt;
|catchrate=((number of turns passed in battle + 10) / 10)×, maximum 4× {{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;&lt;br /&gt;
1× + 1229/4096× (0.3×) per turn passed in the battle, maximum 4× {{sup|BW}}&lt;br /&gt;
|descrse=More effective as more turns are taken in battle.&lt;br /&gt;
|descfrlg=A somewhat different Ball that becomes progressively better the more turns there are in a battle.&lt;br /&gt;
|descdppthgss=A somewhat different Ball that becomes progressively better the more turns there are in a battle.&lt;br /&gt;
|descbw=A somewhat different Ball that becomes progressively better the more turns there are in a battle.&lt;br /&gt;
|locrse=[[Rustboro City]] [[Poké Mart]]{{tt|*|after receiving a Repeat Ball from Mr. Stone}}&lt;br /&gt;
|locfrlg={{OBP|Two Island|town}} vendor&lt;br /&gt;
|locdppt=[[Celestic Town]] [[Poké Mart]], [[Canalave City]] [[Poké Mart]], [[Snowpoint City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|Sa}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Sinnoh Field}} &#039;&#039;(2500+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=[[Shopping Mall Nine]], [[Opelucid City]] [[Poké Mart]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Nest Ball&lt;br /&gt;
|jp=ネストボール&lt;br /&gt;
|jpt=Nest Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on lower-[[level]] Pokémon.&lt;br /&gt;
|catchrate=((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|descrse=A ball that works better on weaker Pokémon.&lt;br /&gt;
|descfrlg=A somewhat different Ball that works especially well on weaker Pokémon.&lt;br /&gt;
|descdppthgss=A somewhat different Poké Ball that works especially well on weaker Pokémon in the wild.&lt;br /&gt;
|descbw=A somewhat different Poké Ball that works especially well on weaker Pokémon in the wild.&lt;br /&gt;
|locrse=[[Verdanturf Town]] [[Poké Mart]]&lt;br /&gt;
|locdppt=[[Eterna City]] [[Poké Mart]], [[Hearthome City]] [[Poké Mart]], [[Pastoria City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|Mo}}, [[Safari Zone Gate]]&lt;br /&gt;
&#039;&#039;&#039;Kanto:&#039;&#039;&#039; [[Pewter City]] [[Poké Mart]], [[Vermilion City]] [[Poké Mart]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Sinnoh Field}} &#039;&#039;(500+ Steps)&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Net Ball&lt;br /&gt;
|jp=ネットボール&lt;br /&gt;
|jpt=Net Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on {{t|Water}}- and {{type2|Bug}} Pokémon.&lt;br /&gt;
|catchrate=3× if used on a Water-type or Bug-type Pokémon&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descrse=A ball that works well on Water- and Bug-type Pokémon.&lt;br /&gt;
|descfrlg=A somewhat different Ball that works especially well on Water- and Bug-type Pokémon.&lt;br /&gt;
|descdppthgss=A somewhat different Poké Ball that works especially well on Water- and Bug-type Pokémon.&lt;br /&gt;
|descbw=A somewhat different Poké Ball that works especially well on Water- and Bug-type Pokémon.&lt;br /&gt;
|locrse=[[Mossdeep City]] [[Poké Mart]]&lt;br /&gt;
|locfrlg=[[Fishing_Brothers#Silence Bridge Fishing Guru|Silence Bridge]] on [[Kanto Route 12#Silence Bridge|Route 12]]&lt;br /&gt;
|locdppt=[[Eterna City]] [[Poké Mart]], [[Hearthome City]] [[Poké Mart]], [[Solaceon Town]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|We}}, [[Blackthorn City]] [[Poké Mart]], [[Frontier Access]] [[Poké Mart]]&lt;br /&gt;
&#039;&#039;&#039;Kanto:&#039;&#039;&#039; [[Viridian City]] [[Poké Mart]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Noisy Forest}} &#039;&#039;(5000+ Steps)&#039;&#039;, {{pw|Blue Lake}} &#039;&#039;(4000+ Steps)&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Dive Ball&lt;br /&gt;
|jp=ダイブボール&lt;br /&gt;
|jpt=Dive Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better on Pokémon encountered [[underwater]]{{sup|RSE}}{{sup|BW}} or while {{m|Surf}}ing or [[fishing]]{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}.&lt;br /&gt;
|catchrate=3.5× if used while [[underwater]]{{sup|RSE}}{{sup|BW}}&amp;lt;br&amp;gt;3.5× if used on a water-dwelling Pokémon{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descrse=A ball that works better on Pokémon on the ocean floor.&lt;br /&gt;
|descfrlg=A somewhat different Ball that works especially well on Pokémon deep in the sea.&lt;br /&gt;
|descdppthgss=A somewhat different Poké Ball that works especially well on Pokémon that live in the sea.&lt;br /&gt;
|descbw=A somewhat different Poké Ball that works especially well on Pokémon that live underwater.&lt;br /&gt;
|locrse=[[Mossdeep City]] [[Poké Mart]]&lt;br /&gt;
|locdppt=[[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Beautiful Beach}} &#039;&#039;(5000+ Steps)&#039;&#039;, {{pw|Blue Lake}} &#039;&#039;(3500+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=[[Undella Town]] [[Poké Mart]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Luxury Ball&lt;br /&gt;
|jp=ゴージャスボール&lt;br /&gt;
|jpt=Gorgeous Ball&lt;br /&gt;
|gen=III&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|buy={{tt|1000|50000 at Black City}}&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|effect2=Alters the amount by which a caught Pokémon&#039;s [[happiness]] rises.&lt;br /&gt;
|catchrate=1×&lt;br /&gt;
|descrse=A cozy ball that makes Pokémon more friendly.&lt;br /&gt;
|descfrlg=A comfortable Ball that makes a captured wild Pokémon quickly grow friendly.&lt;br /&gt;
|descdppthgss=A comfortable Poké Ball that makes a caught wild Pokémon quickly grow friendly.&lt;br /&gt;
|descbw=A comfortable Poké Ball that makes a caught wild Pokémon quickly grow friendly.&lt;br /&gt;
|locrse=[[Abandoned Ship]], {{ci|Lilycove}} [[Contest Hall]]&lt;br /&gt;
|locfrlg=[[Resort Gorgeous]]&lt;br /&gt;
|locdppt=[[Sunyshore City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|Su}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Resort}} &#039;&#039;(6000+ Steps)&#039;&#039;&lt;br /&gt;
|locbw={{un|Pokémon League}} [[Poké Mart]], [[Undella Town]] [[Poké Mart]], [[Black City]] shop{{sup|Bl}}&lt;br /&gt;
|tcg=Luxury Ball (Stormfront 86)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Introduced in Generation IV===&lt;br /&gt;
The following Poké Balls were introduced in {{game|Diamond and Pearl|s}}. The set of seven introduced in Generation III, as well as the original set of five, are preserved in this generation, and are available either for purchase or by trade in all Generation IV games. The Generation II Poké Balls also make a return in this generation, but only in {{game|HeartGold and SoulSilver|s}}.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Heal Ball&lt;br /&gt;
|jp=ヒールボール&lt;br /&gt;
|jpt=Heal Ball&lt;br /&gt;
|gen=IV&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=150&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]].&lt;br /&gt;
|effect2=Fully restores a caught Pokémon&#039;s {{stat|HP}}, {{PP}}, and [[status ailment|status]].&lt;br /&gt;
|catchrate=1×&lt;br /&gt;
|descdppthgss=A remedial Poké Ball that restores the caught Pokémon&#039;s HP and eliminates any status problem.&lt;br /&gt;
|descbw=A remedial Poké Ball that restores the caught Pokémon&#039;s HP and eliminates any status problem.&lt;br /&gt;
|locdppt=[[Jubilife City]] [[Poké Mart]], [[Oreburgh City]] [[Poké Mart]], [[Floaroma Town]] [[Poké Mart]], [[Eterna City]] [[Poké Mart]], [[Hearthome City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Cherrygrove City]] [[Poké Mart]], [[Violet City]] [[Poké Mart]], [[Azalea Town]] [[Poké Mart]], [[Ecruteak City]] [[Poké Mart]], [[Olivine City]] [[Poké Mart]]. &lt;br /&gt;
&#039;&#039;&#039;Kanto:&#039;&#039;&#039; [[Viridian City]] [[Poké Mart]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Stormy Beach}} &#039;&#039;(2000+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=[[Striaton City]] [[Poké Mart]], [[Nacrene City]] Poké Mart, [[Castelia City]] Poké Mart&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Quick Ball&lt;br /&gt;
|jp=クイックボール&lt;br /&gt;
|jpt=Quick Ball&lt;br /&gt;
|gen=IV&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better when used early in the battle.&lt;br /&gt;
|catchrate=4× if used on the first turn of a battle&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descdppthgss=A somewhat different Poké Ball that provides a better catch rate if it is used at the start of a wild encounter.&lt;br /&gt;
|descbw=A somewhat different Poké Ball that provides a better catch rate if it is used at the start of a wild encounter.&lt;br /&gt;
|locdppt=[[Pastoria City]] [[Poké Mart]], [[Canalave City]] [[Poké Mart]], [[Snowpoint City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|Th}}, [[Safari Zone Gate]]&lt;br /&gt;
&#039;&#039;&#039;Kanto:&#039;&#039;&#039; [[Pewter City]] [[Poké Mart]], [[Cerulean City]] [[Poké Mart]], [[Vermilion City]] [[Poké Mart]], [[Saffron City]] [[Poké Mart]], [[Lavender Town]] [[Poké Mart]], [[Fuchsia City]] [[Poké Mart]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Stormy Beach}} &#039;&#039;(1500+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=[[Shopping Mall Nine]], [[Opelucid City]] [[Poké Mart]]&lt;br /&gt;
|tcg=Quick Ball (Mysterious Treasures 114)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Dusk Ball&lt;br /&gt;
|jp=ダークボール&lt;br /&gt;
|jpt=Dark Ball&lt;br /&gt;
|gen=IV&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=yes&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]]; works better when used in [[caves]] or at [[Time#Night_2|night]].&lt;br /&gt;
|catchrate=3.5× if used in a cave or at night&amp;lt;br&amp;gt;1× otherwise&lt;br /&gt;
|descdppthgss=A somewhat different Poké Ball that makes it easier to catch wild Pokémon at night or in dark places like caves.&lt;br /&gt;
|descbw=A somewhat different Poké Ball that makes it easier to catch wild Pokémon at night or in dark places like caves.&lt;br /&gt;
