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).
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
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:
ZoneTier 1Tier 2Tier 3Standard 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%
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
ToolMultiplierAniipod×1Aniipod Pro×1.5Aniipod Hyper, Aniipod Trace, Aniipod Mega×2Aniipod Ultra, Sparkling CubeGuaranteed successTumbler (normal)×2Tumbler (during a Wild Surge)×6
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 differenceMultiplierUp to 10 levels above you×111 levels above×0.812 levels above×0.613 levels above×0.414 levels above×0.215+ 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 HPMultiplier0%×25%×1.6510%×1.2650%×1.180%×190%×0.9100%×0.8
Outside combat, a valid Back Attack (approaching from behind, unnoticed) multiplies the chance by ×1.5; anything else is ×1.
Special Status: the biggest swings in the formula
StatusMultiplierBreak×1.5Break catch-bonus perk active×3Sleep (normal), Stun, Eating, Woozy, Lured×2Special Stun×4 or ×100Deep Sleep, Collecting Nectar×100Cloak×0.5Wary, Watching×0.9Leaving×0.8 or 0Rampaging, Bubble Barrier, Umbral, already has an owner, and other capture-prohibited statesDirectly set to 0 (can’t be caught)
The page lists Umbral in that last group without saying which Umbral case it means. 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.
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. 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 Title, the page’s own word for this column:
TitleRareEpicLegendarySpecial Rookie / Student I / Student II100%0%0%Student III / Wayfarer I / Wayfarer II75%25%0%Wayfarer III / Trailblazer I0%80%20%
Sparkling Style odds
MethodCommonDazzlingShadowSparkling Cube on an Aniimo out in the world99%1%0%Sparkling Cube on an egg not from Operation: Egg Heist99%1%0%Sparkling Cube on an egg from Operation: Egg Heist99%0%1%Sparkling Sigil on an Aniimo99%0.5%0.5%Sparkling Pigment, to change a Sparkling Prismana Aniimo’s look99%0.5%0.5%
These are the odds of which look a Sparkling gets when one of these items makes it: Common is one of Sparkling Type I to X, Dazzling and Shadow are the two rare looks. They cover these items only; the page gives no split for a Sparkling met in the wild. The Pigment only works on a Sparkling Prismana Aniimo, per its own item text. See the Sparkling system page for every way to get a Sparkling in the first place.
Nurture with Vein Essence
The page’s Chances for Triggering Nurture Using Vein Essence block gives three lines, quoted as labelled: a 3% chance of directly triggering Prismana Flow, a line called Chance of Directly Obtaining Prismatic Energy with the value 480, and 10,500 Prismana to trigger the pity.
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.