Master probability table
This page gathers every probability in the game in one place, grouped by system. The values are the current defaults; many can change during events.
Shiny
A shiny is the top of the top: an independent per-encounter draw that multiplies the rolled rarity, so the two stack.
| What it is | Chance | Translation |
|---|---|---|
| Wild shiny (per defeated enemy) | 1 in 28,800 | ~0.0035% · ≈ 1 in 28,800 |
| Shiny from breeding (Masuda, ×6) | 1 in 28,800, times 6 | ~0.021% · ≈ 1 in 4,800 |
| Shiny from breeding, BOTH parents shiny (×6 ×4) | 1 in 28,800, times 6 and times 4 | ~0.083% · ≈ 1 in 1,200 |
| Shiny from a raid capture | 0.4% times 3% (see Raids) | ~0.012% · ≈ 1 in 8,333 per win |
- The raid shiny uses its own chance and does not track the wild shiny chance.
- Shiny status multiplier: ×1.45 on base stats (+45%), applied on top of the monster's rarity. An Astral shiny lands at 1.28 × 1.45 = ×1.86.
- Shiny is the hardest find of the hunt: about 14 times rarer than Astral (1 in 1,989) and still stronger than it.
- Every shiny sighting (caught or not) is logged. Details in Shiny.
Rarity (stat tiers on a wild appearance)
Each wild individual rolls a rarity tier. The tier sets a base-stat multiplier.
| Tier | Base mult | Chance | Translation |
|---|---|---|---|
| Comum (Common) | 1.00 | 77.25% | ~1 in 1.3 |
| Incomum (Uncommon) | 1.03 | 16.82% | ~1 in 6 |
| Raro (Rare) | 1.06 | 4.55% | ≈ 1 in 22 |
| Épico (Epic) | 1.10 | 0.82% | ≈ 1 in 122 |
| Prismático (Prismatic) | 1.15 | 0.38% | ≈ 1 in 260 |
| Mítico (Mythic) | 1.21 | 0.12% | ≈ 1 in 810 |
| Astral | 1.28 | 0.050% | ≈ 1 in 1,989 |
| Divino (Divine) | 1.36 | never spawns | Laboratory fusion only |
| Shiny | 1.45 | its own draw, 1 in 28,800 | seal: multiplies rarity |
| Founder | 1.50 | founder-only | seal: multiplies rarity |
| Genesis | 1.42 | Genesis Pack only | seal: multiplies rarity |
Seals multiply the tier instead of replacing it: Astral shiny = 1.28 × 1.45 = ×1.86; Astral founder = 1.28 × 1.50 = ×1.92; Astral Genesis = 1.28 × 1.42 = ×1.82.
Details in Stats.
Catching (per throw)
Every ball throw has a success chance that depends on the ball's power, whether its type matches the target, how tough the species is, and the target's rarity. The rarer the target, the harder it is to catch.
- Master Ball = guaranteed catch in the world and in the Boss Room. It does not work on shinies, in raids, on Urban Legends or on Mega form bosses.
- Every throw spends the ball, whether it catches or not.
- Using a ball that matches the target's type gives a 1.6x bonus to the chance.
- The chance against a catchable legendary is capped at 4% per throw.
Ball power: Poké 1 · Great 3 · Ultra 8 · Master (guaranteed).
Rarity penalty (the higher, the harder to catch):
| Comum | Incomum | Raro | Épico | Prismático | Mítico | Astral | Divino |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 26 | 39 | 90 | 174 | 283 | 386 |
Examples (an average-difficulty species, Ultra Ball, team at level):
| Target | Chance per throw |
|---|---|
| Common | ~11.3% |
| Uncommon | ~1.13% |
| Rare | ~0.436% |
| Epic | ~0.088% |
| Shiny | depends on the species POWER: from 65% (the weakest) to 4% (the strongest) |
Team level: a team below the target's level catches less. Up to 10% below changes nothing; at 75% of the level the chance drops 42%, at 50% it drops 83%, and the worst case possible is a 98% drop. The Master Ball ignores this rule.