|locdppt=[[Solaceon Town]] [[Poké Mart]], [[Snowpoint City]] [[Poké Mart]], [[Pastoria City]] [[Poké Mart]], {{si|Pokémon League}} [[Poké Mart]], [[Pokémon News Press]]&lt;br /&gt;
|lochgss=&#039;&#039;&#039;Johto:&#039;&#039;&#039; [[Goldenrod Department Store]] lottery{{dotw|Fr}}, [[Safari Zone Gate]], [[Blackthorn City]] [[Poké Mart]], [[Frontier Access]] [[Poké Mart]]&lt;br /&gt;
&#039;&#039;&#039;Kanto:&#039;&#039;&#039; [[Vermilion City]] [[Poké Mart]], [[Lavender Town]] [[Poké Mart]], [[Fuchsia City]] [[Poké Mart]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokéwalker:&#039;&#039;&#039; {{pw|Scary Cave}} &#039;&#039;(4000+ Steps)&#039;&#039;, {{pw|Quiet Cave}} &#039;&#039;(2000+ Steps)&#039;&#039;&lt;br /&gt;
|locbw=[[Driftveil City]] [[Poké Mart]]&lt;br /&gt;
|tcg=Dusk Ball (Mysterious Treasures 110)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Cherish Ball&lt;br /&gt;
|jp=プレジャスボール&lt;br /&gt;
|jpt=Precious Ball&lt;br /&gt;
|gen=IV&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|sell=500&lt;br /&gt;
|effect=Contains [[event Pokémon]].&lt;br /&gt;
|catchrate=1×&lt;br /&gt;
|loc=Not found.&lt;br /&gt;
|descdppthgss=A quite rare Poké Ball that has been specially crafted to commemorate an occasion of some sort.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Park Ball&lt;br /&gt;
|jp=パークボール&lt;br /&gt;
|jpt=Park Ball&lt;br /&gt;
|gen=IV&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|effect=Recatches Pokémon sent through [[Pal Park]].&lt;br /&gt;
|catchrate=255×&lt;br /&gt;
|locdppt=[[Pal Park]]&lt;br /&gt;
|lochgss=[[Pal Park]]&lt;br /&gt;
|descdppthgss=A special Poké Ball for the Pal Park.&lt;br /&gt;
|descbw=A special Poké Ball for the Pal Park.&lt;br /&gt;
|notes=Pokémon recaught with this ball in Pal Park will retain the ball in which they were originally caught in Generation III. Not to be confused with [[#Sport Ball|Sport Balls]], which were known as Park Balls in Generation II.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Introduced in Generation V===&lt;br /&gt;
Only one new Poké Ball was introduced in {{game|Black and White|s}}, though all Poké Balls of previous generations are programmed into the game. If they are hacked into the game, however, the Apricorn Balls, Sport Ball, and Park Ball cannot be used, unlike the Safari Ball and Cherish Ball. If a Pokémon is transferred to Generation V from an earlier generation with the [[Poké Transfer]], it will appear to have the same ball it was originally caught with.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Dream Ball&lt;br /&gt;
|jp=ドリームボール&lt;br /&gt;
|jpt=Dream Ball&lt;br /&gt;
|gen=V&lt;br /&gt;
|bag=Poké Balls&lt;br /&gt;
|buyable=no&lt;br /&gt;
|effect=Allows the {{player}} to catch [[wild Pokémon]] in [[Entralink]].&lt;br /&gt;
|catchrate=255×&lt;br /&gt;
|descbw=A special Poké Ball that appears out of nowhere in a bag at the Entree Forest. It can catch any Pokémon.&lt;br /&gt;
|locbw=[[Entralink]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In the anime==&lt;br /&gt;
[[File:Ashball.png|thumb|220px|right|{{Ash}} pulling out a Poké Ball, preparing to catch a Pokémon]]&lt;br /&gt;
In the anime, without a doubt, the basic Poké Ball is the most commonly used of all varieties, with other varieties appearing either very few times or not at all. A vast majority of Pokémon are shown to be stored in regular Poké Balls, to the point that large collections of Poké Balls can be seen with no variation among them. Even [[Ash&#039;s Pikachu]], the most prominent Pokémon in the anime which spends all its time [[walking Pokémon|outside with Ash]], has a plain Poké Ball that differs from others only by the small yellow lightning bolt symbol on it, as seen in &#039;&#039;[[EP001|Pokémon - I Choose You!]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Despite this, the various other types of Poké Ball have been seen in the anime, usually to illustrate a special property about that particular ball. The lack of the different types is unsurprising, however, due to the fact that, when the anime was first created, the games themselves did not even keep track of the Poké Ball that a Pokémon was caught in, and thus, it made no difference in sending a Pokémon out.&lt;br /&gt;
&lt;br /&gt;
The first time that a Poké Ball aside from the normal variation was seen was in [[EP035]], where Ash was given 30 Safari Balls in order to compete in the Safari Game. With these 30 Safari Balls, Ash attempted to catch various rare Pokémon, however, he only managed to capture an entire herd of {{AP|Tauros}}. They appeared in Safari Balls in &#039;&#039;[[EP065|Showdown at the Po-Ké Corral]]&#039;&#039;; afterward, however, whenever Ash used one of his Tauros in a battle, it has been sent out from a standard Poké Ball.&lt;br /&gt;
[[File:Luxury Repeat Ball anime.png|thumb|[[Brendan]] holding his Luxury Ball and Repeat Ball, preparing for a [[double battle]]]]&lt;br /&gt;
The [[GS Ball]] was the second of the variant Poké Balls to appear in the anime, this time with a special purpose. This mysterious ball was unable to be opened by [[Professor Ivy]], and served as the reason for Ash&#039;s journeys to the [[Orange Archipelago]] (to pick it up) and [[Johto]] (to deliver it to [[Kurt]]), so that what was contained within it could be discovered. {{p|Celebi}} was long rumored to be related to the ball, something which the [[Pokémon Adventures]] and game canons verify, while [[Masamitsu Hidaka|a director of the anime]] confirmed that, had it not been insisted that {{mov|Celebi|Celebi|4}} appear in a central role in [[M04|the fourth movie]], the GS Ball arc would have concluded with Celebi being released from the ball and traveling with Ash and his friends.&lt;br /&gt;
[[File:Master ball.png|thumb|left|[[Sullivan]]&#039;s Master Ball]]&lt;br /&gt;
Also related to Kurt, as in the games, the first non-standard Poké Ball variants, the [[Apricorn]] balls, made an appearance in the anime, and several were given to the members of the main cast. All three members of the main cast received Fast Balls in &#039;&#039;[[EP143|Going Apricorn!]]&#039;&#039;, with {{an|Brock}} using his to catch a {{TP|Brock|Pineco}} shortly after receiving it. In the [[EP144|next episode]], Brock received a Heavy Ball, while Ash and {{an|Misty}} received Lure Balls. While Brock&#039;s Heavy Ball and Ash and Misty&#039;s Fast Balls would remain unused (and have not been mentioned since), both Ash and Misty would use their Lure Balls to capture a {{AP|Totodile}} and {{TP|Misty|Corsola}}, respectively. Another Heavy Ball appeared in &#039;&#039;[[AG065|Gulpin It Down]]&#039;&#039;, where it was used to capture a giant {{p|Gulpin}}, though this was not the one belonging to Brock.&lt;br /&gt;
&lt;br /&gt;
The [[Master Ball#In the anime|Master Ball]] itself has only appeared once as an actual Poké Ball, in &#039;&#039;[[AG075|Whiscash and Ash]]&#039;&#039;, where it was used by [[Sullivan]] in a last resort attempt to catch a wild {{p|Whiscash}}. Despite the fact that a Master Ball cannot be escaped from, the Whiscash &#039;&#039;swallowed&#039;&#039; the Master Ball, thus preventing capture, and disappeared back into the water. While not a Poké Ball itself, Misty owns a beach ball that is designed based on the Master Ball, which can be seen in &#039;&#039;[[EP018|Beauty and the Beach]]&#039;&#039; and &#039;&#039;[[EP167|A Hot Water Battle]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Generation III specialty balls have only been seen in cameos, with only the Repeat Ball and Luxury Ball appearing, in the opening of [[M06|the sixth movie]]. These balls contained {{ga|Brendan}}&#039;s {{p|Shiftry}} and {{p|Aggron}}, respectively.&lt;br /&gt;
&lt;br /&gt;
The debut of most of the specialty balls, both from Generation III and IV, came in the ending [[Which One ~ Is It?]], which contained the first appearance of the Great Ball and Ultra Ball, as well as the first anime appearance of the Premier, Heal,&lt;br /&gt;
Net, Dusk, Nest, Quick, Timer, and Dive Balls.&lt;br /&gt;
&lt;br /&gt;
Many other Poké Balls have been shown in the anime; however, most of these are cosmetic alterations alone, such as Poké Balls with gold plating, diamond studded Poké Balls, and Poké Balls with special designs on them, usually to denote an organization.&lt;br /&gt;
&lt;br /&gt;
Most notably, a broken Poké Ball, snapped in half at its rusted hinges, is kept by both {{Ash}} and {{Gary}}, symbolizing their rivalry.&lt;br /&gt;
&lt;br /&gt;
==In the manga==&lt;br /&gt;
[[File:Poké Ball EToP.png|thumb|right|A Poké Ball in [[The Electric Tale of Pikachu]]]]&lt;br /&gt;
In the various [[Pokémon manga]], Poké Balls have been shown to appear differently, as an attempt to explain how a Trainer knows which Pokémon is in which ball, as most Pokémon manga series were, like the anime, developed at a time when the games could not keep track of the ball a Pokémon was contained in.&lt;br /&gt;
&lt;br /&gt;
===In the Electric Tale of Pikachu manga===&lt;br /&gt;
In the [[Electric Tale of Pikachu]] manga, the rules are more similar to the anime; however, Poké Balls are numbered on the outside, on the button, so that a Trainer knows which member of their team they are sending into battle.&lt;br /&gt;
&lt;br /&gt;
It is also possible for a Pokémon to be placed inside a Poké Ball without it being owned by a Trainer. In &#039;&#039;[[ET11|Days of Gloom and Glory]]&#039;&#039;, [[Meowzie]] steals a Poké Ball from a shop and puts her kitten in it so that it will not be hurt by a flood affecting the city.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Seadra Poké Ball.png|thumb|left|{{adv|Yellow}}&#039;s {{p|Seadra}}&#039;s Poké Ball in [[Pokémon Adventures]]]]&lt;br /&gt;
&lt;br /&gt;
===In the Pokémon Adventures manga===&lt;br /&gt;
