Post by Harley Scarow on May 2, 2006 16:34:35 GMT -5
I got these from the members of SerebiiForums in the new PokéBalls thread, so credit to them and non of it to me.
I'm going to use each and every one of these PokéBalls at one point or another in my FanFiction, so yeah.
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Land Ball - Catches Pokémon on land easier.
Ocean Ball - Catches Pokémon in the ocean better.
Molten Ball - Catches Pokémon in lava easier.
Cloud Ball - Catches Pokémon in the sky easier.
Point Ball - Captured Pokémon has Poison Point.
Flame Ball - Captured Pokémon has Flame Body.
Glacier Ball - Captured Pokémon has Glacier Freeze.
Static Ball - Captured Pokémon has Static.
Radio Ball - When this ball captures a Pokémon that is affected by the radio in your cellphone (hopefully they bring the concept back), then it gives them a special effect rather than a regular ball would: if the Pokémon that you're using it on is attracted by the music, then they become confused if if it escapes from the ball. If the defending Pokémon is repelled by the music, then it has a high chance of running away if you throw this PokéBall and it misses, but the chance of capture is x4.
Reverse Ball - When you throw this ball, it doesn't work right away. However, if the target uses an attack that would have its damage based on how many HP it lost (Counter, Mirror Coat, Reversal), the attack doesn't work and this ball activates: the ratio of this ball working on the opponent is the damage the countering attack would have done divided by 100.
Trick Ball - When you throw this ball, it doesn't work right away, but if the one that you're using it on tries to run away or use an attack that would end the battle, then it activates and has a x6 chance of capturing it.
Toxic ball:Easier to catch poisoned Pokemon/Poison pokemon
Mystic ball:Easier to catch Psychic pokemon
Frost ball:Easier to catched frozen/Ice pokemon
Perma ball{obtainable by winning the Battle tower 50 consecutive times in the Lv 50 rank}:Catches frozen pokemon without fail
Maybe Spirit Ball or Unknown Ball?
Foreign Ball: Catches pokemon from other regions easier.
Ruby Ball: Increases FIRE Pokemon caught with this's SPatk
Sapphire Ball: Increases WATER Pokemon caught with this's SPDEF
Morph Ball: Catches Pokemon that have transformed 50% better than an Ultra Ball.
Peril Ball: Has a higher sucess rate the less HP remains to YOUR Pokémon. It still considers the wild Pokémon HP, of course.
Rusty Ball: The caught Pokémon will be more unlikely to befriend you. 1x catch rate.
Spiked Ball: If the Pokémon isn't catch, it receives damage proportional to the time it was inside the ball. 1x catch rate.
Bio Ball (it's weird, be warned): It's not an item, but an attack. Normal type (or maybe type) and 70 accuracy (aprox.). 15 PP and 1x catch rate
Great Bio Ball: The same as before but 10 PP and 1,5x catch rate.
Ultra Bio Ball: The same as before but 5 PP and 2x catch rate.
Pyro Ball: catched Fire Pokemon easier
Zap Ball: catches Electric Pokemon easier
Spirit Ball: catches Ghost Pokemon easier
Legend Ball:Better on Legends(4xCatch Rate)
Reuse Ball:Can Reuse Ball 3 Times(0.5 Catch Rate)
Wave Ball:Works Better Serfing(2xCatch Rate)
Dark Ball: Much easier to catch, but harder to make them like you.
