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',..7++??7I$~$===::MMM$$$$$$MDDD88D..,: :.....,$7IZ~===+7~MM888DDD88DZ,,:,..I' 7,...,,:I7~:7I7,?MM::~~====~~::,..$' ?...,,:,$$M+=IZMM:+==+==~~~::,..$' ',,.,,::,ZZZZ8,======~~~::,,.,' I,.,,,:::~~~~~~~~::::,,,..M' R E D , B L U E A N D Y E L L O W =...,,,,:::::::,,,....=' ':,..............7'' V E R S I O N S '''~===+''' If you like the guide, please click the 'recommend' button at the top of this webpage at GameFAQs :). _______________________________________________________ Pokemon Red, Blue and Yellow Versions An FAQ/Walkthrough for the Game Boy console Written by and copyright (c) Zerokid 2012-Present zero_kid(at)hotmail(dot)co(dot)uk _______________________________________________________ Hey there. Thank you, first of all, for choosing this guide. You won't be disappointed, since I've packed in as much Pokemon RBY information as I could. Get started already! For the legal disclaimer, email policy and contribution instructions, please refer to the end of this document. As this is quite a large guide, it is probably littered with typos, many of which I've stumbled across while proofreading it. Also, the chances are slim that I've got everything correct first time. If there's something you wish to rectifiy, no matter how minor the mistake, please email me at the above address or send me a mail via my GameFAQs account. Note that the email address ends with '.co.uk'. ___ Version 1.45 ------------ - Date: 2015-12-31 - Size: 1735 KB - Fixed the type chart: Bug is neutral against Bug, not 'not very effective'. - Typo fixes. ___ If this guide helped you, please consider making a small donation to me via PayPal, which I am assured can convert currencies too--you can get to my donation page by following this URL (copy and paste it). https://www.paypal.com/cgi-bin/webscr? cmd=_donations&business=DCSRB76Y3FJQQ&lc=GB&item_name=Zerokid% 20Walkthroughs¤cy_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif% 3aNonHosted Thank you :). If the guide didn't help you, remember how much it cost to use it. The websites - www.gamefaqs.com - www.mycheats.1up.com - www.faqs.ign.com - www.neoseeker.com and any affiliates of the above have permission to host this guide. Note that GameFAQs will probably hold the most up-to-date version. _______________________________________________________________________________ Table of Contents _______________________________________________________________________________ Each section has a unique code inside square brackets. Use the Find (Ctrl + F) feature in your browser/text editor, then punch in the code including the square brackets to quickly be taken to the corresponding section. I. The Walkthrough ------------------ [00] Top Tips [01] Pallet Town [02] Route 1 [03] Viridian City [04] Route 2 [05] Viridian Forest [06] Route 22 [07] Pewter City [08] Route 3 [09] Mt. Moon [10] Route 4 [11] Cerulean City [12] Route 24 [13] Route 25 [14] Sea Cottage [15] Route 5 [16] Underground Path (5-6) [17] Route 6 [18] Vermilion City [19] Diglett's Cave [20] Route 11 [21] S.S. Anne [22] Route 9 [23] Route 10 [24] Rock Tunnel [25] Lavender Town [26] Route 8 [27] Underground Path (7-8) [28] Route 7 [29] Celadon City [30] Rocket Hideout [31] Pokemon Tower [32] Route 16 [33] Route 17 [34] Route 18 [35] Fuchsia City [36] Safari Zone [37] Route 12 [38] Route 13 [39] Route 14 [40] Route 15 [41] Power Plant [42] Saffron City [43] Silph Co. [44] Sea Route 19 [45] Sea Route 20 [46] Seafoam Islands [47] Sea Route 21 [48] Cinnabar Island [49] Pokemon Mansion [50] Route 23 [51] Victory Road [52] Indigo Plateau [53] Cerulean Cave II. The Basics -------------- [B01] Controls and Menus [B02] Pokemon: An Overview [B03] Types [B04] Moves [B05] Evolution [B06] Items [B07] Pokemon Battling: An Overview [B08] Catching Pokemon [B09] The Pokedex [B10] Useful Buildings [B11] The PC [B12] The Goal of Pokemon Red, Blue and Yellow [B13] Universal Linking III. Lists, Charts and Other Data --------------------------------- [L01] Red, Blue and Yellow Version Differences [L02] Experience Charts [L03] Itemdex + [L04] Movedex + [L05] Pokedex + [L06] TM/HM Compatibility List [L07] In-Game Trades [L08] Pokemon Locations Checklist IV. Mechanics and Formulae -------------------------- [M00] Preliminaries [M01] AI Mechanics [M02] Status Effects [M03] Stat Calculation [M04] Stat Modifiers [M05] Accuracy and Evade [M06] The Damage Formula [M07] Critical Hits [M08] Catch Rate Formula [M09] Safari Zone Catching Mechanics [M10] Experience Formulae [M11] Pikachu's Happiness [M12] Colour of HP Bar Formulae [M13] Running Success Formula [M14] Type Effectiveness Message Display [M15] Obedience Mechanics V. Team Building ---------------- [T01] Type Evaluations [T02] In-Game (Elite Four) Teams [T03] Competitive Battling: An Overview [T04] Competitive Pokemon Movesets [T05] Team Building 101 [T06] Battle Tactics [T07] Building a Cartridge Team Competitively [T08] Competitive Jargon VI. Cheats, Tricks and Glitches ------------------------------- [C01] The Cinnabar Island Glitch [C02] The Mew Glitch [C03] The Ditto Glitch [C04] Experience Underflow Glitch [C05] The Missingno. Glitch [C06] Evolution Stone Glitch [C07] The Box Trick [C08] Glitch City [C09] The S.S. Anne Truck [C10] Getting the S.S. Anne to Reappear [C11] Battling Prof. Oak [C12] Other Miscellaneous Glitches [C13] GameShark Codes VII. Appendices --------------- [A01] Pikachu's Beach [A02] Self-Imposed Challenges [A03] Version History [A04] FAQs - Frequently Asked Questions [A05] Legal Disclaimer [A06] Help Required [A07] Contact Information [A08] Credits [A09] Conclusion _______________________________________________________________________________ I. The Walkthrough _______________________________________________________________________________ _________________________________________________ [00] Top Tips _________________________________________________ - Check out section II; 'Basics' if you've never played a Pokemon game before. Otherwise, some of the terminology here will be a bit confusing. - Save before important fights. If nothing else, obey this tip. - Learn your type-effectiveness by looking at the charts I (and others) have provided. Mine is in section B03; 'Types'. Print it. Study it. Absorb it. - Always stock up on Poke/Great/Ultra Balls, because I guarantee you will run out at the most inopportune moment otherwise. - Induce status ailments (burn, paralysis, etc.) to catch resilient Pokemon more easily. The harder they are to catch, the more useful this becomes. - If you are using a Poke/Ultra Ball, it has the most effectiveness when your target is at a third of its max HP; then any more HP reduction becomes useless. So getting a Pokemon to 1HP is pointless. For Great Balls, this is increased to half of its Max HP! - Make HM slaves--that is, Pokemon that only use HM moves--so that your main fighting force isn't bogged with terrible moves (but Surf is usually a good choice). Without trading to GSC, HMs cannot be removed. - Teach your Pokemon moves that match their types--known as Same Type Attack Bonus (STAB)--for a 1.5x damage boost to those moves. - Train a team of Pokemon, but don't overdo it. Out of a potential six, three or four would be best so that they all get a decent amount of Exp. and hold a respectable amount of type advantages. - Fill out the empty slots in your party with garbage Pokemon. For tougher battles, you can switch these guys in and let them eat a hit while you revive or heal your main fighters. - Know which Pokemon are strong and use them, unless you don't mind disadvantaging yourself for the sake of using your favourites. I'd highly recommend following the advice in the Team Building section, T02; 'In-Game (Elite Four) Teams', if you wish to find the most useful in-game 'Mons. - Know when to evolve your Pokemon, which increases their stats and sometimes grants them access to new moves, but also delays the time it takes to learn new moves. Check out the Pokedex section of this guide to make the best judgement. - If you can, trade Pokemon, because a traded Pokemon receives 1.5x Exp. Some Pokemon are exclusive to Red or Blue, so must be traded (or accessed via glitches or GameShark) if you wish to own them in the other versions. - Stay aware of which Pokemon you have caught, since the game doesn't tell you if you have previously caught the Pokemon you are fighting once you've engaged it in battle (future generations have a Poke Ball symbol to indicate that you have it in your Pokedex). I have provided a checklist in section L08; 'Pokemon Locations Checklist' if you wish to keep track of them more easily, as well as a list of new Pokemon available in each area. - I have also provided a checklist of items--if you are trying to collect every item in the game, I strongly urge you to use the checklists at the beginning of each area. That way, you won't miss a single item in the game. - Finally, have fun. Pokemon is still fun after many years and not too hard to beat if you invest some time into training your critters. Type Shorthand -------------- BUG Bug DRG Dragon ELE Electric FGT Fighting FIR Fire FLY Flying GST Ghost GRS Grass GRN Ground ICE Ice NRM Normal PSN Poison PSY Psychic RCK Rock WTR Water _________________________________________________ [01] Pallet Town _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - ONE of the following from Prof. Oak: ---------- #001: Bulbasaur GRS / PSN R B - -- 5 #004: Charmander FIR R B - -- 5 #007: Squirtle WTR R B - -- 5 #025: Pikachu ELE - - Y -- 5 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #060: Poliwag WTR R B - 50% 15 #072: Tentacool WTR / PSN R B 50% 15 Y 40% 10-20 #120: Staryu WTR - - Y 60% 5-10 _________________________________________________ New Items --------- [ ] Potion New Pokemon ----------- [ ] Bulbasaur (RB) [ ] Charmander (RB) [ ] Squirtle (RB) [ ] Pikachu (Y) - Recommended Party Avg. Level: 5 At the beginning of each new area, I'll present a section header like this, which detail what Pokemon you can find in each version, their level range and how rare they are. I'll also give you a recommended average party level, and a list of Poke Mart items for areas that have shops in. Now get started! After pressing NEW GAME, skip through Oak's text with the A Button. Mashing the A button makes it go faster, so keep that in mind. Eventually, you'll arrive at an opportunity to name yourself. ___ Missingno. Glitch Exploitation (Red/Blue only) For the owners of Red and Blue who intend on exploiting the Missingno. Glitch later on, you might want to take a look at section C05; 'The Missingno. Glitch'. The reason I'm warning you now is because the glitch uses the characters in your name to determine the level and species of Pokemon that appear. WARNING! Even if you don't plan on altering your name but still wish to exploit Missingno. later on, it would be wise to NOT name your character with any non- letter symbols in the third, fifth and seventh spaces of your name. Having a non-letter symbol in these spaces causes a glitch trainer to appear when you exploit the glitch and he can ERASE YOUR CARTRIDGE. So I repeat, DO NOT give your character any symbols in his name which are NOT letters in the third, fifth or seventh spaces of his name. ___ The canonical name for your character is Red (Ash from the anime is based on Red) as evidenced by your battle with him at the end of GSC. Once you've named yourself, name your rival, which to my knowledge has no side-effects. HIS canonical name is Blue (Gary from the anime is based on Blue), again seen when you battle him in GSC. After skipping all Oak's text--don't tell me you actually read it!--then you're REALLY ready to begin. You start out in your house, upstairs in your bedroom. For your first item of the game, go to your PC, activate it and withdraw the . Woo! A Potion restores 20HP to any of your Pokemon and can be used on the field or in the middle of AI battles if you forfeit a turn. Might as well check it off on the checklist I've provided, if you're using it. ___ Item checklist -------------- At the beginning of each section I'll be outlining which items you can get in that area, just so you don't accidentally forget any. Note that sometimes you'll have to revisit an area at a later time to get all of its items, but I'll be taking you back to these areas throughout the walkthrough, so don't worry! A NOTE ON MISSABLE ITEMS: To the best of my knowledge, no item in this game is missable. To those of you who are already itching to say 'S.S. Anne', it *is* possible to revisit the S.S. Anne. Check out section C10; 'Getting the S.S. Anne to Reappear' for details. 'H' denotes that the item is hidden; that is, that you cannot see it on the map and must uncover it using the A button on its specific location. I'll be pointing these all out in the guide, so don't worry! 'R', 'B' or 'Y' denotes that the item is only available in Red, Blue or Yellow respectively. ___ Now it's time to fiddle with the Option menu, methinks: ___ Option ------ - Text Speed: Fast Medium Slow Fast isn't particularly fast, but the other speeds are painful. - Battle Animation: On Off Whether you see the animation of a Pokemon's move execution. On is good for the novelty, but Off is the quicker and more efficient option. - Style: Shift Set Shift means that once you have knocked out a Pokemon, the game will tell you which Pokemon, if any, your opponent is going to send out next, and will give you the choice of switching to another member of your team. Set means that the opponent brings out the next Pokemon without giving you any prior warning or opportunity to switch out. Shift is easily the superior option, but if you plan on battling competitively or against other (real life) people, the option is adamantly set to, well, Set. You might want to get in practice now. - Sound: Mono Earphone1 Earphone2 Earphone3 (Yellow only) Personal preference here, really. The default is Mono and that is what I stick with. - Print: Lightest Lighter Normal Darker Darkest (Yellow only) The tone setting you would like to use for your non-existent Game Boy Printer. The best options are probably Fast-Off-Shift(-Mono-Normal). ___ Go downstairs by walking into the stairs in the top right corner. Speak to your Mom (Mum to the English out there) if you wish and head outside into Pallet Town by walking into the doormat at the south of the room. You can explore and chat to people but no-one has any useful information. To continue with the quest, head north into the grassy wilderness of Route 1... Professor Oak will stop you and, if you happen to be playing Yellow, catch a Pikachu at L5, the only one in the entire game. Red and Blue players can pick one up later. He'll drag you back to his lab where you'll meet your Rival, with whatever name you handed him at the beginning, the poor guy. Oak will then talk about some stuff which no-one really listens to and then he (finally) gives you the opportunity to pick a Pokemon. In Yellow, when you go to nab the Pokemon on the desk, your Rival will shove you aside and take it himself, leaving you with the L5 Pikachu that Oak caught earlier. Git. In Red/Blue, there are three of them, safely contained within their Poke Balls on the desk to the right, and from left to right they are Charmander, Squirtle and Bulbasaur, all at L5. But which one should you pick? ___ Pokemon Evaluations Let's weigh up the starters, shall we? Note: You'll notice that the Pokemon's names are written in capitals and surrounded by '<' and '>' signs. Use the find feature in your browser or text editor (typically accessed by holding Ctrl and pressing F) and type in the text as it appears. Hit return to jump to a more detailed overview of that Pokemon, as well as a rating for how well they perform during the game. You can then hit return again to jump back to the section of the walkthrough you were at. Neato. Sometimes, a Pokemon will perform differently or be available later in Yellow version compared to Red or Blue; these Pokemon will have R, B or Y written next to their names to denote which versions that evaluation applies to. I've also included a rating from one to five stars for those of you who are too lazy to read up about them! Example: For , hit Crtl + F and type into the box, then hit return. - Rating: ***** A Fire type Pokemon, Charmander will grow into Charizard in time, a good Fire/Flying dual type. However, he is not very effective against the first Gym (although will still win) and useless in the second, so this will need to be compensated for. As Fire Pokemon go, he is probably the best choice overall, which is a big plus, since Fire types aren't all that useful. Probably for advanced players, you could do a lot worse than Charmander. Gets a nice bunch of TMs and a good movepool, although you'll be stuck with Ember for a Fire move for a while. Pros: + Good Speed. + Probably the best Fire type competitively. + Fire type grants immunity to BRN status. + Nice movepool--learns some good TMs like Dig. Cons: - Finds second Gym very tough. - Quite a few weaknesses (Charmander/Charmeleon: Water, Rock and Ground; Charizard: Water, 4x Rock, Electric, Ice). - Rating: ***** Squirtle is a pure Water type Pokemon and stays that way upon his final evolution into Blastoise. Water is a great type with only two weaknesses, and he's a great early-game Pokemon and gets access to the great Ice Beam, Surf and Dig TMs and HMs. He performs really well in the first gym too, although you'll start needing backup from the second Gym onwards. His offensive stats don't match up to Venusaur's, but he has some nice Defense and his wider selection of moves means he more than compensates for this. Pros: + Good Defense. + Handles first gym nicely. + Gets some good TM moves very early--BubbleBeam and Ice Beam. + Probably the most useful of the three for the Elite Four. + Fewest weaknesses of the three starters--only Electric and Grass. Cons: - Outclassed by lots Water types competitively. - Least power output of the three starters. - Rating: ***** Bulbasaur and his evolutions up to and including Venusaur are all dual Grass/Poison types. If not for the unfortunate hindrance of Poison-typing, Bulbasaur would be amazing. As it stands, he's still damn good. His curse, however, is also a slight blessing, since he is immune to the ever-irritating Poison (PSN) status effect. Bulbasaur does incredibly well in the first two gyms and isn't too shabby in the three after that, either. He also has the highest Special rating of the starters, meaning his Grass attacks do a lot of damage. He's a nice choice, but he doesn't get Razor Leaf for a long time and will be stuck with fairly lame moves up until then. Pros: + Good Special, which means good Special Attack AND Special Defense. + Has the most damage output of the three starters. + Best of the three starters in a competitive scenario. Arguably. + Evolves into final form four levels earlier (L32) than the other two. + Poison type grants immunity to PSN status; Grass type grants immunity to Leech Seed. Cons: - Lots of weaknesses (Fire, Flying, Psychic, Ice, 4x Bug). - Only learns Grass and Normal moves. - Stuck with lame moves until at least L27. Make that L30 if you evolve it. I'd go with Squirtle, but all three are great choices really. Looking at stats, Bulbasaur's the best due to Special being equal to Special Defense and Special Attack, but with regards to movepool and such I would give Squirtle the nod for 'best' starter, but only narrowly. Don't sweat your initial choice too much since they are all good--you really can go by personal preference and you won't go too far wrong, unlike in some future Pokemon games in which there is clearly a best starter. Go with whatever your instinct says, since you can complete the game with any of them with little difficulty if you follow this guide, which takes all of them into account. They've all got a five star ranking, after all. Yellow owners are stuck with Pikachu. Yawn. - Rating: ** I won't be comparing Pikachu to the other starters here, since Yellow players are stuck with him. A speedy Electric type, the reason he gets such a low rating is because in Yellow version he refuses to evolve, leaving his stats sub-par compared to your other teammates. He's pretty useful for the early sections of the game--but is useless for the first Gym and so you'll need to get him some teammates pretty quickly. I'd definitely keep him around for frying all the Flying type Pokemon you'll come across in the early stages of the game. He also helps out in the second Gym (but he'll be hard-pressed to beat the Gym leader's Starmie going solo). Once your other Pokemon start to outpower him--usually after they've evolved--it's time to replace him with something better. ___ So you can check off either Bulbasaur, Charmander, Squirtle or Pikachu on your checklist. Once you've received your first Pokemon, remember to save! Then head south to engage in your first battle. _________________________________________________________ Trainer: Rival Version: R B Money: $ 175 --------------------------------------------------------- - ONE of the following: --------------------------------- #004: Charmander FIR L 5 69 Exp. Stats - HP: 19 Atk: 11 Def: 10 Spc: 10 Spe: 12 ~ Scratch, Growl #007: Squirtle WTR L 5 70 Exp. Stats - HP: 20 Atk: 10 Def: 12 Spc: 10 Spe: 10 ~ Tackle, Tail Whip #001: Bulbasaur GRS / PSN L 5 67 Exp. Stats - HP: 20 Atk: 10 Def: 10 Spc: 12 Spe: 10 ~ Tackle, Growl _________________________________________________________ Trainer: Rival Version: Y Money: $ 175 --------------------------------------------------------- #133: Eevee NRM L 5 97 Exp. Stats - HP: 21 Atk: 11 Def: 10 Spc: 12 Spe: 11 ~ Tackle, Tail Whip _________________________________________________________ You've probably noticed these 'stats' flying around everywhere: Level (L) - A numerical measure of a Pokemon's strength, from 1 to 100. Experience (Exp.) - Defeat foes to gain experience and increase your stats. HP - The Pokemon's health. Reduce this to zero to faint it. Attack (Atk) - How much damage can be dealt with physical* type attacks. Defense (Def) - Reduces damage recieved from physical* type attacks. Special (Spc) - Deals AND reduces damage to special^ type attacks. Speed (Spe) - The Pokemon with the highest Speed acts first in a round. In addition, each of your Pokemon's moves has PP, which determines how many times that move can be used. Once it gets to zero, that move cannot be used until you restore its PP (which can be done by visiting a Poke Center or using an item such as an Ether). If all a Pokemon's moves have zero PP, then it uses the move Struggle which also damages the user. Because the AI is a cheating b****** (buffoon), AI foes have infinite PP. *Physical types: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock. ^Special types: Dragon, Electric, Fire, Grass, Ice, Psychic, Water. Your rival will always pick the Pokemon with the type advantage over yours. If you pick Bulbasaur, he gets Charmander. Your Charmander bags him a Squirtle, and Squirtle is opposed by Bulbasaur. Tough luck, I'm afraid. Not much we can do here, really. Use the FIGHT command to hammer away with your only attacking option (Scratch, Tackle or ThunderShock) and hope your rival bites the dust before you do. Hopefully, he'll stall with stat-lowering moves, but don't hope for too many or they can eventually be harmful. Use the ITEM command to use that Potion from your PC if things get tricky, which will fully heal your battler as they have such low HP at the moment. Yellow players might be able to paralyse (PAR) Eevee (a 10% chance) which will be immensely helpful if Eevee then goes fully paralysed, which happens with a 25% chance each time he spends a turn in PAR. If he does go fully paralysed, he forfeits a turn! But don't count on it too much. ___ You don't need to win, I should mention, but I'd recommend you do because you'll get enough Exp. to get your starter Pokemon to L6 and some cash to boot. By the way, this is the only time in the game where your Pokemon will be fully healed after a battle, and one of only two opportunities where you can lose a battle without forfeiting half your money. In Yellow, you can influence how your rival's Eevee evolves. _______________________________________________________ This Battle Next Battle (Route 22) Evolution ------------------------------------------------------- Lose Lose Vaporeon (Water) Lose Win Flareon (Fire) Win Lose Flareon (Fire) Win Win Jolteon (Electric) _______________________________________________________ My pride has never let me influence it in any direction other than Jolteon. Anyway, once you win, your rival will storm out in a temper. In Yellow, Pikachu will refuse to stay in its Poke Ball. Either way, Oak will have a word with you afterwards. Then leave the lab. Woot. If you go back home, your Mom (Mum) will now heal your team of Pokemon free of charge as a replacement for the lack of a Poke Center in Pallet Town. Just thought you should know. Afterwards, head north into the grassy wilderness of... _________________________________________________ [02] Route 1 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 50% 2-5 Y 70% 2-7 #019: Rattata NRM R B 50% 2-4 Y 