Time to catch one of each tier (appearance × catching, average species, Ultra Ball, team at level):
| Tier | Hunt time |
|---|---|
| Uncommon | ~1 hour |
| Rare | ~9 hours |
| Epic | ~5 days |
| Prismatic | ~15 days |
| Mythic | ~2 months |
| Astral | ~6 months |
Full table in Catching; per-species difficulty in Catch rates.
Chests (drop and rarity)
Items only arrive sealed inside chests. A chest drops per defeated enemy; its rarity is rolled the moment it drops.
| What it is | Chance | Translation |
|---|---|---|
| Chest drop (per enemy) | rises with the map level, and falls if you hunt below your own level (floor: 40%) | ≈ 1 chest every 345 kills on a level 3 map, 152 at level 50, 81 above level 155 |
| Rarity bias | rises with the region level and with your loot bonus | only promotes chests to better tiers (never inflates Comum) |
Chest rarity, by map level:
| Rarity | Level 3 map | Level 50 | Level 100 | Level 150 or more | Count multiplier |
|---|---|---|---|---|---|
| Comum | ~84% | ~69% | ~54% | ~41% | 1x |
| Raro | ~13% | ~20% | ~23% | ~23% | 1.5x |
| Épico | ~2.8% | ~8.1% | ~14% | ~20% | 2x |
| Lendário | ~0.6% | ~3.3% | ~8.6% | ~16% | 3x |
Each rarity has its own stock, starting at 5 chests per rarity (raised by the Logistics talents); a chest dropping on a full stock is lost. Details in Chests and boxes.
Loot inside a chest
Every chest delivers one prize, drawn from the lines below. The chest type (element of the monster that dropped it) themes stones, gems, TMs and boosters.
| Prize | Comum | Raro | Épico | Lendário |
|---|---|---|---|---|
| Exp Candy | 51% | 25.2% | 10.2% | 2.5% |
| Poké Balls (batch) | 20% | 18% | 14% | 13% |
| Revives (batch) | 9% | 8% | 4.5% | 2.5% |
| Potions (batch) | 5.5% | 4.5% | 1.5% | 0.5% |
| Vitamin (+EVs) | 0% | 0% | 13% | 14% |
| Evolution stone (matching type) | 0% | 8% | 11% | 13% |
| Gem (damage buff) | 6% | 19% | 13.2% | 6.5% |
| Fusion Core (Lab) | 0% | 2% | 6% | 8% |
| Held item (passive) | 0% | 3% | 4% | 7% |
| Fossil | 0% | 2% | 3.5% | 5% |
| Sigil (move socket) | 0% | 0% | 4% | 6% |
| Rare Candy (10% of a level) | 0% | 0% | 3% | 5.5% |
| TM disc (type-themed) | 2.5% | 4.5% | 5% | 6% |
| Mega Stone Fragment | 0% | 0% | 1% | 3% |
| Essence of Life (breeding) | 0% | 0% | 0% | 0.8% |
| Arena Ticket (+1 PvP attack) | 0% | 0.8% | 1.8% | 3% |
- Exp Candy: Comum 1 small; Raro 60% (1–2 small) / 40% (1 medium); Épico 1 medium; Lendário 1 large.
- Revives: Comum 3; Raro 4; Épico 5; Lendário 8 Revives or (50%) 4 Max Revives.
- Potions: Comum 4 Potions; Raro 6 Super Potions; Épico 8 Hyper Potions; Lendário 12 Hyper Potions or (50%) 6 Full Restores.
- Lendário held item: 50% it is one of {Choice Band, Leftovers, Lucky Egg}, else the type booster.
- If the drawn line has no possible item for that chest, Exp Candy comes out instead. A chest is never empty.