beauty ball: raises beauty in contests and power ups by 1.1 attacks that are beauty in battle
cool ball: raises coolness in contests and power ups by 1.1 attacks that are cool in battle
though ball: raises.... (then up to finish all the others)
(the secondary effect can be added, since most pokemon are breeded)
Dark ball: raises catch rate during the night
bounce ball: raises catch rate by 4x in flying or mid-air pokemon (such as pokemon with levitate, beldum, glalie, castform, beedil, venomoth and others)
drill ball: when higher the defense higher the catch rate (like fast and hard ball)
Shimmerball: After catching the pokemon, you have x2 chance of breeding a shiny pokemon from it. If the captured pokemon IS Shiny, you have x4 chance. (Greatball equal)
Evoball: Allows older pokemon to evolve using pre-established methods in the new game. Now with max-happiness you can moonstone eevee and get an umbreon. (Greatball equal)
Atkball, etc...: After battle, your pokemon gains 1 Effort in the given stat. Item description for these state "Used best when raising a strong pokemon".(Greatball equal)
Like this: Red ball- Has 2x chance of catching pokemon of the red color, if it's not red there's a 1x chance
Physiball; The ball's chance of capturing the foe increases with each physical-type attack the foe knows. Cannot catch a pokemon with just special attacks.
Speciball; The ball's chance of capturing the foe increases with each special-type attack the foe knows. Cannot catch a pokemon with just physical attacks.
Clueless Ball; Has a better chance of catching Pokemon that don't know 4 moves yet.
Powerless Ball; Has a better chance of catching Pokemon that don't know attacks that do direct damage
Thermo Ball; Has a better chance of catching Pokemon that know attacks and/or have abilities that affect/are affected by the weather.
Hover Ball; Has a better chance of catching Pokemon with the Levitate ability.
Synchro Ball; Has a better chance of catching Pokemon whose level is equal to the level of the Pokemon you've sent out in battle.
Vocal Ball; Has a better chance of catching Pokemon with sound-based attacks
Trap Ball; Catch rate of Great Ball. If it fails to catch the foe, the foe cannot flee the battle, or use Roar, Whirlwind, Teleport, Selfdestruct, Explosion, or any other moves that might end the battle or KO itself.
Morph Ball; Has a better chance of catching Pokemon that have different forms or patterns (Deoxys, Spinda, Unown, ect.)
Half Ball; Catch rate of Great Ball. If it fails to catch the foe, the foe's HP is halved.
Detono Ball; Catch rate of Park Ball from GSC. If it fails to catch the foe, it attacks your Pokemon with Explosion, but the foe does NOT faint.
Low Ball; Has a better chance of catching unevolved pogeys (not taking baby forms into consideration, so the effect also applies to Sudowoodo, Pikachu, ect.). Has an even better catch rate for baby Pokemon.
Medium Ball; Has a better chance of catching Pokemon that evolve from something and evolve into something (middle-form Pokemon, like Vibrava, Gloom, and Nidorino. Takes baby forms into account, so Marill, Jigglypuff, Pikachu, ect. all fall underthis category)
High Ball; Has a better chance of catching third form Pokemon (Yes, Raichu, Azumarill, Wigglytuff- they count too!)
Split Ball; Has a better chance of catching Pokemon that can evolve into one of a set of evolutions (Eevee, Tyrogue, Oddish, Gloom, Poliwag, Poliwhirl, ect.)
Mineral Ball; Has a better chance of catching a Pokemon that can evolve with the use of a stone, or evolves when traded w/ King's Rock.
Voltage Ball; Has a better chance of catching Pokemon that are weak against Electric moves (Only if an electric move would produce an "It's Super Effective!" message)
Consistant Ball; Has a better chance of catching Pokemon that are not involved in evolution in any way.
Enigma Ball; Capture rate of Pokeball. If it fails to catch the foe, the foe becomes confused. Capture rate of Ultra Ball vs. foe that is confused by a means other than the Enigma Ball.
Groundwing Ball; Has a better chance of catching Pokemon that have wings yet are still affected by Ground moves (Venomoth, Beedrill).
Hybrid Ball; Has a better chance of catching Pokemon that have 2 types
Mono Ball; Has a better chance of catching Pokemon with just 1 type
Toxibloom Ball; Has a better chance of catching Pokemon that have both grass and poison types.