30% 2-4 _________________________________________________ New Items --------- [ ] Potion - Recommended Party Avg. Level: 5 In section headers for areas with wild Pokemon, you'll notice an Encounter Rate value--this is how many times out of 256 steps, on average, you can expect a random encounter with Pokemon in the grass. Basically, higher number = more random encounters. So here in Route 1, you'd expect a random enocunter every 25/256 steps--that's about a 9.8% chance per step, or about 1 in every 10 steps. Fun! Hmmm... Pokemon? Unfortunately, you can't catch them yet. Just bash them up for easy Exp. and make sure to use the RUN command when your Pokemon starts getting low on health. There's a Poke Center in the next city which heals Pokemon to full. For free. So hold your horses. Talk to the first person you see for another , then check it off on the checklist. Get your starter to L7 on the way, for there is another Rival battle coming up soon. Pikachu's ThunderShock is super-effective against Pidgeys, so use that to your advantage. Otherwise, just attack with whatever you have. Just keep heading north to arrive in... _________________________________________________ [03] Viridian City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #060: Poliwag WTR R B 50% 15 Y 100% 5-15 #072: Tentacool WTR / PSN R B - 50% 15 _________________________________________________ ____________________ Poke Mart Price -------------------- Poke Ball $ 200 Antidote $ 100 Parlyz Heal $ 200 Burn Heal $ 250 ____________________ New Items --------- [ ] Oak's Parcel - Recommended Party Avg. Level: 7 The first thing you'll want to do is head to the Pokemon Center to heal up your Pokemon. Most cities have Poke Centers and some out-of-the-way places have them too. They'll heal your team for free so you can never use one too much. It's the first building you'll come across. Speak to the nurse behind the counter directly in front of you to use it. Poke Centers are also home to PCs, which, in this bizarre world, act as a bank account to access, withdraw and deposit Pokemon and Items. To the far right of the Poke Center, fire up the PC to store junky Pokemon and Items which are taking up valuable space in your inventory. You can only have six Pokemon in a team, so plonk the rest in the PC where they will end up sitting for the rest of their mundane lives. Use SOMEONE'S PC to access Pokemon withdrawals and deposits. Pokemon in the PC are organised into 12 different boxes, each of which can store up to 20 Pokemon. You must manually set which box you are currently using to withdraw and deposit with the CHANGE BOX option. If you have a full team of six Pokemon and catch another in the wild, it will be sent to the box you have selected. If that box is full of 20 Pokemon, you will not be able to catch any more until you access the PC and manually change box. I'll remind you later on to change box when it's feasable that you might be approaching the 20 Pokemon per box limit, but after the first time it's up to you to remember. In a similar standard, your backpack will only hold 20 different types of item (regardless of size or weight; apparently a Bicycle takes up the same amount of space as a Nugget), by which I mean that 99 of the same item require one item slot. Dump your unused items in the PC too, although be aware that it too has a limit, this time of 50 items (no boxes to mess around with, thank goodness). Use YOUR PC for Item management. Anyway, back to the main quest. Once you're done in the Poke Center, head to the Poke Mart which is to the right and a bit north of the Poke Center. Go inside and the attendant will hand you that needs to go to him in Pallet Town. Yawn. Time to head back to there then, I guess. Cut through Route 1 and just go south. You can jump the ledges to avoid the grass, if you wish, but there's the small patch at the end you'll have to pass through. Personally, I head through the grass for the invaluable Exp. ___________ Pallet Town ___________ New Items --------- [ ] Town Map - Recommended Party Avg. Level: 8 Head to Oak's Lab and hand him the parcel. Your Rival will arrive and mouth off a bit, as usual. After all the chit-chat you receive a Pokedex, a handy tool that records data on all the critters you've seen, with extra info on those you've caught. This is the secondary quest in the Pokemon series--to fill up the Dex. Once you've nabbed the Pokedex, head to your Rival's house, the one directly above the lab. Yes, like most RPGs, people in this world don't mind if you barge into their homes and steal everything that isn't nailed down while they're going about their business. But anyway, speak to your Rival's sister to grab that he was boasting about so much. It's mildly useful if you don't know the layout of the world, but you won't need it with this guide and becomes obsolete upon gaining HM02 (Fly). At this point I bet you're itching to get some more Pokemon, so I've got good news for you. Head back to Viridian City for me, would you? On your way through Route 1, aim for L8 with your Pokemon. The first thing you'll want to do now is head to the Poke Mart and buy some Poke Balls. You can never have too many, but I'd suggest around 10 or so for now, which should still leave you with $1175, a comfortable amount--$1000 if you lost to your Rival (!). You might also want an Antidote or two for Viridian Forest--especially Red players--but I never bother, because them pesky Weedles always die before they can hurt you if you know how to fight them. ___ Status Effects -------------- Speaking of Antidotes, you might have run into some status effects already, namely if you're a Yellow player and have managed to paralyse any foes. Status effects can cripple your team members if you aren't careful. Here's what you're up against: Burn (BRN) - Saps HP and halves your Attack stat. Confusion - Pokemon attacks itself 50% of the time. Eventually wears off. Can switch out to get rid of the effect. Flinch - Miss a turn. Freeze (FRZ) - Afflicted Pokemon cannot use any moves. Leech Seed - Saps HP and transfers it to the foe. Can switch out to get rid of the effect. Paralysis (PAR) - Quarters your Speed stat and occasionally miss a turn. Poison (PSN) - Saps HP in battles *and* saps HP slowly while walking around! Sleep (SLP) - Afflicted Pokemon cannot use any moves. Eventually wears off. Toxic Poison (PSN) - Saps HP in battles; effect worsens over time. Reverts to standard Poison upon switching out or finishing battle. Always be sure to keep a couple of healing items on you, which can be bought from Poke Marts--Burn Heal for Burns, Ice Heal for Freeze, Parlyz Heal for Paralysis, Antidote for Poison and Awakening for Sleep. Full Heal also cures everything with abbreviations--Burn, Freeze, Paralysis, Poison and Sleep. Only one of these status effects can be applied to a Pokemon at any one time. The others--Confusion, Flinch and Leech Seed, can all be applied on top of any one of those status effects. Check out section M03; 'Status Effects' for some more in-depth details. ___ Anyway, there's another fight against Rival-boy in a while, which you might want to get into practice for because you are probably not ready for him yet with your L8 or so monster. So what do we do? Well, we use these new Poke Balls, of course. Head back to Route 1, first of all. _______ Route 1 _______ New Pokemon ----------- [ ] Pidgey [ ] Rattata - Recommended Party Avg. Level: 8 Get yourself into a wild battle like usual. Then prepare to catch something! Catching Pokemon essentially requires you to lower their health as low as you can (below a third is the best you can get--any farther is unnecessary) without killing them, then tossing Balls at them until they're caught. Easy, no? Status ailments such as paralysis improve your chances, so if your Pikachu is L8 in Yellow, Thunder Wave will help out as well, but don't sweat it too much since the difference is negligible on Pokemon as easy to catch as this. Here's what's up for grabs: - Rating: ** A weak Flying type with no decent Flying moves until you hit Cerulean City and get the Fly HM (more on HMs later). You might want it now, but it will soon lose its usefulness. Don't bother with it, but catch it for the Pokedex, or to Fly you around later in the game. - Rating: *** Actually really useful in the early game and learns the fantastic Hyper Fang at L14, far and away the best move at this point. Like Pidgey, though, it loses usefulness as the game progresses. Get a nice variety of TMs but weak stats overall. Now that you have more than one Pokemon in your party, you can use the PKMN command in battle to switch Pokemon if things get hairy. You can also use the POKEMON command in the start menu to switch Pokemon about. The topmost one in your group of up to six will be sent out first, with the other five as back- ups. Once you've caught the two critters here, head back to Viridian. _____________ Viridian City _____________ New Items --------- [ ] Potion (H) - Recommended Party Avg. Level: 8 Well now, we're preparing for Rival battle numero 2 at this point. I would highly recommend going to Viridian Forest first to catch a wider variety of critters, so that's where I'm taking us now. On your way out of Viridian City to the north, Coffee Man will bug you and give you a (rubbish) tutorial on catching Pokemon. Grin and bear it, I'm afraid--I think my tutorial was much better! Afterwards, examine the nearby tree to the left (looks like a cactus) for a hidden . (Note: Hidden items will be denoted with an '(H)' symbol next to them in the item checklist.) Then head north to Route 2. _________________________________________________ [04] Route 2 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Trade for Abra in a house on the right: ------- #122: Mr. Mime PSY R B -- Trade - Trade for Clefairy in a house on the right: --- #122: Mr. Mime PSY Y -- Trade - Tall Grass: ----------------------------------- #010: Caterpie BUG - B - 15% 3-5 #013: Weedle BUG / PSN R - - 15% 3-5 #016: Pidgey NRM / FLY R B 45% 3-5 Y 35% 3-7 #019: Rattata NRM R B 40% 2-5 Y 35% 3-4 #029: Nidoran F PSN - - Y 15% 4-6 #032: Nidoran M PSN - - Y 15% 4-6 _________________________________________________ New Pokemon ----------- [ ] Caterpie (B) [ ] Weedle (R) [ ] Nidoran F (Y) [ ] Nidoran M (Y) - Recommended Party Avg. Level: 8 Okay, let's start catching stuff. - Rating: ** Only available in Blue for the moment but available in just a minute in Red and Yellow. Caterpie evolves early at L7 and then again at L10 into Butterfree, who will help immensely in the next gym if you don't have Bulbasaur or Squirtle. If you don't have one of these two, definitely get one. You might want one anyway, since although its stats are sucky, it learns Sleep Powder super-early and a few useful moves before it gets outclassed. It's definitely the best Pokemon you can have at this point once it evolves, but it is severely outclassed later on and so gets a lowish rating overall. - Rating: * Available in Blue soon enough, but not Yellow. Unlike Caterpie, Weedle and his evolutions are useless. - Rating: ***** - Rating: ***** More or less the same Pokemon--if you invest some TMs in these guys and their evolutions, the final form, Nidoqueen or Nidoking, can be a beast. In Yellow it learns Double Kick at L12, which is a decent move against the next Gym. You can also have it evolved into its final form by Mt. Moon, which is halfway between the first and second Gyms. Power output is pretty good, stats are nice across the board, wide movepool with TM support... Very nice. Basically, pick up a Caterpie--especially if you have Charmander or Pikachu as a starter. Nidoran F/M is an incredible Pokemon if you don't mind giving it some TMs. You might as well get your starter to L9 whilst you're searching for those pesky Pokemon. If you're having trouble finding a particular Pokemon, save and reset. It will reset the Random Number Generator and hopefully give you a better chance of finding what you want. We're basically just passing through Route 2 to get to Viridian Forest in the north: _________________________________________________ [05] Viridian Forest Encounter Rate (RB): 8 Encounter Rate (Y): 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #010: Caterpie BUG R 5% 3 B 45% 3-5 Y 50% 3-6 #011: Metapod BUG R 5% 4 B 40% 4-6 Y 25% 4-6 #013: Weedle BUG / PSN R - 45% 3-5 B - 5% 3 #014: Kakuna BUG / PSN R - 40% 4-6 B - 5% 4 #016: Pidgey NRM / FLY - - Y 24% 4-8 #017: Pidgeotto NRM / FLY - - Y 1% 9 #025: Pikachu ELE R B - 5% 3-5 _________________________________________________ New Pokemon ----------- [ ] Caterpie (BY) ( ) Metapod [ ] Weedle (B) ( ) Kakuna (RB) ( ) Pidgeotto (Y) [ ] Pikachu (RB) - Recommended Party Avg. Level: 9 Note: In the new Pokemon list, I'll be listing evolved Pokemon with round brackets '(' and ')' as a way of denoting that you don't need to catch them. Metapod, for example, is not necessary to catch, as you could just evolve Caterpie instead. Likewise, you can evolve Pidgey into Pidgeotto, so Pidgeotto gets round brackets. You don't need to catch these guys if you're willing to train up their pre-evolutions. Welcome to Viridian Forest. I wouldn't advise talking to anyone except the first person you see, or even walking into their line of sight. These guys are trainers and will challenge you to an inescapable fight. Although you would probably win, this isn't why we're here at the moment. The reason we're here is to expand our Pokedex and team. - Rating: *** He's the only one I'll evaluate here, since the other Pokemon you can catch have been evaluated before or are just evolutions. Pikachu is a speedy Electric type and well worth your time, though he won't be much help in the next Gym. It evolves in Red and Blue, so can become quite powerful with the right TMs. It really helps out against Water types, especially if you lack a Grass type. I grabbed one. Red/Blue players will want a Pikachu, Yellow players and those with Charmander will want Caterpie so that you can get a Butterfree for the next gym (you could catch Metapod to evolve too, but it has no attacking moves). Everything else is filler. Your starter should reach about L10 at this point, which is good. Once you've caught whatever you want, head back out the way you came. Just go south into Viridian City, heal up and then take the west exit to Route 22. _________________________________________________ [06] Route 22 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #019: Rattata NRM R B 45% 2-4 Y 10% 3 #021: Spearow NRM / FLY R B 10% 3-5 Y 10% 2-6 #029: Nidoran F PSN R 5% 3-4 B 40% 2-4 Y 30% 2-4 #032: Nidoran M PSN R 40% 2-4 B 5% 3-4 Y 30% 2-4 #056: Mankey FGT - - Y 20% 3-5 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #118: Goldeen WTR R B - 50% 10 #060: Poliwag WTR R B 50% 15 Y 90% 5-15 #061: Poliwhirl WTR - - Y 10% 15 _________________________________________________ New Pokemon ----------- [ ] Spearow [ ] Nidoran F (RB) [ ] Nidoran M (RB) [ ] Mankey (Y) - Recommended Party Avg. Level: 9 Follow the path left, then around and into the grass. Don't exit out of the other side of the grassy patch or your Rival will challenge you to another battle. Start catching the stuff as outlined for you above: - Rating: **** A much more worthy Flying type than Pidgey and will really help out in Viridian Forest if you don't have Charmander. I'd grab one. It's a great option on your team instead of a Fire type, since both types can nail Grass and Bug types, and has nice Attack and Speed stats. - Rating: *** The other option for Yellow players is Mankey, a decent Fighting type Pokemon. His Low Kick is something to consider as a Fighting move against the next gym and Normal types such as your Rival's Eevee. He's good for this very early portion of the game, but, like Butterfree, will become less useful over time (although Mankey will always remain somewhat useful--Butterfree very quickly approaches vast realms of suck). Get one if you're dying for a super-effective attack against Eevee and Rattata. Red and Blue players might want a spare Nidoran M to trade later on for the counterpart female version. The trade is useless really, but necessary for a perfect game file if you're into that kinda thing. You must ALSO get an extra Spearow to trade for a Farfetch'd as well. Yellow players don't have to do anything. Neato. Now that you've got everything you might want, it's time to gear up for a battle against your Rival. You should be around Level 9 with two or three Pokemon right about now, I would suggest. ___ My Team I'll be updating you periodically of my progress during my playthrough while writing this walkthrough, just so you have an idea of levels and type diversity. This team is nowhere near the best team in the game, but it's fairly solid at any rate. However, I'd check out section 'L02; 'In-Game (Elite Four) Teams' for better teammate recommendations--like I said earlier, you can search for individual Pokemon by using Ctrl+ F and searching for their name in angled brackets. Pikachu L 9 ~ ThunderShock, Growl, Tail Whip, Thunder Wave Metapod L 8 ~ Tackle, String Shot, Harden Spearow L 7 ~ Peck, Growl Actually, I'm probably a bit under-levelled here but I got through okay. I'd say a good team at this point would consist of your starter, a Spearow if you don't have Charmander, or a Caterpie/Metapod/Butterfree if you do. Grab a Caterpie if you have Pikachu as a starter, and grab a Pikachu if you are playing Red or Blue. My Yellow team is outlined above. A Butterfree can be really handy this early on in the game and will remain useful for a little while with its status inducing moves. ___ Okay, your Rival is waiting to be beaten in another battle that doesn't need to be won. Proceed north out of the grass to trigger the battle. Note that the first Pokemon at the top of a trainer's list--for example below--will always be sent out first, so plan accordingly ;). _________________________________________________________ Trainer: Rival Version: R B Money: $ 280 --------------------------------------------------------- #016: Pidgey NRM / FLY L 9 105 Exp. Stats - HP: 27 Atk: 14 Def: 13 Spc: 12 Spe: 16 ~ Gust, Sand-Attack - And ONE of the following: ----------------------------- #004: Charmander FIR L 8 111 Exp. Stats - HP: 25 Atk: 14 Def: 13 Spc: 14 Spe: 16 ~ Scratch, Growl #007: Squirtle WTR L 8 112 Exp. Stats - HP: 26 Atk: 14 Def: 16 Spc: 14 Spe: 13 ~ Tackle, Tail Whip, Bubble #001: Bulbasaur GRS / PSN L 8 109 Exp. Stats - HP: 26 Atk: 14 Def: 14 Spc: 16 Spe: 13 ~ Tackle, Growl, Leech Seed _________________________________________________________ Trainer: Rival Version: Y Money: $ 280 --------------------------------------------------------- #021: Spearow NRM / FLY L 9 111 Exp. Stats - HP: 27 Atk: 17 Def: 11 Spc: 12 Spe: 19 ~ Peck, Growl, Leer #133: Eevee NRM L 8 157 Exp. Stats - HP: 28 Atk: 15 Def: 14 Spc: 16 Spe: 15 ~ Tackle, Tail Whip, Sand-Attack _________________________________________________________ Pidgey and Spearow can both eat a ThunderShock from 'Chu, so send him out first. Squirtle also bites the dust to ThunderShock, so if that's the case you have an easy victory. Bulbasaur will croak it to Spearow's Peck. Now the problem Pokemon remain... Eevee will fall to a Low Kick from Mankey, but if you don't have one you might just have to bash it up the old-fashioned way. Same with Charmander, who can't be harmed super-effectively yet, although he has no Fire moves so you're okay to send Bulbasaur in. Just mash away and you should emerge victorious. ___ I admit that this battle is a bit unfair and that you'll probably have to grind on wild Pokemon a bit to win. If you seem to lose too easily, gain some more levels. Again, in Yellow you can influence how your rival's Eevee evolves! ____________________________________________________________ This Battle Previous Battle (Oak's Lab) Evolution ------------------------------------------------------------ Lose Lose Vaporeon (Water) Lose Win Flareon (Fire) Win Lose Flareon (Fire) Win Win Jolteon (Electric) ____________________________________________________________ So with two victories under your belt, I bet you're itching to get to Pewter City, home of the BoulderBadge. Let's do it. Head back to Viridian City in the east. Use the Poke Center, stock up on Poke Balls at the Poke Mart, consider some Antidotes and then head north into Viridian Forest again. _______________ Viridian Forest _______________ New Items --------- [ ] Antidote (H) [ ] Poke Ball [ ] Antidote (RB) [ ] Potion (Y) [ ] Potion [ ] Potion (H) - Recommended Party Avg. Level: 10 I hate Viridian Forest. Ugh. Well, we'd best get on with it. First, check the lower left corner of the tree in the middle of the area, above the first person you see, for a hidden . From the entrance, head left. Yellow owners will see a female trainer in the grassy patch here. _________________________________________________________ Trainer: Lass Version: - - Y Money: $ 90 --------------------------------------------------------- #029: Nidoran F PSN L 6 75 Exp. Stats - HP: 23 Atk: 11 Def: 12 Spc: 10 Spe: 10 ~ Growl, Tackle #032: Nidoran M PSN L 6 76 Exp. Stats - HP: 22 Atk: 12 Def: 10 Spc: 10 Spe: 11 ~ Leer, Tackle _________________________________________________________ The only super-effective move you might have at this point is Butterfree's Confusion. If so, hammer away with that. Otherwise just use your strongest moves i.e. ThunderShock with Pikachu. Note that Grass, Bug, Poison and Fighting moves are ineffective against Poison types. ___ After the battle (or not), head north and then west down a dead end path for a . Back to the entrance and head east, then north past the inactive trainer until you're challenged by another Trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Money: $ 60 --------------------------------------------------------- #013: Weedle BUG / PSN L 6 66 Exp. Stats - HP: 21 Atk: 10 Def: 9 Spc: 8 Spe: 11 ~ Poison Sting, String Shot #010: Caterpie BUG L 6 67 Exp. Stats - HP: 22 Atk: 9 Def: 10 Spc: 8 Spe: 11 ~ Tackle, String Shot _________________________________________________________ Trainer: Bug Catcher Version: Y Money: $ 70 --------------------------------------------------------- #010: Caterpie BUG L 7 79 Exp. Stats - HP: 24 Atk: 10 Def: 11 Spc: 8 Spe: 12 ~ Tackle, String Shot #010: Caterpie BUG L 7 79 Exp. Stats - HP: 24 Atk: 10 Def: 11 Spc: 8 Spe: 12 ~ Tackle, String Shot _________________________________________________________ Spearow's Peck or Charmander's Ember will fry these guys. Watch out for Poison Sting from Weedle in Red and Blue, and if you do get Poisoned then use one of those Antidotes after battle. Weedle will also fall to Butterfree's Confusion, if you have it, but be careful as Poison Sting will be super-effective against your Bug types. ___ Proceed north, either through the grassy patch or not, your choice. You'll encounter another trainer here afterwards, who has one of three different lineups depending on your version. _________________________________________________________ Trainer: Bug Catcher Version: R Money: $ 70 --------------------------------------------------------- #010: Caterpie BUG L 7 79 Exp. Stats - HP: 24 Atk: 10 Def: 11 Spc: 8 Spe: 12 ~ Tackle, String Shot #011: Metapod BUG L 7 108 Exp. Stats - HP: 25 Atk: 9 Def: 13 Spc: 9 Spe: 10 ~ Harden #010: Caterpie BUG L 7 79 Exp. Stats - HP: 24 Atk: 10 Def: 11 Spc: 8 Spe: 12 ~ Tackle, String Shot _________________________________________________________ Trainer: Bug Catcher Version: B Money: $ 70 --------------------------------------------------------- #013: Weedle BUG / PSN L 7 78 Exp. Stats - HP: 23 Atk: 11 Def: 10 Spc: 8 Spe: 13 ~ Poison Sting, String Shot #014: Kakuna BUG / PSN L 7 106 Exp. Stats - HP: 24 Atk: 9 Def: 13 Spc: 9 Spe: 11 ~ Harden #013: Weedle BUG / PSN L 7 78 Exp. Stats - HP: 23 Atk: 11 Def: 10 Spc: 8 Spe: 13 ~ Poison Sting, String Shot _________________________________________________________ Trainer: Bug Catcher Version: Y Money: $ 60 --------------------------------------------------------- #011: Metapod BUG L 6 91 Exp. Stats - HP: 22 Atk: 8 Def: 12 Spc: 8 Spe: 9 ~ Harden #010: Caterpie BUG L 6 67 Exp. Stats - HP: 22 Atk: 9 Def: 10 Spc: 8 Spe: 11 ~ Tackle, String Shot #011: Metapod BUG L 6 91 Exp. Stats - HP: 22 Atk: 8 Def: 12 Spc: 8 Spe: 9 ~ Harden _________________________________________________________ Peck and Ember are your friends again. Blue and Yellow players should have no problem, but Red players need to watch out for Poison from Weedle and co. Confusion from Butterfree, if you have it, will hammer these Poison types. Just be careful not to get hit yourself. ___ After the trainer, head north through the left pathway, past the sign and not through the grass. An item ball at the end contains either an for Red and Blue players or a for Yellow players. Take the next left, through the grass and head south. Yellow players will encounter another trainer, whilst Red/Blue players get to go scot-free! _________________________________________________________ Trainer: Bug Catcher Version: - - Y Money: $ 80 --------------------------------------------------------- #010: Caterpie BUG L 8 90 Exp. Stats - HP: 26 Atk: 11 Def: 11 Spc: 9 Spe: 13 ~ Tackle, String Shot #011: Metapod