Catching Pokémon

The Catch ’Em Cord wiki: how the game works, straight from the game’s own rules.

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Wild Pokémon spawn as your server chats. Guess the name to face it, weaken it, give it a status and throw the right ball. Catching uses the real capture formula, just like the games!

How spawns work

Every message in the server counts toward the next spawn, so a busy server sees more Pokémon. Spam doesn’t count. Server admins pick which channels spawns land in with /config, or leave them on everywhere.

Some Pokémon only show up at certain times. The server’s clock decides it (admins set the time zone in /config): day is 6:00 to 17:59, night is 18:00 to 5:59. Hoothoot, Murkrow, Misdreavus, Sneasel, Houndour, Duskull and friends come out at night, Sentret, Hoppip, Sunkern, Taillow and others during the day. Every spawn card shows whether it’s day or night.

Baby Pokémon don’t spawn in the wild. They hatch from Eggs.

Guessing the name

  • Press Who’s That Pokémon? on the spawn card, or type /encounter name:.
  • Capitals, spaces and punctuation don’t matter. Official names in other languages count too.
  • A wrong guess doesn’t cost you anything. Guess again.
  • /hint (or the Hint button) shows the first letter and the length, like S _ _ _ _.

One trainer per spawn

Only one trainer can face a wild Pokémon at a time. Whoever gets in first gets the shot. If you run or white out, it opens back up for everyone else, but you can’t go after that same one again. You can only be in one wild encounter at a time.

The encounter screen

Four buttons:

  • Fight: a real turn-based battle with your lead to weaken it.
  • Bag: pick a ball and throw it.
  • Pokémon: switch to another party member.
  • Run: leave. You can’t run from a legendary.

You have 90 seconds to make your first move, then 2 minutes between moves before the wild Pokémon wanders off.

What raises your catch odds

The catch uses the capture formula from the modern games. Four things move it:

  • Its HP. The lower, the better. A Pokémon at 1 HP is about three times easier than one at full.
  • Status. Sleep or freeze makes it 2.5 times easier. Paralysis, poison or burn, 1.5 times.
  • The ball. Great Balls are 1.5 times, Ultra Balls 2 times, and special balls go much higher when their condition fits. See every Poké Ball.
  • Low level. Wild Pokémon under level 21 are easier to catch.

Every species also has its own catch rate from the games, so a Caterpie is far easier than a Beldum.

Critical captures are in too: the ball shakes once and it’s caught, guaranteed. They get more likely the more species you’ve caught, starting after your first 30.

When wild Pokémon run

Wild Pokémon follow the modern games’ flee rules. A failed ball never scares one off. It can still leave with a move that ends the battle, like Abra using Teleport, or Roar and Whirlwind. Knock it out and it’s gone, but you still get the EXP.

Out of balls? It won’t run. You can keep fighting or leave.

The roaming legendaries are the exception: they bolt after one missed throw. More on Legendaries and roamers.

What you get for a catch

  • Your Pokémon, with its nature, IVs, ability, gender and any held item it spawned with.
  • EXP for the Pokémon that fought, the same as winning. If nobody fought, your lead gets it.
  • ₽ for every catch, and a bigger one-time reward the first time you catch a species.
  • A Pokédex entry, with a Rare Candy at Pokédex milestones.
  • Legendaries always come with at least 3 perfect IVs.

Keep your eyes peeled and good luck out there!

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Checked against the game on November 7, 2026.

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