Aniimo Catch Rate Calculator
Review published catch factors and inspect the September 18 historical calculator.
Rechecked October 24, 2026: the current official disclosure uses a separate boss formula (6% × cube), no longer lists the tower row or numerical status table, and describes backstrike differently. The calculator below still uses the September 18 snapshot and is retained for historical comparison only. Its defeated-target, status and backstrike results must not be treated as current probabilities.
Aniimo Official Probability Disclosure ↗ · Checked 2026-10-24
Historical calculator and coefficients — September 18, 2026
Scenario
Level difference: 0 · Level coefficient ×1
A backstrike only applies outside battle, with a standard cube, and when the server confirms it. The big white ball never receives this bonus.
Special status
Official rule: when any status is below 1x the lowest coefficient is used; otherwise the highest is used.
Estimated catch rate
Historical formula56%
Coefficient breakdown
- Base rate
- 56%
- Cube coefficient
- ×1
- Level coefficient
- ×1
- Backstrike coefficient
- ×1
- Status coefficient
- ×1
A standard cube on a normal target is resolved as two separate checks, each using the square root of the final rate. The combined chance still equals the final rate shown here.
How to compare the published catch factors
- Attack from behind outside battle with a standard cube to add the 1.5x backstrike coefficient.
- Apply a status effect. Deep sleep, nectar gathering and some special stuns reach a 100x coefficient.
- A stronger cube multiplies everything: advanced is 1.5x, and swift, tracking and super cubes are 2x.
What this estimate cannot know
The official disclosure states that the base rate is decided by each Aniimo template and is not derived from level. Those per-species template rates are not published, so this calculator estimates from the region stage and evolution stage you select instead of claiming an exact species value.
Official coefficient reference
These are the published values the calculator uses. You choose the region stage and evolution stage yourself, because the per-species template rate is not part of the disclosure.
Base rate
| Region stage | Stage 1 | Stage 2 | Stage 3 |
|---|---|---|---|
| Standard area | 56% | 42% | 28% |
| Early-mid area | 50% | 38% | 25% |
| Mid area | 44% | 33% | 22% |
| Mid-late area | 38% | 29% | 19% |
| Late area | 32% | 24% | 16% |
| Catch tower | 40% | 30% | 18% |
Level coefficient
| Level difference | Coefficient |
|---|---|
| ≤10 | ×1 |
| ≥15 | ×0.10 |
| ≥14 | ×0.20 |
| ≥13 | ×0.40 |
| ≥12 | ×0.60 |
| ≥11 | ×0.80 |
Cube coefficient
| Standard cube | ×1 |
| Advanced cube | ×1.50 |
| Swift / Tracking / Super cube | ×2 |
| Remote big white ball | ×2 |
| Remote big white ball (mass outbreak target) | ×6 |
| Ultimate cube | Guaranteed success |
| Sparkling cube | Guaranteed success |
HP coefficient
| 0% | ×2 |
| 5% | ×1.65 |
| 10% | ×1.26 |
| 50% | ×1.10 |
| 80% | ×1 |
| 90% | ×0.90 |
| 100% | ×0.80 |
| Server-confirmed backstrike | ×1.50 |
A backstrike only applies outside battle, with a standard cube, and when the server confirms it. The big white ball never receives this bonus.
Status coefficient
Official rule: when any status is below 1x the lowest coefficient is used; otherwise the highest is used.
How to compare the published catch factors
The following points use the official disclosure observed on October 24. They explain what can be compared without claiming field tests, a universally optimal sequence or guaranteed resource savings.
1. Check status stacking before multiplying
The current disclosure says to use the lowest status coefficient if any penalty is present; otherwise use the highest. It does not publish numerical coefficients for individual statuses. A BREAK ×2 claim or multiplying every status together is not supported by this page.
2. Compare listed HP rows, not a 20% target
For in-battle calculations, the table lists 100% HP at ×0.8, 50% at ×1.1, 10% at ×1.26 and 5% at ×1.65; it also lists 0% at ×2. There is no 20% row or stated 20% cap. These rows alone do not establish a safe or optimal action sequence.
3. Separate ordinary targets from bosses
For an ordinary in-battle target with a 28% base rate, level coefficient 1, no player bonus and neutral status, an advanced cube at full HP gives 28% × 1.5 × 0.8 = 33.6%. At 50% HP it gives 46.2%. This is an illustrative calculation, not a species prediction. Bosses instead use the separate 6% × cube formula.
Frequently Asked Questions about Catching
Does BREAK double the final catch probability?
The current disclosure does not list an individual BREAK coefficient. Status stacking uses one selected coefficient, and scripted story encounters can force success or failure. The historical calculator's status values do not establish current BREAK effects.
Is 20% HP a published bonus cap?
No. The current table lists 0%, 5%, 10%, 50%, 80%, 90% and 100%, with no 20% entry. Do not infer an interpolation rule or a 20% optimum from these rows.
Does backstrike also apply in battle?
The current formula includes backstrike outside battle and uses HP instead in battle. It lists backstrike at ×1.5 and excludes the big white ball. This differs from the older calculator's standard-cube-only restriction.
Can a formula override a scripted encounter?
No. The official disclosure states that some story encounters force success or failure in BREAK, backstrike or out-of-battle states. It does not support treating alert or leaving as a zero-probability state.