Palworld capture rate
Only 25 of 288 Pals have a capture modifier other than ×1 — Mimog is the hardest in the game at ×0.8. That modifier, the sphere ranks and the target's HP are what Palworld actually states about catching things; the formula itself is not in the files.
Lower HP makes a capture more likely — the game says so in-game, but by how much is not in the files.
Palworld resolves capture chance in native code. The formula is not in a DataTable, and neither is the multiplier each sphere applies — diffing a Pal Sphere against a Legendary Sphere leaves only rank, rarity, price and artwork. The Statue of Power capture bonus is listed with an effect value of 0 at all 15 ranks.
Calculators that show you an exact figure are running a formula the community worked out by testing. That is genuinely useful work, and it is also not something we can verify against the game, so we show you the inputs the game does state — the per-species modifier above, the sphere rank, and the target’s HP — and leave the arithmetic visible rather than invented.
25 of 288 Pals have a capture modifier other than ×1 — the rest are all identical on this stat. So the list below is the complete set of species the game treats as unusually hard or easy to catch, which is a more useful answer than a top 25 mostly filled with ties.
| # | Pal | Capture modifier | Difficulty | Base HP |
|---|---|---|---|---|
| 1 | Mimog | ×0.8 | Hardest | 60 |
| 2 | Lifmunk | ×0.9 | Hard | 75 |
| 3 | Pengullet Lux | ×0.9 | Hard | 70 |
| 4 | Univolt | ×0.9 | Hard | 80 |
| 5 | Univolt Cryst | ×0.9 | Hard | 80 |
| 6 | Celaray | ×1.1 | Average | 80 |
| 7 | Celaray Lux | ×1.1 | Average | 80 |
| 8 | Flambelle | ×1.1 | Average | 60 |
| 9 | Foxparks | ×1.1 | Average | 65 |
| 10 | Foxparks Cryst | ×1.1 | Average | 65 |
| 11 | Fuack | ×1.1 | Average | 60 |
| 12 | Fuack Ignis | ×1.1 | Average | 60 |
| 13 | Rooby | ×1.1 | Average | 75 |
| 14 | Sparkit | ×1.1 | Average | 60 |
| 15 | Swee | ×1.1 | Average | 60 |
| 16 | Tanzee | ×1.1 | Average | 80 |
| 17 | Tanzee Ignis | ×1.1 | Average | 80 |
| 18 | Jolthog | ×1.2 | Easy | 70 |
| 19 | Cremis | ×1.3 | Easy | 70 |
| 20 | Gumoss | ×1.3 | Easy | 70 |
| 21 | Teafant | ×1.3 | Easy | 70 |
| 22 | Vixy | ×1.3 | Easy | 70 |
| 23 | Cattiva | ×1.5 | Easiest | 70 |
| 24 | Chikipi | ×1.5 | Easiest | 60 |
| 25 | Lamball | ×1.5 | Easiest | 70 |
What the game files say, and what they don’t
Stated: each Pal’s CaptureRateCorrect, which runs from 0.8 to 1.5, and each sphere’s rank from 1 to 10. Both come straight from Palworld’s own tables and are shown above.
Not stated: the capture formula itself, and the multiplier each sphere applies. Palworld resolves capture in native code. Diffing a Pal Sphere against a Legendary Sphere in the item table leaves only rank, rarity, price and artwork — there is no capture column to extract. The Statue of Power capture bonus is listed with an effect value of 0 at all 15 ranks.
Which is why this page ranks difficulty instead of printing a percentage. Other calculators show an exact figure from a formula the community derived by testing — good work, but not something we can check against the game, and this site’s whole point is that you can tell which numbers came from the files.
Sphere modules
6 attachments modify the sphere itself — homing, curve, weight — and each states its effect in its own item text:
Curve Module — Equipping it causes the sphere to spin with a curved trajectory. It becomes easier to catch Pals off guard, and increases capture power.
Heavy Weight Module — Equipping it makes the sphere heavier, reducing its range but increasing its capture power.
Homing Module — Equipping it makes the sphere home in on Pals, further increasing capture power.
Slider Module — Equipping it adds a slider spin to the sphere. The sphere curves at a sharp angle, making it easier to catch Pals off guard and increasing capture power.- Sniper Module — Equipping it increases the sphere's range, allowing it to sharply capture Pals and enhancing capture power.
Sniper Module II — Equipping it significantly increases the sphere's range, allowing it to sharply capture Pals and enhancing capture power.
Source unknown. The capture formula is resolved in native code. The files give a per-Pal multiplier only, so paldb ranks by that multiplier and does not print a success percentage. Sites showing an exact percentage are running a reverse-engineered formula. How paldb sources its data.
Extracted from Palworld’s game files on (build 4797106687).