Pick a sphere, set the target's level and HP, and get the real per-throw catch chance plus how many spheres to bring. Uses the community-reverse-engineered 1.0 formula — the in-game reticle shows a lower number than your true odds.
| Sphere | Capture power | Tech unlock |
|---|---|---|
| Pal Sphere | 7 | Lv 2 |
| Mega Sphere | 14 | Lv 14 |
| Giga Sphere | 20 | Lv 20 |
| Hyper Sphere | 27 | Lv 27 |
| Ultra Sphere | 33 | Lv 33 |
| Legendary Sphere | 38 | Lv 39 |
| Ultimate Sphere | 44 | Lv 44 |
| Exotic Sphere | 50 | Lv 50 |
| Sol Sphere | 58 | Lv 55 |
| Ancient Sphere | 64 | Lv 60 |
Capture power = sphere power + 0.5 per Lifmunk Effigy rank (the statue displays double the real value) + bonuses (critical sphere hits +2, sphere modules, some partner skills). The gap between capture power and the target's level sets an advantage factor, remaining HP scales it (full HP ≈ ×0.77, near-zero HP ≈ ×1), and the result passes through the game's chance curve. Status ailments multiply by 1.09, bear traps by 1.14. The reticle displays a more pessimistic number than your true odds — that's why "30%" throws land more often than you'd expect.
Honesty note: Pocketpair has never published the real formula — this is the community-accepted approximation, and it does not model per-species modifiers (legendaries and bosses are harder than shown) or the world's capture-rate setting. Treat results as a good estimate, not gospel.
Open the planner — it reads your save and knows what you own →