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An Explanation of the Catch Mechanics in Pokémon Legends: Z-A


Applicable Games:
Legends: Z-A

When catching a Pokémon in Pokémon Legends: Z-A, the game does an extremely similar procedure to that of Scarlet and Violet but has some flavors from Pokémon Legends: Arceus. It seems to strike a good balance between traditional capture mechanics while allowing for the player to have good success without having to enter battle. Here's the breakdown along with some of the new additions and changes. Be sure to check out the Legends: Z-A catch calculator here on the site to see your own chances.

linkNew Additions and Changes To Capture Mechanics

First, I'll start with new additions to the mechanics. These are either new ways to approach catching or just overall improvements.

linkShiny Bonus

If a Pokémon is Shiny, you automatically get a 3x bonus to the catch rate which significantly increases your chance of capture. This is effectively the same as throwing an Ultra Ball.

This game really doesn't want you to lose Shiny Pokémon. This along with the addition of the game saving overworld Shiny Pokémon are certainly going to make Shiny hunters quite happy. It is significantly easier to catch nearly every Shiny in a Poké Ball.

linkAlpha Pokemon Penalty

If the Pokémon is an Alpha, a base penalty of 0.5x is applied.

linkStunned Bonus

In this game, the Pokémon now become stunned before getting completely knocked out. When the Pokémon has stars above its head, you have one chance to throw a Poké Ball. At this point, you have a 1.2x bonus. However, if the Pokémon is an Alpha, that bonus is 3x.

Do note that when a Pokémon is stunned, the normal status bonuses (i.e. paralyzed or asleep) are not possible. This bonus replaces the status bonus.

linkRank and Level Penalties

In some of the latest games, you are penalized for not having enough badges when attempting to catch Pokémon that are too high of a level. This game uses your Rank instead. These are the penalties (top row is the levels):

Rank0-1516-2021-2526-3031-4041-4546-5051-6566-100
Z10.70.50.30.10.10.10.10.1
Y10.70.50.30.10.10.10.10.1
X110.70.50.30.10.10.10.1
W1110.70.50.30.10.10.1
V11110.70.50.30.10.1
F11110.70.50.30.10.1
E111110.70.50.30.1
D1111110.70.50.3
C11111110.70.5
B111111110.7
A111111111
Inf111111111

You must climb through the ranks to catch high-level Pokemon. It is extremely difficult to catch something beyond your level!

linkCanari Plush

The Canari Plushess can give you bonuses to the catch rate. Here's a table:

Canari Plushie LevelBonus
Level 0 (No Plush)1.0x
Level 1 Canari Plush1.1x
Level 2 Canari Plush1.2x
Level 3 Canari Plush1.35x

Depending on what you're catching, it may be worthwhile to always have an active plush! These are effectively the same as Scarlet and Violet Catching Power sandwiches.

linkIs the Pokemon Aware of You?

This is an interesting behavior-based modifier. If a Pokémon has noticed you, you get no bonus. But if it isn't aware of you, you have a 1.5x bonus.

A Pokémon is aware of you if it has a "?" symbol above its head, if it is attacking you, if it is fleeing, or if it is stunned. Basically, if you have done battle with it, it is aware of you.

If it is not aware of you, you cannot inflict a status condition. Pokémon also appear to be healed of status conditions when they no longer notice you (in other words, you fled a battle and went far enough away).

linkBackstrike

Backstrike returns in this game. However, you can now move around the Pokémon in battle when throwing a Poké Ball. If your throw triggers the backstrike sound and animation, this bonus is applied. Backstrikes will net you a nice 2x bonus to the catch rate.

linkChanges to Level Ball and Love Ball

The Level Ball and Level Ball behave just as they have in the past but with one important change. Neither ball will have a bonus if you do not have a Pokémon on the field.

linkChanges to the Timer Ball and Quick Ball

Traditionally, the Timer Ball and Quick Ball work by counting the number of turns. For this game, however, both balls use the number of moves since the beginning of the battle by both parties. This counts all moves you use and all moves the wild Pokemon uses. The bonuses are unchanged.

Use a Quick Ball to start an encounter if you want to guarantee its bonus!

linkAdditional Important Changes

linkThe Game Does Not Show Different Numbers of Shakes

That's it. The game only has one animation, so you'll never know how close you were on failure!

linkCritical Captures are Gone

This game just does not use critical captures. They are always disabled. You either succeed or you don't. This means the game no longer needs to check how many Pokemon you have registered in your Pokédex.

linkFinal Thoughts and Thanks

Ultimately most players aren't going to care about some of these changes. I do hope, however, that this helps you figure out the best ways to approach catching your target Pokémon. I have implemented all of this in the RotomLabs Legends: Z-A Catch Calculator with options to play with.

Special thanks to Anubis (@Sibuna_Switch on X) for the datamine and helping me put together this information and the calculator. Also a special shoutout to SciresM for helping reverse engineer the catch formula.