Balls inside a chest
When the ball line is drawn, balls come in a batch:
| Rarity | Batch | Ball |
|---|---|---|
| Comum | 10 | Poké Ball |
| Raro | 15 | Great Ball |
| Épico | 20 | 40% Ultra Ball, 60% Great Ball |
| Lendário | 30 | 40% Ultra Ball, 60% Great Ball |
- Master Ball: when a Lendário chest draws the ball line (12%), there is a 0.58% chance of 1 Master Ball instead of the batch, which is 0.07% of Lendário chests. In the Arena Campeão chest the chance is 1% per chest.
- Astral Ball: when the ball line comes up in a Lendário, there is a 12% chance of 1 Astral coming along, without taking anyone's slot.
Master Ball & Divino sources (the unique items)
| Item | How to get it | Real rarity |
|---|---|---|
| Master Ball | Lendário chest and Campeão chest (never sold); + level 35 of the Battle Pass; + 1 in the Founders kit | 0.07% of Lendário chests (≈ 1 every 54,000 chests on a level 50 map and 1 every 16,000 on a level 100) and 1% of Campeão chests. The guaranteed source is the Battle Pass. |
| Divino (tier) | Only as the Laboratory fusion jackpot | See below |
| Essence of Life | 0.8% of Lendário chests | ≈ 1 every 3,900 chests on a level 50 map and 1 every 1,450 on a level 100 |
Where you hunt matters more than luck: since the Essence only comes out of Lendário chests, and a Lendário is 2.6 times more likely at level 100 than at level 50, moving up a map beats opening more chests. For the Master Ball not even that is enough: count on level 35 of the Battle Pass.
Laboratory fusion
Sacrifice 9 identical mons (same species, same rarity, none shiny) + 1 Fusion Core to synthesize a new one. Odds harshen as the input tier climbs.
| Input tier | UP (+1) | JACKPOT (+2) | FAIL (same tier) |
|---|---|---|---|
| Comum | 60% | 5% | 35% |
| Incomum | 55% | 5% | 40% |
| Raro | 50% | 4% | 46% |
| Épico | 42% | 3% | 55% |
| Prismático | 35% | 2% | 63% |
| Mítico | 28% | 1.5% | 70.5% |
| Astral | 20% | 0% | 80% |
- At Astral the JACKPOT is forced to 0 (it would overshoot Divino). Fusion is the only source of Divino.
- The output is a fresh individual (random IVs/nature, 0 EVs, its own shiny roll); level = average of the 9 sacrificed. Details in Fossils, Lab and Box.
Breeding (eggs)
| What it is | Chance | Translation |
|---|---|---|
| Tier up | 15% (30% if parents are the same tier) | same-tier parents → 30% up |
| Tier down | 35% | same-tier parents → 35% down |
| Same tier | the remainder | same-tier parents → 35% same |
| IVs inherited | 3 of the 6 stats copy a parent | coin flip per stat |
| Nature | 50/50 from one parent | |
| Shiny (Masuda) | 1 in 28,800, times 6, or times 6 and times 4 if both parents are shiny | ≈ 1 in 4,800 / ≈ 1 in 1,200 |
Offspring rarity is centered on the better parent and capped at Astral (Divino is Lab-only). Hatch time by rarity: Common 6 h · Uncommon 18 h · Rare 2 d · Epic 6 d · Prismatic 12 d · Mythic 20 d · Astral 30 d. Details in Breeding.
Branching evolution determination
Some evolutions happen on their own, the player does not choose:
| Species | Trigger | How it decides |
|---|---|---|
| Tyrogue (Lv 20) | trained stats | Atk > Def → Hitmonlee · Atk < Def → Hitmonchan · Atk = Def → Hitmontop |
| Wurmple (Lv 7) | fixed at birth | Silcoon or Cascoon, decided once and never changes |
Other branches (Eevee, Gloom, Poliwhirl, Slowpoke, Clamperl) are player-chosen with the right stone. Details in Evolution.
