Target HP and the target/player level gap enter separate capture factors. These are components to compare with a full catch-chance calculation, not independent catch rolls. The numerical HP and level examples agree with the official probability explanation.
Ball base factor and abundance factorCATCH-03
output = ball_base × abundance_factor
The output equals the base factor when abundance is 1; otherwise it multiplies the two. Declared ball/target/player level inputs do not affect this body. This is not the full final catch probability.
HP and level differences
These factors have numerical counterparts in the official capture explanation.
HP factorCATCH-04
h = current_HP ÷ maximum_HP
factor = 2 − 7 × h, when h < 0.10
factor = 1.30 − 0.40 × h, when 0.10 ≤ h < 0.80
factor = max(0.80, 1.80 − h), when h ≥ 0.80
Use the target HP fraction, not a whole-number percent. Positive maximum HP is required. The piecewise boundaries are strict as shown.
Target/player level factorCATCH-05
difference = target_level − player_level
factor = 1, when difference ≤ 10
factor = 1 − 0.20 × (difference − 10), when 10 < difference < 15
factor = 0.10, when difference ≥ 15
Other declared level inputs do not enter this body. For ordinary whole-number level differences, the middle branch gives 0.8/0.6/0.4/0.2 at differences 11/12/13/14.
Worked examples
The HP factor gives 2 at 0 HP, 1.65 at 5%, 1.26 at exactly 10%, 1.10 at 50%, 1 at 80% and 0.80 at full HP. For a supplied ball base of 0.25 and abundance factor 2, the ball expression gives 0.50; it does not apply the other capture factors itself.
Official comparison
The official probability page publishes matching HP and level examples. This numerical cross-check does not establish the complete live capture calculation. Checked 6 November 2026.
Story overrides, guaranteed Aniipods, status selection, Pathfinder bonuses and final probability handling are outside the short expressions above. Keep the current official explanation separate from the game-data reference date.