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DE

TOOL

Capture Rate Calculator

Set sphere type, remaining HP, and status effect to calculate the single-throw capture probability and expected sphere cost.

11

Sphere Type

Capture Rate Calculator

Target Pal
Sphere Type

~ marks spheres whose multiplier is a community-tested estimate.

100%
1%50%100%

Current HP / Max HP (%)

Status Effect

The PalCaptureRate server setting. Default 1.0 · official presets: Easy 2.0 / Normal 1.0 / Hard 0.8

Select a target Pal to calculate the capture chance.

About the Capture Formula

How capture rate is calculated

Palworld has no official documentation for its capture formula, so this calculator uses a community-reverse-engineered approximation: Sphere multiplier × Pal capture correction value × HP factor × Status multiplier × Backstrike multiplier. HP factor increases as the Pal's remaining HP decreases — the lower the HP, the easier the catch. Sleep, Paralysis, and Freeze status effects raise the capture rate, so combining them with a high-tier sphere is the most efficient strategy for difficult Pals.

FAQ

Where do the sphere multipliers come from?
Sphere capture multipliers are not stored in any game data table. The values used here are community approximations derived from projects like PalCalc through large-scale empirical testing — which is why they are labelled 'approx.'
What does a low capture correction value mean?
The capture correction value is a per-Pal modifier stored in the game data. 1.0 is baseline, and the lower the value the harder the catch. The lowest values of 0.8–0.9 appear only on a few high-difficulty Pals where high-tier spheres and status effects become necessary, while values of 1.1 and above mark Pals that are easier to catch than baseline.
Does the backstrike bonus always apply?
Community testing confirms that throwing a sphere from directly behind the target applies approximately a 1.5× bonus. For difficult Pals, combine low HP, a sleep status, and a backstrike for the best odds.