Disbelief Ball; Has a better chance of catching a Pokemon that knows an attack different from its own type/s (I.E. a Zubat with Leech Life, a Koffing with Tackle)
Power Ball; Has a better chance of catching Pokemon with any of the following moves; Ancientpower, Superpower, Secret Power, Nature Power, Hidden Power.
Time Ball; Has a better chance of catching Pokemon with time-delayed attacks (Wish, Doom Desire, Future Sight, Yawn, ect.)
Myth Ball; Has a better chance of catching Dragon Pokemon.
Hydro Ball; Has a better chance of catching Pokemon while surfing or fishing.
Spacey Ball; Has a better chance of catching really, really big Pokemon
Swiss Army Ball; Has a better chance of catching Pokemon that can learn at least 4 HM techniques
Magnet Ball; Has a better chance of catching Steel Pokemon and Pokemon with Magnet Pull. Will catch Magnemite/Magneton w/Magnet Pull w/out fail.
Cling Ball; Capture Rate of Ultra Ball; If it fails to capture the foe, it minimizes the foe's speed, regardless of Mist, White Smoke, or Clear Body.
Speed ball; Has a better capture rate if your Pokemon has a higher speed stat than the foe.
Slow Ball; Has a better capture rate if your Pokemon has a lower speed stat than the foe.
Drain Ball; Has a better chance of catching Pokemon with draining moves (Mega Drain, Leech Seed, Leech Life, Dream Eater, ect.)
Shell Ball; Has a better chance of catching Pokemon with shells
Coil Ball; Has a better chance of catching Pokemon with long, coilable bodies (Ekans, Dratini, ect.)
Last Chance Ball; Capture rate of an Ultra Ball, but much cheaper. If it fails to catch the foe, it transports the foe to an alternate demention, therefore ending the battle. Catch rate of a great ball vs. shiny Pokemon, and catch rate of a Pokeball vs. a Legendary Pokemon. Catch rate worse than GSC's Park Ball vs. shiny legendaries.
Assortment Ball; Has a better chance of catching Pokemon with one physical type and one special type (Grass/poison, Flying/electric, ect.)
Fang Ball; Has a better chance of catching Pokemon with tooth-based attacks (bite, hyper fang, poison fang, ect.)
Preset Ball; Has a better chance of catching Pokemon you encounter as overworld sprites.
Longwail Ball; Has a better chance of catching Pokemon with cries that last for over a second.
Shortwail Ball; Has a better chance of catching Pokemon with cries that last for under a second.
Imita Ball; Has a better chance of catching Pokemon with imitation attacks (Sketch, Mimic, Transform, ect.). Increased catch rate is cancelled if imitation attack is used in that battle.
Present Ball; Great Ball catch rate. If it fails to catch the Pokemon, it then uses Present on the target.
Exploiter Ball; Has a better chance of catching Pokemon that have had any of their stats lowered (including evasiveness and accuracy).
Recruiter Ball; Has a better chance of catching a Pokemon if you have fewer Pokemon in your party. Catch rate of Ultra Ball with 1 or 2 Pokemon, Great Ball with 3 or 4 Pokemon, Pokeball with 5 or 6 Pokemon.
Versa-Ball; Has a better chance of catching a Pokemon that can have one of two abilites. If it catches the target, it switches its ability with its other one (I.E. you battle a Lotad with Swift Swim; You catch it with a Versa-Ball, it then has the Rain Dish ability)
Disaster Ball; Has a better chance of catching a Pokemon if at any point in that battle, a natural disaster occurred (Any Pokemon using Earthquake, Surf, Eruption, Explosion, Selfdestruct, ect.)
Deul Ball; Catch rate of Great Ball; If it fails to catch the Pokemon, it tries one more time.
Cyclops Ball; Has a better chance of catching one-eyed Pokemon.
Fusio Ball; Has a better chance of catching Pokemon that have evolved by some kind of fusion (Slowbro, Magneton, Weezing, ect.)
Cough Ball; Has a better chance of catching Pokemon with any
Stockpiled power. If it fails to catch the Pokemon, it makes it release all its stockpiled power.