In the [[Pokémon Adventures]] manga, the tops of Poké Balls are semitransparent, allowing the Pokémon inside, which is miniaturized, to be seen through the ball, while the Pokémon can likewise see out of the ball it is contained in. In this manga, unlike in the anime, Pokémon already captured can be recaught in another Poké Ball, as is seen when {{adv|Red}} recatches Misty&#039;s Gyarados (though {{adv|Blue}} states that catching a Pokémon that belongs to another is not possible in &#039;&#039;[[PS050|Lapras Lazily]]&#039;&#039;). Like in the anime and games, specialty balls do exist, and {{adv|Gold}} and {{adv|Silver}} received a Friend Ball and Heavy Ball, respectively. It has also been shown that unlike the games, Pokémon placed in their balls recover from status conditions; however, like in the games, they do not recover health points.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
{{main|Item#Obtaining items}}&lt;br /&gt;
[[File:Itemball.png|thumb|left|{{ga|Red}} finds an item ball on {{rt|2|Kanto}}]]&lt;br /&gt;
[[File:Rice Ball Poké Ball.jpg|right|thumb|Ash catches a [[rice ball]] thrown by a wild {{p|Mankey}}]]&lt;br /&gt;
In both the anime and games, it has been shown that [[item]]s can be contained in Poké Balls, apparently able to be captured in much the same way as a Pokémon. The anime has used this as a gag on several occasions, most notably in &#039;&#039;[[EP025|Primeape Goes Bananas]]&#039;&#039;, where Ash accidentally catches a rice ball when he throws a Poké Ball in an attempt to catch a wild Mankey.&lt;br /&gt;
&lt;br /&gt;
Items contained in Poké Balls have been present from the very first games, with many items that are found on the field being found in Poké Balls in conspicuous locations. These items are sometimes important, and usually will be among the required items for pickup along the way. Sometimes, even Poké Ball variants can be found in item balls, though it may be that the item ball itself is supposed to represent the ball that is found. Many other items, however, are hidden, and are not in item balls, instead being directly on the field, and can be found more easily using an [[Itemfinder]] or Dowsing Machine.&lt;br /&gt;
&lt;br /&gt;
==Other variants==&lt;br /&gt;
The following Poké Ball variants are found outside of the standard games. They are often very unusual compared to the 26 types found in the games, and it is sometimes questionable whether or not they even qualify as Poké Balls. Many have separate articles, where their unique properties are described in greater detail.&lt;br /&gt;
&lt;br /&gt;
===In the games===&lt;br /&gt;
*[[Pester Ball]]s: These objects, which appear similar to Poké Balls at a glance, are not used to catch Pokémon, and instead will release a Pokémon repellent on contact. They are only found in {{g|Snap}}.&lt;br /&gt;
*The [[GS Ball]] is an event item that appears only in {{game|Crystal}}, where it was part of a giveaway on the [[Pokémon Mobile System GB]], much as event items are given out in [[Generation IV]] games over the [[Nintendo Wi-Fi Connection]]. It was not used to catch any Pokémon, and was placed in the [[key items]] pocket. If given to [[Kurt]] for inspection, it will activate an event where the player can catch a {{p|Celebi}} in [[Ilex Forest]].&lt;br /&gt;
*A [[Snag Ball]] is a Poké Ball variant that has been &amp;quot;unlocked&amp;quot; by the Snag Machine, allowing it to [[snagging|snag]] an already [[caught Pokémon]] during a {{pkmn|battle}}. While it is &#039;&#039;able&#039;&#039; to be used on any Pokémon, [[Rui]] will only allow [[Wes]] to use it on [[Shadow Pokémon]], while [[Michael]]&#039;s Aura Reader will render the Snag Machine inoperable when a Pokémon other than a Shadow Pokémon is targeted.&lt;br /&gt;
*Typing Balls are used in [[Battle &amp;amp; Get! Pokémon Typing DS]]. They are thrown after one successfully types a Pokémon&#039;s name.&lt;br /&gt;
&lt;br /&gt;
===In the anime===&lt;br /&gt;
[[File:Poke Ball Recent Capture.png|thumb|240px|right|A Poké Ball after catching a Pokémon in the anime]]&lt;br /&gt;
* A green Poké Ball appeared in &#039;&#039;[[EP001|Pokémon! I Choose You!]]&#039;&#039;; nothing is said about it.&lt;br /&gt;
* Several objects were used to contain and control Pokémon before Poké Balls themselves were developed. Large monumental objects have been shown several times in episodes to be containers for large ancient Pokémon, as seen most notably in &#039;&#039;[[EP072|The Ancient Puzzle of Pokémopolis]]&#039;&#039;. Smaller objects have also been used, such as the staff belonging to [[Sir Aaron]], which contained his partner, {{mov|Lucario|Lucario|8}}, until {{Ash}} released it in the current era. Special armor developed by [[Marcus]] was used to control Pokémon in ancient [[Michina Town]], though it did not directly &#039;&#039;contain&#039;&#039; the Pokémon; unlike other methods of using Pokémon, these Pokémon were enslaved, instead of befriended, and they turned against him the moment the armor was broken.&lt;br /&gt;
* {{an|Mewtwo}} had a collection of strange Poké Balls in &#039;&#039;[[M01|Mewtwo Strikes Back]]&#039;&#039;, which incorporated an eye into their design, and were used primarily as a means of capture of Pokémon to be cloned. These balls had no trouble catching Pokémon which were already captured—even if they were already inside of Poké Balls. One of these devices is notably the only Poké Ball that [[Ash&#039;s Pikachu]] has ever been seen being drawn into during the entire series. They have been called by several names by fans, such as &amp;quot;Mewtwo Balls&amp;quot; and &amp;quot;Clone Balls&amp;quot;.&lt;br /&gt;
* [[Molly Hale]], whose imagination caused the power of the {{mov|Unown|Unown|3}} to change the world around them, was able to use strange, crystalline Poké Balls when she challenged {{an|Brock}} and {{an|Misty}} in &#039;&#039;[[M03|Spell of the Unown]]&#039;&#039;. The Pokémon sent from these appeared normally, but dissolved into crystal, rather than being recalled. These crystal Poké Balls only appeared when used by her imagined older selves, and do not appear to actually exist.&lt;br /&gt;
* A special variant of Poké Ball, the &#039;&#039;&#039;Lake Ball&#039;&#039;&#039;, was used during the [[Seaking Catching Day|Seaking Catching Competition]] in &#039;&#039;[[EP168|Hook, Line, and Stinker]]&#039;&#039;; this is viewed by many to be similar to the Sport Ball used in the [[Bug-Catching Contest]]. They appear as blue and white Poké Balls, with a fish pattern around the edge, and a yellow arrow on the top and bottom of the ball. They don&#039;t shake after capture, implying an automatic catch.&lt;br /&gt;
* Older Poké Balls have also appeared in the anime, specifically the one carried by [[Sammy]] in &#039;&#039;[[M04|Celebi: Voice of the Forest]]&#039;&#039;, which was colored differently, and it had a knob that needed to be twisted before the Pokémon inside could be sent out. While it is unknown how these types were manufactured, it is likely that they were made by hand using Apricorns, prior to the standardization and mass production of modern-day Poké Balls.&lt;br /&gt;
* The [[Iron-Masked Marauder]], an agent of [[Team Rocket]], used special [[Dark Ball]]s that corrupted Pokémon caught inside them and made them into mindless servants of the Trainer, as well as raising their power significantly. Multiple Pokémon were caught in these Poké Balls, including the legendary {{mov|Celebi|Celebi|4}} and a powerful {{p|Tyranitar}}. They seem capable of catching any Pokémon without fail.&lt;br /&gt;
* As in the games, the [[GS Ball]] appeared in the anime, and was the primary motivation for Ash&#039;s trip to the [[Orange Archipelago]], where he would compete in his second Pokémon League. It also served as the catalyst for his journey to [[Johto]], as he needed to deliver the ball to [[Kurt]]. Former director [[Masamitsu Hidaka]] revealed that a shelved storyline, that would have concluded the GS Ball&#039;s arc, involved a {{p|Celebi}} that would have traveled with Ash and his friends through at least part of Johto. The storyline was viewed as redundant after the decision was made to introduce Celebi in the fourth movie instead.&lt;br /&gt;
*In &#039;&#039;[[AG104|Claydol, Big and Tall]]&#039;&#039;, the &amp;quot;Stone Ball&amp;quot;, a huge Poké Ball made of stone used to keep an evil, giant {{p|Claydol}} that levied destruction everywhere. This Poké Ball is about the size of a 2-story house. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=4&amp;gt;&lt;br /&gt;
File:Green Pokeball.png|A green Poké Ball in &#039;&#039;[[EP001|Pokémon! I Choose You!]]&#039;&#039;&lt;br /&gt;
File:Starter Balls.png|The Poké Balls containing {{p|Bulbasaur}}, {{p|Charmander}} and {{TP|Gary|Squirtle|Blastoise}} in &#039;&#039;[[EP001|Pokémon! I Choose You!]]&#039;&#039;&lt;br /&gt;
File:Ash 1st Poke Ball.png|The Poké Ball containing {{AP|Pikachu}} in &#039;&#039;[[EP001|Pokémon! I Choose You!]]&#039;&#039;&lt;br /&gt;
File:Mewtwoballs.png|{{AP|Pikachu}} being chased by &#039;&#039;Clone Balls&#039;&#039;&lt;br /&gt;
File:GS-ball.png|[[GS Ball]]&lt;br /&gt;
File:Molly Hale pre-teen.png|[[Molly Hale]] holding a Crystal Poké Ball&lt;br /&gt;
File:Lake Ball.png|The Lake Ball from &#039;&#039;[[EP168|Hook, Line, and Stinker]]&#039;&#039;&lt;br /&gt;
File:Team Rocket Ball.png|A [[Team Rocket]] Ball catching a [[Mewtwo (anime)#Created|cloned]] {{p|Pidgeot}}&lt;br /&gt;
File:Dark Ball.png|[[Iron-Masked Marauder]] holding a Dark Ball&lt;br /&gt;
File:Sammy Old Poké Ball.png|Sammy&#039;s old Poké Ball from &#039;&#039;[[M04|Celebi: Voice of the Forest]]&#039;&#039;&lt;br /&gt;
File:Giant Stone Poke Ball.png|{{p|Claydol}}&#039;s Giant Stone Poké Ball from &#039;&#039;[[AG104|Claydol, Big and Tall]]&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In the Super Smash Bros. series==&lt;br /&gt;
