THE SHORT ANSWER

Catching uses Aniipods, traps and timing. Plan around a named creature and its selected form, then investigate the documented habitat. The official Probability Details page publishes separate formulas for out-of-combat, in-combat and defeated targets, plus tool, level, HP and status multipliers.

In this guide
FIELD NOTE 01

Choose the formula for the target’s state

The official Probability Details page first tests whether the target can be caught. An ineligible target has 0% chance. For eligible targets, use the appropriate row below. Base Chance includes the character bonus: configured chance group × (1 + character base catch bonus).

Special statuses do not all stack. If any active multiplier is below 1, use the lowest one; otherwise use the highest. Story encounters can force success or failure. A calculated chance of at least 100% guarantees success once the applicable eligibility and override rules are satisfied.

A standard Aniipod used on one target performs two checks, each at the square root of the final probability; both must pass. Together they still give the calculated final chance, not its square. Other methods perform one check.

Choose the formula for the target’s state
Target stateFinal chance
Outside combatBase × pod × level × back attack × special status
In combatBase × pod × level × HP × special status
Defeated targetDefeated base × pod × special status

References: Official Probability Details · capture, nurture and Sparkling

FIELD NOTE 02

Base groups: use the creature template, not its level

The official table selects the row from the Aniimo’s template configuration, not dynamically from level. These percentages precede the character base catch bonus. The source does not map every species/form to a row and tier here, so do not assign a creature a percentage from its habitat name alone.

Common Alpha targets have 0% chance while alive and a 6% defeated base chance. Common Omega targets have 0% and cannot be captured. Defeated targets use their own formula, not the in-combat 0%-HP multiplier.

Base groups: use the creature template, not its level
Template groupTier 1Tier 2Tier 3
Standard Areas56%42%28%
Early–Mid Stage50%38%25%
Mid Stage44%33%22%
Mid–Late Stage38%29%19%
Late Stage32%24%16%
Catch ’n’ Climb Tower40%30%18%

References: Official Probability Details · capture, nurture and Sparkling

FIELD NOTE 03

Pod strength and level difference

Level difference means target level minus character level. A target no more than 10 levels above you has ×1; being above the target grants no extra catch bonus. At differences +11/+12/+13/+14/+15 or more, the multiplier is ×0.8/×0.6/×0.4/×0.2/×0.1.

The pod guarantees below apply within the eligibility rules. For example, the official table still marks an owned or Umbral target as capture-prohibited.

Pod strength and level difference
ToolMultiplier or outcome
Aniipod×1
Aniipod Pro×1.5
Aniipod Hyper / Trace / Mega×2
Aniipod Ultra / Sparkling CubeGuaranteed success
Tumbler×2
Tumbler on Wild Surge targets×6

References: Official Probability Details · capture, nurture and Sparkling

FIELD NOTE 04

HP, rear attacks and special states

HP applies only in combat. The official sampled HP points are shown below; no interpolation rule is specified on the page. Outside combat, a server-confirmed rear attack with a standard Aniipod gives ×1.5 instead; otherwise ×1. Tumblers receive no rear-attack bonus.

Break gives ×1.5, or ×3 with the Break catch bonus active. Normal Sleep, Stun, Eating, Woozy and Lured give ×2. Special Stun gives ×4 or ×100; Deep Sleep and Collecting Nectar give ×100. The source does not explain how the two Special Stun cases are selected.

Cloak gives ×0.5; Wary/Watching ×0.9; Leaving ×0.8 or a forced 0. Rampaging, Bubble Barrier, Umbral, an existing owner and other prohibited states force 0. An Asleep target also under the source’s Alerted example uses ×0.9, not ×2 ×0.9.

Worked calculation, not a species prediction: assume a configured 42% base, no character bonus, standard Aniipod ×1, level difference within +10, an eligible out-of-combat rear attack ×1.5 and a single Sleep status ×2. The result is 0.42 ×1 ×1 ×1.5 ×2 = 1.26, so it reaches guaranteed success. Add an adverse ×0.9 status and that status replaces Sleep: the result becomes 56.7%, provided no forced override applies.

HP, rear attacks and special states
Target HPIn-combat multiplier
100%×0.8
90%×0.9
80%×1
50%×1.1
10%×1.26
5%×1.65
0% (HP table entry)×2

References: Official Probability Details · capture, nurture and Sparkling

FIELD NOTE 05

Make the target precise before spending resources

Write the creature and form together. ‘Emberpup’ and ‘Emberpup — Highland Form’ are related targets, but the official entries do not give them identical habitat lists. A species-only checklist can hide the reason a search is going nowhere.

Open the catalog, search the name or number, and select the form on the detail page. Read its habitat and take that page into the field. If no habitat is provided, choose another documented target for a planned expedition rather than inventing a location from the creature’s element.

References: Official Index · emberpupOfficial Index · highland

FIELD NOTE 06

Three examples with different search scopes

The entries below support different kinds of trip. Susuta and Iris give a focused named region. Basic Emberpup provides several possible starting regions, so choose the one already convenient to your route. These are planning choices, not measured best spawn locations.

Three examples with different search scopes
TargetDocumented starting areaUseful preparation
Susuta · BasicEchoback LandingKeep a single-region encounter log.
Iris · BasicSea of FlowersConfirm the visible form before marking it found.
Emberpup · BasicNimbus Fields; Mistwoods; The Argent Strait; Echoback Landing; Beast Fang RidgePick the nearest relevant region rather than visiting all five blindly.

References: Official Index · susutaOfficial Index · irisOfficial Index · emberpup

FIELD NOTE 07

Learn from a failed attempt

Separate an encounter problem from a capture problem. If you never see the target, investigate region coverage and conditions. If you see it but fail to catch it, investigate your execution and the tools available in that situation. More time in the wrong habitat cannot resolve a timing mistake, and repeating a capture tool cannot find an absent target.

For your own comparison, change one variable at a time. Record the tool, target form, visible state and outcome. Several attempts with different circumstances do not isolate the effect of a particular tool. Use the current in-game tool descriptions for their precise effects and restrictions.

FIELD NOTE 08

A compact encounter log you can actually use

A short, repeatable log is more useful than a long impression written hours later. Record both encounters and unsuccessful visits; the latter show where you have already looked. Keep the same landmark names across visits so the notes remain comparable.

A compact encounter log you can actually use
FieldExample or prompt
TargetSusuta / Basic Form
PlaceEchoback Landing / recognizable local landmark
ConditionsDisplayed time, weather and active event
AttemptTool used and visible result
ContextClient version, date and whether this is a repeat visit

Common questions

Does a rainy sighting mean rain is required?

No. It establishes one observed encounter under rain. Compare visits under other conditions before describing rain as a requirement.

Where is the catch-rate table?

The official formula and multiplier tables are below. Choose the target’s configured base group and current state first; capture prohibitions and story overrides take priority, so a strong pod cannot make every target catchable.

Sources & reference notes

Reviewed 2026-09-14. These references describe the scope of this record; details can change.

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