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GUIDE

How to Raise Capture Rate

What decides capture odds in Palworld, and what actually raises them. Sphere capture powers and the odds table are calculated with the community-reverse-engineered approximation.

Sphere types
11

Palworld has no official documentation for its capture formula and the game's data tables do not contain one either, so this page uses the community-reverse-engineered approximation. Every probability here uses the same definition as the value shown on the in-game screen.

Capture odds are a level contest

The backbone of the capture chance is the gap between the sphere's capture power and the target Pal's level. Every sphere carries a capture power (7 for the Pal Sphere up to 64 for the Ancient Sphere), the Pal's level is subtracted from it, and that gap becomes the odds. The gap is raised to the ninth power, so a few levels move the result by an order of magnitude. Once the Pal's level exceeds the capture power by 50 or more, the chance is zero.

So when a high-level Pal will not stay caught, the real fix is not whittling its HP further — it is crafting a higher-tier sphere. HP and status effects are corrections layered on top.

Capture Power and Unlock Level by Sphere

Each sphere's capture power alongside the technology-tree level where crafting unlocks. Capture powers are community-reverse-engineered; unlock levels come straight from the game data.

The Radar Sphere has no crafting entry in the technology tree, so its unlock cell is empty. It is also left out of the odds table below — its capture power of 7 matches the Pal Sphere, so its odds are identical.

SphereCapture PowerUnlock
Pal Sphere7Lv 21 pts
Mega Sphere14Lv 142 pts
Giga Sphere20Lv 203 pts
Hyper Sphere27Lv 273 pts
Ultra Sphere33Lv 354 pts
Legendary Sphere38Lv 445 pts
(estimated capture power)Ultimate Sphere44Lv 515 pts
(estimated capture power)Exotic Sphere50Lv 585 pts
(estimated capture power)Sol Sphere58Lv 675 pts
(estimated capture power)Ancient Sphere64Lv 745 pts
Radar Sphere7Not in tech tree

~ marks spheres whose capture power is a community-tested estimate.

What Raises the Odds

Lower its HP

The less HP remains, the better the odds. For example, throwing a Giga Sphere at a level 30 Pal gives 12.6% at full HP and 33.7% near death.

Apply a status effect

If the Pal is asleep, frozen, or similarly afflicted, the odds rise by 9%. Per-type differences are not split out because no source for them could be verified.

Raise capture power with Effigies

Capture power raised at the Statue of Power is added to the sphere's capture power. One catch: the number the statue displays is double the real value — a maxed +15 on screen is actually +7.5. This rule was confirmed with two in-game measurements.

Check the server setting

The world setting's capture rate multiplier (PalCaptureRate) is applied to the odds. Default is 1.0, and the official presets are Easy 2.0, Normal 1.0, Hard 0.8.

The community widely repeats that throwing from behind grants a bonus, but no source for the actual number could be verified, so neither this guide nor the calculator includes it.

Single-Throw Odds by Level

Conditions are fixed at 25% HP remaining, no status effect, no Effigy bonus, capture correction 1.0, and server multiplier 1.0. Column headers are the target Pal's level. For your own situation, the capture rate calculator takes every input. Capture Rate Calculator

SphereLv 10Lv 20Lv 30Lv 40Lv 50Lv 60Lv 70Lv 80
Pal Sphere48.2%19.7%6.0%1.1%<0.1%0%0%0%
Mega Sphere80.2%37.7%14.3%3.9%0.5%<0.1%0%0%
Giga Sphere94.1%60.8%26.3%9.0%2.0%0.1%0%0%
Hyper Sphere98.7%89.2%48.2%19.7%6.0%1.1%<0.1%0%
Ultra Sphere99.7%96.9%75.7%34.6%12.8%3.3%0.4%<0.1%
Legendary Sphere99.9%99.0%91.2%52.2%21.7%6.9%1.3%<0.1%
(estimated capture power)Ultimate Sphere100%99.8%97.5%80.2%37.7%14.3%3.9%0.5%
(estimated capture power)Exotic Sphere100%100%99.4%94.1%60.8%26.3%9.0%2.0%
(estimated capture power)Sol Sphere100%100%99.9%99.0%91.2%52.2%21.7%6.9%
(estimated capture power)Ancient Sphere100%100%100%99.8%97.5%80.2%37.7%14.3%

Pals with a Different Capture Correction

Every Pal carries a capture correction that multiplies the odds. But of all 288 Pals, everything except the 25 below sits at exactly 1.0, so these are the only ones where it matters. Lower values are harder to catch.

Harder to Catch than Baseline

PalCapture Correction
Mimog0.8
Lifmunk0.9
Pengullet Lux0.9
Univolt0.9
Univolt Cryst0.9

Easier to Catch than Baseline