[[File:SSBB Poke Ball.png|thumb|right|Render of a Poké Ball from [[Super Smash Bros. Brawl]]]]&lt;br /&gt;
Poké Balls in their base design are an item in the [[Super Smash Bros.]] series. First appearing in the original game, they can be picked up and thrown by the characters to do damage, and, on striking the ground, release a random Pokémon. In the original, the Pokémon that can be released are {{p|Beedrill}}, {{p|Blastoise}}, {{p|Chansey}}, {{p|Charizard}}, {{p|Clefairy}}, {{p|Goldeen}}, {{p|Hitmonlee}}, {{p|Koffing}}, {{p|Meowth}}, {{p|Mew}}, {{p|Onix}}, {{p|Snorlax}}, or {{p|Starmie}}. In [[Super Smash Bros. Melee|Melee]], the listing changes, and now the Pokémon released include Generation II Pokémon, with {{p|Venusaur}}, {{p|Charizard}}, {{p|Blastoise}}, {{p|Clefairy}}, {{p|Electrode}}, {{p|Weezing}}, {{p|Chansey}}, {{p|Goldeen}}, {{p|Staryu}}, {{p|Snorlax}}, {{p|Articuno}}, {{p|Zapdos}}, {{p|Moltres}}, {{p|Mew}}, {{p|Chikorita}}, {{p|Cyndaquil}}, {{p|Togepi}}, {{p|Bellossom}}, {{p|Marill}}, {{p|Unown}}, {{p|Wobbuffet}}, {{p|Scizor}}, {{p|Porygon2}}, {{p|Raikou}}, {{p|Entei}}, {{p|Suicune}}, {{p|Lugia}}, {{p|Ho-Oh}}, or {{p|Celebi}} appearing. {{p|Ditto}} was also planned to appear, acting as a clone of the character who released it for a short while, but was dummied out of the final game and can only be accessed through [[cheating]], where it does nothing. In the third installment, [[Super Smash Bros. Brawl]], [[Generation III]] and [[Generation IV]] Pokémon were added, and now {{p|Meowth}}, {{p|Electrode}}, {{p|Goldeen}}, {{p|Staryu}}, {{p|Snorlax}}, {{p|Moltres}}, {{p|Mew}}, {{p|Chikorita}}, {{p|Togepi}}, {{p|Bellossom}}, {{p|Wobbuffet}}, {{p|Entei}}, {{p|Suicune}}, {{p|Lugia}}, {{p|Ho-Oh}}, {{p|Celebi}}, {{p|Torchic}}, {{p|Gardevoir}}, {{p|Gulpin}}, {{p|Metagross}}, {{p|Latias}}, {{p|Latios}}, {{p|Kyogre}}, {{p|Groudon}}, {{p|Jirachi}}, {{p|Deoxys}}, {{p|Piplup}}, {{p|Bonsly}}, {{p|Munchlax}}, {{p|Weavile}}, or {{p|Manaphy}} can be released from a Poké Ball that is thrown.&lt;br /&gt;
&lt;br /&gt;
Also, in the Subspace Emissary, Pokémon Trainer is shown to push the button on the Poké Ball to send out the Pokémon; this has not been shown in the anime.&lt;br /&gt;
&lt;br /&gt;
===[[Super Smash Bros. Melee]] Trophy information===&lt;br /&gt;
&#039;&#039;These balls are used to catch and contain wild Pokémon. Most Pokémon must be weakened in some way before they can be caught, but once they&#039;re inside a Poké Ball, they enjoy their new home, since Poké Balls contain an environment specially designed for Pokémon comfort. [[Master Ball]]s are the strongest type.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Super Smash Bros. Brawl]] Trophy information===&lt;br /&gt;
&#039;&#039;An item used for capturing Pokémon and calling them out into battle. Pokémon live in these items which despite appearances, actually contain a wide, comfortable Pokémon-friendly world inside them. In Super Smash Bros., Pokémon give temporary support to who calls them out. You never know which you will get, but some are devastatingly powerful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In the TCG==&lt;br /&gt;
Several variants of Poké Ball have been released in card form in the [[Pokémon Trading Card Game]], ranging from the standard variants found in the games and other media to variants specific to the TCG.&lt;br /&gt;
&lt;br /&gt;
===Standard variants===&lt;br /&gt;
[[File:FastBall.jpg|thumb|right|The Fast Ball, in card form]]&lt;br /&gt;
*The standard {{TCG ID|Jungle|Poké Ball|64}} card, which was the first released, debuted in the {{TCG|Jungle}} expansion and has since been featured in many others. It features a TCG-centric mechanic, requiring a {{TCG|coin}} flip to search the deck for a {{TCG|Pokémon}} to be put in the hand. Most of the Poké Ball variants, both adapted from the games and exclusive to the TCG, are similar to this, with several requiring coin flips to use their effect.&lt;br /&gt;
*The {{TCG ID|EX FireRed &amp;amp; LeafGreen|Great Ball|92}}, which first appeared in the {{TCG|EX FireRed &amp;amp; LeafGreen|TCG expansion}} coinciding with the {{game|FireRed and LeafGreen|s|remakes}} of the [[Generation I]] games, is somewhat of an upgrade to the Poké Ball, and does not require the coin flip that the Poké Ball does, instead restricting the search of Pokémon to Basic Pokémon.&lt;br /&gt;
*The [[Master Ball (Gym Challenge 116)|Master Ball]], first appearing in the {{TCG|Gym Challenge}} expansion, and in the games the most powerful of the Poké Balls, provides a vastly different effect than the standard. Rather than searching the entire deck, only the top seven cards may be searched. One {{TCG|Pokémon}} found in these seven can be put into the hand, while the rest must be shuffled back into the deck.&lt;br /&gt;
*Debuting in the {{TCG|Skyridge}} expansion, the {{TCG ID|Skyridge|Lure Ball|128}} is different from the basic Poké Balls in that it draws from the {{TCG|discard pile}} rather than the deck. For each heads flipped, with a maximum of three, an {{TCG|Evolution card}} can be returned from the discard pile and put into the hand. It has not appeared since.&lt;br /&gt;
*Also debuting in Skyridge, the {{TCG ID|Skyridge|Friend Ball|126}}, another [[Apricorn]] Ball, has a unique effect entirely, allowing the user to search their deck for a Pokémon of the same {{TCG|elemental types|type}} as one of the opponent&#039;s Pokémon, making it effective in decks that typically match up well against their own type. It also has not appeared since.&lt;br /&gt;
*The {{TCG ID|Skyridge|Fast Ball|124}} allows the player to go through their deck, turning over cards one at a time until they find the first evolution card, and then taking that into their hand, shuffling afterward. Like the other two Apricorn Balls, it debuted in Skyridge and has not appeared since.&lt;br /&gt;
*The {{TCG ID|Great Encounters|Premier Ball|101}}, debuting in the {{TCG|Great Encounters}} expansion, is special, much as in the games, and allows the player to search either the deck &#039;&#039;or&#039;&#039; the discard pile for a {{TCG|Pokémon LV.X}} to put into their hand.&lt;br /&gt;
*The {{TCG ID|Stormfront|Luxury Ball|86}}, first found in the {{TCG|Stormfront}} expansion, is among the rarest of the Poké Ball varieties in the games, though its catch rate is the same as that of a normal Poké Ball. Likewise it is so with the TCG, allowing a non-{{TCG|Pokémon LV.X|LV.X}} Pokémon to be searched from the deck, but only if another Luxury Ball card is not in the discard pile.&lt;br /&gt;
*The {{TCG ID|Mysterious Treasures|Quick Ball|114}} released in the {{TCG|Mysterious Treasures}} expansion has a similar effect to the Fast Ball released in Skyridge, allowing the player to uncover cards from their deck until they find a Pokémon. An expansion of the Fast Ball&#039;s use, any Pokémon can be found, though this may prove an issue if the player is looking for an Evolution card specifically and finds a Basic Pokémon first.&lt;br /&gt;
*The {{TCG ID|Mysterious Treasures|Dusk Ball|110}}, also first found in Mysterious Treasures, features an effect somewhat opposite from the Master Ball&#039;s: Instead of the top seven cards being searched, only the bottom seven cards may be, and a Pokémon found there may be put into the player&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
===TCG-only variants===&lt;br /&gt;
[[File:RocketPokéBallEXTeamRocketReturns89.jpg|thumb|right|The Rocket&#039;s Poké Ball card]]&lt;br /&gt;
*The {{TCG ID|Expedition|Dual Ball|139}} is merely two Poké Balls together, and has a similar effect to using two plain Poké Ball cards, requiring two coin flips to search for up to two Pokémon, depending on how many heads appear.&lt;br /&gt;
*The {{TCG ID|EX Team Magma vs Team Aqua|Team Magma Ball|80}} is [[Team Magma]]&#039;s Poké Ball variant, found only in the {{TCG|EX Team Magma vs Team Aqua}} expansion. It works similarly to a Poké Ball, however, it only can be used to find Team Magma&#039;s Pokémon, and will still allow a player to find a Pokémon, though only a {{TCG|Basic Pokémon|Basic one}}, if the coin flip results in tails.&lt;br /&gt;
*The {{TCG ID|EX Team Magma vs Team Aqua|Team Aqua Ball|75}} is [[Team Aqua]]&#039;s Poké Ball variant, also found only in the {{TCG|EX Team Magma vs Team Aqua}} expansion. It works &#039;&#039;exactly&#039;&#039; the same as the Team Magma Ball, with the exception that it can only search out Team Aqua&#039;s Pokémon instead.&lt;br /&gt;
*The {{TCG ID|EX Team Rocket Returns|Rocket&#039;s Poké Ball|89}} is the [[Team Rocket]] variation on the Poké Ball, found in the {{TCG|EX Team Rocket Returns}} expansion. Unlike others, no coin flip is required, and it simply allows the player to search for a {{TCG|Dark Pokémon}}.&lt;br /&gt;
{{-}}&lt;br /&gt;
==Artwork==&lt;br /&gt;
