Every lever you control, ranked by how far it actually moves the number
One reference target, held completely fixed: a level 30 pal at 50% HP with the neutral species weight, thrown at with an Ultra Sphere and no effigy investment. That throw sits at 22.56%. Below, one input at a time is swept from its worst setting to its best while everything else stays put, and the swing is reported in percentage points. This is the whole guide in one list: work down it in order.
- 1Sphere tierNative value+99.5 ppPal Sphere (power 7)<0.01%Ancient Sphere (power 64)99.50%
Capture power is a flat number attached to the sphere item, and it feeds the steepest increasing curve in the whole chain. Nothing else you can carry comes close.
- 2World capture-rate settingModeled+66.8 pp0.5x3.46%2.0x70.29%
Your own world or a private server can move this slider. On official servers it is fixed at 1.0x, so treat it as a comfort setting, not a strategy.
- 3Remaining HP on the targetModeled+63.2 ppFull HP0.17%1% HP63.32%
Beating a pal down before you throw is free, repeatable, and works on every target. It is the only top-tier lever that costs nothing but time.
- 4Lifmunk Effigy rankNative value+50.2 ppRank 022.56%Rank 15 (+7.5 power)72.77%
A one-time account-wide investment that then applies to every throw you ever make. Collect the effigies early, not when you are already stuck.
- 5Sphere module (Capture Strength)Modeled+19.0 ppNo module22.56%Capture Strength +341.57%
The Capture Strength +1 / +2 / +3 labels are real item passives, but treating that level as flat capture power is our reading of them, so this swing is an estimate. Worth slotting, never worth waiting for.
- 6Back / leg hold throwNative value+15.7 ppOrdinary throw22.56%Held from behind38.30%
Adds a flat +0.3 to the rate rather than multiplying it, which is why it behaves completely differently from every other lever here.
All 10 sphere tiers, and what each one is worth
Capture power is a plain integer on the sphere item, and it is the same number whether you crafted the sphere or bought it. The three rate columns hold the species weight at 1.0 and vary only the target, so you can read straight across to see whether a tier survives contact with a harder catch.
| Sphere | Capture power | Lv30, 50% HP | Lv30, 1% HP | Lv50, 20% HP |
|---|---|---|---|---|
| Pal Sphere | 7 | <0.01% | 0.04% | <0.01% |
| Mega Sphere | 14 | 0.08% | 0.45% | <0.01% |
| Giga Sphere | 20 | 0.53% | 3.08% | <0.01% |
| Hyper Sphere | 26 | 3.37% | 17.13% | 0.06% |
| Ultra Sphere | 33 | 22.56% | 63.32% | 0.54% |
| Legendary Sphere | 38 | 56.22% | 88.38% | 2.33% |
| Ultimate Sphere | 44 | 88.08% | 97.77% | 12.07% |
| Exotic Sphere | 48 | 95.89% | 99.28% | 30.27% |
| Sol Sphere | 58 | 99.50% | 99.50% | 88.03% |
| Ancient Sphere | 64 | 99.50% | 99.50% | 97.51% |
Displayed chance saturates at 99.5%, so a row showing that value is at the cap, not at a true certainty.
The practical reading: a sphere that looks fine on a level 30 target at half health is worthless twenty levels later. Between the Hyper Sphere and the Legendary Sphere the same throw goes from 3.37% to 56.22%. Carry the tier that matches the zone you are hunting in, not the tier you can afford to mass produce.
A maxed Lifmunk Effigy is worth a full sphere tier, and we can prove it
Every effigy rank adds a flat 0.5 capture power, and capture power is a single summed number: the model cannot tell where it came from. So a Pal Sphere at effigy rank 14 is not approximately a Mega Sphere, it is mathematically identical to one. These pairings are exact identities, not fitted comparisons, and they hold at every level and every HP value.
| Cheap sphere + effigy | Total power | Identical to | Rate at reference |
|---|---|---|---|
| Pal Sphere + rank 14 | 14 | Mega Sphere | 0.08% |
| Mega Sphere + rank 12 | 20 | Giga Sphere | 0.53% |
| Giga Sphere + rank 12 | 26 | Hyper Sphere | 3.37% |
| Hyper Sphere + rank 14 | 33 | Ultra Sphere | 22.56% |
| Ultra Sphere + rank 10 | 38 | Legendary Sphere | 56.22% |
| Legendary Sphere + rank 12 | 44 | Ultimate Sphere | 88.08% |
| Ultimate Sphere + rank 8 | 48 | Exotic Sphere | 95.89% |
| Sol Sphere + rank 12 | 64 | Ancient Sphere | 99.50% |
Only pairings that land on an exact tier value are listed, and each shows the cheapest effigy rank that reaches it.
The level cliff: why your starter spheres stop working so suddenly
Target level enters the chain through a steep decaying curve, and it is the single largest term in the model. On a Pal Sphere at 50% HP, the same throw that lands 41.19% of the time on a level 1 target collapses to <0.01% by level 50.
| Pal Sphere, 50% HP | Per-throw chance |
|---|---|
| Level 1 | 41.19% |
| Level 5 | 11.31% |
| Level 10 | 2.28% |
| Level 15 | 0.49% |
| Level 20 | 0.11% |
| Level 25 | 0.03% |
| Level 30 | <0.01% |
| Level 40 | <0.01% |
| Level 50 | <0.01% |
Nothing on this page rescues a throw that is three tiers under-gunned. Sphere tier has to keep pace with the level of the zone you are in, and when it does not, no amount of chip damage or effigy grinding makes the difference back up.