Static Ball:Catches electric pokemon easier and have a 95% chance for catching a paralised(sp?) pokemon.
Rare Ball:Every pokemon you catch will be holding a rare candy.
Mystic Ball:Catches legendaries and dragon types without fail.
Space Ball- Better for catching Pokemon on an Island
Ticker Ball- Recieved at Nintendo event, catches event Pokemon 100% of time.(like the old days, were Mew was FREE.)
Temple Ball- Better for Relicanth, Baltoy, Claydol, Natu, Xatu, Smergle, Unown, Entei, the Regis(if in the game) and whatever other ancient Pokemon there are
Fast ball-catches wild Pokemon that have very high speeds better.
Type ball-catches a Pokemon better depending on what type you bring out.
Hover Ball- raises chance of catching Pokemon that Levitate or used Fly
Dragon Ball- Raises chance of catching Dragons
Spiritual/Focus Ball: Catches FGT- and GHO- types better
Bowler's Ball: Catches RCK- and FGT- types better
Crystal Ball: Catches PSY- and ICE- types better
Atmosph Ball: Catches FLY- and ELC-types better
Economy Ball/Return Ball: Capture rate same as a Great Ball.
Magnet ball: 4x catch rate on steel pokemon.
Magma Ball: Catches FIRE, STEEL, ROCK and GROUND Pokemon easily
Melody Bell: Good as a greatball, and increases a soundbased Pokemon's happiness if caught with it.
Enigma Ball: Catch rate is 1.1 of a Pokeball to 1.9 of a Pokeball. Who said they aren't gonna give us a hax-based ball?
Jeweled Ball: Catches Pokemon with jewelery based items on their bodies; Sableye, Persian, Suicune, Articuno, Manyula, Espeon, Golduck. Of course, half these Pokemon won't be in Diamond/Pearl, or it is simply impossible to catch them in the wild. Like Espeon.
Beach Ball: Good success rate for Water Pokémon found on land.
Guise Ball: Improves the rate of split Evolution Pokémon.
Vermar Ball - Special Effect: Nothing, just look's REALLY cool. Whenever you throw it it changes from green to black, and when it opens it have silver stars circling around the pokemon, instead of gold/yellow.
PsylegBall : catches legendairy psychic pokemon without fail .
TriBall : catches grass/water/fire pokemon " works better than an ultra ball "
ArmoBall : catches ground/steel/rock pokemon without fail .
Enemyball: Captured pokemon grow to hate you more and more.(Great for move frustration)
Fragrenceball: Normal capture rate of pokeball, but attracts pokemon of same type of captured pokemon.
Doomball: Captured pokemon can only stay in battle for 3 turns before fainting, but attack power is GREATLY increased.
Scently Ball: Catches "smell" based Pokemon easier.
Hover Ball: Ghost and Flying
Death Ball: Ghost and Dark
Mind Ball: Dark and Psychic
Phisi Ball: Normal and Fighting
Force ball:If it is a pokemon that would hold something if you catch it,the possibility will rise to 100% for the pokemon you just caught holding something.
Syncro Ball: if the level of your pokemon is the same level as the wild pokémon this ball has a better change to catch.
Badge Ball A ball that catches Pokémon easier the more badges you have compared to their level. Equation:
fr = ((math.ceil(bdgs / 2) * foelvl) / 10)
sr = (100 - fr)
"sr" means Success Rate, "math.ceill" is round up, "bdgs" is your badges, and "foelvl" is your foe's level.
Chain Ball: The more of these Balls you have, the better chance you have of capturing the foe.
Smelly ball: Attracts Pokemon who smell bad
Supply ball: Catches food-related Pokemon.
Music Ball: catches sound based pokemon better then a great ball and normal pokemon with the rate of a pokeball
Land Ball: Catches pokemon in the Ground Egg Group more easily.
Match Ball: 4x normal catch rate when your Pokémon has the same type/types as the opponent.
