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Safari Balls are the only ball that works inside the Safari — regular Poké Balls, Great Balls, Ultra Balls, and the rest are all blocked there.

How a Safari Ball throw works

A normal throw (see Catching Basics) weighs HP, status, ball type, and the target's own species catch rate. A Safari Ball throw ignores all of that — it rolls a single flat chance based purely on how rare the target is, and that's the entire calculation. Weakening or paralyzing the target first doesn't move the odds; they're fixed the moment you throw.

Starting balls

You enter with 30 Safari Balls, given automatically once you pay the entry fee. They don't carry over between visits: your Safari Balls are stripped from your inventory the moment your session ends, and you start fresh with 30 the next time you go in.

Buying more balls

Safari Jones, the supplies vendor stationed at the Safari's central hub, sells one offer: 10 Safari Balls for ₽5,000, up to 3 purchases per visit — so at most 30 bonus balls on top of your starting 30, for 60 total in a single session.

Buy with /safari buy balls, or talk to Safari Jones and use the shop menu directly with /safari shop.

Shiny odds

Shiny odds inside the Safari are 5× the normal rate — every non-shiny spawn gets an extra shiny roll on top of the usual one. Combined with the server-wide base rate of 1 in 11,000 (see Catching Basics), that works out to roughly 1 in 2,200 inside the Safari.

Catch rate by rarity

Every wild Pokémon in the Safari belongs to one of four rarity tiers, and that tier sets your flat catch chance:

RarityCatch chance
Common45%
Uncommon18%
Rare10%
Ultra-rare5%

See Spawns & Areas for which Pokémon fall into each tier, area by area.