Beating a target down is the cheapest big win available
At the reference target, taking a pal from full health to a sliver moves the throw from 0.17% to 63.32%. It costs ammunition and patience and nothing else, it works on every species, and unlike the sphere it does not run out.
| Ultra Sphere, level 30 | Per-throw chance |
|---|---|
| 100% HP | 0.17% |
| 75% HP | 5.61% |
| 50% HP | 22.56% |
| 25% HP | 45.09% |
| 10% HP | 57.16% |
| 5% HP | 60.69% |
| 1% HP | 63.32% |
Note the shape: most of the gain is already banked by the time you reach 25%, and the last stretch from 10% down to 1% buys only a few points. Grinding a boss to a literal sliver is a good way to kill it by accident for very little extra chance. Stop somewhere around a quarter health and start throwing.
The back hold adds, it does not multiply, and that changes everything
Almost every input in the chain is a multiplier, which means each one is worthless once another has already driven the product to nearly zero. The back or leg hold is different: the native constant adds a flat 0.3 to the rate. Additive terms survive a collapsed chain, so this is the only lever here that still returns a real number on a target you have no business fighting.
| Scenario | Ordinary throw | Held from behind |
|---|---|---|
| Reference target (level 30, 50% HP, Ultra Sphere) | 22.56% | 38.30% |
| Over-levelled (level 60, 10% HP, Ultra Sphere) | 0.06% | 2.01% |
| Hopeless (level 80, full HP, Pal Sphere) | <0.01% | 0.65% |
Four modifiers that move the number and take no instructions from you
These are worth understanding precisely so that you stop trying to play around them. Same reference target, same method.
- 1Target levelModeled+99.3 ppLevel 500.16%Level 199.50%
The single largest term in the whole model, and the one you cannot negotiate with. A wild spawn of the same species at a lower level is a different problem entirely.
- 2Critical captureNative value+47.7 ppNo crit22.56%Crit procs70.29%
A flat x2 on the rate before the display transform. It rolls at random, the aim display never includes it, and you cannot force it.
- 3Species capture weightNative value+36.9 pp0.8 (Mimog)12.93%1.5 (Lamball, Cattiva, Chikipi)49.80%
Every pal carries its own multiplier. 26 of the 288 pals sit off the neutral 1.0 value, so the spread is real but narrow.
- 4Alpha / field bossModeled-13.5 ppOrdinary pal22.56%Alpha variant9.02%
Alphas take a penalty multiplier on the whole chain, which is why a boss arena fight ends in a fistful of wasted spheres if you brought the wrong tier.
The species weight surprises people most. It is narrow in spread and wider in effect than that suggests: only 26 of the 288 pals carry anything other than the neutral 1.0, and the whole range runs from 0.8 to 1.5. Priced against the lever above it: clawing the worst weight back to a neutral pal at the reference target takes 5 effigy ranks. A stubborn species is a real cost, just not one you can do anything about at the moment of the throw.
Reaching a near-certain throw on a tower boss or Alpha
The hardest realistic case: a level 50 Alpha, beaten to 1% health, wearing the boss penalty. Bare sphere versus a fully kitted throw (effigy rank 15 plus a Capture Strength +3 module) versus that same throw taken from behind.
| Sphere | Power | Bare | Kitted | Kitted + back hold |
|---|---|---|---|---|
| Ultra Sphere | 33 | 0.33% | 6.69% | 18.12% |
| Legendary Sphere | 38 | 1.42% | 23.20% | 38.97% |
| Ultimate Sphere | 44 | 7.65% | 62.40% | 72.21% |
| Exotic Sphere | 48 | 20.75% | 83.62% | 87.50% |
| Sol Sphere | 58 | 81.61% | 98.79% | 98.93% |
| Ancient Sphere | 64 | 95.93% | 99.50% | 99.50% |
Level 50 Alpha at 1% HP, neutral species weight, default world settings.
capture.IgnoreFirstCaptureFailedCaptureRate = 0.5) that ignores a throw’s first failed check half the time, which means your true odds run somewhat above whatever the aim display shows. We model the displayed number, not the forgiveness, so treat every figure on this page as the conservative one.Which of these numbers are the game’s, and which are ours
Palworld’s capture routine lives in native code and has never been published. What we have is a set of exact constants recovered from the game plus a curve fit to a datamined oracle, and mixing those two without saying so would be the easiest way to mislead you. Everything in the table below is verbatim.
| Constant | Value | What it does |
|---|---|---|
Sphere capture power | 7 / 14 / 20 / 26 / 33 / 38 / 44 / 48 / 58 / 64 | The 10 sphere tiers, weakest to strongest. |
effigy.CapturePowerPerRank | 0.5 | Capture power added per Lifmunk Effigy rank, up to rank 15 for +7.5 total. |
capture.CaptureRateAdd_ByLegHold | 0.3 | Flat amount ADDED to the rate while the target is held from behind. Not a multiplier. |
capture.CriticalCaptureBonus | 2 | The rate is doubled when a critical capture procs. Random, and never shown in the aim display. |
capture.IgnoreFirstCaptureFailedCaptureRate | 0.5 | A throw’s first failed capture check is ignored half the time, so real odds run above the displayed number. |
capture.CaptureBallBoundCountMax | 2 | A thrown sphere resolves at most two bounces. |
Pal.captureRateCorrect | 0.8 to 1.5 | Per-species capture weight carried by every pal in the Paldeck. |


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