These are artwork of the items as seen in the [[Pokémon Dream World]]&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background: #{{black color dark}}; border: 5px solid #{{black color}}&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{red color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Poké Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{blue color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Great Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{yellow color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Ultra Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{poison color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Master Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{grass color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Safari Ball Sprite.png]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;background: #{{red color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{red color dark}}|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{blue color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{blue color dark}}|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{yellow color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{yellow color dark}}|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{poison color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{poison color dark}}|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{grass color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{grass color dark}}|Safari Ball}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{white color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Premier Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{orange color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Repeat Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{orre color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Timer Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{normal color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Nest Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{bug color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Net Ball Sprite.png]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;background: #{{white color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{white color dark}}|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{orange color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{orange color dark}}|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{orre color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{orre color dark}}|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{normal color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{normal color dark}}|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{bug color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{bug color dark}}|Net Ball}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{water color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Dive Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{black color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Luxury Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{cute color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Heal Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{speed color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Quick Ball Sprite.png]]&lt;br /&gt;
| width=&amp;quot;160px&amp;quot; style=&amp;quot;background: #{{night color}}; {{roundytop|5px}}&amp;quot; | [[File:Dream Dusk Ball Sprite.png]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;background: #{{water color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{water color dark}}|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{black color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{black color dark}}|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{cute color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{cute color dark}}|Heal Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{speed color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{speed color dark}}|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #{{night color light}}; {{roundybottom|5px}}&amp;quot; | {{color|{{night color dark}}|Dusk Ball}}&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In {{g|Pinball}}, the Poké Balls serve as the balls in the machine, they can be used to capture Pokémon and are upgraded depending on the multiplier bonus at the time.&lt;br /&gt;
* Many of the types of Poké Ball introduced in [[Generation III]] function similarly to those introduced in [[Generation II]]: the Nest Ball, like the Level Ball, is better if used on Pokémon of lower levels, the Net and Dive Balls are both useful against Pokémon found while in the water, much like the Lure Ball, and the Luxury Ball raises a Pokémon&#039;s [[happiness]] quickly, similarly to a Friend Ball. Excluding the Sport Ball, which many see as a parallel to the Safari Ball which made its return in Generation III, the specialty Balls made by the Devon Corporation in Hoenn number at seven, the same amount as the Apricorn Balls made by Kurt.&lt;br /&gt;
* In Generation II, the Park Ball&#039;s name is written as one word on the menu, rather than as two, as the rest of the Poké Balls are. This is due to the size limitation placed on the text by the [[Game Boy Color]]&#039;s small screen. The Generation IV Park Ball does not have this issue, as [[Nintendo DS]] screens are &#039;&#039;much&#039;&#039; wider and the font used is thinner.&lt;br /&gt;
* In some early artwork for {{game|Red and Green|s}}, Poké Balls are shown on the ground in two pieces while the Pokémon are in battle, rather than in the more familiar hinged form they take now. This may be a carryover from when Pokémon was known as Capsule Monsters, as the Poké Ball sprites do not show the button on the ball in Generation I either. In [[Generation II]], Poké Balls split in half when capturing a Pokémon as part of their animation, while the anime had been using the hinge style since the very first episode.&lt;br /&gt;
* Poké Balls are inspired by the capsules for {{wp|gashapon}} machines, which contain small, handheld toys.&lt;br /&gt;
* In the games and {{Trading Card Game}}, Lure Balls are shown to have a green outer coloring; however, in official artwork and the anime, they are shown to have a blue outer coloring.&lt;br /&gt;
** However in Generation V, the Lure Ball&#039;s animation changes to having the correct blue outer coloring when thrown out into a battle.&lt;br /&gt;
* Item description data for the Safari Ball in {{2v2|HeartGold|SoulSilver}} is unchanged from {{v2|Platinum}}, hence its description still states that it can only be used within the [[Great Marsh]].&lt;br /&gt;
* While most Poké Balls can not capture Pokémon that have already been caught, there are some types that can easily catch a Pokémon that already is owned. These are usually rare or use-restricted balls.&lt;br /&gt;
** The Park Ball, which is used to capture migrated Pokémon, which must be caught on a Generation III game. The Park Ball, however, reverts to the original ball used to catch the migrated Pokémon in the Summary screen.&lt;br /&gt;
** In the anime, Mewtwo&#039;s &amp;quot;Mewtwo Balls&amp;quot;, seen only in &#039;&#039;[[M01|Mewtwo Strikes Back]]&#039;&#039;, can catch any Pokémon despite being owned. These Balls have been shown to even catch owned Pokémon even when inside of their Poké Balls. After the Pokémon&#039;s DNA is extracted through Mewtwo&#039;s cloning device, &amp;quot;Mewtwo Balls&amp;quot; automatically release the caught Pokémon.&lt;br /&gt;
** [[Snag Ball]]s, exclusive to [[Pokémon Colosseum]] and {{Pokémon XD}}, are used for catching [[Shadow Pokémon]], all of which are already owned.&lt;br /&gt;
* While the Apricorn Balls and the Sport Ball exist in the coding of the [[Generation V]] games, they are completely unobtainable. If they are hacked into the bag, they cannot be held by a Pokémon, much as in HeartGold and SoulSilver, and will not be recognized by the game as Poké Balls for in-battle use. Despite this, a Pokémon caught in one of these Poké Balls in HeartGold and SoulSilver will retain the Ball in Generation V.&lt;br /&gt;
** The sprite color of the Lure Ball was altered in Pokémon Black and White, changing its base color to a light blue color as opposed to the green it had in Pokémon HeartGold and SoulSilver.&lt;br /&gt;
* The Premier Ball is the only variety of Poké Ball so far whose name approaches the character limit for item names.&lt;br /&gt;
* In Generation II, after catching a Pokémon, the Poké Ball&#039;s color palette changes to that of the Pokémon that was just caught. It then changes back to normal thereafter.&lt;br /&gt;
* Generation V introduced fewer types of Poké Balls than any other generation, only introducing one.&lt;br /&gt;
* The Safari Ball has a catching animation programmed into Black and White despite not being legitimately able to be used, as there is no Safari Zone.&lt;br /&gt;
&lt;br /&gt;
{{Items}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Smash Bros.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Project ItemDex notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Super Smash Bros.]]&lt;br /&gt;
&lt;br /&gt;
[[de:Pokéball]]&lt;br /&gt;
[[es:Poké Ball]]&lt;br /&gt;
[[fr:Pokéball]]&lt;br /&gt;
[[ja:モンスターボール]]&lt;br /&gt;
[[pl:Poké Ball]]&lt;br /&gt;
[[pt:Pokébola]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432417</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432417"/>
		<updated>2011-05-11T20:00:08Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Generation V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but (especially in [[Generation V]], but also appearing to some extent in [[Generation IV]]) may cause the modified rate to fall below its original unmodified catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}} factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the table below.&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Modified catch rate may not fall below 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432413</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432413"/>
		<updated>2011-05-11T19:55:37Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: Master Balls have always bypassed the formula.  Case in point, vs Metang in dark grass in Giant Chasm, where mod rates fall below 1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but (especially in [[Generation V]], but also appearing to some extent in [[Generation IV]]) may cause the modified rate to fall below its original unmodified catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;{{DL|Tall grass|Dark grass}}&#039;&#039;&#039; factor: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;Capture Power factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Modified catch rate may not fall below 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}{{sup|BW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|{{bluetable2}}|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432054</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1432054"/>