Raids: legendary capture
A boss is a super-buffed legendary; parties of 4 fight their own instances.
| What it is | Chance | Translation |
|---|---|---|
| Capture the legendary (per member, on win only) | 0.4% | ≈ 1 in 250 wins |
| The capture being shiny | 3% of captures | ⇒ |
| Delivered legendary level | 80 | (the prize has normal stats, is soulbound) |
- A win also pays gold per member: 60 gold for every level of the boss (5,100 to 6,000 for Lv 85 to 100 bosses), plus a victory chest (tier 5, which bypasses the chest cap). A loss: 0 gold, no chest.
- Spawn frequency: 3 to 4 spawns per day, spread across the full 24 hours (overnight included), 45 min duration. Details in Raids and legendaries.
Fainting and the exp penalty
If enemy pressure outpaces your sustain, the lead faints and loses career exp.
| Constant | Value | Meaning |
|---|---|---|
| Faint penalty | 10% of remaining total exp per faint (compounding) | |
| Min level | 10 | below Lv 10 a faint is free |
| Floor | Lv 5 | a death loop never drops you below Lv 5's exp |
| Mult with Revive | 1.0 | full penalty (10%) |
| Mult with Max Revive | 0.3 | only 3% instead of 10% |
| No revive (unblessed) | 1.0 | full penalty |
In levels the loss is ~0.16 level at Lv 5 and ~0.7 at Lv 100. Details in Enemy threat and fainting.
Crit, variance and combat luck
| Where | What it is | Value |
|---|---|---|
| Hunt | Crit chance (Precisão/Executor talents) | cap 75% |
| Hunt | Crit multiplier | ×1.75 (+75%) |
| Arena | Crit chance | 8% per hit |
| Arena | Crit multiplier | ×1.75 |
| Arena | Damage variance | ±15% (roll in [0.85 , 1.0]) |
STAB (a move matching the user's own type) = ×1.5. Details in Damage formula and Talents.
Arena: rating and leagues
Calculated instantly, with no live battle. No material reward: the prize is rating and league standing only.
| What it is | Value |
|---|---|
| Rating floor (everyone starts here) | 1000 |
| Attacker win (vs equal or stronger) | +10 to +12 |
| Attacker win (vs weaker) | between +5 and +10, lower the bigger the strength gap |
| Attacker loss | 0 (attacking is riskless; the cost is the ticket) |
| Defeated defender | loses at least 3 points (scales with how much the attacker gained) |
| Round cap | 30; if it goes past that, the defender wins (anti-stall) |
| Daily tickets | 5 (reset in America/Sao_Paulo) |
| Extra attacks | only via the Arena Ticket item (drops from Rare+ chests), up to 3 per day |
Leagues: Bronze 0 · Prata 1150 · Ouro 1350 · Diamante 1600 · Lenda 1900. Details in PvP Arena.
IVs, EVs and Nature
| What it is | Value |
|---|---|
| IV per stat (6 stats) | uniform in [0, 31], fixed at birth |
| Starting EVs | 0 (max 252/stat, 510 total) |
| Nature | uniform over 25 natures; each raises one stat +10% and lowers another −10% (5 are neutral) |
| Wild level | close to the region's base level, with a minimum spread of 2 levels (about 15% of the base level in higher regions) |
Encounter & time
| What it is | Value |
|---|---|
| Hunt target-species weight | ×4 over the normal weight |
| Poké Ball regen | +1 every 30 min, cap 25 |
| Offline cap | 12h (raised by talents/premium) |
| Offline yield | ×0.8 (an offline window earns 80% of live) |
Daily Gift (milestones)
The 28-day calendar delivers chests on days 7 (Rare), 21 (Epic), 26 (Legendary) and 20 Safira on day 28. The daily stipend (every 20h) gives 15 Poké Balls + 3 Revives + 10 Potions. Details in Daily and tasks.
Refer-a-friend
| What it is | Value |
|---|---|
| Reward | 10% of the base Safira of the referred friend's 1st purchase |
| Min / max | 10 / 200 Safira |
| Rewarded-friend cap | 50 distinct |
Details in Founders and referral.
See also
- Every technical term defined: Glossary.
- How regions scale in difficulty: Regions and unlocking.