Charm Ball: 4x normal catch rate on infactuated Pokémon.
I'm going to use each and every one of these PokéBalls at one point or another in my FanFiction, so yeah.
____________________________________________________
Land Ball - Catches Pokémon on land easier.
Ocean Ball - Catches Pokémon in the ocean better.
Molten Ball - Catches Pokémon in lava easier.
Cloud Ball - Catches Pokémon in the sky easier.
Point Ball - Captured Pokémon has Poison Point.
Flame Ball - Captured Pokémon has Flame Body.
Glacier Ball - Captured Pokémon has Glacier Freeze.
Static Ball - Captured Pokémon has Static.
Radio Ball - When this ball captures a Pokémon that is affected by the radio in your cellphone (hopefully they bring the concept back), then it gives them a special effect rather than a regular ball would: if the Pokémon that you're using it on is attracted by the music, then they become confused if if it escapes from the ball. If the defending Pokémon is repelled by the music, then it has a high chance of running away if you throw this PokéBall and it misses, but the chance of capture is x4.
Reverse Ball - When you throw this ball, it doesn't work right away. However, if the target uses an attack that would have its damage based on how many HP it lost (Counter, Mirror Coat, Reversal), the attack doesn't work and this ball activates: the ratio of this ball working on the opponent is the damage the countering attack would have done divided by 100.
Trick Ball - When you throw this ball, it doesn't work right away, but if the one that you're using it on tries to run away or use an attack that would end the battle, then it activates and has a x6 chance of capturing it.
Toxic ball:Easier to catch poisoned Pokemon/Poison pokemon
Mystic ball:Easier to catch Psychic pokemon
Frost ball:Easier to catched frozen/Ice pokemon
Perma ball{obtainable by winning the Battle tower 50 consecutive times in the Lv 50 rank}:Catches frozen pokemon without fail
Maybe Spirit Ball or Unknown Ball?
Foreign Ball: Catches pokemon from other regions easier.
Ruby Ball: Increases FIRE Pokemon caught with this's SPatk
Sapphire Ball: Increases WATER Pokemon caught with this's SPDEF
Morph Ball: Catches Pokemon that have transformed 50% better than an Ultra Ball.
Peril Ball: Has a higher sucess rate the less HP remains to YOUR Pokémon. It still considers the wild Pokémon HP, of course.
Rusty Ball: The caught Pokémon will be more unlikely to befriend you. 1x catch rate.
Spiked Ball: If the Pokémon isn't catch, it receives damage proportional to the time it was inside the ball. 1x catch rate.
Bio Ball (it's weird, be warned): It's not an item, but an attack. Normal type (or maybe type) and 70 accuracy (aprox.). 15 PP and 1x catch rate
Great Bio Ball: The same as before but 10 PP and 1,5x catch rate.
Ultra Bio Ball: The same as before but 5 PP and 2x catch rate.
Pyro Ball: catched Fire Pokemon easier
Zap Ball: catches Electric Pokemon easier
Spirit Ball: catches Ghost Pokemon easier
Legend Ball:Better on Legends(4xCatch Rate)
Reuse Ball:Can Reuse Ball 3 Times(0.5 Catch Rate)
Wave Ball:Works Better Serfing(2xCatch Rate)
Dark Ball: Much easier to catch, but harder to make them like you.
