Aniimo Catch Rate Calculator

Every Aniimo creature has its own catch rate. Enter the creature, its health and your pod, and the calculator gives you the odds.

Catch chance per throw

32.0%

6 throws for a 90% chance

Base40%
Healthx0.800
Levelx1.000

The formula

Chance per throw is the base rate for the creature’s class, multiplied by a health term, a level term, and the two flat bonuses.

  • Health: below 10% health the multiplier climbs to 2.0. Between 10% and 80% it runs 1.3 minus 0.4 times the ratio. Above 80% it is 1.0.
  • Level: a target up to 10 levels above you costs nothing. From 11 to 14 above it drops 0.2 per level. At 15 or more above it floors at 0.1.

Those two terms are Lua functions inside the game rather than rows in a table, so no data dump contains them. We read them out of our own client.

Aniipod multipliers

Which Aniipod you throw is not cosmetic. Each one carries its own multiplier on the class base rate, and each is built for a level band it works inside: ten levels either side of the number below.

Aniipod Ultra

built for level 35, works 10 under to 10 over

always catches

Sparkling Cube

built for level 35, works 10 under to 10 over

always catches

Legendary Aniipod: Windchase Departure

built for level 35, works 10 under to 10 over

always catches

Aniipod Hyper

built for level 35, works 10 under to 10 over

x2

Aniipod Track

built for level 35, works 10 under to 10 over

x2

Aniipod Mega

built for level 35, works 10 under to 10 over

x2

Aniipod Pro

built for level 25, works 10 under to 10 over

x1.5

Aniipod

built for level 15, works 10 under to 10 over

x1

Legendary Aniipod

built for level 35, works 10 under to 10 over

x1

3cubes carry a multiplier of 10,000, which is the game writing “this always works” rather than a rate. Outside its level band a cube stops working, however good it is.

Awareness by creature state

Awareness a second, by the creature’s current state. Lower is better for you. This is the widest of the eight templates the game assigns; one of the eight sits at a flat 200 in every state, meaning you can never close on those creatures unseen.

In Break, fighting0
In Break, downed0
Asleep10
Walking to food10
Resting40
Unaware40
Idle40
Patrolling on foot40
Patrolling at a run40
Suspicious60
Staring at you80
Leaving131
Squaring up150
Fleeing150
Locked on200
Searching for you200

Full per-creature numbers, and what crouching or standing in grass does to them, are on the stealth page.

The values this page uses

Capture classes31
Base chance range1% to 100%
Thrown from behindx1.5 on all but one class
Target in Breakx1.5 on every class
Best cube multiplieralways catches
Cube level window10 either side

Frequently asked questions about Aniimo catch rates

How does the Aniimo catch rate work?

Each capture class has a base rate, and everything else multiplies it: the target’s remaining health, the level gap, throwing from behind (x1.5), catching it while staggered (x1.5), and what it is doing. Asleep, eating, baited, chatting, drunk, hypnotised or stunned all double the rate; alerted drops it to x0.9 and fleeing to x0.8.

What is the fastest way to raise a catch rate?

Stack the multipliers. Break it, get behind it, and throw while it is asleep or baited: that is x1.5 x 1.5 x 2 on top of the base rate before health is counted. Then the cube multiplies that again, from x1 for a plain Aniipod to x2 for a Hyper, Track or Mega.

Does the Aniipod you throw change the catch rate?

Yes. Every cube carries its own multiplier: x1 for a standard Aniipod, x1.5 for the Pro, x2 for Hyper, Track and Mega, and the Ultra, the Sparkling Cube and the Legendary event cube always catch. Each cube also only works within ten levels of the level it was built for.

Can every Aniimo be caught?

No. Ten entity states carry the game’s forbid marker rather than a multiplier, so the throw cannot land at all: creatures that already have an owner, scripted encounters and the rest. An Alpha cannot be caught until it is defeated.