Current Catch Chance Calculation
Final Formula
Before catching, the game first checks whether the target can be caught. If not, the catch chance is immediately set to 0%.
Outside Combat
Final Chance = Base Chance × Aniipod Multiplier × Level Multiplier × Back Attack Multiplier × Special Status MultiplierIn Combat
Final Chance = Base Chance × Aniipod Multiplier × Level Multiplier × HP Multiplier × Special Status MultiplierTarget Is Defeated
Final Chance = Defeated Base Chance × Aniipod Multiplier × Special Status MultiplierThe character’s base catch bonus is incorporated directly into the Base Chance:
Base Chance = Configured Chance Group × (1 + Character Base Catch Bonus)Special Status multipliers are not all multiplied together. If any active multiplier is below 1, use the lowest multiplier. If all active multipliers are at least 1, use the highest bonus multiplier.
Multipliers
Base Chance
| Area Tier | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Standard Areas | 56% | 42% | 28% |
| Early–Mid Stage | 50% | 38% | 25% |
| Mid Stage | 44% | 33% | 22% |
| Mid–Late Stage | 38% | 29% | 19% |
| Late Stage | 32% | 24% | 16% |
| Catch ’n’ Climb Tower | 40% | 30% | 18% |
- Common Alpha: 0% while alive; 6% after being defeated.
- Common Omega: 0%; cannot be captured.
- The applicable row is determined by the Aniimo’s template configuration. It is not calculated dynamically based on the Aniimo’s level.
Level Multiplier
Level Difference = Aniimo Level − Character Level| Level Difference | Multiplier |
|---|---|
| ≤10 levels | ×1 |
| 11 levels higher | ×0.8 |
| 12 levels higher | ×0.6 |
| 13 levels higher | ×0.4 |
| 14 levels higher | ×0.2 |
| 15+ levels higher | ×0.1 |
If the character’s level is higher than the Aniimo’s, there is no additional catch bonus.
Aniipod Multiplier
| Aniipod | Multiplier |
|---|---|
| Aniipod | ×1 |
| Aniipod Pro | ×1.5 |
| Aniipod Hyper, Aniipod Trace, Aniipod Mega | ×2 |
| Aniipod Ultra, Sparkling Cube | Guaranteed success |
| Tumbler | ×2 |
| Tumbler, when used on Wild Surge targets | ×6 |
HP Multiplier
This multiplier only applies in combat.
| Target HP | Multiplier |
|---|---|
| 0% | ×2 |
| 5% | ×1.65 |
| 10% | ×1.26 |
| 50% | ×1.1 |
| 80% | ×1 |
| 90% | ×0.9 |
| 100% | ×0.8 |
Back Attack Multiplier
Valid back attack: ×1.5Other cases: ×1This multiplier only applies outside combat, when using a standard Aniipod and the server confirms that the target was attacked from behind.
Tumblers do not benefit from the back attack bonus.
Special Status Multiplier
| Status | Multiplier |
|---|---|
| Break | ×1.5 |
| Break catch bonus active | ×3 |
| Normal Sleep, Stun, Eating, Woozy, Lured | ×2 |
| Special Stun | ×4 or ×100 |
| Deep Sleep, Collecting Nectar | ×100 |
| Cloak | ×0.5 |
| Wary, Watching | ×0.9 |
| Leaving | ×0.8 or directly set to 0 |
| Rampaging, Bubble Barrier, Umbral, Already Has an Owner, and other capture-prohibited states | Directly set to 0 |
When multiple special statuses are active:
If any multiplier is below 1, use the lowest multiplier.
If all multipliers are no less than 1, use the highest multiplier.
For example, if the target is both Asleep (×2) and Alerted (×0.9), the final Special Status Multiplier is ×0.9.
Forced Outcomes
For certain story-related Aniimo, the formula result may be overridden directly. Examples include:
Forced success with Break.
Forced success or failure for back attacks.
Forced success outside combat.
Other forced-success or failure conditions.
Final Result
When a standard Aniipod is used on a single target, the game performs two separate chance checks:
First chance check = √Final ChanceSecond chance check = √Final ChanceThe capture succeeds only if both checks succeed.
The combined success rate of the two checks is still equal to the Final Chance.
All other capture methods perform a single random check.
If the Final Chance is 100% or higher, the capture is guaranteed to succeed.
Chances for Triggering Nurture Using Vein Essence
| Chance of Directly Triggering Prismana Flow | 3% |
|---|---|
| Chance of Directly Obtaining Prismatic Energy | 480 |
| Amount of Prismana Required to Trigger Pity | 10500 |
Alpha Held Items Drop Chance Details
| Title | Rare Held Item | Epic Held Item | Legendary Held Item |
|---|---|---|---|
| Special Rookie | 100% | ||
| Student I | 100% | ||
| Student II | 100% | ||
| Student III | 75% | 25% | |
| Wayfarer I | 75% | 25% | |
| Wayfarer II | 75% | 25% | |
| Wayfarer III | 80% | 20% | |
| Trailblazer I | 80% | 20% |
Sparkling Style Probability Details
| Common Sparkling Style | Dazzling Sparkling Style | Shadow Sparkling Style | |
|---|---|---|---|
| Use a Sparkling Cube to catch an Aniimo out in the world. | 99% | 1% | 0% |
| Use a Sparkling Cube to hatch any egg other than an Umbral Egg. | 99% | 1% | 0% |
| Use a Sparkling Cube to hatch an Umbral Egg. | 99% | 0% | 1% |
| Sparkling Style when using a Sparkling Sigil on an Aniimo | 99% | 0.50% | 0.50% |
| Use Sparkling Pigment to change an Aniimo’s Sparkling Style. | 99% | 0.50% | 0.50% |