		<updated>2011-05-11T03:25:10Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Poké Ball effectiveness rates */ Timer Ball rate changed in BW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× (reached after 30 turns){{sup|RSE}}{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&amp;lt;br/&amp;gt;1× + 1229/4096× (0.3×) per turn passed in battle, maximum 4× (reached after 10 turns){{sup|BW}} &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431931</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431931"/>
		<updated>2011-05-11T01:37:27Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Critical capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health with 301-450 Pokémon in the Pokédex) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431916</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431916"/>
		<updated>2011-05-11T01:23:43Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Critical capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.  Furthermore, situations where critical capture is guaranteed (such as throwing an Ultra Ball against a {{p|Patrat}} at full health) will not guarantee capture (in the previous case, there is only a 90.36% chance of success).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431912</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431912"/>
		<updated>2011-05-11T01:13:06Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Critical capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make one shake checks instead of three, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431896</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431896"/>
		<updated>2011-05-11T00:19:28Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Critical capture */ Probs updated for G5 change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 25.03% chance of success, but it is much higher compared to the normal capture&#039;s 1.57% chance.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431893</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431893"/>
		<updated>2011-05-11T00:11:40Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Shake checks */ G5 actually has one less check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught. A Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
Generation V&#039;s shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;600 || 2.5 &lt;br /&gt;
|-&lt;br /&gt;
| 451-600 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 301-450 || 1.5 &lt;br /&gt;
|-&lt;br /&gt;
| 151-300 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 31-150 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;30 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon.  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 6.26% chance of success, but it is much higher compared to the normal capture&#039;s 0.39% chance.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431606</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431606"/>
		<updated>2011-05-10T19:17:38Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Critical capture */ Add example of CC failing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught.  In [[Generation V]], a Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  In a standard capture, four checks are done, and in a critical capture, only two checks are done.  All checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 31-150&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon with lower catch rates (however, it also decreases the odds of capture for Pokémon with higher catch rates).  Though it may create higher odds of capture, a critical capture is not a guaranteed catch; it is possible for critical captures to fail.  For example, a critical capture against a full-health Pokémon with a catch rate of 3 (such as {{p|Kyurem}}) with a Poké Ball will still only have a 6.26% chance of success, but it is much higher compared to the normal capture&#039;s 0.39% chance.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431549</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1431549"/>
		<updated>2011-05-10T17:42:47Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: G1 catch method added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
== Capture Method (Generation I) ==&lt;br /&gt;
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:&lt;br /&gt;
&lt;br /&gt;
# If a [[Master Ball]] is used, the Pokémon is caught.&lt;br /&gt;
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.&lt;br /&gt;
# 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.&lt;br /&gt;
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If &#039;&#039;f&#039;&#039; is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:&lt;br /&gt;
#* Compute &#039;&#039;d&#039;&#039;.  If &#039;&#039;d&#039;&#039; ≥ 256, the ball shakes three times before it breaks free.&lt;br /&gt;
#* Otherwise, compute &#039;&#039;d&#039;&#039; × &#039;&#039;f&#039;&#039; / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.&lt;br /&gt;
&lt;br /&gt;
The variables above are computed as follows:&lt;br /&gt;
* &#039;&#039;d&#039;&#039; = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.&lt;br /&gt;
* &#039;&#039;f&#039;&#039; = (HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; * 255 / Ball Factor) / (HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.&lt;br /&gt;
&lt;br /&gt;
==Capture Method (Generation II and later)==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught.  In [[Generation V]], a Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  In a standard capture, four checks are done, and in a critical capture, only two checks are done.  All checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 31-150&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon with lower catch rates (however, it also decreases the odds of capture for Pokémon with higher catch rates).  However, a critical capture is not a guaranteed catch. It is possible for critical captures to fail.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1430482</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1430482"/>
		<updated>2011-05-09T00:03:14Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Generation III onwards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
==Exact formula==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
===Modified catch rate===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Wild Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught.  In [[Generation V]], a Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
===Shake probability===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Generation III-IV====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[File:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
====Generation V====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
===Shake checks===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
====Generation II====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
====Generation III onwards====&lt;br /&gt;
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  In a standard capture, four checks are done, and in a critical capture, only two checks are done.  All checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the checks fail if the generated value is greater.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
====Probability of capture====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[File:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 31-150&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon with lower catch rates (however, it also decreases the odds of capture for Pokémon with higher catch rates).  However, a critical capture is not a guaranteed catch. It is possible for critical captures to fail.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1428350</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1428350"/>
		<updated>2011-05-06T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Generation III onwards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
==Exact formula==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
=== Modified Catch Rate ===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
==== Generation III-IV ====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Wild Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught.  In [[Generation V]], a Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
=== Shake Probability ===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Generation III-IV ====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[Image:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
=== Shake Checks ===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
==== Generation III onwards ====&lt;br /&gt;
To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the Pokémon breaks free if the generated value is greater.  In a standard capture, four checks are done, with the ball shaking for each passed check the first three times, and the Pokémon being caught if the last check passes.  In a critical capture, only two checks are done.&lt;br /&gt;
&lt;br /&gt;
Note that as a result of the formula, if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.&lt;br /&gt;
&lt;br /&gt;
