Aniimo Catching Guide: Catch Rates, Aniipods and How to Catch Rare Aniimo
Aniimo catching guide from the game files: how catch rate really works, which Aniipod to throw, the states that double your odds, and how to land rare Aniimo.
Most catching advice for Aniimo is borrowed from other monster-catching games: wear the target down, then throw. The game files say that habit does nothing here. This guide explains what actually decides a catch, which Aniipod to spend on which target, and how to approach the hard ones and the rare forms without wasting your best pods.
How catching actually works
The game files list a catch group for every catchable species. The client starts from that group's base rate, multiplies it by the Aniipod's multiplier, then by the target's current state. The result is capped at 100%, and anything that pushes it above that is simply a guaranteed catch. That is the same maths the Catch Calculator runs, so every example below can be reproduced there.
The catch table does contain HP curves, level curves, a "guard broken" bonus (×1.5) and a "hit from behind" bonus (×1.5) — but only on groups that no catchable species uses: the elite and boss groups, whose rows forbid catching outright, and a handful of special groups. None of the six catch groups used by catchable species (base rates 56%, 42%, 38%, 28%, 19% and 16%) carries any of them. In plain terms: a full-health wild Aniimo and a nearly beaten one have identical odds, and so do a low-level and a high-level one.
Catch rate bands: how hard each Aniimo is
Base catch rates are not a smooth spread. The game files put every catchable form into one of six bands, and most species sit in just two of them: 56% and 28% — 70 of the 82 species that have a catch rate. The table counts all 219 forms in the database, including regional and Prismana forms; the species examples use each species' default form. The full per-species list lives on the catch rate table.
| Base rate | Forms | Species (default form) | Examples you can meet in the wild |
|---|---|---|---|
| 56% | 63 | 30 | Chirpi, Emberpup, Hummin, Eko |
| 42% | 11 | 7 | Flameruff, Geodeback, Fenrier |
| 38% | 3 | 1 | Wisptis (night only) |
| 28% | 104 | 40 | Fragrancier, Thornblade, Inferlupa, Magmarex |
| 19% | 6 | 2 | Ignitis (wild at night in Berylline Vale); Fulmintis (no wild spawn point in the files) |
| 16% | 7 | 2 | Rookey (wild in Russet Highlands); Pawney (no wild spawn point in the files) |
| No catch rate | 25 | 12 | No catch group in the game files, so the calculator cannot price a throw |
Two practical readings of that table. First, the 19% and 16% bands are tiny — only four species' default forms — so "hard to catch" in Aniimo usually means a 28% target, not a 16% one. Second, 25 forms carry no catch rate at all; the game files give them no catch group, so the calculator cannot price a throw at them. Some of them, such as Helmut, Skippy and Pranky, still have wild spawn points, so the files do not settle how these forms are obtained.
Know your catch odds before you throw
Catch Calculator shows the odds and expected throws for any species and Aniipod, and whether a better pod is worth the cost.
- Catch odds per Aniipod
- Expected throws
- Best-value pod

Which Aniipod to use
There are nine Aniipods. Their multipliers come in only four steps — ×1, ×1.5, ×2 and guaranteed — and the game files also give each pod a level it is built for, with a tolerance either side. The level range column below is exactly what the Catch Calculator shows; the calculator warns you when a target can spawn above a pod's range. None of the nine carries an element bonus or a species restriction, and none lists a multi-catch value above one Aniimo per throw.
| Aniipod | Multiplier | Level range | Special effect | Where it comes from |
|---|---|---|---|---|
| Aniipod | ×1 | 1–101 | None | Credit Shop, quests, level rewards, chests, Aniipod Maker level 1 |
| Aniipod Pro | ×1.5 | 15–35 | None | Elite Training, Credit Shop, quests, chests, Aniipod Maker level 2 |
| Aniipod Hyper | ×2 | 35 (no tolerance listed) | Faster toss and longer throwing range | Companion Handbook, shop |
| Aniipod Track | ×2 | 35 (no tolerance listed) | Auto-tracks nearby Aniimo after the toss | Companion Handbook, shop |
| Aniipod Mega | ×2 | 35 (no tolerance listed) | None | Elite Training, Credit Shop, courses, chests, Aniipod Maker level 3 |
| Legendary Aniipod | ×1 | 25–45 | Built for calming Legendary Aniimo inside Vein Rifts | Legendary Journey Shop (Glimmer) |
| Aniipod Ultra | Guaranteed | 25–45 | Rolls talents on the catch; Potential at least Elite | Elite Training, Glimmer purchase, shop, item exchange |
| Sparkling Cube | Guaranteed | 25–45 | Catch is always Sparkling; Potential Perfect; rolls talents | Elite Training, Season Hub Stamp Shop, Companion Handbook Advanced, shop, item exchange |
| Legendary Aniipod: Windchase Departure | Guaranteed | 25–45 | Catch is always Sparkling, with the season-exclusive effect; Potential Perfect | Legendary Journey event crafting |
Our recommendation is the same rule the calculator uses: throw the weakest pod that still clears the bar. A guaranteed pod on a 56% species is a wasted guaranteed pod. Because the ×2 pods and a ×2 state stack, a lot of catches that look like they need an Ultra do not — see the worked examples below. Shop prices are missing for most pod offers in the game files, so MetaBot cannot rank pods by cost; for stocking up, the currency farming guide covers where Credits and Glimmer come from, and the Aniipod Maker crafts the three everyday pods from Rock, Clay and Shell.
