TOOL
Capture Rate Calculator
Set sphere type, remaining HP, and status effect to calculate the single-throw capture probability and expected sphere cost.
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Sphere Type
Capture Rate Calculator
~ marks spheres whose multiplier is a community-tested estimate.
Current HP / Max HP (%)
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.