beauty ball: raises beauty in contests and power ups by 1.1 attacks that are beauty in battle
cool ball: raises coolness in contests and power ups by 1.1 attacks that are cool in battle
though ball: raises.... (then up to finish all the others)
(the secondary effect can be added, since most pokemon are breeded)
Dark ball: raises catch rate during the night
bounce ball: raises catch rate by 4x in flying or mid-air pokemon (such as pokemon with levitate, beldum, glalie, castform, beedil, venomoth and others)
drill ball: when higher the defense higher the catch rate (like fast and hard ball)
Shimmerball: After catching the pokemon, you have x2 chance of breeding a shiny pokemon from it. If the captured pokemon IS Shiny, you have x4 chance. (Greatball equal)
Evoball: Allows older pokemon to evolve using pre-established methods in the new game. Now with max-happiness you can moonstone eevee and get an umbreon. (Greatball equal)
Atkball, etc...: After battle, your pokemon gains 1 Effort in the given stat. Item description for these state "Used best when raising a strong pokemon".(Greatball equal)
Like this: Red ball- Has 2x chance of catching pokemon of the red color, if it's not red there's a 1x chance
Physiball; The ball's chance of capturing the foe increases with each physical-type attack the foe knows. Cannot catch a pokemon with just special attacks.
Speciball; The ball's chance of capturing the foe increases with each special-type attack the foe knows. Cannot catch a pokemon with just physical attacks.
Clueless Ball; Has a better chance of catching Pokemon that don't know 4 moves yet.
Powerless Ball; Has a better chance of catching Pokemon that don't know attacks that do direct damage
Thermo Ball; Has a better chance of catching Pokemon that know attacks and/or have abilities that affect/are affected by the weather.
Hover Ball; Has a better chance of catching Pokemon with the Levitate ability.
Synchro Ball; Has a better chance of catching Pokemon whose level is equal to the level of the Pokemon you've sent out in battle.
Vocal Ball; Has a better chance of catching Pokemon with sound-based attacks
Trap Ball; Catch rate of Great Ball. If it fails to catch the foe, the foe cannot flee the battle, or use Roar, Whirlwind, Teleport, Selfdestruct, Explosion, or any other moves that might end the battle or KO itself.
Morph Ball; Has a better chance of catching Pokemon that have different forms or patterns (Deoxys, Spinda, Unown, ect.)
Half Ball; Catch rate of Great Ball. If it fails to catch the foe, the foe's HP is halved.
Detono Ball; Catch rate of Park Ball from GSC. If it fails to catch the foe, it attacks your Pokemon with Explosion, but the foe does NOT faint.
Low Ball; Has a better chance of catching unevolved pogeys (not taking baby forms into consideration, so the effect also applies to Sudowoodo, Pikachu, ect.). Has an even better catch rate for baby Pokemon.
Medium Ball; Has a better chance of catching Pokemon that evolve from something and evolve into something (middle-form Pokemon, like Vibrava, Gloom, and Nidorino. Takes baby forms into account, so Marill, Jigglypuff, Pikachu, ect. all fall underthis category)
High Ball; Has a better chance of catching third form Pokemon (Yes, Raichu, Azumarill, Wigglytuff- they count too!)
Split Ball; Has a better chance of catching Pokemon that can evolve into one of a set of evolutions (Eevee, Tyrogue, Oddish, Gloom, Poliwag, Poliwhirl, ect.)
Mineral Ball; Has a better chance of catching a Pokemon that can evolve with the use of a stone, or evolves when traded w/ King's Rock.
Voltage Ball; Has a better chance of catching Pokemon that are weak against Electric moves (Only if an electric move would produce an "It's Super Effective!" message)
Consistant Ball; Has a better chance of catching Pokemon that are not involved in evolution in any way.
Enigma Ball; Capture rate of Pokeball. If it fails to catch the foe, the foe becomes confused. Capture rate of Ultra Ball vs. foe that is confused by a means other than the Enigma Ball.
Groundwing Ball; Has a better chance of catching Pokemon that have wings yet are still affected by Ground moves (Venomoth, Beedrill).
Hybrid Ball; Has a better chance of catching Pokemon that have 2 types
Mono Ball; Has a better chance of catching Pokemon with just 1 type
Toxibloom Ball; Has a better chance of catching Pokemon that have both grass and poison types.
Disbelief Ball; Has a better chance of catching a Pokemon that knows an attack different from its own type/s (I.E. a Zubat with Leech Life, a Koffing with Tackle)
Power Ball; Has a better chance of catching Pokemon with any of the following moves; Ancientpower, Superpower, Secret Power, Nature Power, Hidden Power.
