Aniimo Catch Rate Formula: Every Multiplier, Explained
The exact math behind a catch: Base Chance by zone and tier, the Aniipod and Tumbler multipliers, HP and level scaling, every Special Status modifier, and the double-check roll, straight from Aniimo's own formula page.
Aniimo publishes the actual math behind a catch, not just a vague “higher tier helps.” Its Probability Details page lays out the full formula, every multiplier table, and the exact base rates per zone and tier (aniimo.com).
Official · formula page = stated on Aniimo’s own Probability Details page.
The three formulas
Which formula applies depends on the situation:
- Outside combat:
Final Chance = Base Chance × Aniipod Multiplier × Level Multiplier × Back Attack Multiplier × Special Status Multiplier - In combat:
Final Chance = Base Chance × Aniipod Multiplier × Level Multiplier × HP Multiplier × Special Status Multiplier - Target already defeated:
Final Chance = Defeated Base Chance × Aniipod Multiplier × Special Status Multiplier
Official · formula page All three share the same shape: a base rate, multiplied down or up by whatever’s actually true of the throw. Back Attack only applies outside combat; HP only applies in combat; the two never stack.
Base Chance: where you are decides most of it
Base Chance = Configured Chance Group × (1 + Character Base Catch Bonus). The “Configured Chance Group” is set per zone and per catch-difficulty tier, and it’s the single biggest lever in the whole formula:
| Zone | 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% |
Official · formula page The game’s later regions genuinely get harder to catch in, tier for tier, roughly halving from Standard Areas to Late Stage. The same percentages apply, keyed by the same zone and tier groups.
Aniipod and Tumbler: the tool matters
| Tool | Multiplier |
|---|---|
| Aniipod | ×1 |
| Aniipod Pro | ×1.5 |
| Aniipod Hyper, Aniipod Trace, Aniipod Mega | ×2 |
| Aniipod Ultra, Sparkling Cube | Guaranteed success |
| Tumbler (normal) | ×2 |
| Tumbler (during a Wild Surge) | ×6 |
Official · formula page
Get this one right: the capture guide used to hedge that no Aniipod was ever stated to guarantee a catch, because Pawprint hadn’t said so anywhere we could cite. The formula page settles it: Aniipod Ultra and the Sparkling Cube both guarantee a successful catch, full stop, no roll involved. The Tumbler’s multiplier is also more precise than the earlier “3x to 6x in high-density areas” framing: it’s ×2 normally, ×6 specifically during a Wild Surge, not a sliding scale by density.
Level, HP and Back Attack
Level Difference = Aniimo Level − Character Level. The Level Multiplier only kicks in once the target outlevels you:
| Level difference | Multiplier |
|---|---|
| Up to 10 levels above you | ×1 |
| 11 levels above | ×0.8 |
| 12 levels above | ×0.6 |
| 13 levels above | ×0.4 |
| 14 levels above | ×0.2 |
| 15+ levels above | ×0.1 |
In combat, the target’s remaining HP scales the chance instead of level, and it rewards finishing the job over stalling at high HP:
| Target HP | Multiplier |
|---|---|
| 0% | ×2 |
| 5% | ×1.65 |
| 10% | ×1.26 |
| 50% | ×1.1 |
| 80% | ×1 |
| 90% | ×0.9 |
| 100% | ×0.8 |
Outside combat, a valid Back Attack (approaching from behind, unnoticed) multiplies the chance by ×1.5; anything else is ×1. Official · formula page
Special Status: the biggest swings in the formula
| Status | Multiplier |
|---|---|
| Break | ×1.5 |
| Break catch-bonus perk active | ×3 |
| Sleep (normal), 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 0 |
| Rampaging, Bubble Barrier, Umbral, already has an owner | 0 (can’t be caught) |
Official · formula page If a target carries more than one status at once, the game doesn’t add or average them: it takes the lowest multiplier if any of them is below ×1, otherwise it takes the highest. Soften with Break before you throw, same advice as the combat guide gives; it’s worth ×1.5 on its own and up to ×3 with the catch-bonus perk running. The game’s own tag names behind that table are worth knowing, because a couple don’t match the player-facing term one to one: Woozy is called Drunk internally, Lured is Baited, Wary is Alert (×0.9), Watching is Stare (×0.9), Leaving is Leave (×0.8), and the guaranteed-fail states, Rampaging (Rampage) and an Aniimo that already has an owner (HasOwner), both read ×-1 in the raw data, the game’s own shorthand for “can’t be caught.” Special Stun’s two values split by source: the base client tag reads ×4, while a separate buff-level override can push it to ×100.
The double-check roll, and what “100%” actually means
First chance check = √Final Chance and Second chance check = √Final Chance. The capture succeeds only if both independent rolls succeed; the combined success rate across the two checks still equals the plain Final Chance you calculated above, it’s not a harsher gate, just a different way of rolling it. Official · formula page
If the Final Chance reaches 100% or higher, the catch is guaranteed. Stack enough multipliers (Break, low HP, a strong Aniipod, no penalty statuses) and a throw stops being a roll at all.
Alphas: catching them beaten, and what they drop
A live Common Alpha can’t be caught (0%); beat one down and it opens up to a 6% base chance. Common Omega bosses can’t be caught at all, at 0% regardless of state. Official · formula page The full Alpha/Omega breakdown, including which bosses exist and how they’re unlocked, is in the world bosses system page.
Alpha held-item drops scale with your Aniilog rank:
| Rank | Rare | Epic | Legendary |
|---|---|---|---|
| Special Rookie / Student I / Student II | 100% | 0% | 0% |
| Student III / Wayfarer I / Wayfarer II | 75% | 25% | 0% |
| Wayfarer III / Trailblazer I | 0% | 80% | 20% |
Official · formula page
Sparkling Style odds
| Method | Common | Dazzling | Shadow |
|---|---|---|---|
| Sparkling Cube capture | 99% | 1% | 0% |
| Sparkling Cube egg (non-Umbral) | 99% | 1% | 0% |
| Sparkling Cube egg (Umbral) | 99% | 0% | 1% |
| Sparkling Sigil | 99% | 0.5% | 0.5% |
| Sparkling Pigment | 99% | 0.5% | 0.5% |
Official · formula page These are the odds behind the Sparkling trait’s two visual styles once you’re already rolling for one; see the Sparkling system page for every way to raise your odds of triggering Sparkling in the first place.
Nurture with Vein Essence
Feeding Vein Essence during Nurture gives a 3% direct chance at a Prismana Flow trigger, worth 480 Prismatic Energy on a direct hit, with a 10,500 Prismana pity threshold if it doesn’t land. Official · formula page
What to read next
- Capture guide: the practical how-to this formula sits behind: approach, Break, Alphas and Sparklings.
- Aniipods: the capture device itself, tier by tier.
- Combat guide: how to land Break reliably before you throw.
- Sparkling: every way to raise your odds of a Sparkling in the first place.