BUG L 8 123 Exp. Stats - HP: 27 Atk: 9 Def: 15 Spc: 10 Spe: 11 ~ Tackle, String Shot, Harden _________________________________________________________ Yellow only. Peck, Peck, Peck. This Metapod actually has offensive moves but both Pokemon fall to Peck. ___ After this guy (or not), take a left and head up this other grassy path. Then loop back and come down the next path, like a zig-zag. Once you reach the bottom here, take the end path to a dead-end containing an item ball with a inside. Then come back out of this dead end and go as far west as possible before heading up this grassy path. The guy ahead is the last trainer in the Forest. Woo! Before you engage in battle, check the square of floor he's looking at for a hidden . Again, this guy has three different lineups: _________________________________________________________ Trainer: Bug Catcher Version: R Money: $ 90 --------------------------------------------------------- #013: Weedle BUG / PSN L 9 99 Exp. Stats - HP: 27 Atk: 12 Def: 11 Spc: 10 Spe: 15 ~ Poison Sting, String Shot _________________________________________________________ Trainer: Bug Catcher Version: B Money: $ 90 --------------------------------------------------------- #010: Caterpie BUG L 9 102 Exp. Stats - HP: 28 Atk: 12 Def: 12 Spc: 10 Spe: 14 ~ Tackle, String Shot _________________________________________________________ Trainer: Bug Catcher Version: Y Money: $ 100 --------------------------------------------------------- #010: Caterpie BUG L10 112 Exp. Stats - HP: 30 Atk: 12 Def: 13 Spc: 10 Spe: 15 ~ Tackle, String Shot _________________________________________________________ Easy. Peck, Ember, job done. Confusion if you want for Weedle. Yawn. What an anti-climax, eh? ___ Keep heading north until you've exited Viridian Forest and you'll emerge in the northern half of Route 2. There is no change in Pokemon here so unless you're desperate to train, keep heading north. _________________________________________________ [07] Pewter City _________________________________________________ ____________________ Poke Mart Price -------------------- Poke Ball $ 200 Potion $ 300 Escape Rope $ 550 Antidote $ 100 Burn Heal $ 250 Awakening $ 200 Parlyz Heal $ 200 ____________________ New Items --------- [ ] TM34 (Bide) - Recommended Party Avg. Level: 12 At the top of the city is the Pewter Museum of Science which costs $50 to check out and is utterly worthless. You get to see two skeletons. If you want to see and you're tight, you can save before you go in, look around and then reset for free admission! The person on the right of the map won't let you progress until you have the coveted BoulderBadge, so let's go get it. I had three Pokemon at L11-12 at this point. This is fine in Yellow, but a bit low to be facing Brock with in Red and Blue since his levels are slightly higher. Some training in Route 2/Viridian Forest probably wouldn't hurt us now, would it? In Red and Blue, I would aim for similar levels to Brock--L12-14. At least get Bulbasaur to learn Vine Whip (L13) or Squirtle to learn Bubble (L8). ___ My Team Pikachu L12 ~ ThunderShock, Growl, Thunder Wave, Quick Attack Butterfree L11 ~ Tackle, String Shot, Harden, Confusion Spearow L11 ~ Peck, Growl, Leer In Red/Blue, Butterfree will help since you can use its sleep-inducing move that it learns pretty soon to help bag yourself an Abra (one of the most overpowered Pokemon in the game) in just a little while. Psychic coverage doesn't hurt either, once it learns Confusion. ___ Well, we might as well get started. Stock up on Potions if you want, but you shouldn't need too many more than what you've picked up so far--especially if you've nabbed the hidden ones--then head on over to the Gym. It's on the left side of the map; you have to go north past it and loop around its left side to get to the entrance. Pewter City's Gym Leader, Brock, specialises in Rock types. You can skip the first trainer, but you might as well fight him for the experience. _________________________________________________________ Trainer: Jr. Trainer Version: R B Money: $ 220 --------------------------------------------------------- #050: Diglett GRN L11 190 Exp. Stats - HP: 24 Atk: 19 Def: 12 Spc: 16 Spe: 27 ~ Scratch #027: Sandshrew GRN L11 219 Exp. Stats - HP: 33 Atk: 23 Def: 25 Spc: 13 Spe: 15 ~ Scratch, Sand-Attack _________________________________________________________ Trainer: Jr. Trainer Version: Y Money: $ 180 --------------------------------------------------------- #050: Diglett GRN L 9 156 Exp. Stats - HP: 22 Atk: 16 Def: 10 Spc: 14 Spe: 23 ~ Scratch #027: Sandshrew GRN L 9 178 Exp. Stats - HP: 29 Atk: 20 Def: 21 Spc: 11 Spe: 13 ~ Scratch _________________________________________________________ I thought this was supposed to be a Rock type Gym? Well, whatever. Vine Whip with Bulbasaur, Bubble with Squirtle (or Water Gun if you have it) and Confusion with Butterfree. Job done. In Red and Blue, be careful of repeated Sand-Attacks which will make Sandshrew almost impossible to hit. If this happens, switch out to a different Pokemon and the accuracy modifiers will be reset. ___ Okay, well it's time for the big guy himself. Save, then speak to the Pewter City Gym Leader--Brock! _________________________________________________________ Trainer: Brock Version: R B Money: $1386 --------------------------------------------------------- #074: Geodude RCK / GRN L12 220 Exp. Stats - HP: 33 Atk: 26 Def: 30 Spc: 14 Spe: 11 ~ Tackle, Defense Curl #095: Onix RCK / GRN L14 324 Exp. Stats - HP: 36 Atk: 20 Def: 52 Spc: 15 Spe: 26 ~ Tackle, Screech, Bide, Bind _________________________________________________________ Trainer: Brock Version: Y Money: $1188 --------------------------------------------------------- #074: Geodude RCK / GRN L10 183 Exp. Stats - HP: 29 Atk: 22 Def: 26 Spc: 12 Spe: 10 ~ Tackle #095: Onix RCK / GRN L12 277 Exp. Stats - HP: 32 Atk: 17 Def: 45 Spc: 14 Spe: 23 ~ Tackle, Screech, Bide, Bind _________________________________________________________ Brock must've cheated to get Bind, as Onix doesn't learn it naturally until level 15! Or maybe he bred it over in Gold/Silver/Crystal, but whatever, it's strategy time. Both his Pokemon are quadruple weak to Grass and Water attacks, so if you have Bulbasaur or Squirtle you're laughing, really. If you have Charmander or Pikachu, then your best bet is Butterfree. Confusion isn't super-effective but it will absolutely destroy them both because of their ridiculously low Special stats. Although it isn't very effective, Charmander's Ember will do decent damage for the same reason. Pikcahu's Electric attacks won't damage either of Brock's Pokemon at all and they will take minimal damage from its Normal attacks, so just avoid using Pikachu for this fight. Geodude is a piece of cake this way, but Onix is a bit tougher. Higher levelled and with better moves, it's a bit of a pain. Bind is a move which traps you and damages continually, and it will have you tearing your hair out, so just switch if he uses this move or ride it out until it finishes (In RBY, trapping moves stop you from attacking. In later games, they stop you from switching, so you CAN switch out in RBY). He will also use Bide, a move which stores up damage for 2-3 turns and then unleashes double the damage the Pokemon received back at the opponent. If you don't think you can waste Onix in two turns after he uses it, stall him out with non-damaging moves like Growl or Harden. Then when Bide is over, resume pounding on him. Basically, exploiting their weaknesses and low Special stats will net you the win. Also, Brock will use Potions when their health gets low. Solution--drop them in one hit! Either that, or just ride it out. You'll be fine. ___ After the battle, you receive the BoulderBadge, which increases the Attack stat of all Pokemon in in-game battles to 9/8ths of its original value. Awesome. You also get (Bide) and the ability to use Flash outside of battle. Oh, and money. Bide isn't worth teaching and, if you plan on exploiting the Missingno. Glitch, isn't worth using because once you do, it's gone forever. Oh, and by the way, the Missingno. glitch allows you to clone an item. Indefinitely. Good stuff. Only for Red and Blue though. TM34 is unique, so don't use it up or it'll be gone forever. Save it for the Missingno. (item duplication) glitch later on, if you want. In fact, most TMs are like this. Assume all TMs are one-of-a-kind unless I say otherwise. Now leave the gym, heal up etc. and make sure to buy plenty of Poke Balls (say 10) because we'll be going through some lengthy caves soon with plenty of new Pokemon in. Couldn't hurt to top up with a handful of Potions and maybe an Escape Rope or two if you can spare the money. Unfortunately we cannot buy Repels yet... Time to head to Route 3 which is the east exit out of Pewter City. _________________________________________________ [08] Route 3 Encounter Rate: 20 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B - 45% 6-8 #019: Rattata NRM - - Y 15% 10-12 #021: Spearow NRM / FLY R B 45% 5-8 Y 55% 8-12 #027: Sandshrew GRN - - Y 15% 8-10 #039: Jigglypuff NRM R B - 10% 3-7 #056: Mankey FGT - - Y 15% 9 _________________________________________________ New Pokemon ----------- [ ] Sandshrew (Y) [ ] Jigglypuff (RB) - Recommended Party Avg. Level: 13 The first trainer you come across, directly east of you, will be waiting. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 135 --------------------------------------------------------- #016: Pidgey NRM / FLY L 9 105 Exp. Stats - HP: 27 Atk: 14 Def: 13 Spc: 12 Spe: 16 ~ Gust, Sand-Attack #016: Pidgey NRM / FLY L 9 105 Exp. Stats - HP: 27 Atk: 14 Def: 13 Spc: 12 Spe: 16 ~ Gust, Sand-Attack _________________________________________________________ Both exactly the same, and both fall to a ThunderShock or two from Pikachu. Switch out if your accuracy gets too low due to Sand-Attack. ___ Head north after beating her for another trainer fight. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 100 --------------------------------------------------------- #010: Caterpie BUG L10 112 Exp. Stats - HP: 30 Atk: 12 Def: 13 Spc: 10 Spe: 15 ~ Tackle, String Shot #013: Weedle BUG / PSN L10 111 Exp. Stats - HP: 29 Atk: 13 Def: 12 Spc: 10 Spe: 16 ~ Poison Sting, String Shot #010: Caterpie BUG L10 112 Exp. Stats - HP: 30 Atk: 12 Def: 13 Spc: 10 Spe: 15 ~ Tackle, String Shot _________________________________________________________ Peck or Ember. Confusion to Weedle is also an option. ___ Then a little to the right. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 165 --------------------------------------------------------- #016: Rattata NRM L11 133 Exp. Stats - HP: 29 Atk: 19 Def: 14 Spc: 12 Spe: 22 ~ Tackle, Tail Whip, Quick Attack #023: Ekans PSN L11 145 Exp. Stats - HP: 30 Atk: 20 Def: 16 Spc: 15 Spe: 18 ~ Wrap, Leer, Poison Sting _________________________________________________________ Strong attacks on Rattata or Low Kick from Mankey if you have one in Yellow. Confusion for Ekans. ___ If you were Poisoned or your Pokemon are hurting, go back to the Poke Center in Pewter. Otherwise, carry on to the right and engage the next trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 90 --------------------------------------------------------- #013: Weedle BUG / PSN L 9 99 Exp. Stats - HP: 27 Atk: 12 Def: 11 Spc: 10 Spe: 15 ~ Poison Sting, String Shot #014: Kakuna BUG / PSN L 9 136 Exp. Stats - HP: 28 Atk: 11 Def: 15 Spc: 10 Spe: 12 ~ Harden #010: Caterpie BUG L 9 102 Exp. Stats - HP: 28 Atk: 12 Def: 12 Spc: 10 Spe: 14 ~ Tackle, String Shot #011: Metapod BUG L 9 138 Exp. Stats - HP: 29 Atk: 10 Def: 16 Spc: 10 Spe: 11 ~ Harden _________________________________________________________ Peck or Ember. With Weedle and Kakuna, you could also use Confusion. ___ Just above him and to the right is a Lass to engage. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 150 --------------------------------------------------------- #016: Rattata NRM L10 121 Exp. Stats - HP: 27 Atk: 18 Def: 13 Spc: 11 Spe: 21 ~ Tackle, Tail Whip, Quick Attack #032: Nidoran M PSN L10 127 Exp. Stats - HP: 30 Atk: 18 Def: 14 Spc: 14 Spe: 16 ~ Leer, Tackle, Horn Attack _________________________________________________________ Strong attacks/Low Kick to Rattata, Confusion to Nidoran M. ___ Jump down over the ledge directly below you to engage in yet another battle. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 210 --------------------------------------------------------- #021: Spearow NRM / FLY L14 174 Exp. Stats - HP: 37 Atk: 24 Def: 15 Spc: 15 Spe: 26 ~ Peck, Growl, Leer _________________________________________________________ ThunderShock. Considering its level, this might take 2-3 hits, but it can't do jack against Pikachu so don't let it scare you. ___ Now loop back around to the previous trainers and carry on east instead of jumping down the ledge like you did last time. Another trainer stands guard here. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 110 --------------------------------------------------------- #010: Caterpie BUG L11 124 Exp. Stats - HP: 32 Atk: 13 Def: 14 Spc: 11 Spe: 16 ~ Tackle, String Shot #011: Metapod BUG L11 169 Exp. Stats - HP: 33 Atk: 11 Def: 18 Spc: 12 Spe: 13 ~ Harden _________________________________________________________ Peck/Ember. You know the drill. ___ You'll encounter the final trainer of Route 3 in the grass just here. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 210 --------------------------------------------------------- #039: Jigglypuff NRM L14 228 Exp. Stats - HP: 58 Atk: 20 Def: 12 Spc: 14 Spe: 12 ~ Sing, Pound, Disable _________________________________________________________ Hmm, a new Pokemon? Jigglypuff will put you to sleep with a 55% accurate Sing, cripple one of your moves at random with Disable and then proceed to Pound you, albeit rather weakly. Just use strong moves or Low Kick from Mankey if you have it. ___ And that's that. Phew! Time to be catching some Pokemon, methinks. - Rating: **** Yellow players can grab themselves a Sandshrew, a Ground type that can be very powerful if you invest some later TMs into it. It learns the horrendously overpowered Slash at L17, and even gets a very powerful--100 power!--STAB TM in Dig, making him ridiculously fearsome, but he doesn't do very well against Special Pokemon and has below average Speed. - Rating: * In Red and Blue, you'll instead nab a Jigglypuff, though Blue Players can grab a Sandshrew shortly. Jiggly is a Sleep inducer which is always nice, but it only has Sing which has a mere 55% accuracy. Butterfree has Sleep Powder coming up soon--L17 in Red and Blue and L15 in Yellow--and Sleep Powder is 75% accurate so it's much better. Jigglypuff can learn quite a few good TMs but there isn't much reason to give it them, due to its low stats. Get them for the Pokedex at least, then continue on and head north into the west section of Route 4. _______ Route 4 _______ New Pokemon ----------- [ ] Magikarp - Recommended Party Avg. Level: 14 Since we can't get any Pokemon here yet, really, I'll handle the data thingies once we get out of Mt. Moon. All we really need to know is that there is a Poke Center here, which should be used and the entrance to Mt. Moon, which will also be used. Inside the Poke Center is a man who will sell you a Magikarp for $500. It's pretty cheap if you're dying to get one now--but there are loads available later for the cost of a Poke Ball. - Rating: *** Magikarp and his evolution don't learn any natural Water moves until late in the game, so you'll have to stick to TMs. I'd say don't bother yet, though if you badly need a Gyarados (L20, slow to evolve) then by all means go ahead. Gyarados itself is very cool, just a bit of a liability right now. I'll remind you to get one later if you don't want to buy it now. It does have fantastic stats and learns a great set of TMs, though. Take the nearby cave entrance at the east to enter the dangerous Mt. Moon. Hope you stocked up on healing items and Poke Balls like I suggested! A good team at this point would consist of about three Pokemon at L13-14. _________________________________________________ [09] Mt. Moon Encounter Rate: 10 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - 1F - Cave Floor: ------------------------------ #027: Sandshrew GRN Y 4% 12 #035: Clefairy NRM R B 1% 8 Y 1% 11 #041: Zubat PSN / FLY R B 79% 6-11 Y 75% 6-11 #046: Paras BUG / GRS R B 5% 8 #074: Geodude RCK / GRN R B 15% 8-10 Y 20% 10 - B1F - Cave Floor: ----------------------------- #035: Clefairy NRM R B 4% 9 Y 5% 10-12 #041: Zubat PSN / FLY R B 60% 7-11 Y 65% 8-11 #046: Paras BUG / GRS R B 10% 10 Y 10% 9-11 #074: Geodude RCK / GRN R B 26% 7-9 Y 20% 10-11 - B2F - Cave Floor: ----------------------------- #035: Clefairy NRM R B 6% 10-12 Y 10% 9-13 #041: Zubat PSN / FLY R B 49% 9-12 Y 55% 10-13 #046: Paras BUG / GRS R B 15% 10-12 Y 15% 13 #074: Geodude RCK / GRN R B 30% 9-10 Y 20% 11 _________________________________________________ New Items --------- [ ] TM12 (Water Gun) [ ] Potion [ ] HP Up [ ] Potion [ ] Rare Candy [ ] Escape Rope [ ] TM01 (Mega Punch) [ ] Ether (H) [ ] Moon Stone [ ] Moon Stone (H) [ ] Dome Fossil [ ] Helix Fossil New Pokemon ----------- [ ] Clefairy [ ] Zubat [ ] Paras [ ] Geodude - Recommended Party Avg. Level: 14 Start catching stuff as soon as you enter if you want, but note that the rarer creatures will start appearing with greater frequency on the lower floors, especially Clefairy. When engaging them, make good use of Thunder Wave from Pikachu (be aware that it doesn't work on Geodude) and Stun Spore/PoisonPowder/Sleep Powder from Butterfree to make your prey easier to capture. Sleep Powder is best, if you have it. - Rating: * You won't be able to avoid catching a Zubat. You'll soon get tired of seeing this little sucker (heh, sucker, get it?) because it pops up bloody everywhere. It is awful in combat so just catch it for the Pokedex. When fighting it, watch out for confusion from Supersonic--just run if it happens. Zubat is a terrible Pokemon with terrible typing, terrible moves and average stats. Meh. I'd avoid it. - Rating: ** (Graveler) - Rating: *** (Golem) Geodude is also relatively common here. This is your answer to Normal types if you have had trouble with them thus far. Geodude and his evolutions are good because they are Rock/Ground types and hence resist Normal moves. They have great Attack stats, even better Defense and learn some pretty good moves naturally (looking at you, Earthquake!). Unfortunately, they have a 4x weakness to Grass and Water and are hideously slow. They also cannot evolve without being traded. For now, however, he's a decent choice and you can decide later on whether to keep him or not. - Rating: *** The other two are much rarer game, but if you happen to bump into Clefairy now then by all means grab it. Clefairy's stats are sub-par and its level up movepool is abysmal, so I'd skip it. It also learns a bunch of useful TMs and HM's... which we don't have yet. Yellow players should catch an extra Clefairy to trade for a Mr. Mime later on. - Rating: * The other semi-rare one is Paras. It has the only access to Spore--a 100% sleep move--in the entire game. Unfortunately, Spore comes at L27 or L30 if you evolve it and it just has no other moves that are really that good. 4x Fire, Poison and Flying weaknesses don't help an already lost cause. Give it a miss and use something better with Sleep Powder instead. Well I hope you're ready for Mt. Moon. You have 12 fairly tough trainers to defeat, but the real challenge is staying sane in the face of so many Zubat. I really wish Pewter sold Repels. I'd highly recommend getting a Geodude when you enter. Take it to the Poke Center, heal it and slot it in your team somewhere. It'll be worth it. Get him to L16 ASAP to learn Rock Throw. Despite its awful accuracy, this will waste Bug, Fire, Flying and Ice types nicely. Head a bit north from the entrance. When the cave opens up, go west and then south and grab the item ball with (Water Gun) in. This TM is fairly useless soon enough so you might as well use it. It can help your team deal with the Geodudes here. Squirtle can learn it as well, but he will at L15 anyway so why bother? Don't use it up if you're saving all unique items for duplication later on. If you have a starter and wish to evolve it (not evolving it will make it learn moves faster, see my Pokedex for full details), get it to L16 now, which should be possible. Unfortunately, this doesn't apply to Pikachu. In Yellow, he will never evolve :(. Head north and west to find another item ball with a inside, then fight the nearby trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 110 --------------------------------------------------------- #013: Weedle BUG / PSN L11 121 Exp. Stats - HP: 31 Atk: 14 Def: 13 Spc: 11 Spe: 17 ~ Poison Sting, String Shot #014: Kakuna BUG / PSN L11 166 Exp. Stats - HP: 32 Atk: 12 Def: 17 Spc: 12 Spe: 14 ~ Harden _________________________________________________________ Peck, Confusion or Ember. Your choice. ___ After him, head east from above the entrance to encounter a female trainer by a signpost. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 210 --------------------------------------------------------- #035: Clefairy NRM L14 204 Exp. Stats - HP: 45 Atk: 20 Def: 20 Spc: 24 Spe: 17 ~ Pound, Growl, Sing _________________________________________________________ Hmm. Make sure it doesn't put you to sleep for five turns and Pound on your ass like it did to me. This could be quite tough. Hit it with physical attacks such as Tackle, Rock Throw, Peck or, ideally, Mankey's Low Kick/Nidoran's Double Kick. Geodude won't be hurt by its attacks but is slow so will be put to sleep pretty often. Otherwise just put it to sleep with your Butterfree and smack it around with Confusion. All else failing, just hit it as hard as you can. ___ If she kicked your ass like she did mine, journey back to the Poke Center. Then head north from this trainer, continuing on past her to come across a ladder. Take it. Follow this pathway to another ladder, climb this one and then fight the nearby trainer. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 330 --------------------------------------------------------- #027: Sandshrew GRN L11 219 Exp. Stats - HP: 33 Atk: 23 Def: 25 Spc: 13 Spe: 15 ~ Scratch, Sand-Attack #016: Rattata NRM L11 133 Exp. Stats - HP: 29 Atk: 19 Def: 14 Spc: 12 Spe: 22 ~ Tackle, Tail Whip, Quick Attack #041: Zubat PSN / FLY L11 126 Exp. Stats - HP: 31 Atk: 16 Def: 14 Spc: 15 Spe: 18 ~ Leech Life, Supersonic _________________________________________________________ Water Gun or Vine Whip on Sandshrew. If not, then Confusion from Butterfree will have to suffice. Rattata falls to Low Kick or try using Geodude for its handy Normal resistance. Zubat can be felled with ThunderShock, Confusion and Rock Throw. Options much? Take that, you stupid bat. If it uses Supersonic and connects, switch out to avoid the confusion and damaging yourself. ___ After the battle, head on up the plateau and nab the that sits there. It will boost your Pokemon's HP, but it will barely be noticeable at this stage; by 1, if you're lucky. Save it for now--I would. Head back down the ladder and through that pathway and up the other ladder to emerge back on the entrance floor. From the ladder, head south to encounter yet another trainer. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 275 --------------------------------------------------------- #081: Magnemite ELE L11 208 Exp. Stats - HP: 28 Atk: 14 Def: 22 Spc: 27 Spe: 16 ~ Tackle #100: Voltorb ELE L11 241 Exp. Stats - HP: 31 Atk: 13 Def: 17 Spc: 18 Spe: 28 ~ Tackle, Screech _________________________________________________________ We have no Ground moves, which are Electrics' only weakness, so use Geodude for the top-notch resistance to Normal moves such as Tackle. Rock Throw drops them both. If not, just use your best attacking move. ___ Southwest of this trainer is a in an item ball, so grab it. Then head a tiny bit east and then north the other side of the rock formation to encounter another trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 100 --------------------------------------------------------- #010: Caterpie BUG L10 112 Exp. Stats - HP: 30 Atk: 12 Def: 13 Spc: 10 Spe: 15 ~ Tackle, String Shot #011: Metapod BUG L10 153 Exp. Stats - HP: 31 Atk: 10 Def: 17 Spc: 11 Spe: 12 ~ Harden #010: Caterpie BUG L10 112 Exp. Stats - HP: 30 Atk: 12 Def: 13 Spc: 10 Spe: 15 ~ Tackle, String Shot _________________________________________________________ Peck, Ember or Rock Throw. This shouldn't take long. ___ In the southeast corner of the room is a item. It raises a Pokemon's level by one. Use it now if you wish, but, obviously, the longer you hold out for it the better, because it's harder to gain levels the higher you are. Ideally, you use it at L99 to get to L100! Rare Candies are finite in number, so if you don't save them all or duplicate them later on through the Missingno. glitch, you're screwed and cannot have any more. Head north from this to bump into an , then keep heading north. When you near the north wall of the cave, turn west to run into another female trainer. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 165 --------------------------------------------------------- #043: Oddish GRS / PSN L11 183 Exp. Stats - HP: 32 Atk: 17 Def: 18 Spc: 23 Spe: 13 ~ Absorb #069: Bellsprout GRS / PSN L11 198 Exp. Stats - HP: 33 Atk: 23 Def: 14 Spc: 22 Spe: 15 ~ Vine Whip, Growth _________________________________________________________ Peck, Ember or Confusion. Just keep Geodude far, far away... ___ Keep going west and when you get to a wall, head south, taking the ladder that you come across. Follow the path to another ladder. Take it, then battle the Rocket nearby. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 360 --------------------------------------------------------- #041: Zubat PSN / FLY L12 138 Exp. Stats - HP: 33 Atk: 17 Def: 15 Spc: 16 Spe: 20 ~ Leech Life, Supersonic #023: Ekans PSN L12 159 Exp. Stats - HP: 32 Atk: 21 Def: 17 Spc: 16 Spe: 20 ~ Wrap, Leer, Poison Sting _________________________________________________________ Zubat can suck on ThunderShock, Rock Throw or Confusion. Switch out if Supersonic hits. Ekans will start Wrapping which is annoying so switch or ride it out. Confusion is the most effective move but Butterfree will take super- effective damage from Poison Sting so it's a toss up. Stick Sleep Powder on it first and use an Antidote if necessary. ___ After wiping the floor with the Rocket, head up the plateau to the north for (Mega Punch). Candidates for this Normal move that's fairly powerful (about twice as powerful as Quick attack) include Charmander/Charmeleon, Squirtle/Wartortle, Pikachu, Clefairy, Jigglypuff, Mankey and Geodude. The latter two are the best candidates because of their high Attack ratings, though Mankey learns Karate Chop at L15 which, factoring in the Critical Hit ratio, is more powerful. Also, if you're TM-tight, don't worry about using up TM01 right now, as you can buy a replacement (or multiple replacements) from Celadon Department Store later in the game. Or use the Missingno. glitch, whatever. So yeah, use it up by all means. South and to the east of this plateau where you found TM01 is a strange rock that's hiding an , an item that restores 10PP to any move of any Pokemon. You can't buy them in stores, so use them only when desperate because they are of limited stock. Head back down the ladder and all the way back to the top floor. Use the Poke Center if you want to, because we're pressing through this cave rapidly now. To get there quickly, consider using an Escape Rope. After that (or if you didn't go), continue south on this top floor again and encounter your next trainer. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 150 --------------------------------------------------------- #019: Rattata NRM L10 121 Exp. Stats - HP: 27 Atk: 18 Def: 13 Spc: 11 Spe: 21 ~ Tackle, Tail Whip, Quick Attack #019: Rattata NRM L10 121 Exp. Stats - HP: 27 Atk: 18 Def: 13 Spc: 11 Spe: 21 ~ Tackle, Tail Whip, Quick Attack #041: Zubat PSN / FLY L10 115 Exp. Stats - HP: 29 Atk: 15 Def: 13 Spc: 14 Spe: 17 ~ Leech Life, Supersonic _________________________________________________________ Smack the rats up with Low Kick or, failing that (like me), smack everything up with Rock Throw, using the usual strategy for Zubat with the Supersonic and the three attacks with super-effectiveness and whatnot. ___ Continue on left into a large room with a large trainer. Fight him. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 350 --------------------------------------------------------- #074: Geodude RCK / GRN L10 183 Exp. Stats - HP: 29 Atk: 22 Def: 26 Spc: 12 Spe: 10 ~ Tackle #074: Geodude RCK / GRN L10 183 Exp. Stats - HP: 29 Atk: 22 Def: 26 Spc: 12 Spe: 10 ~ Tackle #095: Onix RCK / GRN L10 231 Exp. Stats - HP: 28 Atk: 15 Def: 38 Spc: 12 Spe: 20 ~ Tackle, Screech _________________________________________________________ Water Gun, Vine Whip, perhaps Low Kick/Double Kick--otherwise Confusion with Sleep Powder tossed in for good measure. ___ After the battle, take the in the top left corner. Moon Stones are finite, so save one for duplication if you're in Red and Blue. Four Pokemon can evolve via Moon Stone and you could, theoretically, own them all now. Nidoran F --> Nidorina (L16) --> Nidoqueen (Moon Stone) Nidoran M --> Nidorino (L16) --> Nidoking (Moon Stone) Clefairy --> Clefable (Moon Stone) Jigglypuff --> Wigglytuff (Moon Stone) Be warned that Pokemon that evolve via Stones generally stop learning moves via level up, so check in my Pokedex whether evolving them now is a good idea. Probably not. If you have been training a Nidoran, evolving it now would give you a powerful Pokemon that will unfortunately rely on TMs for good moves. Take the nearby ladder above the Hiker and follow the pathway to another ladder. When you emerge on the other end, go north, east, then south down some stairs to encounter another Rocket. _________________________________________________________ Trainer: Rocket Version: R B Money: $ 480 --------------------------------------------------------- #020: Raticate NRM L16 397 Exp. Stats - HP: 46 Atk: 33 Def: 26 Spc: 23 Spe: 38 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang _________________________________________________________ Trainer: Rocket Version: Y Money: $ 390 --------------------------------------------------------- #019: Rattata NRM L13 157 Exp. Stats - HP: 32 Atk: 21 Def: 16 Spc: 13 Spe: 25 ~ Tackle, Tail Whip, Quick Attack #041: Zubat PSN / FLY L13 150 Exp. Stats - HP: 35 Atk: 19 Def: 16 Spc: 17 Spe: 21 ~ Leech Life, Supersonic _________________________________________________________ In Red/Blue, this Raticate will be the hardest thing you've faced. Geodude is your best bet here--his high Defense and his Normal resistance will come in very handy against Hyper Fang, which will utterly screw anything else you have at this point. Rock Throw it as much as you can and Tackle if things get desperate. All else you can do is Low Kick perhaps or just strong attacks. On a side note, how do you get a L16 Raticate? L20 is when Rattata evolves... Yellow players have an easier time just using Geodude on Rattata and doing what they do best to Zubat. ___ Ascend the other stairs and loop around in a large squareish thing. Just continue along this path and fend off about 50 billion wild Zubat. Red/Blue players will eventually encounter another trainer. Yellow players get to skip this one. _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 390 --------------------------------------------------------- #019: Rattata NRM L13 157 Exp. Stats - HP: 32 Atk: 21 Def: 16 Spc: 13 Spe: 25 ~ Tackle, Tail Whip, Quick Attack #041: Zubat PSN / FLY L13 150 Exp. Stats - HP: 35 Atk: 19 Def: 16 Spc: 17 Spe: 21 ~ Leech Life, Supersonic _________________________________________________________ You Red/Blue players thought you could get away from that battle that Yellow players just had, but you can't. Not that it's a big deal. Rock Throw the pair of them or electrocute/confuse the bat thing. ___ Push on past the (perhaps nonexistent) Rocket. After ascending a set of stairs, go to the east down a thin corridor to examine the white panel at the end for a hidden . Then head back up the stairs to battle a Super Nerd with a fossil fetish. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 300 --------------------------------------------------------- #088: Grimer PSN L12 231 Exp. Stats - HP: 43 Atk: 26 Def: 18 Spc: 16 Spe: 12 ~ Pound, Disable #100: Voltorb ELE L12 264 Exp. Stats - HP: 33 Atk: 14 Def: 18 Spc: 20 Spe: 30 ~ Tackle, Screech #109: Koffing PSN L12 292 Exp. Stats - HP: 33 Atk: 22 Def: 29 Spc: 21 Spe: 15 ~ Tackle, Smog _________________________________________________________ Confusion is all we have against the Poison types, otherwise your strongest attacks will probably be rolling out from Geodude. In fact, Geodude can ace this whole thing--just be careful of Grimer disabling Rock Throw, or running out of PP or getting poisoned by Smog. If you do use Butterfree to confuse, Smog will be super-effective, so be careful. ___ Use Antidotes if necessary. Afterwards, you get to pick either the or the . The former can be traded in for a Kabuto and the latter for an Omanyte, both Water/Rock Pokemon. Check the Dex for full info. Kabuto and his evolution are probably slightly better and about a billion times cooler looking. You can get the other from a glitch anyway. But, that's a long way away, so pick one, abandon the other and continue up the stairs and head west. For Red/Blue players, victory is in sight since there are no more trainer battles. Just follow the linear path outta here. For Yellow players however... _________________________________________________________ Trainer: Rocket Version: - - Y Money: $ 420 --------------------------------------------------------- #023: Ekans PSN L14 186 Exp. Stats - HP: 36 Atk: 24 Def: 19 Spc: 18 Spe: 22 ~ Wrap, Leer, Poison Sting #052: Meowth NRM L14 207 Exp. Stats - HP: 37 Atk: 20 Def: 17 Spc: 18 Spe: 32 ~ Scratch, Growl, Bite #109: Koffing PSN L14 342 Exp. Stats - HP: 37 Atk: 25 Def: 33 Spc: 24 Spe: 17 ~ Tackle, Smog _________________________________________________________ Yep, that's Jessie and James from the Anime show. They don't really do anything special in this game other than pop up and annoy you from time to time. You'll have to be weary if you've taken a beating, since their levels are decently high. Confusion is all the super effectiveness we have against the Poison types at the moment and Geodude can lay the smackdown on all three of these guys as well, since he resists their moves. Mankey doesn't do badly against Meowth, either. ___ Now, if you hang about a bit, this floor has the highest chance of encountering a Clefairy if you have been unfortunate enough not to come across one yet. If you want it for the Dex (or even for your team), stick around and grab it. Remember to grab an extra one to trade for a Mr. Mime later on in Yellow, like I mentioned earlier. Paras is more common here too. Okay, we're all done now, I promise. Head down the ladder and follow the little path to another ladder to be free of Mt. Moon forever! Yes! _________________________________________________ [10] Route 4 Encounter Rate: 20 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Buy for $500 from the man in the Poke Center: - #129: Magikarp WTR R B Y -- 5 - Tall Grass: ----------------------------------- #019: Rattata NRM R B 40% 8-12 Y 15% 10-12 #021: Spearow NRM / FLY R B 35% 8-12 Y 55% 8-12 #023: Ekans PSN R - - 25% 6-12 #027: Sandshrew GRN - B 25% 6-12 Y 15% 8-10 #056: Mankey FGT - - Y 15% 9 _________________________________________________ New Items --------- [ ] Great Ball (H) [ ] TM04 (Whirlwind) New Pokemon ----------- [ ] Ekans (R) [ ] Sandshrew (B) - Recommended Party Avg. Level: 16 Your Pokemon are probably exhausted from Mt. Moon. One of mine (Pikachu) was fainted and all the others were in poor condition too. Thankfully, no trainers lie between you and the next Poke Center in Cerulean City. Make sure you've done everything you want to up to this point, because once we cross to Cerulean, there ain't no going back for a while. Start heading east and ascend the first plateau you encounter, sniffing around for a hidden on its peak. The position is odd to describe, but here goes. From the gap in the lower ledge where you can enter the plateau, go up one tile, right one, up, left and press A to uncover it. (You could find it in other ways, but I did it this way because I find it difficult to turn on the spot in this game). Jump the ledges east and ascend another plateau. Keep ascending and on the second level is an item ball in plain sight containing (Whirlwind). This is a fairly useless move which scares off wild Pokemon. Great... It too is unique, so don't sell or use TM04 if you want a perfect treasure list. Save it for duplication, or something. After getting the two items, we can root around in the grass to the south for some new Pokemon. Once you jump over this ledge into the grass you ain't going back to Pallet/Viridian/Petwer for a while, bub. I would recommend visiting Cerulean first or, more specifically, Cerulean Poke Center. Once you have done so, get over here and catch yourself some new Pokemon for Red and Blue. Yellow owners will find nothing new here. I've already had a look at Sandshrew, but Blue players now have their first opportunity to nab one. Again, he's a powerful Pokemon who has access to the awesome STAB Dig TM very soon. - Rating: * Ekans is only available in Red, but it's near useless with mediocre stats and poor typing in Poison. Honestly, just catch it for Pokedex fodder and nothing else. When you're done here, head east into Cerulean City. _________________________________________________ [11] Cerulean City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Reward for Pikachu's high happiness: ---------- #001: Bulbasaur GRS / PSN - - Y -- 10 - Trade a Poliwhirl in house near Poke Center: -- #124: Jynx ICE / PSY R B - -- Trade - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #054: Psyduck WTR R B - 33% 15 #098: Krabby WTR R B - 33% 15 #118: Goldeen WTR R B 34% 15 Y 70% 25-30 #119: Seaking WTR - - Y 30% 30-40 _________________________________________________ ____________________ Poke Mart Price -------------------- Poke Ball $ 200 Potion $ 300 Escape Rope $ 550 (Y) Repel $ 350 Antidote $ 100 Burn Heal $ 250 Awakening $ 200 Parlyz Heal $ 200 ____________________ New Items --------- [ ] Rare Candy (H) New Pokemon ----------- [ ] Bulbasaur (Y) - Recommended Party Avg. Level: 16 If you're wondering where you can fish, strangely enough, you can fish for and catch Pokemon in Cerulean Gym. First attraction for Yellow players is the potential addition of Bulbasaur to the team--In the house to the left of the Poke Center, talk to the girl at the back and she'll hand over a L10 Bulbasaur! Sweet! If she refuses, it's because Pikachu isn't happy enough. For a quick fix, try ramming Potions down Pikachu's throat when it's at full health--the game will say it has no effect, but it will skyrocket Pikachu's happiness. And you don't even lose the Potions. Do this until the little brat is satisfied and forks over the Bulbasaur. - Rating: *** A solid grass type at this point in the game, but Bellsprout mostly outclasses it with early access to Sleep Powder and better offenses, as well as being available at a higher level. You might want to take Bulbasaur out for a little Route 4 training session if you're considering adding it to your team, though the abundance of Spearow will be off-putting. Do the bait-and-switch technique--switching out a Pokemon so that it gains half the Exp. when the opponent is defeated. The second attraction, at least for some, is the addition of Repels to the Poke Mart, which keep wild Pokemon at bay on the condition that they're lower- levelled than the first Pokemon in your party. Grab a few, but don't over-rely on them or you might miss out on too much Exp. and end up weaker than you'd hoped. Methinks it is time to nab another hidden item. Head to the Badge Man's house, just to the northwest of the house where you won your Bulbasaur. In the garden behind Badge Man's house is a hidden . Yummy. To get its exact location, start from the top-rightmost corner, then travel down one tile and left two tiles before pressing A. You might want to talk to Badge Man himself for Badge info, but it's not very thrilling. What is a bit more exciting is that we've got a battle against Rival-boy coming up soon. I'm going to show you my team, but like I said before this is just a decent guideline, not a set in stone instruction. ___ My Team Pikachu L17 ~ ThunderShock, Thunder Wave, Quick Attack, Double Team Butterfree L15 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder Spearow L15 ~ Peck, Growl, Leer, Fury Attack Geodude L16 ~ Tackle, Defense Curl, Rock Throw, Mega Punch Bulbasaur L10 ~ Tackle, Tail Whip, Leech Seed Not too shabby at the moment, if I do say so myself. A decent team might run something along these lines, since I have Electric, Rock, Psychic and Flying coverage. In Red and Blue you can have a similar team AND your starter. Sweet. ___ Start heading up to Route 24. Get out of Badge Man's house and hang a right, then take the next available path north for your not-so-long-awaited Rival battle. _________________________________________________________ Trainer: Rival Version: R B Money: $ 595 --------------------------------------------------------- #017: Pidgeotto NRM / FLY L18 435 Exp. Stats - HP: 53 Atk: 29 Def: 27 Spc: 25 Spe: 33 ~ Gust, Sand-Attack, Quick Attack #063: Abra PSY L15 234 Exp. Stats - HP: 34 Atk: 13 Def: 11 Spc: 38 Spe: 34 ~ Teleport #019: Rattata NRM L15 183 Exp. Stats - HP: 36 Atk: 24 Def: 17 Spc: 14 Spe: 29 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang - And ONE of the following: ----------------------------- #004: Charmander FIR L17 235 Exp. Stats - HP: 42 Atk: 25 Def: 22 Spc: 24 Spe: 29 ~ Scratch, Growl, Ember, Leer #007: Squirtle WTR L17 240 Exp. Stats - HP: 44 Atk: 24 Def: 29 Spc: 24 Spe: 22 ~ Tackle, Tail Whip, Bubble, Water Gun #001: Bulbasaur GRS / PSN L17 232 Exp. Stats - HP: 45 Atk: 24 Def: 24 Spc: 29 Spe: 23 ~ Tackle, Growl, Leech Seed, Vine Whip _________________________________________________________ Trainer: Rival Version: Y Money: $ 595 --------------------------------------------------------- #021: Spearow NRM / FLY L18 223 Exp. Stats - HP: 45 Atk: 29 Def: 18 Spc: 19 Spe: 33 ~ Peck, Growl, Leer, Fury Attack #027: Sandshrew GRN L15 298 Exp. Stats - HP: 42 Atk: 30 Def: 32 Spc: 16 Spe: 19 ~ Scratch, Sand-Attack #019: Rattata NRM L15 183 Exp. Stats - HP: 36 Atk: 24 Def: 17 Spc: 14 Spe: 29 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #133: Eevee NRM L17 334 Exp. Stats - HP: 48 Atk: 26 Def: 24 Spc: 29 Spe: 26 ~ Tackle, Tail Whip, Sand-Attack, Growl _________________________________________________________ Up first is your Rival's highest level Pokemon--a Flying type. You could ThunderShock it to death with Pikachu, but Geodude can do a better job with Rock Throw AND is resistant to both Pidgeotto's and Spearow's moves. Next up in Red and Blue is Abra, who cannot do anything (Teleport does nothing in Trainer battles), so use him to get your weakest Pokemon a few good Exp. In Yellow you get Sandshrew, and you can Vine Whip him into oblivion with your spanking-new Bulbasaur or just Confusion with Butterfree. Rattata's next up and is the same as always but with Hyper Fang, a fairly deadly move at this point. Geodude resists it and it will do laughable damage, so Rock Throw again. Mankey can also Low Kick it but needs to watch out for Hyper Fang. Finally, we come to the starters. Charmander drops to Rock Throw from Geodude and has nothing effective to fire back with, or if you taught Water Gun to anything it'll fall to that. Keep Geodude away from Squirtle and Bulbasaur though, because they'll waste him with their 4x super-effective moves! Squirtle drops to ThunderShock from Pikachu, the only super-effective move we have at the moment. Bulbasaur falls to Peck from Spearow and Eevee can either face Geodude with Rock Throw or Mankey with Low Kick. It has no good moves against Geodude. Watch out for repeated Sand-Attacks that will lower Rock Throw's already shaky accuracy, though. ___ All things considered, that was fairly easy, right? Drop back down to the Poke Center in preparation for a journey along Route 24. When you're done, come back to where you fought your Rival and continue on north. _________________________________________________ [12] Route 24 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Gift from boy at top of Route 24: ------------- #004: Charmander FIR - - Y -- 10 - Tall Grass: ----------------------------------- #010: Caterpie BUG - B - 20% 7 #011: Metapod BUG - B - 20% 8 #013: Weedle BUG / PSN R - - 20% 7 #014: Kakuna BUG / PSN R - - 20% 8 #016: Pidgey NRM / FLY R B 20% 12-13 Y 29% 13-17 #017: Pidgeotto NRM / FLY - - Y 1% 17 #043: Oddish GRS / PSN R - 25% 12-14 Y 30% 12-14 #048: Venonat BUG / PSN - - Y 10% 13-16 #063: Abra PSY R B - 15% 8-12 #069: Bellsprout GRS / PSN - B 25% 12-14 Y 30% 12-14 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #054: Psyduck WTR R B - 33% 15 #098: Krabby WTR R B - 33% 15 #118: Goldeen WTR R B 34% 15 Y 90% 20-30 #119: Seaking WTR - - Y 10% 30 _________________________________________________ New Items --------- [ ] Nugget [ ] TM45 (Thunder Wave) New Pokemon ----------- [ ] Charmander (Y) [ ] Oddish (RY) [ ] Venonat (Y) [ ] Abra (RB) [ ] Bellsprout (BY) - Recommended Party Avg. Level: 16 Just head up the bridge and fight the five trainers. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 140 --------------------------------------------------------- #010: Caterpie BUG L14 159 Exp. Stats - HP: 38 Atk: 15 Def: 17 Spc: 12 Spe: 19 ~ Tackle, String Shot #013: Weedle BUG / PSN L14 156 Exp. Stats - HP: 37 Atk: 17 Def: 15 Spc: 12 Spe: 21 ~ Poison Sting, String Shot _________________________________________________________ Why hasn't he evolved them? Idiot. Peck, Ember and Rock Throw all work wonders, as does Confusion on Weedle (just watch out for Poison Sting). ___ _________________________________________________________ Trainer: Lass Version: R B Money: $ 210 --------------------------------------------------------- #016: Pidgey NRM / FLY L14 165 Exp. Stats - HP: 37 Atk: 20 Def: 18 Spc: 17 Spe: 22 ~ Gust, Sand-Attack, Quick Attack #029: Nidoran F PSN L14 177 Exp. Stats - HP: 41 Atk: 20 Def: 21 Spc: 18 Spe: 18 ~ Growl, Tackle, Scratch, Poison Sting _________________________________________________________ Trainer: Lass Version: Y Money: $ 210 --------------------------------------------------------- #016: Pidgey NRM / FLY L14 165 Exp. Stats - HP: 37 Atk: 20 Def: 18 Spc: 17 Spe: 22 ~ Gust, Sand-Attack, Quick Attack #029: Nidoran F PSN L14 177 Exp. Stats - HP: 41 Atk: 20 Def: 21 Spc: 18 Spe: 18 ~ Growl, Tackle, Scratch, Double Kick _________________________________________________________ Pidgey falls to ThunderShock and Rock Throw. In Red/Blue, Nidoran has Poison Sting so be wary if you use Butterfree, and in Yellow she has Double Kick so be wary with Geodude. Confusion works best. ___ _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 210 --------------------------------------------------------- #019: Rattata NRM L14 171 Exp. Stats - HP: 34 Atk: 23 Def: 17 Spc: 14 Spe: 27 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #023: Ekans PSN L14 186 Exp. Stats - HP: 36 Atk: 24 Def: 19 Spc: 18 Spe: 22 ~ Wrap, Leer, Poison Sting #041: Zubat PSN / FLY L14 162 Exp. Stats - HP: 37 Atk: 20 Def: 17 Spc: 18 Spe: 22 ~ Leech Life, Supersonic _________________________________________________________ Nothin' you haven't dealt with before. Low Kick/Rock Throw for Rattata, Confusion for Ekans (beware Poison Sting!) and either ThunderShock, Confusion or Rock Throw for the bat. ___ _________________________________________________________ Trainer: Lass Version: R B Money: $ 240 --------------------------------------------------------- #016: Pidgey NRM / FLY L16 187 Exp. Stats - HP: 41 Atk: 22 Def: 20 Spc: 18 Spe: 25 ~ Gust, Sand-Attack, Quick Attack #029: Nidoran F PSN L16 201 Exp. Stats - HP: 46 Atk: 22 Def: 24 Spc: 20 Spe: 20 ~ Growl, Tackle, Scratch, Poison Sting _________________________________________________________ Trainer: Lass Version: Y Money: $ 240 --------------------------------------------------------- #016: Pidgey NRM / FLY L16 187 Exp. Stats - HP: 41 Atk: 22 Def: 20 Spc: 18 Spe: 25 ~ Gust, Sand-Attack, Quick Attack #029: Nidoran F PSN L16 201 Exp. Stats - HP: 46 Atk: 22 Def: 24 Spc: 20 Spe: 20 ~ Growl, Tackle, Scratch, Double Kick _________________________________________________________ Same as the Lass before, only two levels higher. ThunderShock/Rock Throw for Pidgey and Confusion/Rock Throw for Nidoran. ___ _________________________________________________________ Trainer: Jr.Trainer M Version: R B Money: $ 210 --------------------------------------------------------- #056: Mankey FGT L18 285 Exp. Stats - HP: 45 Atk: 37 Def: 20 Spc: 20 Spe: 33 ~ Scratch, Leer, Karate Chop _________________________________________________________ Trainer: Jr.Trainer M Version: Y Money: $ 210 --------------------------------------------------------- #056: Mankey FGT L18 285 Exp. Stats - HP: 45 Atk: 37 Def: 20 Spc: 20 Spe: 33 ~ Scratch, Leer, Low Kick, Karate Chop _________________________________________________________ Fighting types fall to Psychic and Flying type moves, and we have both. Butterfree works wonders and Spearow is fairly decent too, though he takes neutral damage from Fighting attacks (Low Kick) whereas Butterfree is 4x resistant to them. ___ There is a sixth trainer at the end who will hand over a --an item which has no use outside of selling for $5000--and then challenge you to a fight, revealing the group to be a bunch of Rockets. Funnily enough, you can fight and lose to this guy many times for multiple Nuggets but at this point you should be finding it hard to lose. Eventually you'll tire of this (I never even bothered) so step up and take the Rocket challenge. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 450 --------------------------------------------------------- #023: Ekans PSN L15 198 Exp. Stats - HP: 37 Atk: 25 Def: 20 Spc: 19 Spe: 23 ~ Wrap, Leer, Poison Sting #041: Zubat PSN / FLY L15 172 Exp. Stats - HP: 39 Atk: 21 Def: 17 Spc: 19 Spe: 23 ~ Leech Life, Supersonic, Bite _________________________________________________________ Hmph. So much for a challenge. Two L15 Pokemon? Sigh. Confusion for Ekans or Rock Throw if you fear Poison Sting, and either ThunderShock, Confusion or Rock Throw for Zu'. ___ And that's that for Nugget Bridge. Well, whatever. Yellow players can get their Charmander now. Talk to the boy at the top of the hill to get him. Also, next to him is an item ball with (Thunder Wave) inside. TM45 is one-of-a- kind, so keep hold of it if you want. - Rating: *** Charmander is going to require a fair bit of grinding to fit in with the rest of your team if you want to use him, so I'd start by roasting some nearby Grass types, which might prove difficult at such a low level. He can evolve into a fearsome fighter but there are better options out there. For a major power boost he can use the useful Dig TM which you'll be getting soon. Next up, it's Pokemon catching time. Head into the grass to your left--but DO NOT talk to the trainer here yet. - Rating: ** First up is Oddish, available in Red and Yellow. If you didn't pick up a Butterfree earlier (???) then you might want to consider one for learning Sleep Powder at L19. Otherwise, don't bother. Pokedex fodder. - Rating: **** The Blue version counterpart is Bellsprout, who is also available in Yellow. Totally superior to Oddish in every way, it has better stats and learns the best Grass move--Razor Leaf. It gets Sleep Powder at L18 as well. Grab one if you're dying for a decent Grass type and don't have Bulbasaur/Ivysaur--it'll provide some great support for the upcoming gym. - Rating: ** Yellow players are exclusively entitled to a Venonat. Venonat and his evolution are basically better Butterfrees with higher stats, except it takes a lot longer to learn the moves like Psybeam. Since we're getting rid of 'Free soon anyway (well, I am), it's best to give this one a miss. - Rating: **** (Kadabra) - Rating: ***** (Alakazam) Finally we come to Abra, which is about the closest thing to a God Pokemon in this game if you have the capability to trade. Abra's final evolution, Alakazam, will tear holes in the opposition. At this point in the game, the only thing holding Alakazam back from shredding teams apart is the eventual lack of PP. It has a hideously powerful Special stat (base 135!) and a fantastic Speed stat (base 120) and comes as early as L16. This thing will absolutely run circles around the rest of your team for quite a while yet. Yep, it is game-breakingly strong. The downsides are that Abra will be a pain to catch because it Teleports away on its first available turn, without fail. Put it to Sleep to have a much better chance of catching it. It also learns no attacking moves until it evolves at L16 and cannot fully evolve without being traded. If you can trade-- get one. If not, get one anyway--one evolution is still very powerful. As of now it is only available in Red and Blue, but Yellow players can get one very soon. Red and Blue players should catch a spare Abra to trade for a Mr. Mime later on. Basically, grab everything you don't have so far and consider Bellsprout (if you don't have Bulbasaur) and Abra for your team. Level Abra to L16 for a powerful Kadabra, then, if you can, trade and trade back with a friend for an Alakazam, an absolute monstrosity. In Yellow, if you want to train up Charmander and ditch Spearow, then train on Oddish, Venonat and Bellsprout, who will all fall to an Ember or two... or three. Or four. Whatever, as long as they die. If you've still got Spearow, Peck 'em to death. After you've trained/caught/whatever, I think it's time for a Box change. Basically, Pokemon belong to Boxes in your PC, and when one becomes full you can't catch any more Pokemon. Each Box can hold 20 Pokemon, and you should get in the habit of changing Boxes just before you hit 20--at about 15 or so. At the Poke Center, access Someone's PC and change Box, probably to Box 2 or something. Done and dusted. Also, you'll probably want to ditch some items, since you can only hold 20 in your Bag. Deposit items in Your PC for safekeeping. Keep Potions, Poke/Great Balls, Escape Ropes, Repels and any status recovery items such as Antidotes. Sell the Nugget. Whilst you're here, you might as well get some Poke Balls too. Bring the total up to 10, maybe even 15. More if you're gonna go for Mew, because he's a tricky ******* (whatsit) to catch. ___ The Mew Glitch (Red/Blue only--Yellow can get theirs soon) What's that? Yes, it's true--through use of an in game glitch, you can obtain the secret legendary Pokemon, Mew. This is by far the easiest way to get it (although you can still get one later, if you decide against it now), so prepare yourself for this entirely optional method for obtaining two Mews. Yellow players will have to wait for an Abra. NOTE: I'm pretty sure this won't screw up your save, but it might, so be warned. I've done it countless times successfully. Head to Route 24, just above the Nugget Bridge above Cerulean City. Do NOT fight the trainer hiding in the grass to the left. Now save your game. This isn't necessary, but recommended. Take careful note of where this trainer is in the grass and position yourself off-screen such that if you walk down by one square, he will notice you and challenge you to battle. Take one step down and simultaneously press Start. You should now be in his eyesight with the Pause menu displayed. Use Abra to Teleport to Cerulean City, and you'll notice the guy has the exclamation mark pop up over his head, but you get lost too quickly for him to catch you. When you arrive in Cerulean City, your buttons won't work, except movement buttons. This is normal. Enter Cerulean Gym and battle the Swimmer you see here. (If you're interested in an instant (cheap) L100 Mew with low stats for a L100 and no natural moves, follow this optional step: Use Growl six times against his Shellder. Make sure that Growl connects and lowers Shellder's attack six times) Waste his Pokemon. They are Horsea and Shellder at L16 and will fall to Electric and Grass attacks. Leave the Gym and head up Nugget Bridge. The Pause Menu will display of its own accord, and if you press B now, Mew will appear. It sounds like a massive hoax, but it works. Mew will be L7 (+/- one level for each attack modifier on it--If you used Growl six times, the attack modifier will be -6, making Mew L1). Mew's a bit broken, in that it possesses the best type in the game, has 100 base stats across the board and can learn every single TM in the game. Yeah, he's just too powerful to even rank--rest assured it's at least five stars. It will be a git to catch, but stick with it. Use Sleep-inducing moves if you have some. (If you DID make it L1, give it a very low amount of Exp. (less than 54) and it will skyrocket to L100 due to the way the game's code for Exp. works) I'd recommend not battling the trainer we scampered from for the entirety of the game, since he can be used this way to exploit a more advanced version of this glitch, known as the Ditto Glitch, which allows you to catch ANY Pokemon on ANY version. That's all for now. I'll keep you posted as the adventure progresses. Also, I'm going to write this guide assuming you DON'T have Mew in your main team so that it's fair to those who don't use the glitch, but you can have him in your team by all means. Not that you'll need battle strategy with a L100 Mew anyway, since it learns every TM and HM in the game and will murder EVERYTHING in sight. We can get another Mew shortly. I'd use the weaker of the two as a HM slave, if you want--stick all your HM moves on it later in the game, since it can learn them all. ___ If you're not interested in the Mew Glitch or the Ditto Glitch, then by all means fight the trainer in the grass. I keep him free so I can activate the glitch whenever I want and he's convenient to remember, but if you must fight him... _________________________________________________________ Trainer: Jr.Trainer M Version: R B Y Money: $ 280 --------------------------------------------------------- #019: Rattata NRM L14 171 Exp. Stats - HP: 34 Atk: 23 Def: 17 Spc: 14 Spe: 27 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #023: Ekans PSN L14 186 Exp. Stats - HP: 36 Atk: 24 Def: 19 Spc: 18 Spe: 22 ~ Wrap, Leer, Poison Sting _________________________________________________________ Rock Throw/Low Kick the rat and Confusion the snake unless you fear super- effective Poison, in which case you use Rock Throw. Done. ___ When you're done, head back up Route 24 and head east on to Route 25. _________________________________________________ [13] Route 25 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #010: Caterpie BUG R - 1% 8 B - 20% 8 #011: Metapod BUG R - 4% 7 B - 20% 9 #013: Weedle BUG / PSN R - 20% 8 B - 1% 8 #014: Kakuna BUG / PSN R - 20% 9 B - 4% 7 #016: Pidgey NRM / FLY R B 15% 13 Y 29% 13-17 #017: Pidgeotto NRM / FLY - - Y 1% 17 #043: Oddish GRS / PSN R - 25% 12-14 Y 30% 12-14 #048: Venonat BUG / PSN - - Y 10% 13-16 #063: Abra PSY R B - 15% 10-12 #069: Bellsprout GRS / PSN - B 25% 12-14 Y 30% 12-14 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #054: Psyduck WTR R B - 33% 15 #098: Krabby WTR R B 33% 15 Y 70% 10-15 #099: Kingler WTR - - Y 30% 15-25 #118: Goldeen WTR R B - 34% 15 _________________________________________________ New Items --------- [ ] Elixer (H) [ ] TM19 (Seismic Toss) [ ] Ether (H) - Recommended Party Avg. Level: 17 When you first enter Route 25, head up towards the patch of grass (just above the downward-facing ledge) and fight the Hiker here. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 525 --------------------------------------------------------- #066: Machop FGT L15 282 Exp. Stats - HP: 48 Atk: 31 Def: 22 Spc: 17 Spe: 17 ~ Karate Chop #074: Geodude RCK / GRN L15 276 Exp. Stats - HP: 39 Atk: 31 Def: 37 Spc: 16 Spe: 13 ~ Tackle, Defense Curl _________________________________________________________ Machop is one we haven't come across yet but it's a pure Fighting type, meaning it falls to Peck from Spearow or Fearow if it's hit L20. Either that or Confusion from Butterfree, Kadabra (evolve Abra at L16) or Alakazam (evolve Kadabra by trading). Any of those will waste it with ease. Geodude bites an aforesaid Confusion, especially from 'Zam, and can otherwise eat Vine Whip from Bulbasaur/Ivysaur and Bellsprout or a Water Gun from Squirtle/Wartortle. ___ After defeating the Hiker, head north into the gap between the mountainside and the two trees and examine the north wall for a hidden . Yes, that is how it's spelt in this game. You can battle around in the grass now for Pokemon if you want, but they're essentially the same as Route 24, so maybe not. A bit to the south and then east is another Hiker. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 595 --------------------------------------------------------- #095: Onix RCK / GRN L17 393 Exp. Stats - HP: 41 Atk: 23 Def: 62 Spc: 17 Spe: 31 ~ Tackle, Screech, Bind _________________________________________________________ Confusion from Butterfree or the Abra family tree, Vine Whip from Ivysaur or Bellsprout and friends or Water Gun from Wartortle. Done. ___ To the north resides a Youngster keen on battle. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 225 --------------------------------------------------------- #019: Rattata NRM L15 183 Exp. Stats - HP: 36 Atk: 24 Def: 17 Spc: 14 Spe: 29 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #021: Spearow NRM / FLY L15 186 Exp. Stats - HP: 39 Atk: 25 Def: 16 Spc: 16 Spe: 28 ~ Peck, Growl, Leer, Fury Attack _________________________________________________________ Rock Throw on Rattata or Low Kick with Mankey in Yellow perhaps. Spearow falls to Rock Throw or ThunderShock. ___ Be careful of the next Youngster you see. You can perform the Mew glitch on this guy as well--just follow the steps above, except when I say 'waste the guy in Cerulean Gym' I now mean take out this Youngster, who has a L17 Slowpoke. It'll quickly bite the dust to Electric and Grass attacks. This is what you're up against. Yellow players would do well to avoid this confrontation if they want a Mew or two on their hands later. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 255 --------------------------------------------------------- #079: Slowpoke WTR / PSY L17 360 Exp. Stats - HP: 60 Atk: 30 Def: 29 Spc: 21 Spe: 12 ~ Confusion _________________________________________________________ Electric and Grass attacks i.e. ThunderShock and Vine Whip will make mincemeat out of Slowpoke. Just be careful when using Grass types if they're part Poison since Confusion will put a dent in them. Pikachu it is, then. ___ After defeating him (or not), press on south to find a Lass. _________________________________________________________ Trainer: Lass Version: R B Money: $ 225 --------------------------------------------------------- #032: Nidoran M PSN L15 192 Exp. Stats - HP: 41 Atk: 24 Def: 19 Spc: 19 Spe: 22 ~ Leer, Tackle, Horn Attack, Poison Sting #029: Nidoran F PSN L15 189 Exp. Stats - HP: 43 Atk: 21 Def: 23 Spc: 19 Spe: 19 ~ Growl, Tackle, Scratch, Poison Sting _________________________________________________________ Trainer: Lass Version: Y Money: $ 225 --------------------------------------------------------- #032: Nidoran M PSN L15 192 Exp. Stats - HP: 41 Atk: 24 Def: 19 Spc: 19 Spe: 22 ~ Leer, Tackle, Horn Attack, Double Kick #029: Nidoran F PSN L15 189 Exp. Stats - HP: 43 Atk: 21 Def: 23 Spc: 19 Spe: 19 ~ Growl, Tackle, Scratch, Double Kick _________________________________________________________ Confusion will totally **** (mess) them up. If, for some reason, you use Butterfree instead of Kadabra or Alakazam, be careful of Poison Sting in Red/Blue. ___ A few paces east is a Hiker awaiting a swift defeat. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 455 --------------------------------------------------------- #074: Geodude RCK / GRN L13 238 Exp. Stats - HP: 35 Atk: 28 Def: 33 Spc: 14 Spe: 12 ~ Tackle, Defense Curl #074: Geodude RCK / GRN L13 238 Exp. Stats - HP: 35 Atk: 28 Def: 33 Spc: 14 Spe: 12 ~ Tackle, Defense Curl #066: Machop FGT L13 244 Exp. Stats - HP: 43 Atk: 28 Def: 20 Spc: 16 Spe: 16 ~ Karate Chop #074: Geodude RCK / GRN L13 238 Exp. Stats - HP: 35 Atk: 28 Def: 33 Spc: 14 Spe: 12 ~ Tackle, Defense Curl _________________________________________________________ You could Confuse them all up and win, or Confuse/Peck Machop and Vine Whip/Water Gun the rest. Your choice. ___ For the next item, TM19, you can wait until you have Cut or convince the next trainer to move. Note where he is, then position yourself as far south of him as you can so that he walks out towards you, leaving a gap behind him which you can use to access the item. _________________________________________________________ Trainer: Jr.Trainer M Version: R B Y Money: $ 280 --------------------------------------------------------- #019: Rattata NRM L14 171 Exp. Stats - HP: 34 Atk: 23 Def: 17 Spc: 14 Spe: 27 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #023: Ekans PSN L14 186 Exp. Stats - HP: 36 Atk: 24 Def: 19 Spc: 18 Spe: 22 ~ Wrap, Leer, Poison Sting _________________________________________________________ Same old same old. Rock Throw the rat, Confusion the snake. Beware Poison, yadda yadda yadda... ___ Okay, now head up into the gap behind him to nab (Seismic Toss), a Fighting move which does fixed damage equal to your current level. It's an utter waste at this point, but hold on to it for later perhaps. By the way, the damage doesn't rack up with super-effectiveness and whatnot. In RBY, it even hits Ghost types. A bit east and north is another trainer. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 210 --------------------------------------------------------- #027: Sandshrew GRN L14 279 Exp. Stats - HP: 40 Atk: 28 Def: 31 Spc: 15 Spe: 18 ~ Scratch, Sand Attack #023: Ekans PSN L14 186 Exp. Stats - HP: 36 Atk: 24 Def: 19 Spc: 18 Spe: 22 ~ Wrap, Leer, Poison Sting _________________________________________________________ Confusion on Ekans. Vine Whip or Water Gun on Sandshrew. Either that or Alakazam > all. ___ And a tad more east pits you against the last trainer of the route. Weyhey! _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 195 --------------------------------------------------------- #043: Oddish GRS / PSN L13 216 Exp. Stats - HP: 36 Atk: 20 Def: 21 Spc: 26 Spe: 14 ~ Absorb #016: Pidgey NRM / FLY L13 153 Exp. Stats - HP: 35 Atk: 19 Def: 17 Spc: 16 Spe: 21 ~ Gust, Sand-Attack, Quick Attack #043: Oddish GRS / PSN L13 216 Exp. Stats - HP: 36 Atk: 20 Def: 21 Spc: 26 Spe: 14 ~ Absorb _________________________________________________________ Peck, Ember or Confusion. Avoid using the 'Dude, except for Pidgey. Also consider Pikachu for him. ___ Well, we're done as far as trainers are concerned, unless you're in Yellow and going for the Mew Glitch, but whatever. In the fence--one square to the top right of the lass you just fought--is a hidden . Enter the house to your right afterwards. _________________________________________________ [14] Sea Cottage _________________________________________________ New Items --------- [ ] S.S. Ticket - Recommended Party Avg. Level: 18 This is Bill's house. He's a Pokemaniac but the real reason we're here is to continue the storyline. So go into the house, talk to the Pokemon (?) there and when Bill asks you to, run the Cell Separation thingy on the PC. Bill will emerge, so talk to him for a thank you and he'll hand you over the . Sweet. Leave Bill's cottage. If you want, you can re-enter and look and the PC again to see Bill's favourite Pokemon--Eevee and his evolutions. Their 'Seen' data will be added to the Pokedex if you do. There's nothing more to do here, so we might as well leave. From Bill's cottage, head south past to two symmetrical ponds and then head left, taking a very narrow route back to Cerulean City. _____________ Cerulean City _____________ New Items --------- [ ] TM28 (Dig) - Recommended Party Avg. Level: 18 You'll end up near the house that has been robbed. You might notice that the policewoman out front has stepped aside, allowing you entrance. Head back to the Poke Center if you need to, but come back here when you're done. Pass through the house and take the exit at the rear to find the culprit in the back yard. Take him on! _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 510 --------------------------------------------------------- #066: Machop FGT L17 319 Exp. Stats - HP: 53 Atk: 35 Def: 24 Spc: 19 Spe: 19 ~ Karate Chop #096: Drowzee PSY L17 370 Exp. Stats - HP: 50 Atk: 24 Def: 23 Spc: 38 Spe: 22 ~ Pound, Hypnosis, Disable, Confusion _________________________________________________________ Okay. Machop shouldn't be too much of a problem if you Confusion him, just make sure it kills him because Kadabra/Alakazam and Butterfree cannot afford to be hit by a critical hit Karate Chop. It's Drowzee that's the difficult one: Disable makes one of your moves unusable for a set time, Pound is nothing to worry about, Hypnosis will put you to sleep and you've seen the devastating effects of Confusion. Just use a high level Pokemon with strong moves because there's nowt that's super-effective against Psychics in RBY (nothing good, anyway). If your starter is a high level, use him (unless it's Ivysaur, who is weak to Confusion). Geodude is slow and will be hit hard by Confusion and crippled by Hypnosis, Butterfree won't be doing much with a not very effective Confusion and neither will Kadabra and co. So, use Pikachu, Charmeleon or Wartortle to bring home the bacon, as long as they're up to par level-wise. If they get put to sleep, either wait it out and get wailed on by his attacks, or switch out to another capable team member, such as Fearow, potentially. Good luck--this is your first taste of the power of Psychic types in this game. ___ Once you beat him, he'll flee and leave you with (Dig) in his haste. Dig is a powerful two-turn Ground move that works against the shoddy AI but won't serve you too well in competitive matches. Candidates include Sandshrew (if you have one), Geodude (but he learns Earthquake which is much better), Squirtle (probably unnecessary, but whatever) and Charmeleon (but he doesn't get STAB). Oh, and it gets you out of dungeons, just like an Escape Rope. So, give it to whoever you want. It's a unique item though, so it'll be gone forever if you use it up now. Red/Blue players can take on Misty now, as can Yellow players if they want, but I'm going to run through getting an Abra and a Mew, just for Yellow players, okay? Actually, Misty could be fought as soon as you reached Cerulean, but I thought that you'd want to train up a bit beforehand, since her Starmie is murderous. Time to head to Route 5 for your Abra, Yellow players. Red and Blue players might as well tag along for the ride to grab a new Pokemon too. From where you are after having battled the Rocket, head east some ways and then down between the two houses to end up next to the gym. The path to the right leads to Route 9, but we can't go that way yet. Head south down the east path--i.e. don't jump over the ledge on the left or you'll have to circle around this way again. Head south and follow the path round to the west until you reach downward ledge. Jump over that to get to the grassy sections of Route 5. _________________________________________________ [15] Route 5 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Trade a Nidoran M in Underground Path house: -- #029: Nidoran F PSN R B - -- Trade - Trade for Cubone in Underground Path house: --- #067: Machoke FGT - - Y -- Trade - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 40% 13-16 Y 40% 15-17 #017: Pidgeotto NRM / FLY - - Y 5% 17 #019: Rattata NRM - - Y 30% 14-16 #039: Jigglypuff NRM - - Y 10% 3-7 #043: Oddish GRS / PSN R - - 35% 13-16 #052: Meowth NRM - B - 25% 10-16 #056: Mankey FGT R - - 25% 10-16 #063: Abra PSY - - Y 15% 7 #069: Bellsprout GRS / PSN - B - 35% 13-16 _________________________________________________ New Pokemon ----------- [ ] Jigglypuff (Y) [ ] Mankey (R) [ ] Meowth (B) [ ] Abra (Y) - Recommended Party Avg. Level: 18 Yellow players, mope around in the grass and catch yourself an Abra. Sleep Powder it or you'll lose it. You should also nab a Jigglypuff. Red and Blue players get a version exclusive here: - Rating: ** Mankey in Red. A decent fighter but not amazing compared to other Pokemon. Learns Dig by TM and gets some decent physical TMs later on, but evolves late and doesn't have great moves for the moment. - Rating: *** Meowth in Blue. A great competitive battler with the right move investment, much like Sandshrew, but we don't have too many TMs and its primary move, Slash, doesn't arrive until L44. Learns some good TMs later though. Okay Yellow players--now that you have an Abra, you're free to get two Mews. Follow the steps above--the trainers to remember are the Swimmer in Cerulean Gym and the Slowpoke kid on Route 25. Get started. Once you're done, head back to Cerulean. _____________ Cerulean City _____________ New Items --------- [ ] TM11 (BubbleBeam) - Recommended Party Avg. Level: 19 Okay, time to get to work on what I've put off for so long. Once you're done here, you'll have to ledge-hop all the way down and then trudge around all the way back up to Cerulean to face the next Gym leader. Let's do it. Rest up via the Poke Center, then head to the Gym. Misty is just round the corner so it's time for another team evaluation I think. ___ My Team Pikachu L21 ~ ThunderShock, Thunder Wave, Quick Attack, Slam Butterfree L16 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder Fearow L20 ~ Peck, Growl, Leer, Fury Attack Geodude L18 ~ Tackle, Defense Curl, Rock Throw, Mega Punch Ivysaur L16 ~ Tackle, Growl, Leech Seed, Vine Whip Alakazam L16 ~ Teleport, Confusion You'll probably want your Grass Pokemon a bit higher levelled to battle Misty's Starmie, since Grass is the only thing we have which resists Water (besides Water itself). Pikachu would also be better off at a higher level--it doesn't resist Water moves so it'll bite the dust quicker. If you can't get Ivysaur, I'd highly recommend a Weepinbell, Bellsprout's evolution. Sleep Powder and Vine Whip should work well against Starmie. Basically, we need a good Grass type and a decent backup Electric type. For those without a Grass type, you'll have to make do with what you've got and plonk a few extra levels on top. ___ Head into Cerulean Gym. Misty's Gym is based on Water Pokemon, so make sure you're packing good Electric and Grass types, namely Pikachu for the former and Ivysaur/Weepinbell for the latter. The first trainer you'll encounter here is a Swimmer, though if you did the Mew Glitch on him you won't have to face him, obviously. You can avoid him if you want, but why bother? Just think about that yummy delicious Exp. Hmmm... Exp... _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 80 --------------------------------------------------------- #116: Horsea WTR L16 283 Exp. Stats - HP: 38 Atk: 20 Def: 29 Spc: 29 Spe: 26 ~ Bubble #090: Shellder WTR L16 331 Exp. Stats - HP: 38 Atk: 28 Def: 39 Spc: 21 Spe: 20 ~ Tackle, Withdraw _________________________________________________________ Laughable. Both Pokemon are incredibly weak. ThunderShock or Vine Whip will finish them. ___ Then walk up towards Misty and you'll encounter this feisty female. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 380 --------------------------------------------------------- #118: Goldeen WTR L19 451 Exp. Stats - HP: 49 Atk: 33 Def: 30 Spc: 27 Spe: 31 ~ Peck, Tail Whip, Supersonic _________________________________________________________ It has no Water attacks and one Flying attack, so pass on the Grass Pokemon and use Pikachu instead, who resists Flying moves. ThunderShock, ThunderShock. Supersonic, if it hits, will annoy you with confusion status, so perhaps switch out if this happens to Geodude or something that also resists Peck. ___ Okay, head back to the Poke Center and perhaps grab some Potions because Misty is no joke. Be sure to save beforehand. _________________________________________________________ Trainer: Misty Version: R B Y Money: $2079 --------------------------------------------------------- #120: Staryu WTR L18 408 Exp. Stats - HP: 41 Atk: 24 Def: 27 Spc: 33 Spe: 38 ~ Tackle, Water Gun #121: Starmie WTR L21 931 Exp. Stats - HP: 59 Atk: 40 Def: 44 Spc: 50 Spe: 56 ~ Tackle, Water Gun, Harden, BubbleBeam _________________________________________________________ Staryu's not even worth talking about--if you have trouble with that, then Starmie will absolutely demolish your team. It's a ferocious Special attacker with fearsome Speed, a tough set of Water moves, and to top that all off, Misty will pump it with X Defend and it will use Harden on itself. Advice: Don't bring out your best Pokemon against Staryu. Any amount of weakening done to your best Pokemon lowers its chances of being able to take on Starmie. I assume you're using Ivysaur/Weepinbell to take on Starmie, so Pikachu will do fine against Staryu. Good, now that that's out of the way we can focus on the main attraction. If you have Weepinbell, you're set--Sleep Powder + Vine Whip = win. Ivysaur will do just as well, though it can't put things to sleep (yet). You might want to keep ThunderShocking with Pikachu until Pikachu dies, just to soften Starmie up for a major beat down by your Grass type (that's what I did). Red players with Wartortle or Charmeleon are going to have the hardest time without any decent Grass Pokemon. The best I can advise is to use Sleep Powder with Butterfree and then Shock with Pikachu, switching back when it wakes up. If you can't win this way, gain a few levels and come back. That's all there is. ___ Yummy rewards in store include the CascadeBadge, (BubbleBeam) and some money. The CascadeBadge gives you the power to control traded Pokemon at L30 and under (previously the cap was L10) and the ability to use Cut outside of battle. Neat. BubbleBeam is worth teaching to your Water Pokemon if you want to use it up now and not wait for the Missingno. Glitch. So, if you want, teach away. Okay, time to move on. Heal up at the Poke Center, then head around that strange wacky way through the burgled house out of Cerulean towards the south to Route 5 again. _______ Route 5 _______ - Recommended Party Avg. Level: 20 If you decide to ledge hop here down the middle path, you'll pass the Day Care Center, a place where you can leave one Pokemon for a small fee to gain 1 Exp. per step you take. Sounds okay and it's fairly cheap, but the Pokemon in here will automatically delete the fourth move in their list to make way for new ones and will never evolve until they're out again. Verdict? Only use for weak Pokemon that need Exp. like Magikarp and keep an eye on their levels very closely. By the way, the fee is $100 plus $100 for every level the Pokemon gains, due upon collection of said Pokemon. Head to the south and enter the little building to the east, because the guards won't let you through to Saffron City in the big building to the south. In the small house here are a set of stairs leading to the Underground Path and a girl here who will offer to trade a Nidoran F for a Nidoran M in Red/Blue, but that's fairly pointless. Cubone for Machoke in Yellow is much better as Machoke will evolve upon being traded into a very power Fighting Pokemon, Machamp. Excellent. I'll remind you when we get a Cubone. Take the stairs here. _________________________________________________ [16] Underground Path (5-6) _________________________________________________ New Items --------- [ ] Full Restore (H) [ ] X Special (H) - Recommended Party Avg. Level: 20 Two hidden items lurk in this Underground Path. The first resides two tiles to the left of the stairs you just came through and is a . The second item is farther down near the bottom. Starting from the tile to the right of the bottommost stairs, move one tile right and six tiles up. Press A to uncover your very own . That's all here. Take the bottom stairs to exit the Underground Path. A nice short chapter for me. _________________________________________________ [17] Route 6 Encounter Rate: 15 Surfing Encounter Rate (Y): 3 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 40% 13-16 Y 40% 15-17 #017: Pidgeotto NRM / FLY - - Y 5% 17 #019: Rattata NRM - - Y 30% 14-16 #039: Jigglypuff NRM - - Y 10% 3-7 #043: Oddish GRS / PSN R - - 35% 13-16 #052: Meowth NRM - B - 25% 10-16 #056: Mankey FGT R - - 25% 10-16 #063: Abra PSY - - Y 15% 7 #069: Bellsprout GRS / PSN - B - 35% 13-16 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #090: Shellder WTR R B - 50% 15 #098: Krabby WTR R B - 50% 15 #118: Goldeen WTR - - Y 100% 5-20 - Surfing: -------------------------------------- #054: Psyduck WTR - - Y 95% 15 #055: Golduck WTR - - Y 5% 15-20 _________________________________________________ - Recommended Party Avg. Level: 20 Unfortunately, there's nothing new to catch here since the Pokemon in the grass are EXACTLY the same as on Route 5. How boring. So yes, you've guessed it-- there're a few trainers to smash up before you arrive in Vermilion. Shall we get started? Head to the west above the grassy patch and then take the south path which cuts through said grass to encounter your first trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 160 --------------------------------------------------------- #013: Weedle BUG / PSN L16 177 Exp. Stats - HP: 41 Atk: 19 Def: 17 Spc: 13 Spe: 23 ~ Poison Sting, String Shot #010: Caterpie BUG L16 181 Exp. Stats - HP: 42 Atk: 17 Def: 18 Spc: 13 Spe: 21 ~ Tackle, String Shot #013: Weedle BUG / PSN L16 177 Exp. Stats - HP: 41 Atk: 19 Def: 17 Spc: 13 Spe: 23 ~ Poison Sting, String Shot _________________________________________________________ You shouldn't really be having problems with unevolved Bug types now. Peck, Ember, Rock Throw and Confusion, anyone? ___ To the south and then east along the grass-less path are a couple of trainers itching to battle. Take them both down. _________________________________________________________ Trainer: Jr.Trainer M Version: R B Money: $ 400 --------------------------------------------------------- #007: Squirtle WTR L20 282 Exp. Stats - HP: 50 Atk: 27 Def: 34 Spc: 28 Spe: 25 ~ Tackle, Tail Whip, Bubble, Water Gun _________________________________________________________ Trainer: Bug Catcher Version: Y Money: $ 320 --------------------------------------------------------- #070: Weepinbell GRS / PSN L16 517 Exp. Stats - HP: 49 Atk: 36 Def: 23 Spc: 34 Spe: 25 ~ Vine Whip, Growth, Wrap, PoisonPowder _________________________________________________________ Squirtle falls to Pikachu, Ivysaur and Weepinbell, one of which you should have in Red and Blue. Weepinbell in Yellow falls to Ember, Peck or Confusion from Charmeleon, Fearow and Kadabra/Alakazam/Butterfree respectively. ___ _________________________________________________________ Trainer: Jr.Trainer F Version: R B Money: $ 320 --------------------------------------------------------- #019: Rattata NRM L16 195 Exp. Stats - HP: 38 Atk: 25 Def: 18 Spc: 15 Spe: 30 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #025: Pikachu ELE L16 280 Exp. Stats - HP: 39 Atk: 25 Def: 17 Spc: 23 Spe: 36 ~ ThunderShock, Growl, Thunder Wave, Quick Attack _________________________________________________________ Trainer: Jr.Trainer F Version: Y Money: $ 400 --------------------------------------------------------- #104: Cubone GRN L20 372 Exp. Stats - HP: 53 Atk: 28 Def: 46 Spc: 24 Spe: 22 ~ Growl, Bone Club, Tail Whip, Headbutt _________________________________________________________ Rattata falls to Low Kick from Mankey or just use Geodude for the nifty resistance. Pikachu falls to Ground attacks but since we only potentially have Dig at this point, use whoever has that or just stick with Geodude who resists or is invulnerable to all his attacks. In Yellow, Cubone falls to Vine Whip, or BubbleBeam if you bothered to teach it to anything. ___ Push on past these guys to encounter a trainer battle which is surprisingly difficult. _________________________________________________________ Trainer: Bug Catcher Version: R B Money: $ 200 --------------------------------------------------------- #012: Butterfree BUG / FLY L20 685 Exp. Stats - HP: 57 Atk: 26 Def: 28 Spc: 40 Spe: 36 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder _________________________________________________________ Trainer: Bug Catcher Version: Y Money: $ 200 --------------------------------------------------------- #012: Butterfree BUG / FLY L20 685 Exp. Stats - HP: 57 Atk: 26 Def: 28 Spc: 40 Spe: 36 ~ PoisonPowder, Stun Spore, Sleep Powder, Supersonic _________________________________________________________ Oh, crud. Status effects are going to annoy you so much here. Red/Blue players have to deal with Confusion which doesn't help, whereas Yellow players get Supersonic instead which is equally annoying, although if you play smart it can't kill you. Thankfully, we have lots to throw at it--Ember, Peck, ThunderShock and especially Rock Throw deal massive damage, so take your pick. Expect to sacrifice at least one Pokemon to a crippling status effect like sleep or paralysis. Just throw your fastest and most powerful moves Pokemon at it and you should emerge victorious. If your Butterfree or Weepinbell is faster, put it to Sleep and hammer away. ___ Keep heading along the path until you encounter the final two trainers of the route. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 320 --------------------------------------------------------- #016: Pidgey NRM / FLY L16 187 Exp. Stats - HP: 41 Atk: 22 Def: 20 Spc: 18 Spe: 25 ~ Gust, Sand-Attack, Quick Attack #016: Pidgey NRM / FLY L16 187 Exp. Stats - HP: 41 Atk: 22 Def: 20 Spc: 18 Spe: 25 ~ Gust, Sand-Attack, Quick Attack #016: Pidgey NRM / FLY L16 187 Exp. Stats - HP: 41 Atk: 22 Def: 20 Spc: 18 Spe: 25 ~ Gust, Sand-Attack, Quick Attack _________________________________________________________ ThunderShock and Rock Throw. Pidgey should hardly be a problem unless it Sand- Attacks you to death, in which case you switch to another Pokemon to reset the effect. ___ _________________________________________________________ Trainer: Jr.Trainer M Version: R B Y Money: $ 320 --------------------------------------------------------- #021: Spearow NRM / FLY L16 198 Exp. Stats - HP: 41 Atk: 27 Def: 17 Spc: 17 Spe: 29 ~ Peck, Growl, Leer, Fury Attack #020: Raticate NRM L16 397 Exp. Stats - HP: 46 Atk: 33 Def: 26 Spc: 23 Spe: 38 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang _________________________________________________________ ThunderShock and Rock Throw for Spearow, Rock Throw or Low Kick potentially for Raticate. ___ Head south to arrive in Vermilion. _________________________________________________ [18] Vermilion City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Win the ThunderBadge, then get from Officer: -- #007: Squirtle WTR - - Y -- 10 - Trade for Spearow in house below Poke Center: - #083: Farfetch'd NRM / FLY R B - -- Trade - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN - - Y 90% 10-20 #090: Shellder WTR R B - 50% 15 #098: Krabby WTR R B - 50% 15 #116: Horsea WTR - - Y 10% 5 - S.S. Anne Harbour - Old Rod: ------------------ #129: Magikarp WTR R B Y 100% 5 - S.S. Anne Harbour - Good Rod: ----------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - S.S. Anne Harbour - Super Rod: ---------------- #072: Tentacool WTR / PSN - - Y 70% 10-15 #090: Shellder WTR R B 50% 15 Y 10% 10 #098: Krabby WTR R B - 50% 15 #120: Staryu WTR - - Y 20% 15 _________________________________________________ ___________________ Poke Mart Price ------------------- Poke Ball $ 200 Super Potion $ 700 Ice Heal $ 250 Awakening $ 200 Parlyz Heal $ 200 Repel $ 350 ___________________ New Items --------- [ ] Old Rod [ ] Bike Voucher New Pokemon ----------- [ ] Farfetch'd (RB) - Recommended Party Avg. Level: 21 First order of business is, as always, the Poke Center. Heal up and whatever, then poke your head into the house next door on the left. Agree with the old coot that fishing is swell and nab yourself the mighty , capable of catching many a Magikarp. If you didn't buy one earlier, why not try it out now in the city and grab yourself one? Below the Poke Center and are two houses. The one on the left is the Pokemon Fan Club. Talk to the leader to hear him drone on about Rapidash and receive a . If you want, head to Cerulean and grab it now--but trust me, it's not worth the trek yet since we'll be going past it later. I'll remind you about it in due time. In Red and Blue only, the house on the right contains a little girl in search of Spearow, which she will trade for a Farfetch'd. It's well worth it since this is the only one in the game. - Rating: * They're terrible Pokemon which I would seriously advise not using, but you get one step closer to finishing your Pokedex. Though it does make a useful HM slave with Cut and Fly. Might as well check out the Poke Mart and stock up on the brand new Super Potion, which heals 50HP at a whopping $700 a pop. Err... maybe not. Get a few for emergencies, but I find them too expensive to warrant buying too many. The gym is unreachable at the moment so don't worry about it just yet. And that's all for Vermilion, at the moment. We have to do the S.S. Anne to advance the story but before we do I'm sure you wouldn't mind obtaining a few extra Pokemon and wailing on some trainers, would you? Thought so. Head east out of Vermilion City and enter the cave to the north that you stumble across. _________________________________________________ [19] Diglett's Cave Encounter Rate: 20 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Cave Floor: ----------------------------------- #050: Diglett GRN R B Y 95% 15-22 #051: Dugtrio GRN R B Y 5% 29-31 _________________________________________________ New Pokemon ----------- [ ] Diglett ( ) Dugtrio - Recommended Party Avg. Level: 21 It is worth saving repeatedly as you trek through this dangerous cave, as a random encounter with Dugtrio will likely be the end of you at this point. It's too fast to run from and too high-levelled to beat. You might think it is a wise idea to use Repels. Wrong. Repels keep Pokemon lower-levelled than your first party member at bay. Since you probably have nothing over L31, if you use a Repel all you'll be seeing is Dugtrio. Not good. - Rating: ***** Catch yourself a Diglett or even a Dugtrio if you've got the guts. Diglett is lightning fast and scores critical hits like there's no tomorrow, but his defenses are paper thin. Pretty much the opposite to Golem. He gets Dig naturally--so you can save the TM for something else--and a powerful Slash attack from a respectable base 80 Attack. He'll absolutely obliterate the next Gym and if you can catch him as a Dugtrio he'll surely be the best Pokemon on your team. This cave is a fantastic training area; just be wary of Dugtrio. You'll get about 200 Exp. a pop from each Diglett and 600 or so from a Dugtrio. When you're all done, go back out of the cave and head even farther east into a new Route. _________________________________________________ [20] Route 11 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Trade for Nidorino in Lookout Station: -------- #030: Nidorina PSN R B - -- Trade - Trade for Lickitung in Lookout Station: ------- #051: Dugtrio GRN - - Y -- Trade - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY - - Y 35% 16-18 #017: Pidgeotto NRM / FLY - - Y 10% 18-20 #019: Rattata NRM - - Y 30% 15-17 #020: Raticate NRM - - Y 1% 17 #021: Spearow NRM / FLY R B - 35% 13-17 #023: Ekans PSN R - - 40% 12-15 #027: Sandshrew GRN - B - 40% 12-15 #096: Drowzee PSY R B 25% 9-15 Y 24% 15-19 _________________________________________________ New Items --------- [ ] Escape Rope (H) [ ] Itemfinder New Pokemon ----------- ( ) Raticate (Y) ( ) Nidorina (RB) [ ] Drowzee - Recommended Party Avg. Level: 21 Okay, we're on Route 11. 'Any new Pokemon, Zerokid?' I hear you ask. Funny you should mention that. For Red and Blue players, a Spearow can be found and traded for the only Farfetch'd in the game if you haven't done so already. - Rating: **** The only new Pokemon here is Drowzee, a strong Psychic type. Not quite as powerful as Alakazam but not anywhere near as fragile either. To cut to the chase, the evolution, Hypno, is a much slower and slightly weaker version of Alakazam, but it has below average defenses as opposed to simply awful ones. If you can't get Alakazam (because of trading issues), consider a Hypno, as Kadabra's frail defences might leave you wanting. The first trainer you come across by taking the pathway itches for a fight. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 315 --------------------------------------------------------- #023: Ekans PSN L21 279 Exp. Stats - HP: 49 Atk: 33 Def: 26 Spc: 25 Spe: 31 ~ Wrap, Leer, Poison Sting, Bite _________________________________________________________ Confusion from Alakazam, Drowzee, Kadabra or Butterfree, or Dig from Diglett/Dugtrio/anyone you taught the TM to will kill the snake. ___ Head south from this trainer along the dirt path to encounter a Gambler. These guys pay out tons of money! _________________________________________________________ Trainer: Gambler Version: R B Y Money: $1260 --------------------------------------------------------- #060: Poliwag WTR L18 297 Exp. Stats - HP: 45 Atk: 26 Def: 22 Spc: 22 Spe: 40 ~ Bubble, Hypnosis #116: Horsea WTR L18 319 Exp. Stats - HP: 41 Atk: 22 Def: 33 Spc: 33 Spe: 29 ~ Bubble __________________________________________________________ Hypnosis can be very annoying, especially on slow Pokemon. Use a fast attacker such as Pikachu or Alakazam to take out Poliwag. Perhaps even put it to sleep first with Butterfree/Weepinbell. ThunderShock or Vine Whip for Horsea. ___ Interestingly enough, those guys were renamed to 'Gamers' in Fire Red and Leaf Green (the remakes of RBY). Something about not encouraging gambling. Anyhoo, take the dirt path heading east above you. When you come to an intersection, head north to encounter another Youngster. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 285 --------------------------------------------------------- #027: Sandshrew GRN L19 378 Exp. Stats - HP: 51 Atk: 36 Def: 40 Spc: 19 Spe: 23 ~ Scratch, Sand-Attack, Slash #041: Zubat PSN / FLY L19 219 Exp. Stats - HP: 47 Atk: 25 Def: 21 Spc: 23 Spe: 28 ~ Leech Life, Supersonic, Bite _________________________________________________________ Sandshrew has Slash which will put a hurting on a few things. Either sleep it with Weepinbell and Vine Whip it, or just take it out as fast as you can with a strong Water or Grass type such as Wartortle or Ivysaur. ___ And then head south to encounter another one. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 270 --------------------------------------------------------- #032: Nidoran M PSN L18 231 Exp. Stats - HP: 47 Atk: 28 Def: 22 Spc: 22 Spe: 25 ~ Leer, Tackle, Horn Attack, Poison Sting #033: Nidorino PSN L18 454 Exp. Stats - HP: 52 Atk: 34 Def: 28 Spc: 27 Spe: 31 ~ Leer, Tackle, Horn Attack, Poison Sting _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 270 --------------------------------------------------------- #032: Nidoran M PSN L18 231 Exp. Stats - HP: 47 Atk: 28 Def: 22 Spc: 22 Spe: 25 ~ Tackle, Horn Attack, Double Kick, Poison Sting #033: Nidorino PSN L18 454 Exp. Stats - HP: 52 Atk: 34 Def: 28 Spc: 27 Spe: 31 ~ Leer, Tackle, Horn Attack, Double Kick _________________________________________________________ Confusion from anything that has it (be careful with Butterfree and Poison Sting) or Dig from anything that has it. ___ Slightly to the east is another Gambler. _________________________________________________________ Trainer: Gambler Version: R B Y Money: $1260 --------------------------------------------------------- #069: Bellsprout GRS / PSN L18 324 Exp. Stats - HP: 48 Atk: 35 Def: 20 Spc: 33 Spe: 22 ~ Growth, Wrap, PoisonPowder, Sleep Powder #043: Oddish GRS / PSN L18 300 Exp. Stats - HP: 47 Atk: 26 Def: 27 Spc: 34 Spe: 18 ~ Absorb, PoisonPowder, Stun Spore _________________________________________________________ Watch out for status attacks, especially sleep from Bellsprout. Use Ember, Peck or Confusion from anyone who has it. ___ At the next intersection head north until you hit a wall, then east to encounter yet another Gambler. _________________________________________________________ Trainer: Gambler Version: R B Y Money: $1260 --------------------------------------------------------- #058: Growlithe FIR L18 351 Exp. Stats - HP: 50 Atk: 33 Def: 24 Spc: 25 Spe: 29 ~ Bite, Roar, Ember #037: Vulpix FIR L18 243 Exp. Stats - HP: 44 Atk: 23 Def: 22 Spc: 31 Spe: 31 ~ Ember, Tail Whip, Quick Attack _________________________________________________________ Fire types. This is fairly new, unless your Rival has Charmander. Anyhoo, use either Water attacks from Watortle or anyone who has Water Gun/BubbleBeam, Rock Throw from Geodude or Dig from whoever. Victory is yours. ___ Now follow these directions at intersections, starting from the Gambler: South, east, south. You'll come across an Engineer, and these guys pay well too! _________________________________________________________ Trainer: Engineer Version: R B Y Money: $1050 --------------------------------------------------------- #081: Magnemite ELE L21 400 Exp. Stats - HP: 44 Atk: 23 Def: 37 Spc: 48 Spe: 27 ~ Tackle, SonicBoom _________________________________________________________ Try to avoid SonicBoom if possible because 20HP in one hit is fairly hefty at this point in the game. Magnemite has decent Special, so use Physical attacks-- Dig from Diglett or anyone else will destory it, otherwise something like Rock Throw from Geodude should do the trick. __ Head south, then east to encounter another Engineer. _________________________________________________________ Trainer: Engineer Version: R B Y Money: $ 900 --------------------------------------------------------- #081: Magnemite ELE L18 342 Exp. Stats - HP: 39 Atk: 20 Def: 33 Spc: 42 Spe: 24 ~ Tackle #081: Magnemite ELE L18 342 Exp. Stats - HP: 39 Atk: 20 Def: 33 Spc: 42 Spe: 24 ~ Tackle #081: Magneton ELE L18 621 Exp. Stats - HP: 48 Atk: 29 Def: 42 Spc: 51 Spe: 33 ~ Tackle, SonicBoom, ThunderShock _________________________________________________________ Dig is crying out to be used here. Again, watch out for SonicBoom from the illegal Magneton (shouldn't evolve until L30) and it also carries ThunderShock so keep Wartortle and Fearow at bay. Geodude and Dugtrio are immune to it because they are Ground types. ___ To the north are the final two trainers of the Route. First is the Gambler. _________________________________________________________ Trainer: Gambler Version: R B Y Money: $1260 --------------------------------------------------------- #100: Voltorb ELE L18 396 Exp. Stats - HP: 45 Atk: 19 Def: 25 Spc: 27 Spe: 43 ~ Tackle, Screech, SonicBoom #081: Magnemite ELE L18 342 Exp. Stats - HP: 39 Atk: 20 Def: 33 Spc: 42 Spe: 24 ~ Tackle _________________________________________________________ SonicBoom is getting annoying so just be careful. Dig if you can, Rock Throw otherwise. ___ Now to the northwest of him is the final trainer, a Youngster. _________________________________________________________ Trainer: Youngster Version: R B Y Money: $ 255 --------------------------------------------------------- #019: Rattata NRM L17 207 Exp. Stats - HP: 39 Atk: 27 Def: 19 Spc: 16 Spe: 32 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #019: Rattata NRM L17 207 Exp. Stats - HP: 39 Atk: 27 Def: 19 Spc: 16 Spe: 32 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #020: Raticate NRM L17 421 Exp. Stats - HP: 48 Atk: 35 Def: 28 Spc: 24 Spe: 40 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang _________________________________________________________ Low Kick, on the off chance that you have it, otherwise use Geodude to resist Hyper Fang. ___ The rock just above the Lookout Station houses a hidden , so grab it. Now, if you've been catching everything I've mentioned so far, you should be close to having 30 full entries in your Pokedex. I was just under at 28. If this is the case, evolve something like Weedle twice (final form Beedrill comes at L10) or something useless to fill out your Dex. If you then proceed to the Lookout Station and head