Time Ball; Has a better chance of catching Pokemon with time-delayed attacks (Wish, Doom Desire, Future Sight, Yawn, ect.)
Myth Ball; Has a better chance of catching Dragon Pokemon.
Hydro Ball; Has a better chance of catching Pokemon while surfing or fishing.
Spacey Ball; Has a better chance of catching really, really big Pokemon
Swiss Army Ball; Has a better chance of catching Pokemon that can learn at least 4 HM techniques
Magnet Ball; Has a better chance of catching Steel Pokemon and Pokemon with Magnet Pull. Will catch Magnemite/Magneton w/Magnet Pull w/out fail.
Cling Ball; Capture Rate of Ultra Ball; If it fails to capture the foe, it minimizes the foe's speed, regardless of Mist, White Smoke, or Clear Body.
Speed ball; Has a better capture rate if your Pokemon has a higher speed stat than the foe.
Slow Ball; Has a better capture rate if your Pokemon has a lower speed stat than the foe.
Drain Ball; Has a better chance of catching Pokemon with draining moves (Mega Drain, Leech Seed, Leech Life, Dream Eater, ect.)
Shell Ball; Has a better chance of catching Pokemon with shells
Coil Ball; Has a better chance of catching Pokemon with long, coilable bodies (Ekans, Dratini, ect.)
Last Chance Ball; Capture rate of an Ultra Ball, but much cheaper. If it fails to catch the foe, it transports the foe to an alternate demention, therefore ending the battle. Catch rate of a great ball vs. shiny Pokemon, and catch rate of a Pokeball vs. a Legendary Pokemon. Catch rate worse than GSC's Park Ball vs. shiny legendaries.
Assortment Ball; Has a better chance of catching Pokemon with one physical type and one special type (Grass/poison, Flying/electric, ect.)
Fang Ball; Has a better chance of catching Pokemon with tooth-based attacks (bite, hyper fang, poison fang, ect.)
Preset Ball; Has a better chance of catching Pokemon you encounter as overworld sprites.
Longwail Ball; Has a better chance of catching Pokemon with cries that last for over a second.
Shortwail Ball; Has a better chance of catching Pokemon with cries that last for under a second.
Imita Ball; Has a better chance of catching Pokemon with imitation attacks (Sketch, Mimic, Transform, ect.). Increased catch rate is cancelled if imitation attack is used in that battle.
Present Ball; Great Ball catch rate. If it fails to catch the Pokemon, it then uses Present on the target.
Exploiter Ball; Has a better chance of catching Pokemon that have had any of their stats lowered (including evasiveness and accuracy).
Recruiter Ball; Has a better chance of catching a Pokemon if you have fewer Pokemon in your party. Catch rate of Ultra Ball with 1 or 2 Pokemon, Great Ball with 3 or 4 Pokemon, Pokeball with 5 or 6 Pokemon.
Versa-Ball; Has a better chance of catching a Pokemon that can have one of two abilites. If it catches the target, it switches its ability with its other one (I.E. you battle a Lotad with Swift Swim; You catch it with a Versa-Ball, it then has the Rain Dish ability)
Disaster Ball; Has a better chance of catching a Pokemon if at any point in that battle, a natural disaster occurred (Any Pokemon using Earthquake, Surf, Eruption, Explosion, Selfdestruct, ect.)
Deul Ball; Catch rate of Great Ball; If it fails to catch the Pokemon, it tries one more time.
Cyclops Ball; Has a better chance of catching one-eyed Pokemon.
Fusio Ball; Has a better chance of catching Pokemon that have evolved by some kind of fusion (Slowbro, Magneton, Weezing, ect.)
Cough Ball; Has a better chance of catching Pokemon with any
Stockpiled power. If it fails to catch the Pokemon, it makes it release all its stockpiled power.