Target states: the lever you control
The game files include a state table: a multiplier for each condition a wild Aniimo can be in when your pod lands. The names below are MetaBot's reading of the game's internal tags, which have no player-facing text; the tag is shown so you can check it. One ×4 row in the table (a stun tag carrying a single species' id) is left out here, because it applies to one species only.
| Target's state | Multiplier | Game tag |
|---|---|---|
| Asleep | ×2 | TE_Par_Sleep |
| Eating | ×2 | TE_Par_Eat |
| Drawn to bait | ×2 | TE_Par_Baited |
| Chatting with you | ×2 | TE_Par_Chat |
| Already fond of you | ×2 | TE_Par_Affinity |
| Intoxicated | ×2 | TE_Par_Drunk |
| Hypnotised | ×2 | TE_Wild_Hypnosis |
| Stunned | ×2 | TE_Wild_Stun |
| Nothing in particular | ×1 | — |
| Alerted | ×0.9 | TE_Par_Alert |
| Watching you | ×0.9 | TE_Par_Stare |
| Walking away | ×0.8 | TE_Par_Leave |
Ten more tags in the same table refuse the catch outright, whatever pod you throw. The general ones are an Aniimo that already belongs to someone, a corrupted one, a giant one, a Dewy sitting in its nest, and Aniimo that are part of a scripted event, a guided sequence or scenery. If a throw fails every time, including with a guaranteed pod, one of these is the likely reason.
Worked examples
Each example is a MetaBot calculation using the formula above with base rates, multipliers and level ranges from the game files. "Within 3 throws" assumes each throw is independent, as the calculator does. Open the Catch Calculator to rerun any of them with your own target.
- 1Example 1 — Flameruff: walking away vs eating
MetaBot calculation. Flameruff has a 42% base rate and spawns at levels 5–35, inside a basic Aniipod's range. Walking away: 0.42 × 1 × 0.8 = 33.6% (about 3 throws on average, 70.7% within 3). Eating: 0.42 × 1 × 2 = 84% (99.6% within 3). Same pod, same Aniimo — the state alone takes it from one success in three to near-certain.
- 2Example 2 — Fragrancier: when an Aniipod Pro is enough
MetaBot calculation. Fragrancier has a 28% base rate and spawns at levels 19–28 in Sea of Flowers, inside an Aniipod Pro's 15–35 range. Basic Aniipod, resting target: 0.28 × 1 × 1 = 28% (62.7% within 3). Aniipod Pro, resting: 0.28 × 1.5 = 42% (80.5% within 3). Aniipod Pro on a baited Fragrancier: 0.28 × 1.5 × 2 = 84%. No guaranteed pod needed.
- 3Example 3 — Rookey, the hardest band
MetaBot calculation. Wild Rookey has a 16% base rate and spawns at levels 45–50 in Russet Highlands. Basic Aniipod on a resting Rookey: 16% (about 6.3 throws on average, 40.7% within 3). Catch it asleep: 0.16 × 1 × 2 = 32% (68.6% within 3). The basic Aniipod is also the only pod whose listed range (1–101) covers level 50 — every other pod's range tops out at 45 or below, and the calculator flags that.
- 4Example 4 — Eko: a guaranteed catch without a guaranteed pod
MetaBot calculation. Eko has a 56% base rate and spawns at levels 20–25 in the Forest of Falling Stars. Asleep with a basic Aniipod: 0.56 × 1 × 2 = 1.12, capped at 100%. Any doubling state turns every 56% species into a sure thing, so an Ultra here is pure waste.
| Base rate | ×1 pod | ×1.5 pod | ×2 pod |
|---|---|---|---|
| 56% | 100% | 100% | 100% |
| 42% | 84% | 100% | 100% |
| 38% | 76% | 100% | 100% |
| 28% | 56% | 84% | 100% |
| 19% | 38% | 57% | 76% |
| 16% | 32% | 48% | 64% |
Read the table as a shopping list: with a doubling state, a ×2 pod (Hyper, Track or Mega) guarantees every band down to 28% — which covers the large majority of catchable forms. Only the 19% and 16% bands ever need a guaranteed pod, and even there a ×2 pod on a sleeping target lands roughly two throws in three. Check the pod's level range against the target first, since the ×2 pods list level 35 with no tolerance.
Catching rare Aniimo: Sparkling and Prismana
Two different things get called "rare", and the rare forms explainer untangles them in full. Sparkling is a roll on a wild encounter: the game files list a flat 1 in 20,000 rate on 217 of the 219 forms, with no weather or region modifier. Prismana is a separate form that only some species have; it keeps its species' catch band (18 of the 24 Prismana forms are 28%; the others follow their species, such as Pawney's 16% and Iris's 56%). The two are independent, so a Prismana can also be Sparkling.
