What This Calculator Works Out
Catching in Aniimo is not one dice roll against a fixed number. Every creature has its own base catch rate, and that rate is then multiplied by what you are throwing, how far above your level the target is, how much HP it has left and what state it is in. The tool above applies those multipliers in the order the game does and shows you the result for the whole roster at once, so you can see which part of your attempt is costing you the catch.
Final chance = base rate × Aniipod × HP × level × status, capped at 100%. The base rate is the creature's own configured value, and the multiplier line above the roster keeps a running total of everything you have switched on.
Status effects do not multiply together. If any active multiplier is below 1, the game uses the lowest one; if every active multiplier is 1 or above, it uses the highest. So a sleeping target (×2) that is also wary (×0.9) resolves at ×0.9 — the penalty wins, and waiting for the warning to drop is better than throwing.
How to Use It
- Pick the Aniipod — the single biggest lever you control. A plain Aniipod is ×1, Pro is ×1.5, most upgraded pods are ×2, and Ultra or a Sparkling Cube succeeds outright. Each pod also lists the level window in which it can be used.
- Set the remaining HP if you are fighting the target. Full HP carries a ×0.8 penalty; below 10% the multiplier turns into a bonus, which is usually worth more than upgrading the pod.
- Set the target's level. Ten or fewer levels above you costs nothing; every level beyond that cuts the rate hard, down to ×0.1 at fifteen or more. Being higher level than the target adds nothing.
- Switch on the conditions the target is actually under — broken defences, sleep, a back attack, or the ×100 states that make the catch a certainty.
- Read the roster. Every creature's current catch rate is in the list, with a search box and element and role filters. Rates are rounded for display; the multiplier line is exact.
Base Catch-Rate Groups
Base rates are set per creature by the game, and they cluster into the published groups below. The row and tier a creature uses is fixed by its own configuration rather than by its level, which is why the same species can be a routine catch in one part of Idyll and a long fight somewhere else.
| Area | 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% |
Two exceptions sit outside the table entirely: a Common Alpha is 0% while it is standing and 6% once it has been defeated, and a Common Omega cannot be captured at all.
The Multipliers
Aniipod
| Item | Multiplier | Level window |
|---|---|---|
| Aniipod | ×1 | Lv. 5 – 25 |
| Aniipod Pro | ×1.5 | Lv. 15 – 35 |
| Aniipod Ultra | Guaranteed success | Lv. 25 – 45 |
| Aniipod Hyper, Trace, Mega | ×2 | Lv. 25 – 45 |
| Sparkling Cube | Guaranteed success | Lv. 25 – 45 |
| Legendary Aniipod | ×1 | Lv. 25 – 45 |
| Tumbler | ×2 | — |
| Tumbler on a Wild Surge target | ×6 | — |
On a Prismana encounter, a Sparkling Cube does more than guarantee the catch: the captured Aniimo is guaranteed to have Perfect Potential and becomes Sparkling. If those traits are your goal, use the Cube on the Prismana itself rather than spending it on the creatures caught while filling the Nurture bar.
Target HP
| HP remaining | Multiplier |
|---|---|
| 0% | ×2 |
| 5% | ×1.65 |
| 10% | ×1.26 |
| 50% | ×1.1 |
| 80% | ×1 |
| 90% | ×0.9 |
| 100% | ×0.8 |
The calculator snaps to those published points, and between them the multiplier is interpolated — the curve is steepest under 10%, which is why weakening a target does more for your odds than almost anything else you can do to it.
Level
| Target is… | Multiplier |
|---|---|
| 10 or fewer levels above you | ×1 |
| 11 levels above you | ×0.8 |
| 12 levels above you | ×0.6 |
| 13 levels above you | ×0.4 |
| 14 levels above you | ×0.2 |
| 15 or more levels above you | ×0.1 |
Conditions
| Condition | Multiplier |
|---|---|
| Broken defences | ×1.5 |
| Caught from behind | ×1.5 |
| Stunned, or asleep | ×2 |
| Collecting nectar, or in deep sleep | ×100 |
| Cloaked | ×0.5 |
| Wary or watching | ×0.9 |
| Leaving | ×0.8, or set to 0 |
| Rampaging, barrier, umbral, already owned | Set to 0 — no catch |
Two Checks, and the 100% Cap
A standard Aniipod on a single target is resolved as two separate checks: each one tests the square root of your final chance, and both have to succeed. The combined success rate is still exactly the final chance — the split does not change your odds, it changes how they feel, which is why a 64% catch can fail twice in a row without the game having lied to you. Every other catching method in the game performs a single check, and a final chance of 100% or more cannot fail at all.
FAQ
Why does a catch rate say 0%?
The target is in a capture-prohibited state — rampaging, behind a barrier, umbral, already owned — or it is a Common Omega, or a Common Alpha that is still standing. A ×0.5 cloak on top of an already low base rate can also round to nothing.
Is it better to weaken a target or to use a better Aniipod?
Both are multipliers, so it depends on the size of the change. Dropping a target from full HP to 5% moves the multiplier from ×0.8 to ×1.65, which is a bigger swing than upgrading a plain Aniipod (×1) to a Pro (×1.5) — and the two stack. Weaken first, then throw the better pod.
Where do the base rates come from?
From the catch tables the game ships with, grouped by the published area and tier values shown above. The tool lists the creatures those tables cover; a species outside them has no published base rate and is not guessed at here.
Do the level windows mean the pod fails above them?
They mark the level range each pod is used at. Below the window the pod is not the intended tool for the job, and above it you are expected to be carrying a better one.
Do conditions stack?
No. One status multiplier is used: the lowest of the active multipliers if any of them is below 1, otherwise the highest.