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 86,864 ~0.0012% · ≈ 1 in 86,864
Shiny from a raid capture only a small share of raid captures (see Raids) extremely rare
  • 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 43 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 86,864 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. It does not work in the Boss Room, 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.
  • Catching a legendary is extremely rare with any ball.

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

The chance of each ball at each rarity is on the Catch chance page, which is built with the same math the game uses. Shiny is extremely rare with any ball.

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: 20%) ≈ 1 chest every 227 kills on a level 3 map, 227 at level 50, 120 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 Above level 155 Count multiplier
Comum ~82% ~69% ~56% ~43% 1x
Raro ~15% ~22% ~26% ~28% 1.5x
Épico ~2.6% ~6.6% ~12% ~17% 2x
Lendário ~0.56% ~2.4% ~6.2% ~12% 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
Poké Balls (batch) 24.5% 20.9% 17.3% 0%
Potions (batch) 10% 8.4% 4.9% 0%
Exp Candy 51% 23.6% 10.2% 2.3%
Gem (damage buff) 6% 19% 13.2% 6.5%
Dust (Box currency) 8.5% 5.8% 5.6% 6.2%
TM disc (by type) 0% 8% 5% 8%
Evolution stone (by type) 0% 8% 11% 12%
Held item (passive) 0% 3% 4% 17.7%
Fossil 0% 1.2% 2.2% 3%
Arena Ticket (+1 PvP attack) 0% 0.8% 1.8% 3%
Vitamin (+EVs) 0% 0% 13% 13%
Seal (move socket) 0% 0% 4% 14.3%
Rare Candy (10% of a level) 0% 0% 3% 5.5%
Fusion Core (Lab) 0% 1.3% 4% 5.4%
Mega Stone Fragment 0% 0% 0.8% 2.3%
Essence of Life (breeding) 0% 0% 0% 0.8%
  • Exp Candy: Comum 1 small; Raro 60% (1–2 small) / 40% (1 medium); Épico 1 medium; Lendário 1 large.
  • Revives no longer come from chests (daily gift, tasks and shop).
  • Dust: Comum 10; Raro 20; Épico 40; Lendário 90.
  • Potions: Comum 2 Potions; Raro 3 Super Potions; Épico 4 Hyper Potions. The Lendário has no potions and no balls.
  • Lendário held item: always a named one (Choice Band, Leftovers, Lucky Egg, Eviolite and friends), never 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

The Lendário chest has no balls.

  • Master Ball: it does not come from the Lendário chest. In the Campeão chest (the prize for 1st place in the Arena and the Cup of the Week) the chance is 1% per chest.
  • Astral Ball: when the ball line comes up in an Arena (30%) or Campeão (40%) chest, 1 Astral comes along, without taking anyone's slot.

Master Ball & Divino sources (the unique items)

Item How to get it Real rarity
Master Ball Campeão chest (never sold); + the Battle Pass Ball Chest (a roll); + the Sortuda gold drawer (spins only); + 1 in the Founders and Genesis packs 1% of Campeão chests and 1 in every 1,000 Ball Chests. It does not drop from hunting and, through play, there is no guaranteed source.
Divino (tier) Only as the Laboratory fusion jackpot See below
Essence of Life 0.8% of Lendário chests ≈ 1 every 5,200 chests on a level 50 map and 1 every 2,000 on a level 100

The Essence only comes out of Lendário chests, and a Lendário is about 2.6 times more likely at level 100 than at level 50: moving up a map helps a lot. For the Master Ball not even that is enough: it is the rarest item in the game, with no guaranteed path.

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)

Breeding has no odds table: what comes out of the egg follows rules, and the rest is luck.

  • Offspring rarity starts from the average of the two parents (rounded up on a tie) and can go one tier up, stay, or go one tier down. The ceiling is Astral (Divine is Lab-only). An Astral with a Common starts from Epic: the weak parent pulls it down. Two Commons never go down, and a pair whose average is already Astral neither goes up nor down.
  • The offspring inherits 3 of the 6 IVs from the parents; the others are random. The nature comes from one of the parents.
  • Gender and shiny are luck.

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. While you hunt with the game open, hatching runs twice as fast. 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) extremely rare (×1.5 with the Astral Ball) intentionally very rare
The capture being shiny extremely rare only a small share of captures
Delivered legendary level 40 to 120, by tier Errante 40 · Desperto 60 · Alfa 80 · Ancião 95 · Colosso 110 · Titã 120 (the prize has normal stats, is soulbound)
  • A win also pays gold per member: 1,000 to 1,650 gold for every level of the boss, depending on the tier (from 10,000 on an Errante to 336,600 on a max-level Titã), plus a Boss Chest of the tier, from the Errante Chest up to the Titã Chest (it goes to your backpack and does not compete with the hunt chest stock). A loss: 0 gold, no chest.
  • Frequency: 10 bosses per day, spread across the full 24 hours (overnight included), 45 min each. The tier is drawn for each boss: Errante 40%, Desperto 36%, Alfa 16%, Ancião 4%, Colosso 2%, Titã 1%. 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 trainer below level 30: +1 every 30 min, cap 25; from 30 on: +1 every 1 hour, cap 10
Offline cap 12h (raised by talents/premium)
Offline yield ×0.8 (an offline window earns 80% of live); offline gold drops gradually from map 41 to 65, down to ×0.7

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

v6.67.1
Master probability table, Wiki · PokéHunt