capture rate

Capture rate calculator

Each Pal has its own capture coefficient. Sphere level, HP control, status control and bonuses use the visible site estimate model. The result is preparation guidance, not a capture guarantee.

Do not brute-force captures

The value of this page is estimating sphere cost and risk, not promising that the capture will succeed.

Input

After input, the estimated probability and expected sphere count appear here.

Estimate model (site model, every input is traceable)

StepFormula / coefficient
Base rate30 x CaptureRate (the Pal's capture coefficient)
Sphere level+5 percentage points per level.
HP controlAbove half HP -16, low HP +0, 1 HP / mercy control +12.
Status / bonusStatus control adds direct percentage points; player bonus x 0.18.
BoundsResult is clamped to 3%-95%; expected spheres = ceil(100 / probability).

This is an explainable estimate, not the official formula; the official capture formula is not public. Each Pal CaptureRate coefficient is shown in the result for manual checking.

Outside the model: factors that still change capture outcomes

These mechanics are not inputs to the estimate above (the model only uses sphere level, HP control, status control and bonus), but they can change real combat outcomes. This section is community-summary level; exact bonus values still require data verification.

MechanicHow to use itRelation to estimate
Ring of MercyAttacks do not kill; the target remains at 1 HP.Stabilizes HP control at the best tier and removes overkill-to-zero risk.
Weak-point hitA prompt appears when the sphere hits a Pal weak point, increasing success chance.Not included in the model; treat it as extra tolerance, not a guarantee.
Stealth backstrikeThrow from behind before being noticed to increase success chance.Same treatment: try it as the opener on high-threat targets.
Sphere moduleCrafted at the sphere workbench; changes trajectory/range and improves capture rate.Actual probability can exceed the estimate; exact amount is pending verification.
Ability GlassesCheck individual strength in the field before spending spheres.Does not affect probability, but decides whether this target is worth the cost.

Capture planning is not one estimate click

StageWhat to doIf it fails, check first
Before leaving baseChoose target Pal, sphere level and expected bonus; prepare at least one expected-sphere batch before you go.If materials are short, refill the sphere chain first; do not throw low-tier spheres at high-tier targets.
Before engagingCheck element and target strength, then decide on control, backstrike or Ring of Mercy HP control.If overkill is likely, switch to lower damage or non-advantage element first; do not only increase damage.
Repeated failureRead probability as a long-run average; several failures do not prove the formula is wrong.Check sphere level, status control, bonus and hit method before questioning the data.
After captureOpen the Pal page to compare its breeding, capture and work data instead of relying on memory.Open Paldeck

The capture tool estimates preparation cost only; whether a Pal is worth capturing still depends on IVs, passives, work suitability and your current task.

Pre-capture checklist

CheckHow to judgeNext step
Sphere levelIf the estimate is below 25%, raise sphere level or add bonuses first.
Target HPAbove half HP usually means damage control is insufficient.Check target data
Status controlSleep, paralysis or stable control lowers repeated-failure cost.Read probability guide
Target dataFor high-tier and legendary targets, check the data page and version status first.Search Pals

Related entries

Pal element data

Check the target's element before capture to avoid wrong choices or excessive damage.

Paldeck

Open target version status, breeding relations and capture-data boundary.

Sourcepaldb.cc + site estimate model