- Forcing Sparkling: the game files mark exactly two pods with a force-Sparkling effect — the Sparkling Cube and the Legendary Aniipod: Windchase Departure. Both also guarantee the catch. Save them for a species you actually want to keep as Sparkling; more on the odds on the Sparkling Aniimo page.
- Prismana spawns: 16 of the 24 Prismana forms list Prismana Flow as their spawn condition, and 15 of those say only one appears at a time and it does not respawn. That is a one-shot encounter — the case where a guaranteed pod earns its keep. The Prismana forms page lists each one.
- Attracting Prismana: the Prismana Sigil is offered during Nurture at a Bloom and, per its game text, raises the chance of attracting hidden Prismana Aniimo. The game files give no number for that boost.
- Talent rolls: the Ultra, Sparkling Cube and Windchase pods roll talents on the catch, and their item text promises at least Elite (Ultra) or Perfect (Cube, Windchase) Potential — another reason to spend them on keepers, not fodder. See Aniimo talents.
Alphas and Omegas cannot be caught
The catch table carries separate groups for elites and bosses, and those rows forbid catching outright — no pod gets past that. So Alpha Rookey and Alpha Ignitis are fights, not catches; if you want the species, catch it in the wild instead (wild Rookey in Russet Highlands, wild Ignitis at night in Berylline Vale). The boss list and the boss progression guide cover what beating them is for.
Best beginner targets
Our recommendation for a new player: fill your team and Homeland from the 56% band first. These species all spawn in the wild from level 5, so a basic Aniipod covers them, and any doubling state makes the catch certain. Use the map filters to find their spawns, and see the beginner's guide and early-game team for which ones to keep.
- Chirpi — 56%, wild at levels 5–50 across eight regions (find Chirpi on the map)
- Emberpup — 56%, wild at levels 5–45 (find Emberpup on the map)
- Hummin — 56%, wild at levels 5–50 (find Hummin on the map)
- Budclaw — 56%, wild at levels 5–57 (find Budclaw on the map)
- Sparki and Nimbi — 56%, both wild from level 5 in Nimbus Fields (Sparki only at night)
- Geodeback — 42%, wild at levels 5–15 in Nimbus Fields; still 84% when eating or asleep with a basic Aniipod
Common catching mistakes
- Waiting for a sleeping, eating or baited target (×2)
- Approaching so the target does not notice you
- Throwing the weakest pod that clears the bar in the Catch Calculator
- Keeping guaranteed and Sparkling-forcing pods for one-shot Prismana spawns and keepers
- Catching a boss species in the wild instead of at its Alpha
- Fighting the target down first — the game files give catchable Aniimo no HP term
- Throwing at a target that is walking away (×0.8) or alerted (×0.9)
- Using an Ultra on a 56% species that a basic Aniipod would catch
- Ignoring a pod's level range on a high-level target
- Retrying endlessly on a target in a blocking state — no pod succeeds
What to do next
- Run your target through the Aniimo Catch Calculator before spending a rare pod.
- Find spawn points and Blooms on the interactive Aniimo map.
- Check which species are worth keeping on the Aniimo tier list.
- Line up weather and night-only spawns with the weather guide.
- Stock up on pods with the currency farming guide and the Aniipod item list.
Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.
Guide FAQ
How do you catch Aniimo more easily?
Catch them while they are asleep, eating, drawn to bait or otherwise in a ×2 state, and do not alert them on the way in. Then throw the weakest Aniipod that clears the bar — the [Catch Calculator](/aniimo/capture) shows the exact chance.
Does lowering HP increase catch rate in Aniimo?
No. The game files attach HP and level curves only to catch groups that no catchable species uses, such as the elite and boss groups, which forbid catching outright. For every catchable Aniimo, a full-health target has exactly the same odds as a weakened one.
What is the best Aniipod?
For everyday catching, a ×2 pod (Aniipod Mega, Hyper or Track) on a target in a ×2 state guarantees any species with a base rate of 28% or higher. The Aniipod Ultra, Sparkling Cube and Windchase Departure pod guarantee every catch; the last two also force Sparkling, so save them for keepers.
Which Aniimo is hardest to catch?
Rookey and Pawney, at a 16% base rate. Wild Rookey spawns in Russet Highlands at levels 45–50; asleep with a basic Aniipod it is a 32% throw.
How do you catch a Sparkling Aniimo?
Either get lucky on the 1 in 20,000 wild roll, or throw a Sparkling Cube or a Legendary Aniipod: Windchase Departure, which the game files mark as always producing a Sparkling catch. See the [Sparkling Aniimo page](/aniimo/sparkling).
Can you catch Alpha or Omega bosses?
No. Boss and elite rows in the catch table forbid catching. Catch the same species in the wild instead — the [boss list](/aniimo/bosses) shows which species each boss is.
