Pokémon World
Catching Pokémon
Catching works like the original games: the weaker and more disabled a wild Pokémon is, and the better your ball, the more likely it stays caught.
How to catch
- Weaken the wild Pokémon — lower HP means a much better chance.
- Optionally inflict a status (Sleep, Freeze, Paralysis…).
- Throw a ball. The ball shakes up to 4 times — four good shakes and it's yours.
You'll see the ball's progress above the Pokémon: "Oh, no! The Pokémon broke free!" → "Aww! It appeared to be caught!" → "Aargh! Almost had it!" → "Shoot! It was so close, too!" → "Gotcha!"
Balls
| Ball | Catch multiplier |
|---|---|
| 1.0× | |
| 1.5× | |
| 2.0× | |
| Always catches | |
| Safari Ball | 1.5× — Safari Zone only (and only Safari Balls work there) |
Status bonus
| Status on the wild Pokémon | Catch multiplier |
|---|---|
| Sleep or Freeze | 2.0× |
| Stun, Paralysis, Poison or Burn | 1.5× |
| None | 1.0× |
It might run away
Every failed throw makes the Pokémon more likely to flee (+3% per failed attempt, between 5% and 95%). Keeping it below 30% HP or under a status effect lowers the chance it runs.
Perfection % (IVs)
Each Pokémon rolls an IV from 0 to 31 for each of its 8 stats (STR, AGI, VIT, INT, DEX, LUK, HP, SP). Its perfection % is how close those IVs are to perfect. Boss and MVP Pokémon roll better IVs.
| IV per stat | Normal Pokémon | Boss / MVP Pokémon |
|---|---|---|
| 31 (perfect) | 1% | 3% |
| 26 – 30 | 6% | 10% |
| 21 – 25 | 12% | 25% |
| 16 – 20 | 21% | 30% |
| 11 – 15 | 30% | 32% (11 – 21) |
| 0 – 10 | 30% | — |
A Pokémon with 90% perfection or more is announced to the whole server.
Got a Symbol instead? See DNA Master & Symbols.