==== Probability of Capture ====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[Image:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 31-150&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon with lower catch rates (however, it also decreases the odds of capture for Pokémon with higher catch rates).  However, a critical capture is not a guaranteed catch. It is possible for critical captures to fail.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1427913</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1427913"/>
		<updated>2011-05-06T06:40:09Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Generation III-IV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
==Exact formula==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
=== Modified Catch Rate ===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
==== Generation III-IV ====&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Wild Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught.  In [[Generation V]], a Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
=== Shake Probability ===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Generation III-IV ====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[Image:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
=== Shake Checks ===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
==== Generation III onwards ====&lt;br /&gt;
To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the Pokémon breaks free if the generated value is greater.  In a standard capture, four checks are done, with the ball shaking for each passed check the first three times, and the Pokémon being caught if the last check passes.  In a critical capture, only two checks are done.&lt;br /&gt;
&lt;br /&gt;
Note that if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is guaranteed to be caught.&lt;br /&gt;
&lt;br /&gt;
==== Probability of Capture ====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[Image:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 31-150&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon with lower catch rates (however, it also decreases the odds of capture for Pokémon with higher catch rates).  However, a critical capture is not a guaranteed catch. It is possible for critical captures to fail.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1427912</id>
		<title>Catch rate</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Catch_rate&amp;diff=1427912"/>
		<updated>2011-05-06T06:39:44Z</updated>

		<summary type="html">&lt;p&gt;KelvSYC: /* Exact formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Pokémon (species)|species of Pokémon]] has a &#039;&#039;&#039;catch rate&#039;&#039;&#039;, a number out of a maximum of 255, that applies to all its members.  When a [[Poké Ball]] is thrown at a wild Pokémon, the game uses a formula based on its current health, any status effect it may have, the type of ball being used, and that Pokémon&#039;s catch rate, to determine the chances of catching that Pokémon.&lt;br /&gt;
&lt;br /&gt;
Approximately, the probability of catching a Pokémon starts with the species&#039; catch rate divided by 255. Then it is multiplied by the following factors:&lt;br /&gt;
* The health of the Pokémon (relative to its full health), which can reduce the probability to ⅓× at full health.&lt;br /&gt;
* The type of [[Poké Ball]], which can augment by some ×.&lt;br /&gt;
* The status of the wild Pokémon, i.e. 2× increase for sleep or freeze, and 1.5× for others.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
{{m|Transform}} will change a Pokémon&#039;s catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.&lt;br /&gt;
&lt;br /&gt;
==Exact formula==&lt;br /&gt;
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the &amp;quot;shake probability&amp;quot; and then performing &amp;quot;shake checks&amp;quot;.  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.&lt;br /&gt;
&lt;br /&gt;
=== Modified Catch Rate ===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
The modified catch rate &#039;&#039;a&#039;&#039; is calculated in [[Generation II]] as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; = (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt;) × (rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt;) / (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;) + bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with the final value rounded down to the nearest integer, where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (10 for sleep and freeze, 5 for paralyze, poison and burn, and 0 otherwise).&lt;br /&gt;
&lt;br /&gt;
Note that in Generation II, if 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; &amp;gt; 255, then both 3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; and 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; are quartered (rounded down) for use in the formula; if the latter is 0, it is made to 1 instead in this case.  Note that the subtraction itself may underflow, due to both values being unsigned 8-bit integers in Generation II.&lt;br /&gt;
&lt;br /&gt;
=== Generation III-IV ===&lt;br /&gt;
The modified catch rate, &#039;&#039;a&#039;&#039;, is calculated in [[Generation III]] and [[Generation IV]] is as follows:&lt;br /&gt;
&lt;br /&gt;
:[[File:Catch formula 1.png]]&lt;br /&gt;
Where&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at full health,&lt;br /&gt;
* HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; is the number of hit points the Pokémon has at the moment,&lt;br /&gt;
* rate is the catch rate of the Pokémon (which may have been previously modified from the use of the [[Heavy Ball]] or [[Safari Zone]] modifiers),&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; is the multiplier for the Poké Ball used, and&lt;br /&gt;
* bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt; is the multiplier for any [[status ailment]] the Pokémon has (2 for sleep and freeze, 1.5 for paralyze, poison and burn, and 1 otherwise).&lt;br /&gt;
&lt;br /&gt;
Given this formula, the maximum value for &#039;&#039;a&#039;&#039; (if the Pokémon could have 0 HP) would be catch rate × bonus&amp;lt;sub&amp;gt;ball&amp;lt;/sub&amp;gt; × bonus&amp;lt;sub&amp;gt;status&amp;lt;/sub&amp;gt;. The minimum value for &#039;&#039;a&#039;&#039; (for a Pokémon with full health) would be {{tt|⅓|one third}} × catch rate.&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
[[Generation V]] follows the formula in Generation III-IV, with all divisions above rounded down to the nearest multiple of 1/4096. Furthermore, two additional factors are multiplied into the above formula:&lt;br /&gt;
* &#039;&#039;&#039;The Dark Grass Factor&#039;&#039;&#039;: This factor, multiplied into the HP factor (3 × HP&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; - 2 × HP&amp;lt;sub&amp;gt;current&amp;lt;/sub&amp;gt; above) and then rounded to the nearest multiple of 1/4096, depends on whether or not the battle occurs in dark grass (where [[Wild Double Battle]]s may occur), and the number of Pokémon that have been caught in the Pokédex: if the battle is not in dark grass, this is 1.  If it is, consult the following table:&lt;br /&gt;
* &#039;&#039;&#039;The [[Entralink]] Factor&#039;&#039;&#039;: Multiply by 1.1 if Capture Power ↑ is active, 1.2 if Capture Power ↑↑ is active, and 1.3 if Capture Power ↑↑↑, Capture Power S, or Capture Power MAX is active, and round down to the nearest multiple of 1/4096.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Multiplier !! Number Caught&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 3686/4096 (90%) || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 3277/4096 (80%) || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 2867/4096 (70%)) || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 2048/4096 (50%) || 30-151&lt;br /&gt;
|-&lt;br /&gt;
| 1229/4096 (30%) || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the modified catch rate is greater than 255, the Pokémon is automatically caught.  In [[Generation V]], a Critical Capture check is done regardless of whether the Pokémon is otherwise automatically caught.&lt;br /&gt;
&lt;br /&gt;
=== Shake Probability ===&lt;br /&gt;
The shake probability, &#039;&#039;b&#039;&#039;, is the probability that a single shake check passes.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
Consult the following table to determine &#039;&#039;b&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! &#039;&#039;a&#039;&#039;&lt;br /&gt;
| 0-1 || 2 || 3 || 4 || 5 || 6-7 || 8-10 || 11-15 || 16-20 || 21-30 || 31-40 || 41-50 || 51-60 || 61-80 || 81-100 || 101-120 || 121-140 || 141-160 || 161-180 || 181-200 || 201-220 || 221-240 || 241-254 || 255&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;b&#039;&#039;&lt;br /&gt;
| 63 || 75 || 84 || 90 || 95 || 103 || 113 || 126 || 134 || 149 || 160 || 169 || 177 || 191 || 201 || 211 || 220 || 227 || 234 || 240 || 246 || 251 || 253 || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Generation III-IV ====&lt;br /&gt;
The shake probability is calculated as follows in [[Generation III]] and [[Generation IV]]:&lt;br /&gt;
: [[Image:Catch formula 2.png]]&lt;br /&gt;
&lt;br /&gt;
==== Generation V ====&lt;br /&gt;
In [[Generation V]], the formula is&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b&#039;&#039; = 65536 / (255/&#039;&#039;a&#039;&#039;)^(1/4)&lt;br /&gt;
&lt;br /&gt;
where all divisions and the fourth-roots are rounded to the nearest 1/4096, and the final value is rounded down to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
=== Shake Checks ===&lt;br /&gt;
A &amp;quot;shake check&amp;quot; is done to determine whether the Pokémon is caught, and, if the Pokémon breaks free, the number of shakes that occurs before it does so.&lt;br /&gt;
&lt;br /&gt;
==== Generation II ====&lt;br /&gt;
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to &#039;&#039;a&#039;&#039;, the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against &#039;&#039;b&#039;&#039;.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.&lt;br /&gt;