upstairs, you can speak to Prof. Oak's Aide and receive the . When activated, it bleeps if hidden items are nearby. It's useless with this guide at your side, though... Also up here is a boy who will trade Nidorina for Nidorino in Red and Blue and Dugtrio for Lickitung in Yellow. Both pointless trades, really. You could have trained up a Nidoran M if you wanted to evolve it, but I figured we might as well catch one a bit later and not waste time training an extra Pokemon now. I'll remind you to snag a Nidorino and come back here later on, 'kay? Likewise for Yellow players who won't have a Lickitung yet--I'll tell you when to come back. Exit the guardhouse to the right to briefly enter Route 12. ________ Route 12 ________ New Items --------- [ ] Hyper Potion (H) - Recommended Party Avg. Level: 22 Examine the second south tree that's sticking out into the main path for a hidden . This is about as much as we can do, so head back to Vermilion City. Get yourself to the Poke Center and heal up if you want (you might also want to deposit some items in the PC, since the S.S. Anne has quite a few), but ultimately you'll want to board the S.S. Anne to the south of the city. _________________________________________________ [21] S.S. Anne _________________________________________________ New Items --------- [ ] Max Potion [ ] Ether [ ] TM44 (Rest) [ ] Hyper Potion (H) [ ] TM08 (Body Slam) [ ] Great Ball (H) [ ] Max Ether [ ] Rare Candy [ ] HM01 (Cut) - Recommended Party Avg. Level: 22 This is the S.S. Anne. Yup, you've guessed it--another bunch of trainers in what is essentially a thinly-disguised dungeon without any Pokemon to catch. Oh joy. Might as well get started. If you need to heal on the S.S. Anne, you can head to Vermilion Poke Center. However, once you have received HM01 (Cut) from the captain, the ship will depart as soon as you leave it so you CANNOT heal using the Poke Center after obtaining this item! This guide gets the HM01 after defeating all the trainers so if you follow the guide you'll be okay. Head south from the entrance and take the east path at the crossroads. Take the first door you come across (looks like an indent in the south wall) to challenge a trainer. _________________________________________________________ Trainer: Gentleman Version: R B Y Money: $1260 --------------------------------------------------------- #058: Growlithe FIR L18 351 Exp. Stats - HP: 50 Atk: 33 Def: 24 Spc: 25 Spe: 29 ~ Bite, Roar, Ember #058: Growlithe FIR L18 351 Exp. Stats - HP: 50 Atk: 33 Def: 24 Spc: 25 Spe: 29 ~ Bite, Roar, Ember _________________________________________________________ Two Growlithes. They fall to Water attacks from Wartortle, Rock attacks from Geodude (should be approaching L25 by now, enough to be a Graveler--a Golem if you trade!) and Dig from Diglett or anyone who else who has it via TM. Physical attackers such as Dugtrio should be careful of getting a Burn, as it hampers your attacking prowess by quite a bit. ___ After the fight, head east along the corridor, following it and taking the stairs at the end. Take the first door you see and take the item ball containing a .The next door along contains two Sailors. The one on the left first: _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 630 --------------------------------------------------------- #090: Shellder WTR L21 436 Exp. Stats - HP: 46 Atk: 36 Def: 50 Spc: 27 Spe: 25 ~ Tackle, Withdraw, Supersonic _________________________________________________________ ThunderShock or Vine Whip make quick work of it. Pikachu's noticeably lagging behind in power here. Red/Blue players can evolve it soon enough, but Yellow players might want to consider either ditching it or taking it on a massive training session. Hold on to it for now though. ___ Now let's take care of the upper Sailor. _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 510 --------------------------------------------------------- #116: Horsea WTR L17 301 Exp. Stats - HP: 39 Atk: 21 Def: 31 Spc: 31 Spe: 28 ~ Bubble #090: Shellder WTR L17 352 Exp. Stats - HP: 39 Atk: 30 Def: 41 Spc: 23 Spe: 21 ~ Tackle, Withdraw, Supersonic #072: Tentacool WTR / PSN L17 382 Exp. Stats - HP: 43 Atk: 21 Def: 19 Spc: 41 Spe: 31 ~ Acid, Supersonic, Wrap _________________________________________________________ Horsea and Shellder are plain Water types so Vine Whip or ThunderShock will fry them. Tentacool is part Poison so Grass moves are only neutral. ThunderShock, Confusion or Dig work best here. ___ Take the next door on the left after emerging from this room to encounter another Sailor. _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 510 --------------------------------------------------------- #116: Horsea WTR L17 301 Exp. Stats - HP: 39 Atk: 21 Def: 31 Spc: 31 Spe: 28 ~ Bubble #116: Horsea WTR L17 301 Exp. Stats - HP: 39 Atk: 21 Def: 31 Spc: 31 Spe: 28 ~ Bubble #116: Horsea WTR L17 301 Exp. Stats - HP: 39 Atk: 21 Def: 31 Spc: 31 Spe: 28 ~ Bubble _________________________________________________________ ThunderShock/Vine Whip... ___ Steal his in plain sight and then enter the next room for another fight with a Sailor. _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 540 --------------------------------------------------------- #072: Tentacool WTR / PSN L18 405 Exp. Stats - HP: 45 Atk: 22 Def: 20 Spc: 43 Spe: 33 ~ Acid, Supersonic, Wrap #120: Staryu WTR L18 408 Exp. Stats - HP: 41 Atk: 24 Def: 27 Spc: 33 Spe: 38 ~ Tackle, Water Gun _________________________________________________________ Either ThunderShock, Confusion or Dig for Tentacool, followed by Vine Whip (preferably) or ThunderShock (Pikachu will get hurt by Water Gun) for Staryu. ___ For sucking so bad, you are allowed to steal their (Rest). A great move for defensive Pokemon that heals their health to full and rids them of any status ailments at the cost of two turns of Sleep. You have a few Pokemon that could use it now (if not all of them) but since they're probably all offensive Pokemon, you're better off saving it. The last room on your left has some more people to fight. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 595 --------------------------------------------------------- #072: Tentacool WTR / PSN L17 382 Exp. Stats - HP: 43 Atk: 21 Def: 19 Spc: 41 Spe: 31 ~ Acid, Supersonic, Wrap #120: Staryu WTR L17 385 Exp. Stats - HP: 39 Atk: 23 Def: 26 Spc: 31 Spe: 36 ~ Tackle, Water Gun #090: Shellder WTR L17 352 Exp. Stats - HP: 39 Atk: 30 Def: 41 Spc: 23 Spe: 21 ~ Tackle, Withdraw _________________________________________________________ Use pretty much the same attacks I've told you so far. ___ And then this guy. _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 600 --------------------------------------------------------- #066: Machop FGT L20 376 Exp. Stats - HP: 61 Atk: 40 Def: 28 Spc: 22 Spe: 22 ~ Karate Chop, Low Kick _________________________________________________________ Confusion or Peck. Karate Chop hurts you either way, so kill it quick. ___ Examine the bed in the top right corner to find a hidden under the pillow. Crafty gits. Head back right along the corridor and up the stairs, backtracking all the way to the entrance. Start heading left from the entrance and take the first door to the south. _________________________________________________________ Trainer: Gentleman Version: R B Money: $1330 --------------------------------------------------------- #032: Nidoran M PSN L19 243 Exp. Stats - HP: 49 Atk: 30 Def: 23 Spc: 23 Spe: 27 ~ Leer, Tackle, Horn Attack, Poison Sting #029: Nidoran F PSN L19 240 Exp. Stats - HP: 52 Atk: 26 Def: 27 Spc: 23 Spe: 23 ~ Growl, Tackle, Scratch, Poison Sting _________________________________________________________ Trainer: Gentleman Version: Y Money: $1330 --------------------------------------------------------- #032: Nidoran M PSN L19 243 Exp. ~ Tackle, Horn Attack, Double Kick, Poison Sting Stats - HP: 49 Atk: 30 Def: 23 Spc: 23 Spe: 27 #029: Nidoran F PSN L19 240 Exp. Stats - HP: 52 Atk: 26 Def: 27 Spc: 23 Spe: 23 ~ Tackle, Scratch, Double Kick, Poison Sting _________________________________________________________ Confusion or Dig works wonders. Beware PSN status. ___ Skip the next two rooms because they only contain clueless idiots who don't want to fight, but take the one after that to find a room containing two trainers. You might want to position yourself so as to not have to fight them one straight after the other with the same Pokemon out first. First go one square down, then one square to the right to avoid this and fight them separately, Youngster first. _________________________________________________________ Trainer: Youngster Version: R B Money: $ 315 --------------------------------------------------------- #032: Nidoran M PSN L21 270 Exp. Stats - HP: 53 Atk: 32 Def: 25 Spc: 25 Spe: 29 ~ Tackle, Horn Attack, Poison Sting, Focus Energy _________________________________________________________ Trainer: Youngster Version: Y Money: $ 315 --------------------------------------------------------- #032: Nidoran M PSN L21 270 Exp. Stats - HP: 53 Atk: 32 Def: 25 Spc: 25 Spe: 29 ~ Tackle, Horn Attack, Double Kick, Poison Sting _________________________________________________________ Confusion or Dig, seriously. Focus Energy doesn't work in RBY and will actually lower his chances of getting a critical hit to 1/4 of the normal chance. Ha! ___ Now take on the Lass. _________________________________________________________ Trainer: Lass Version: R B Money: $ 270 --------------------------------------------------------- #016: Pidgey NRM / FLY L18 211 Exp. Stats - HP: 45 Atk: 24 Def: 22 Spc: 20 Spe: 28 ~ Gust, Sand-Attack, Quick Attack #032: Nidoran M PSN L18 226 Exp. Stats - HP: 47 Atk: 28 Def: 22 Spc: 22 Spe: 25 ~ Growl, Tackle, Scratch, Poison Sting _________________________________________________________ Trainer: Lass Version: Y Money: $ 270 --------------------------------------------------------- #016: Pidgey NRM / FLY L18 211 Exp. Stats - HP: 45 Atk: 24 Def: 22 Spc: 20 Spe: 28 ~ Gust, Sand-Attack, Quick Attack #032: Nidoran M PSN L18 226 Exp. Stats - HP: 47 Atk: 28 Def: 22 Spc: 22 Spe: 25 ~ Tackle, Scratch, Double Kick, Poison Sting _________________________________________________________ Pidgey falls to ThunderShock but deals fairly hefty damage to 'Chu so you can use Graveler/Golem to lay the smackdown on it and resist all its moves. Yeah. Nidoran F gets crippled by Confusion or Dig. ___ After defeating these two bozos, pick up (Body Slam), a powerful Normal type move with a 30% chance of paralysis. Sweet. Very good for all physical attackers, especially Normal types. If you're cloning with Missingno. later on, then don't waste it now. Unless you're saving it for any reason, a good choice now would be Golem if you have one. The paralysis chance helps him with his low Speed. Okay, back out on the main deck there's nothing more for you here, so head down the west side of the ship, avoiding the stairs here and entering the doorway at the bottom to emerge in the kitchen. Examine the lowest bin on the right hand side for a hidden , a ball providing 1.5x as much success as a Poke Ball. Good stuff. Exit the kitchen. I used the Poke Center at this point (Kadabra/Alakazam can teleport you after you get outside). Once you're done, if you decide to go, take the stairs to the north that I told you to ignore earlier. Then head south and take the stairs here, too. This hallway contains nothing of importance so just head to the end to emerge on the outer deck of the ship, where two Sailors await battle. The first one is right in front of you as you emerge: _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 510 --------------------------------------------------------- #066: Machop FGT L17 319 Exp. Stats - HP: 53 Atk: 35 Def: 24 Spc: 19 Spe: 19 ~ Karate Chop, Low Kick #072: Tentacool WTR / PSN L17 382 Exp. Stats - HP: 43 Atk: 21 Def: 19 Spc: 41 Spe: 31 ~ Acid, Supersonic, Wrap _________________________________________________________ Confusion tackles both of these guys, but you could also use Peck for Machop and ThunderShock/Dig for Tentacool. Your choice. ___ At the top-left corner of this section is another Sailor. _________________________________________________________ Trainer: Sailor Version: R B Y Money: $ 540 --------------------------------------------------------- #066: Machop FGT L18 339 Exp. Stats - HP: 56 Atk: 37 Def: 25 Spc: 20 Spe: 20 ~ Karate Chop, Low Kick #090: Shellder WTR L18 373 Exp. Stats - HP: 41 Atk: 31 Def: 43 Spc: 24 Spe: 22 ~ Tackle, Withdraw, Supersonic _________________________________________________________ Confuse the... thing? (what is Machop exactly?) and electrocute or vine slash the shellfish. Switch out in case of Supersonic actually hitting. ___ Well that was fun. Head back through the hallway and emerge through the stairs at the opposite end. The first door to your right contains a bloke who will give you 'Seen' data about Snorlax for your Pokedex, but it's not essential as you can catch one (or two) later in the game anyway. The next room on your right has two trainers. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 595 --------------------------------------------------------- #118: Goldeen WTR L17 403 Exp. Stats - HP: 45 Atk: 30 Def: 28 Spc: 24 Spe: 29 ~ Peck, Tail Whip #072: Tentacool WTR / PSN L17 382 Exp. Stats - HP: 43 Atk: 21 Def: 19 Spc: 41 Spe: 31 ~ Acid, Supersonic, Wrap #118: Goldeen WTR L17 403 Exp. Stats - HP: 45 Atk: 30 Def: 28 Spc: 24 Spe: 29 ~ Peck, Tail Whip _________________________________________________________ Use Pikachu for the 'Deens, as he resists Peck (unlike Ivysaur and Weepinbell). Tentacool gets dropped by ThunderShock, Confusion or Dig, as always. ___ _________________________________________________________ Trainer: Gentleman Version: R B Money: $1610 --------------------------------------------------------- #025: Pikachu ELE L23 403 Exp. Stats - HP: 52 Atk: 34 Def: 22 Spc: 31 Spe: 50 ~ ThunderShock, Growl, Thunder Wave, Quick Attack _________________________________________________________ Trainer: Gentleman Version: Y Money: $1540 --------------------------------------------------------- #100: Voltorb ELE L22 484 Exp. Stats - HP: 53 Atk: 22 Def: 30 Spc: 32 Spe: 52 ~ Tackle, Screech, SonicBoom, Selfdestruct #081: Magnemite ELE L22 418 Exp. Stats - HP: 46 Atk: 24 Def: 39 Spc: 50 Spe: 28 ~ Tackle, SonicBoom _________________________________________________________ Pikachu is basically shut down by Ground types so Golem or Dugtrio (whatever) will render it useless. Yellow players will find it harder--Golem will resist their attacks but SonicBoom and especially Self-Destruct will hurt a LOT. Just be careful, save and reset if things don't go as planned. ___ Take their and leave. Don't ever sell or use up your stock of Max Ethers or they'll be gone forever. Ignore the next room. The room after contains two more trainers. Like before, you have to manoeuvre yourself into a position whereby you don't have to fight both trainers with your top Pokemon, so step one to the left and one to the north to avoid this. _________________________________________________________ Trainer: Gentleman Version: R B Y Money: $1190 --------------------------------------------------------- #058: Growlithe FIR L17 331 Exp. Stats - HP: 48 Atk: 31 Def: 23 Spc: 24 Spe: 28 ~ Bite, Roar #077: Ponyta FIR L17 553 Exp. Stats - HP: 46 Atk: 36 Def: 26 Spc: 29 Spe: 38 ~ Ember _________________________________________________________ Two Fire types, both vulnerable to Water Gun/BubbleBeam, Rock Throw and Dig. Be wary of Burns from Ponyta. ___ Then take on the other trainer. _________________________________________________________ Trainer: Lass Version: R B Money: $ 270 --------------------------------------------------------- #019: Rattata NRM L18 219 Exp. Stats - HP: 41 Atk: 28 Def: 20 Spc: 16 Spe: 33 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #025: Pikachu ELE L18 315 Exp. Stats - HP: 43 Atk: 28 Def: 18 Spc: 25 Spe: 40 ~ ThunderShock, Growl, Thunder Wave, Quick Attack _________________________________________________________ Trainer: Lass Version: Y Money: $ 300 --------------------------------------------------------- #035: Jigglypuff NRM L20 325 Exp. Stats - HP: 79 Atk: 26 Def: 16 Spc: 18 Spe: 16 ~ Sing, Pound, Disable, Defense Curl _________________________________________________________ Rattata doesn't like Fighting moves (if you bothered to include any) or Graveler/Golem's bulky resistances. Pikachu is totally neutered by Golem/Dugtrio, and Jigglypuff will annoy the **** (snot) out of you with Sing. Take it out ASAP with either Fighting moves or just powerful Pokemon. ___ Nab the here but probably don't use it yet. Head outside and continue to the right because there are no more trainers here. As you head upwards to the captain's room, your Rival will appear... And I'm going to show you my team, as always. ___ My Team Pikachu L21 ~ ThunderShock, Thunder Wave, Quick Attack, Slam Butterfree L16 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder Fearow L20 ~ Peck, Growl, Leer, Fury Attack Golem L25 ~ Tackle, Rock Throw, Mega Punch, Selfdestruct Ivysaur L22 ~ Tackle, Leech Seed, Vine Whip, PoisonPowder Alakazam L25 ~ Teleport, Confusion, Disable My main attackers are far and away Golem and Alakazam. Golem is a slow, powerful physical core, whereas Alakazam takes care of the special side of things. If Golem has Dig, his coverage is even better, and with Body Slam you're just going for overkill. But this doesn't have to be the case--he's powerful enough with Rock Throw. Golem has to be L25 to have evolved, but Alakazam need not be this high. Everything else is mostly for coverage, and Butterfree is just filler now that Alakazam is here. It's mostly for Sleep Powder to help catch stuff. If you can't trade, then Hypno and Dugtrio are solid but inferior choices to Alakazam and Golem respectively, though the pre-evolutions Kadabra and Graveler are also good choices. Make up your mind... ___ Okay, well if you're ready, so am I. Bring it! _________________________________________________________ Trainer: Rival Version: R B Money: $1300 --------------------------------------------------------- #017: Pidgeotto NRM / FLY L19 459 Exp. Stats - HP: 55 Atk: 31 Def: 28 Spc: 27 Spe: 35 ~ Gust, Sand-Attack, Quick Attack #020: Raticate NRM L16 397 Exp. Stats - HP: 46 Atk: 33 Def: 26 Spc: 23 Spe: 38 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #063: Kadabra PSY L18 558 Exp. Stats - HP: 45 Atk: 20 Def: 18 Spc: 50 Spe: 45 ~ Teleport, Confusion - And ONE of the following: ----------------------------- #005: Charmeleon FIR L20 607 Exp. Stats - HP: 56 Atk: 34 Def: 31 Spc: 34 Spe: 40 ~ Scratch, Growl, Ember, Leer #008: Wartortle WTR L20 612 Exp. Stats - HP: 56 Atk: 33 Def: 40 Spc: 34 Spe: 31 ~ Tackle, Tail Whip, Bubble, Water Gun #002: Ivysaur GRS / PSN L20 603 Exp. Stats - HP: 57 Atk: 33 Def: 33 Spc: 40 Spe: 32 ~ Tackle, Growl, Leech Seed, Vine Whip _________________________________________________________ Trainer: Rival Version: Y Money: $1300 --------------------------------------------------------- #021: Spearow NRM / FLY L19 235 Exp. Stats - HP: 47 Atk: 31 Def: 19 Spc: 19 Spe: 34 ~ Peck, Growl, Leer, Fury Attack #027: Sandshrew GRN L18 358 Exp. Stats - HP: 48 Atk: 35 Def: 38 Spc: 18 Spe: 22 ~ Scratch, Sand-Attack, Slash #019: Rattata NRM L16 195 Exp. Stats - HP: 38 Atk: 25 Def: 18 Spc: 15 Spe: 30 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #133: Eevee NRM L20 393 Exp. Stats - HP: 55 Atk: 30 Def: 28 Spc: 34 Spe: 30 ~ Tackle, Tail Whip, Sand-Attack, Growl _________________________________________________________ This fight is so easy it's untrue. Your rival has evolved his Pokemon but their levels are barely any different from last time, whereas your levels should be sky-high in comparison. First, Red and Blue. Pidgeotto gets dropped by Rock Throw and Raticate can't handle Golem either. Kadabra now has Confusion and is weak to nothing, really, so hit him hard with something like your starter (as long as it's not Ivysaur) or Fearow or something. He'll drop to physical attacks. Finally, his starter. Ivysaur hates Peck and Confusion, Charmeleon hates Water Gun/BubbleBeam, Rock Throw and Dig, and Wartortle hates ThunderShock and Vine Whip (you're better off with the latter). Remember to use Butterfree/Weepinbell's Sleep Powder for a cheap way of winning if you can't hack it through traditional beat down methods. Yellow is even easier, if possible. Spearow falls to ThunderShock or, like Eevee and Rattata, can face Golem for a quick and easy victory on your behalf. Sandshrew bites the dust (or sand) to Water and Grass attacks, but beware of critical hits from Slash which will put a dent in your Pokemon. And that's all there is really. Victory is yours. Again, Sleep Powder can save the day if you get your knickers in a twist. ___ After the fight, head north and then take the stairs to the captain's quarters. Speak to him and rub his back (eww) for the elusive and magical (Cut). HM's differ to TMs in that they can be used more than once. They all have field effects as well, whereas TMs mostly don't except for a select few. You will need to teach someone Cut to complete the storyline, but it's an awful battling move so wait until we get out of the S.S. Anne and teach it to someone like Oddish or something useless like that. Oh, and HM's can never be forgotten (unless you trade to Gold/Silver/Crystal, but enough about that), so make sure it IS something useless that you put it on. Cut cuts down certain cactus-looking trees in the field and can also be used to cut patches of grass so that you don't have to fight wild Pokemon there. Sweet. Everything grows back when you move into another area though. We're done here on the S.S. Anne now. Backtrack to the entrance. As soon as you leave, the S.S. Anne will depart. Such a shame--not. Go heal up and stuff. If you want to get yourself a Mr. Mime and the HM for Flash (neither of which is necessary, but the latter is INCREDIBLY useful), it'll take a bit of side tracking. Whilst at the Poke Center, Red/Blue players will want to take out their spare Abra and Yellow players their Clefairy to swap for said Mr. Mime. Ooh, exciting. If you need to deposit something, deposit Butterfree or Pikachu. I know he lets out a whine in Yellow and you might not want to, but he is fairly useless for this bit. Oh, and you need to take out someone who knows the HM Cut. Oddish is a prime candidate for teaching, as is your spare Mew if you caught two. Mew is a great HM slave! Either way, while you're here you might as well deposit all useless items or items that you're not going to use in the PC, such as the S.S. Ticket, Rare Candies, HM01 and any unused TMs etc. They take up valuable item space (you can only hold up to 20 at one time). Remember Diglett's Cave off Route 11 to the east? After healing up, please head on over there. Dugtrio is still as deadly as ever, so I'd encourage saving very often, so that you don't have to backtrack too far if one screws you over. Don't use any Repels; just follow the very linear path right to the end. ___________ Cut Roundup ___________ New Items --------- [ ] Old Amber [ ] HM05 (Flash) [ ] HP Up [ ] Moon Stone [ ] TM42 (Dream Eater) New Pokemon ----------- [ ] Mr. Mime - Recommended Party Avg. Level: 24 Yeah, of all the places, we end up back at Route 2, right outside Pewter City. Coolio. Once you emerge, you can head west and cut the tree here to go to Pewter City. At the north point of the city is the museum, and now, armed with Cut, you can hack your way into the secret entrance on the right-hand side of the museum. Inside, talk to the guy for a well-deserved . We can't do much with it yet, but I will, in due time, let you know when it becomes useful. Head back to where you exited Diglett's Cave and head south into the first house you see. The person at the top in this house will trade you a Mr. Mime for your Clefairy (Yellow) or Abra (Red and Blue). - Rating: *** Mimey is a thoroughly average Psychic Pokemon which isn't in the same league as Hypno or Alakazam, though it is faster than the former. Not really worth the effort, and he doesn't even have the decency to evolve into something cool. He does, however, get boosted EXP. and has decent stats to run with. But he's a creepy clown, so... I don't like it. Head south into the Lookout Station and speak to the scientist here. This is another of Oak's Aides and he will give you (Flash) if you've collected 10 Pokemon, which I sincerely hope you have. Flash isn't necessary for game completion but very helpful for dark caves and such, otherwise you can't see where you're going. Head south through the Station and pick up the two items out in the field here, a and a . You can cut the trees here to get back to Viridian City, which I recommend doing for one thing. Head to the Poke Center in Viridian and then go straight left. You'll encounter a pond with a Cut tree above it. Cut the tree and talk to the weirdo in this enclosed area for (Dream Eater), before heading back through Diglett's Cave to Vermilion City. ______________ Vermilion City ______________ New Items --------- [ ] TM24 (Thunderbolt) New Pokemon ----------- [ ] Squirtle (Y) - Recommended Party Avg. Level: 25 Heal up at