Static Ball:Catches electric pokemon easier and have a 95% chance for catching a paralised(sp?) pokemon.
Rare Ball:Every pokemon you catch will be holding a rare candy.
Mystic Ball:Catches legendaries and dragon types without fail.
Space Ball- Better for catching Pokemon on an Island
Ticker Ball- Recieved at Nintendo event, catches event Pokemon 100% of time.(like the old days, were Mew was FREE.)
Temple Ball- Better for Relicanth, Baltoy, Claydol, Natu, Xatu, Smergle, Unown, Entei, the Regis(if in the game) and whatever other ancient Pokemon there are
Fast ball-catches wild Pokemon that have very high speeds better.
Type ball-catches a Pokemon better depending on what type you bring out.
Hover Ball- raises chance of catching Pokemon that Levitate or used Fly
Dragon Ball- Raises chance of catching Dragons
Spiritual/Focus Ball: Catches FGT- and GHO- types better
Bowler's Ball: Catches RCK- and FGT- types better
Crystal Ball: Catches PSY- and ICE- types better
Atmosph Ball: Catches FLY- and ELC-types better
Economy Ball/Return Ball: Capture rate same as a Great Ball.
Magnet ball: 4x catch rate on steel pokemon.
Magma Ball: Catches FIRE, STEEL, ROCK and GROUND Pokemon easily
Melody Bell: Good as a greatball, and increases a soundbased Pokemon's happiness if caught with it.
Enigma Ball: Catch rate is 1.1 of a Pokeball to 1.9 of a Pokeball. Who said they aren't gonna give us a hax-based ball?
Jeweled Ball: Catches Pokemon with jewelery based items on their bodies; Sableye, Persian, Suicune, Articuno, Manyula, Espeon, Golduck. Of course, half these Pokemon won't be in Diamond/Pearl, or it is simply impossible to catch them in the wild. Like Espeon.
Beach Ball: Good success rate for Water Pokémon found on land.
Guise Ball: Improves the rate of split Evolution Pokémon.
Vermar Ball - Special Effect: Nothing, just look's REALLY cool. Whenever you throw it it changes from green to black, and when it opens it have silver stars circling around the pokemon, instead of gold/yellow.
PsylegBall : catches legendairy psychic pokemon without fail .
TriBall : catches grass/water/fire pokemon " works better than an ultra ball "
ArmoBall : catches ground/steel/rock pokemon without fail .
Enemyball: Captured pokemon grow to hate you more and more.(Great for move frustration)
Fragrenceball: Normal capture rate of pokeball, but attracts pokemon of same type of captured pokemon.
Doomball: Captured pokemon can only stay in battle for 3 turns before fainting, but attack power is GREATLY increased.
Scently Ball: Catches "smell" based Pokemon easier.
Hover Ball: Ghost and Flying
Death Ball: Ghost and Dark
Mind Ball: Dark and Psychic
Phisi Ball: Normal and Fighting
Force ball:If it is a pokemon that would hold something if you catch it,the possibility will rise to 100% for the pokemon you just caught holding something.
Syncro Ball: if the level of your pokemon is the same level as the wild pokémon this ball has a better change to catch.
Badge Ball A ball that catches Pokémon easier the more badges you have compared to their level. Equation:
fr = ((math.ceil(bdgs / 2) * foelvl) / 10)
sr = (100 - fr)
"sr" means Success Rate, "math.ceill" is round up, "bdgs" is your badges, and "foelvl" is your foe's level.
Chain Ball: The more of these Balls you have, the better chance you have of capturing the foe.
Smelly ball: Attracts Pokemon who smell bad
Supply ball: Catches food-related Pokemon.
Music Ball: catches sound based pokemon better then a great ball and normal pokemon with the rate of a pokeball
Land Ball: Catches pokemon in the Ground Egg Group more easily.
Match Ball: 4x normal catch rate when your Pokémon has the same type/types as the opponent.
Charm Ball: 4x normal catch rate on infactuated Pokémon.