&lt;br /&gt;
==== Generation III onwards ====&lt;br /&gt;
To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against &#039;&#039;b&#039;&#039;; the Pokémon breaks free if the generated value is greater.  In a standard capture, four checks are done, with the ball shaking for each passed check the first three times, and the Pokémon being caught if the last check passes.  In a critical capture, only two checks are done.&lt;br /&gt;
&lt;br /&gt;
Note that if &#039;&#039;a&#039;&#039; is 255 or greater, then &#039;&#039;b&#039;&#039; is 65535 or greater, and then the Pokémon is guaranteed to be caught.&lt;br /&gt;
&lt;br /&gt;
==== Probability of Capture ====&lt;br /&gt;
Therefore, the probability &#039;&#039;p&#039;&#039; of catching a Pokémon in a standard capture, given the values &#039;&#039;a&#039;&#039; and &#039;&#039;b&#039;&#039; calculated above, is:&lt;br /&gt;
:[[File:Catch formula 3.png]]&lt;br /&gt;
&lt;br /&gt;
The second expression for &#039;&#039;p&#039;&#039; may be expanded as follows:&lt;br /&gt;
:[[File:Catch formula 3 expansion.png]]&lt;br /&gt;
Since (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt; - 1)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; ≈ 2&amp;lt;sup&amp;gt;64&amp;lt;/sup&amp;gt;, we can approximate &#039;&#039;p&#039;&#039; with the following expression:&lt;br /&gt;
:[[File:Catch formula 3 approximation.png]]&lt;br /&gt;
The percentage error in this approximation approaches 0 as &#039;&#039;a&#039;&#039; approaches 255, and does not exceed 21.2%.&lt;br /&gt;
&lt;br /&gt;
For a constant probability &#039;&#039;p&#039;&#039;, the probability &#039;&#039;P&#039;&#039; that a player can capture the Pokémon with no more than &#039;&#039;r&#039;&#039; tries is:&lt;br /&gt;
: [[Image:Catch formula 4.png]]&lt;br /&gt;
Note that this is the cumulative probability function for a {{wp|geometric distribution}}. The {{wp|expected value}} of &#039;&#039;r&#039;&#039; is 1/&#039;&#039;p&#039;&#039;, that is to say, on average, a Pokémon that can be caught with probability &#039;&#039;p&#039;&#039; will be caught with 1/&#039;&#039;p&#039;&#039; tries.&lt;br /&gt;
&lt;br /&gt;
The inverse problem, the number of tries, &#039;&#039;r&#039;&#039;, needed to have a probability &#039;&#039;P&#039;&#039; of capturing a Pokémon is:&lt;br /&gt;
:[[File:Catch formula 5.png]]&lt;br /&gt;
&lt;br /&gt;
==Poké Ball effectiveness rates==&lt;br /&gt;
{| class=&amp;quot;roundy&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background: #{{Poké Balls color}}; border: 3px solid #{{Poké Balls color dark}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ball&lt;br /&gt;
! Rate&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Poké Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Great Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Ultra Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 2×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Master Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Safari Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Safari Zone]]s only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Level Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×, 2×, 4× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× if the player&#039;s Pokémon is the same level as or a lower level than the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
2× if the player&#039;s Pokémon is at a higher level than the wild Pokémon but less than double it&amp;lt;br&amp;gt;&lt;br /&gt;
4× if the player&#039;s Pokémon is more than double but less than four times the level of the wild Pokémon&amp;lt;br&amp;gt;&lt;br /&gt;
8× if the player&#039;s Pokémon is of a level four times or more than that of the wild Pokémon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Lure Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if fishing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Moon Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a Pokémon in the {{p|Nidoran♂}}, {{p|Nidoran♀}}, {{p|Clefairy}}, {{p|Jigglypuff}} or {{p|Skitty}} families&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Friend Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Love Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 8×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 8× only if used on a Pokémon of the same species as, but opposite [[gender]] of, the player&#039;s Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Heavy Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20, +20, +30 or +40&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | -20 if used on Pokémon weighing less than {{tt|451.5 lbs|204.8 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}&amp;lt;br&amp;gt;&lt;br /&gt;
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Fast Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if used on a {{cat|Pokémon that run from battle}} or [[roaming Pokémon]]{{sup|GSC}}&amp;lt;br&amp;gt;&lt;br /&gt;
4× only if used on a Pokémon with a base {{stat|Speed}} of at least 100{{sup|HGSS}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Sport Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | [[Bug-Catching Contest]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Net Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if the target is a {{t|Bug}}- or {{type|Water}} Pokémon&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Nest Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((40 - Pokémon&#039;s level) / 10)×, minimum 1×&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Repeat Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3× only if target has been caught previously&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Timer Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× to 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | ((number of turns passed in battle + 10) / 10)×, maximum 4× &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Premier Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Luxury Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dive Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if diving{{sup|RSE}}{{sup|BW}} or surfing/fishing{{sup|FRLG}}{{sup|DPPt}}{{sup|HGSS}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dusk Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 3.5×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 3.5× only if inside a cave or night&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Quick Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 1× or 4×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 4× only if it&#039;s the first turn&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Park Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Pal Park]] only&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | {{bag2|Dream Ball}}&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | 255×&lt;br /&gt;
| style=&amp;quot;background: #fff; padding-right: 10px&amp;quot; | Never fails, [[Entralink]] only&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;roundybottom&amp;quot; height=&amp;quot;2px&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.&lt;br /&gt;
&lt;br /&gt;
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.&lt;br /&gt;
&lt;br /&gt;
==Critical capture==&lt;br /&gt;
In [[Generation V]], there is a chance of a critical capture, where the Poké Ball will only shake on the ground once before capture. When a critical capture occurs, the Poké Ball will pause in mid-air, shudder, and make a high-pitched whistling sound as it is thrown.&lt;br /&gt;
&lt;br /&gt;
The probability of a critical capture depends of the number of Pokémon that has previously been caught in the Pokédex.  First, compute the value of &#039;&#039;a&#039;&#039; (the modified catch rate), as above.  Then, whether or not this value is less than 255 (above which the Pokémon is caught regardless of whether or not it is a critical capture), multiply this value by the following:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Species Caught !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 2.5 || &amp;gt;600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 451-600&lt;br /&gt;
|-&lt;br /&gt;
| 1.5 || 301-450&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 151-300&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 31-150&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A random number is generated, and if it is less than the modified value, a critical capture occurs.&lt;br /&gt;
&lt;br /&gt;
Critical captures make two shake checks instead of four, thus it appears to increase the odds of capture for Pokémon with lower catch rates (however, it also decreases the odds of capture for Pokémon with higher catch rates).  However, a critical capture is not a guaranteed catch. It is possible for critical captures to fail.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Most legendary Pokémon have a catch rate of 3 because it assures that &#039;&#039;a&#039;&#039; is always at least 1. This might be because the final result for &#039;&#039;a&#039;&#039; is rounded &#039;&#039;down&#039;&#039; when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate &#039;&#039;b&#039;&#039;.&lt;br /&gt;
* Some people claim to have discovered button combinations that increase a Pokémon&#039;s catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Pokémon by catch rate]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* ポケットモンスター情報センター　2号館: [http://no2.pic.bz/document/ball.html ボール]&lt;br /&gt;
&lt;br /&gt;
{{Project Games notice|game mechanics}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[de:Fangchance]]&lt;br /&gt;
[[fr:Capture des Pokémon]]&lt;br /&gt;
[[ja:捕獲処理]]&lt;/div&gt;</summary>
		<author><name>KelvSYC</name></author>
	</entry>
</feed>