There are two ways to catch a wild Pokémon: guess its name in chat, or battle it and throw a ball. A correct chat guess is free. Battle catching gives you a chance to weaken the target and improve your odds.
Normal wild spawns don't exceed level 32. Their starting level also depends on their evolution stage, so an evolved Pokémon can appear at a higher level than a first-stage one.
Catch by guessing the name
Use /catch <pokemon name> while the encounter is active. The first correct guess catches it without spending a Poké Ball.
Multi-word names are accepted. For regional and named forms, include the form as well: Alolan Raichu needs the equivalent of raichu alola, rather than just raichu.
See Pokémon Forms for more naming examples. /pokedex <pokemon> can help when you're unsure which form you're looking at.
Catch during battle
Start a wild battle with /battle, then choose Catch on your turn. The ball selector shows your inventory and the current catch chance for each ball.
A throw spends one ball and your turn. If it fails, the battle continues and the wild Pokémon may attack. Opening or cancelling the ball menu is free, but it doesn't pause the turn timer.
Lowering the target's HP and applying a status condition can improve your odds. Don't knock it out: a fainted Pokémon can't be caught.
How catch chances are calculated
For an ordinary ball, the chance is capped at 95%:
The species' catch rate is part of the calculation, so two Pokémon at the same HP percentage can have different odds. The selector shows the calculated chance; you don't need to work it out yourself.
Status bonuses
| Status | Multiplier | Keep in mind |
|---|---|---|
| Sleep or Freeze | ×2.0 | Gives the largest status bonus. |
| Paralysis, Burn, or Poison | ×1.5 | Burn and poison can knock the target out if you wait too long. |
| No status | ×1.0 | No status bonus. |
Ball bonuses
| Ball | Multiplier | Catch limit |
|---|---|---|
| Poké Ball | ×1.0 | Up to 95%. |
| Great Ball | ×1.5 | Up to 95%. |
| Ultra Ball | ×2.0 | Up to 95%. |
| Master Ball | Guaranteed | 100% for a catchable target. |
A Master Ball is the exception to the ordinary 95% cap. It doesn't reroll the target's IVs or nature.
How Pokémon gain levels
Each Pokémon has a cumulative EXP threshold for every level. The current curve reaches level 100 at 999,949 EXP; the amount needed between levels grows as the Pokémon gets stronger.
For target level (L), the total EXP threshold is:
The formula applies from level 2 through level 100. Level 1 starts at 0 EXP, and Pokémon cannot go above level 100. To find the EXP needed for one level, subtract the current level's threshold from the next one's. For example, level 50 starts at 187,449 EXP and level 51 starts at 196,325 EXP, so the Pokémon needs 8,876 more EXP to reach level 51.
| Level reached | Total EXP | EXP from this level to the next |
|---|---|---|
| 1 | 0 | 153 |
| 10 | 5,449 | 1,216 |
| 25 | 39,012 | 3,525 |
| 50 | 187,449 | 8,876 |
| 75 | 492,137 | 16,100 |
| 99 | 975,149 | 24,800 |
| 100 | 999,949 | — |
The curve sets the level thresholds; the EXP awarded by a battle or activity depends on that activity and the Pokémon taking part.
What you keep after catching
The Pokémon joins your collection fully healed. Its species, form, level, shiny status, IVs, and nature stay as they were when it spawned. Choosing a different ball doesn't change those attributes.