Vermilion Poke Center. Retain your Cut using Pokemon as we'll need him to get into Vermilion Gym. Head to the south-west portion of the city and use Cut to access the Gym. I would show you my team at this point but it hasn't really changed... so go into the Gym and start with the Sailor on the left. _________________________________________________________ Trainer: Sailor Version: R B Money: $ 630 --------------------------------------------------------- #025: Pikachu ELE L21 369 Exp. Stats - HP: 49 Atk: 31 Def: 20 Spc: 29 Spe: 46 ~ ThunderShock, Growl, Thunder Wave, Quick Attack #025: Pikachu ELE L21 369 Exp. Stats - HP: 49 Atk: 31 Def: 20 Spc: 29 Spe: 46 ~ ThunderShock, Growl, Thunder Wave, Quick Attack _________________________________________________________ Trainer: Sailor Version: Y Money: $ 720 --------------------------------------------------------- #081: Magnemite ELE L24 457 Exp. Stats - HP: 49 Atk: 26 Def: 42 Spc: 54 Spe: 30 ~ Tackle, SonicBoom _________________________________________________________ Ground types such as Diglett or Golem shut them down. Golem is especially good as its hefty resistance and defense means it takes little damage from everything not called SonicBoom as well. Just use strong attackers otherwise. ___ Then talk to the Rocker slightly northeast of him. _________________________________________________________ Trainer: Rocker Version: R B Money: $ 500 --------------------------------------------------------- #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom #081: Magnemite ELE L20 381 Exp. Stats - HP: 43 Atk: 22 Def: 36 Spc: 46 Spe: 26 ~ Tackle #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom _________________________________________________________ Trainer: Rocker Version: Y Money: $ 500 --------------------------------------------------------- #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom _________________________________________________________ SonicBoom is annoying so just hope they use the other available moves they have and pound on them with fast attackers such as Dugtrio, or perhaps even Alakazam who can go for the 2HKO with Confusion. ___ Now the Gentleman in the northeast of the gym. _________________________________________________________ Trainer: Gentleman Version: R B Money: $1610 --------------------------------------------------------- #025: Pikachu ELE L23 403 Exp. Stats - HP: 52 Atk: 34 Def: 22 Spc: 31 Spe: 50 ~ ThunderShock, Growl, Thunder Wave, Quick Attack _________________________________________________________ Trainer: Gentleman Version: Y Money: $1540 --------------------------------------------------------- #100: Voltorb ELE L22 484 Exp. Stats - HP: 53 Atk: 22 Def: 30 Spc: 32 Spe: 52 ~ Tackle, Screech, SonicBoom, Selfdestruct #081: Magnemite ELE L22 418 Exp. Stats - HP: 46 Atk: 24 Def: 39 Spc: 50 Spe: 28 ~ Tackle, SonicBoom _________________________________________________________ Golem laughs at Pikachu, whereas fast attackers who can try to avoid SonicBoom laugh at Voltorb and Magnemite. Beware Selfdestruct! ___ Now that all the preliminary warm-ups are outta here, we have to tackle this Gym's rather annoying electric lock puzzle. Essentially, the rubbish bins here contain two electric locks. Only one will appear at first, and when you find it another one will appear in a random adjacent bin (one square across from it horizontally or vertically). If you don't guess the second one correctly, the first one resets, thus disappearing and making you try again. Once you've opened the first lock, the second appears in ANY adjacent slot, even if you've already checked it! So it's just a guessing game and you'll get it right in the end. Once the door is open, it's time to fight. Remember to save beforehand. _________________________________________________________ Trainer: Lt. Surge Version: R B Money: $2376 --------------------------------------------------------- #100: Voltorb ELE L21 463 Exp. Stats - HP: 51 Atk: 21 Def: 29 Spc: 31 Spe: 50 ~ Tackle, Screech, SonicBoom #025: Pikachu ELE L18 315 Exp. Stats - HP: 43 Atk: 28 Def: 18 Spc: 25 Spe: 40 ~ ThunderShock, Thunder Wave, Growl, Quick Attack #026: Raichu ELE L24 627 Exp. Stats - HP: 66 Atk: 52 Def: 35 Spc: 52 Spe: 56 ~ Thunderbolt, Thunder Wave, ThunderShock, Growl _________________________________________________________ Trainer: Lt. Surge Version: Y Money: $2772 --------------------------------------------------------- #026: Raichu ELE L28 732 Exp. Stats - HP: 76 Atk: 60 Def: 40 Spc: 59 Spe: 65 ~ Thunderbolt, Growl, Mega Punch, Mega Kick _________________________________________________________ Lt. Surge uses X Speed on his already fast Pokemon to crank their Speed up to ridiculous levels. Since Golem is about a billion times slower anyway, Lt. Surge essentially just wastes turns. If you do have a full health Golem, you don't really need much strategy. If your Golem has Dig, even better. In Red and Blue, once the SonicBoomer is down, nothing can stop you. Quick Attack is laughable and the Electric moves will do nothing to you. Dugtrio also does fairly well with STAB super-effective attacks and immunity to Electric, but repeated Quick Attacks/SonicBooms/Mega Punches/Kicks will wear it down eventually. No need to even fear Raichu's level--I had a L26 Golem which took 16HP damage from a critical hit Mega Kick. Golem's Defense is just so fantastic so there's no need to worry. Now, that's the Ground types sorted--you won't need much strategy with them as Lt. Surge can't scratch you. If you have no Ground types, Grass types resist Electric attacks somewhat and can try to beat them up with Vine Whip. Sleep Powder is always a cheap option, though a miss can be very costly for Butterfree if you get hit by Thunderbolt! Try to be careful of Pikachu's paralysis in RBY and keep these guys away: Water types will get killed and so will fliers while everything else will either be neutral or resist it. I guess if you have no Ground types you should just pound on it with anything but Electric and Flying attacks. You'll pull through in the end. ___ For your valiant efforts, Lt. Surge awards you the ThunderBadge. Not only are you now allowed to use the HM Fly out of battle effects (more on that later), but all your Pokemon's Speed stats are invisibly increased to 9/8ths of the original value for in-game battles. Nifty. You also get some cash and (Thunderbolt), a fantastic Electric move. With 100% accuracy and 95 base power, it's the most reliable Electric move in the game (as opposed to a 70% accurate Thunder with 120 base power) and will serve you very well. Yellow players' Pikachus will get it at L26 anyway though and I'm not sure you should use it on something like Pikachu in Red and Blue. Save it for Zapdos or another worthy Electric type like Jolteon. Well, we're done here. Yellow players should talk to the female police officer in the centre of town for a free L10 Squirtle! - Rating: *** Neat, though it's probably too low-levelled to consider making part of your team unless you are very dedicated. Still, Water types are very solid and Blastoise has some very well-rounded stats. Give him the BubbleBeam TM for Cerulean and take him east to Diglett Cave for some quick training, if you want. Now return to Cerulean City, through Route 6, the Underground Path and Route 5. When heading through grassy routes remember that you can Cut grass to avoid wild Pokemon. _____________ Cerulean City _____________ New Items --------- [ ] Bicycle - Recommended Party Avg. Level: 25 When you arrive in Cerulean, head to the Bicycle Shop at the southwest of the city and exchange your Bike Voucher for a , one of the most useful but nonessential items in the game--it speeds up travelling time! Put it at the top of your item list (use Select to switch items slots around) because you'll want it there. While you're here, you might as well deposit all items and junk in the PC too, and buy a few Poke Balls because we'll be traversing another cave system soon. Keep a Cut user in your party for the road ahead. Now head to the east section of the city. From the Poke Center, go west, north through the tiny ledge, east, through the house that has been burgled and then east towards a cut-able tree. _________________________________________________ [22] Route 9 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #019: Rattata NRM R B 40% 14-17 Y 15% 18 #020: Raticate NRM - - Y 4% 20 #021: Spearow NRM / FLY R B 35% 13-17 Y 10% 17 #022: Fearow NRM / FLY - - Y 1% 19 #023: Ekans PSN R - - 25% 11-17 #027: Sandshrew GRN - B - 25% 11-17 #029: Nidoran F PSN - - Y 30% 16-18 #030: Nidorina PSN - - Y 5% 18 #032: Nidoran M PSN - - Y 30% 16-18 #033: Nidorino PSN - - Y 5% 18 _________________________________________________ New Items --------- [ ] TM30 (Teleport) [ ] Ether (H) New Pokemon ----------- ( ) Nidorina (Y) ( ) Nidorino (Y) - Recommended Party Avg. Level: 25 Cut the tree, then head east and south to be encountered by a female trainer. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 360 --------------------------------------------------------- #043: Oddish GRS / PSN L18 300 Exp. Stats - HP: 47 Atk: 26 Def: 27 Spc: 34 Spe: 18 ~ Absorb, PoisonPowder, Stun Spore #069: Bellsprout GRS / PSN L18 324 Exp. Stats - HP: 48 Atk: 35 Def: 20 Spc: 33 Spe: 22 ~ Growth, Wrap, PoisonPowder, Sleep Powder #043: Oddish GRS / PSN L18 300 Exp. Stats - HP: 47 Atk: 26 Def: 27 Spc: 34 Spe: 18 ~ Absorb, PoisonPowder, Stun Spore #069: Bellsprout GRS / PSN L18 324 Exp. Stats - HP: 48 Atk: 35 Def: 20 Spc: 33 Spe: 22 ~ Growth, Wrap, PoisonPowder, Sleep Powder _________________________________________________________ Status afflictions galore. Use a fast super-effective Pokemon such as Alakazam, but Hypno or Fearow prove useful as well. Charmeleon is a tad slow and under- powered because he hasn't evolved yet and will likely get hit by every status ailment under the sun. Just be careful. ___ Drop down two ledges and collect the item ball here for (Teleport). If you had Abra/Kadabra/Alakazam, you'll know what this move does. Most Psychic Pokemon can learn it and a few others. It's useless in battle, but teleports you from the field to the last used Poke Center, which is handy enough. It only teleports you from OUTSIDE a cave or dungeon, unlike Dig which does the opposite. So you might need both. Head east and fight the trainer here. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 700 --------------------------------------------------------- #066: Machop FGT L20 376 Exp. Stats - HP: 61 Atk: 40 Def: 28 Spc: 22 Spe: 22 ~ Karate Chop, Low Kick #095: Onix RCK / GRN L20 462 Exp. Stats - HP: 47 Atk: 26 Def: 72 Spc: 20 Spe: 36 ~ Tackle, Screech, Bind, Rock Throw _________________________________________________________ Confusion or Peck hits Machop whilst Vine Whip or Water Gun/BubbleBeam both obliterate Onix. ___ Exit this section by heading east and then north through the gap in the ledge. Head up and right, then north to encounter a trainer standing next to a sign. _________________________________________________________ Trainer: Jr.Trainer M Version: R B Money: $ 420 --------------------------------------------------------- #058: Growlithe FIR L21 409 Exp. Stats - HP: 57 Atk: 38 Def: 27 Spc: 29 Spe: 33 ~ Bite, Roar, Ember #004: Charmander FIR L21 292 Exp. Stats - HP: 50 Atk: 30 Def: 26 Spc: 29 Spe: 35 ~ Scratch, Growl, Ember, Leer _________________________________________________________ Trainer: Youngster Version: Y Money: $ 480 --------------------------------------------------------- #027: Sandshrew GRN L24 477 Exp. Stats - HP: 61 Atk: 45 Def: 49 Spc: 23 Spe: 28 ~ Scratch, Sand-Attack, Slash, Fissure _________________________________________________________ Rock or Water attacks waste the Fire Pokemon, while Vine Whip or Water attacks take care of the shrew. Yellow players will notice that the Youngster's Sandshrew has Fissure, a move that always KOs if it lands. However, it's glitched in this game and will never work if the user is slower than the target. Since Sandshrew is pretty slow, it shouldn't affect you, but it only has a ~30% success rate even should Sandshrew somehow outspeed you. ___ Proceed north to encounter another trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Y Money: $ 190 --------------------------------------------------------- #015: Beedrill BUG / PSN L19 646 Exp. Stats - HP: 56 Atk: 38 Def: 23 Spc: 25 Spe: 36 ~ Fury Attack, Focus Energy #015: Beedrill BUG / PSN L19 646 Exp. Stats - HP: 56 Atk: 38 Def: 23 Spc: 25 Spe: 36 ~ Fury Attack, Focus Energy _________________________________________________________ Fury Attack is certainly annoying when it hits five times, but honestly, Beedrill is no threat whatsoever. I used Rock Throw... my Golem is so much higher levelled than anything else... ___ To the left of this guy is the tall grass for this route, so start catching stuff if you haven't already got it. A few evolutions make an appearance in Yellow, but you've already had the opportunity to catch the base forms so you shouldn't need anything if you've been vigilant so far. Below the grass is a ledge. To the right of this ledge is a rock which contains a hidden . Woohoo! Once you're done here, head past the two previous trainers, take the next available path east and then jump over the ledge here. Head all the way right and you'll bump into another trainer. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 735 --------------------------------------------------------- #074: Geodude RCK / GRN L21 387 Exp. Stats - HP: 51 Atk: 42 Def: 50 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct #095: Onix RCK / GRN L21 486 Exp. Stats - HP: 49 Atk: 27 Def: 75 Spc: 20 Spe: 37 ~ Tackle, Screech, Bind, Rock Throw _________________________________________________________ Water and Grass type moves will waste these suckers big time. ___ Exit this enclosed area to the west through the gap in the ledge, then hang an immediate right and take the next ledge gap north to fight a trainer. _________________________________________________________ Trainer: Bug Catcher Version: R B Money: $ 200 --------------------------------------------------------- #010: Caterpie BUG L20 226 Exp. Stats - HP: 51 Atk: 20 Def: 22 Spc: 16 Spe: 26 ~ Tackle, String Shot #013: Weedle BUG / PSN L20 222 Exp. Stats - HP: 49 Atk: 22 Def: 20 Spc: 16 Spe: 28 ~ Poison Sting, String Shot #048: Venonat BUG / PSN L20 321 Exp. Stats - HP: 57 Atk: 30 Def: 28 Spc: 24 Spe: 26 ~ Tackle, Disable _________________________________________________________ Trainer: Bug Catcher Version: Y Money: $ 200 --------------------------------------------------------- #010: Caterpie BUG L20 226 Exp. Stats - HP: 51 Atk: 20 Def: 22 Spc: 16 Spe: 26 ~ Tackle, String Shot #013: Weedle BUG / PSN L20 222 Exp. Stats - HP: 49 Atk: 22 Def: 20 Spc: 16 Spe: 28 ~ Poison Sting, String Shot #048: Venonat BUG / PSN L20 321 Exp. Stats - HP: 57 Atk: 30 Def: 28 Spc: 24 Spe: 26 ~ Tackle, Disable, Supersonic, Confusion _________________________________________________________ Bug types shouldn't bother you by now. Ember, Peck, Rock Throw, Confusion (for Poison types) ___ Head up and take the next left for the next trainer. _________________________________________________________ Trainer: Jr. Trainer M Version: R B Y Money: $ 380 --------------------------------------------------------- #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #050: Diglett GRN L19 328 Exp. Stats - HP: 35 Atk: 29 Def: 17 Spc: 25 Spe: 44 ~ Scratch, Growl, Dig #023: Ekans PSN L19 252 Exp. Stats - HP: 45 Atk: 31 Def: 24 Spc: 23 Spe: 28 ~ Wrap, Leer, Poison Sting, Bite #027: Sandshrew GRN L19 378 Exp. Stats - HP: 51 Atk: 36 Def: 40 Spc: 19 Spe: 23 ~ Scratch, Sand-Attack, Slash _________________________________________________________ The most painful attacks are Hyper Fang, Dig and Slash. Getting poisoned is no fun either. Golem eats Rattata for breakfast, Confusion hits the snake and Water or Grass attacks take care of the others. ___ Don't go through the gap in the ledge above you--go to the right and take the next gap above you instead. Follow along to yet another trainer. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 700 --------------------------------------------------------- #074: Geodude RCK / GRN L20 367 Exp. Stats - HP: 49 Atk: 40 Def: 48 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct #066: Machop FGT L20 376 Exp. Stats - HP: 61 Atk: 40 Def: 28 Spc: 22 Spe: 22 ~ Karate Chop, Low Kick #074: Geodude RCK / GRN L20 367 Exp. Stats - HP: 49 Atk: 40 Def: 48 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct _________________________________________________________ Head east afterwards and jump down the ledge for the final fight of this Route. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 460 --------------------------------------------------------- #052: Meowth NRM L23 339 Exp. Stats - HP: 55 Atk: 29 Def: 24 Spc: 27 Spe: 50 ~ Scratch, Growl, Bite, Pay Day _________________________________________________________ Golem will take laughable damage, or just hit it with powerful attacks. ___ Once you've finished her off, head east on to Route 10. _________________________________________________ [23] Route 10 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #019: Rattata NRM - - Y 20% 18 #020: Raticate NRM - - Y 5% 20 #021: Spearow NRM / FLY R B - 35% 13-17 #023: Ekans PSN R - - 25% 11-17 #027: Sandshrew GRN - B - 25% 11-17 #029: Nidoran F PSN - - Y 10% 17 #032: Nidoran M PSN - - Y 10% 17 #066: Machop FGT - - Y 5% 16-18 #081: Magnemite ELE - - Y 50% 16-22 #100: Voltorb ELE R B - 40% 14-17 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #061: Poliwhirl WTR R B - 50% 23 #079: Slowpoke WTR / PSY R B - 50% 15 #098: Krabby WTR - - Y 70% 15-20 #099: Kingler WTR - - Y 10% 25 #116: Horsea WTR - - Y 20% 10 _________________________________________________ New Items --------- [ ] Super Potion (H) [ ] Max Ether (H) New Pokemon ----------- [ ] Machop (Y) [ ] Magnemite (Y) [ ] Voltorb (RB) - Recommended Party Avg. Level: 25 The grass here contains a few new Pokemon as listed above, but don't worry-- they'll all be available in all versions soon enough. - Rating: ** (Machoke) - Rating: *** (Machamp) Machop is a nice Fighting Pokemon, but it needs to be traded and given TMs to reach its full potential, and is unfortunately weak against Psychics. Awesome offensively, but a bit slow and Submission will hurt you quite a bit. - Rating: *** Magnemite is a powerful but slow Electric type with a hideously shallow movepool, and it only learns ThunderShock naturally in terms of level-up moves at L25, which is about as good as it gets. No thanks. - Rating: *** Finally we get to Voltorb, a blisteringly fast Electric type... that gets horrific moves via level-up (no STAB moves!) and only gets good moves when given TMs. You'll have to give both of these guys the Thunderbolt TM to see any use from them. Yellow players shouldn't fret about getting a Machop straight away, because they're much more common in Rock Tunnel, which is just around the corner. Literally. Head down, heal up in the Poke Center if necessary and then head up around the tree blockade to battle a trainer. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Money: $ 400 --------------------------------------------------------- #025: Pikachu ELE L20 351 Exp. Stats - HP: 47 Atk: 30 Def: 20 Spc: 28 Spe: 44 ~ ThunderShock, Growl, Thunder Wave, Quick Attack #035: Clefairy NRM L20 291 Exp. Stats - HP: 61 Atk: 26 Def: 27 Spc: 32 Spe: 22 ~ Pound, Growl, Sing, DoubleSlap _________________________________________________________ Trainer: Jr.Trainer F Version: Y Money: $ 400 --------------------------------------------------------- #039: Jigglypuff NRM L20 325 Exp. Stats - HP: 79 Atk: 26 Def: 16 Spc: 18 Spe: 16 ~ Sing, Pound, Disable, Defense Curl #035: Clefairy NRM L20 291 Exp. Stats - HP: 61 Atk: 26 Def: 27 Spc: 32 Spe: 22 ~ Pound, Growl, Sing, DoubleSlap _________________________________________________________ My Rock Throw missed five times in a row here and I still won, so you shouldn't have much trouble if you use Golem. Otherwise, powerful attacks as always. ___ A hidden resides in the tile to the right of the entrance to Rock Tunnel. You'll need Cut to access it. Also, a hidden lies inside the tree to the east of the Rock Tunnel exit. Afterwards, heal up at the Poke Center and bring out something that can use Flash for the caves ahead. There are 19 trainers to take care of in Rock Tunnel, so get yourself prepared. _________________________________________________ [24] Rock Tunnel Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - 1F - Cave Floor: ------------------------------ #041: Zubat PSN / FLY R B 55% 15-18 Y 50% 15-21 #066: Machop FGT R B 15% 15-17 Y 10% 17-21 #074: Geodude RCK / GRN R B 25% 16-17 Y 40% 16-20 #095: Onix RCK / GRN R B - 5% 13-15 - B1F - Cave Floor: ----------------------------- #041: Zubat PSN / FLY R B 50% 16-18 Y 40% 20-22 #066: Machop FGT R B 15% 15-17 Y 20% 18-20 #074: Geodude RCK / GRN R B 26% 16-18 Y 30% 17-21 #095: Onix RCK / GRN R B 9% 13-17 Y 10% 14-22 _________________________________________________ New Pokemon ----------- [ ] Machop (RB) [ ] Onix - Recommended Party Avg. Level: 25 Set yourself up with Flash (I taught it to Butterfree) to make your life a lot easier. - Rating: * Knock around for an Onix in Red and Blue (Yellow players must do it on the next floor)--a thoroughly inferior Pokemon to Golem--and a Machop if you don't have one. Onix is a terrible Pokemon in every way, his only standout stat being Defense. Eesh. His offensive power is miserable. Approach the Pokemaniac at the intersection to the southeast. _________________________________________________________ Trainer: Pokemaniac Version: R B Money: $1150 --------------------------------------------------------- #104: Cubone GRN L23 427 Exp. Stats - HP: 59 Atk: 32 Def: 52 Spc: 27 Spe: 24 ~ Bone Club, Growl #079: Slowpoke WTR / PSY L23 487 Exp. Stats - HP: 78 Atk: 39 Def: 38 Spc: 27 Spe: 15 ~ Confusion, Disable, Headbutt _________________________________________________________ Trainer: Pokemaniac Version: Y Money: $1150 --------------------------------------------------------- #104: Cubone GRN L23 427 Exp. Stats - HP: 59 Atk: 32 Def: 52 Spc: 27 Spe: 24 ~ Growl, Bone Club, Tail Whip, Headbutt #079: Slowpoke WTR / PSY L23 487 Exp. Stats - HP: 78 Atk: 39 Def: 38 Spc: 27 Spe: 15 ~ Confusion, Disable, Headbutt _________________________________________________________ I used Ivysaur's Vine Whip to knock 'em out. Beware Slowpoke's Confusion if you do this, or consider using Pikachu. You'll notice that Pikachu is severely underpowered now. ___ Take the south path here and follow it around to the east and north to a ladder, which you should descend. Head southwest from this large space to get to a narrower pathway, along which you will encounter a trainer. _________________________________________________________ Trainer: Pokemaniac Version: R B Y Money: $1250 --------------------------------------------------------- #079: Slowpoke WTR / PSY L25 529 Exp. Stats - HP: 84 Atk: 42 Def: 41 Spc: 29 Spe: 16 ~ Confusion, Disable, Headbutt _________________________________________________________ Vine Whip or ThunderShock, although when I tried ThunderShock my Pikachu bit the dust. Brilliant. Don't let Ivysaur/Weepinbell eat a Confusion. ___ Continue on left and go north at the intersection ahead for another fight. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 440 --------------------------------------------------------- #043: Oddish GRS / PSN L22 367 Exp. Stats - HP: 55 Atk: 30 Def: 32 Spc: 41 Spe: 21 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder #001: Bulbasaur GRS / PSN L22 301 Exp. Stats - HP: 55 Atk: 30 Def: 30 Spc: 37 Spe: 28 ~ Growl, Leech Seed, Vine Whip, PoisonPowder _________________________________________________________ These guys hate Psychic moves, Peck and Ember. Too bad we have all of those. ___ Continuing on northeast, you'll find a Pokemaniac. _________________________________________________________ Trainer: Pokemaniac Version: R B Money: $1100 --------------------------------------------------------- #004: Charmander FIR L22 306 Exp. Stats - HP: 52 Atk: 31 Def: 27 Spc: 30 Spe: 37 ~ Growl, Ember, Leer, Rage #104: Cubone GRN L22 409 Exp. Stats - HP: 57 Atk: 30 Def: 50 Spc: 26 Spe: 23 ~ Bone Club, Growl _________________________________________________________ Trainer: Pokemaniac Version: Y Money: $1100 --------------------------------------------------------- #004: Charmander FIR L22 306 Exp. Stats - HP: 52 Atk: 31 Def: 27 Spc: 30 Spe: 37 ~ Growl, Ember, Leer, Rage #104: Cubone GRN L22 409 Exp. Stats - HP: 57 Atk: 30 Def: 50 Spc: 26 Spe: 23 ~ Growl, Bone Club, Tail Whip, Headbutt _________________________________________________________ Charmander can eat a Water Gun, BubbleBeam, Rock Throw or Dig and Cubone can have a Water move or a Vine Whip, or even Razor Leaf if you have it. ___ If you proceed along the path in a north-easterly fashion, you'll get to an area containing a lack rock formation in the middle. To the south and left is a Hiker. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 875 --------------------------------------------------------- #074: Geodude RCK / GRN L25 460 Exp. Stats - HP: 59 Atk: 49 Def: 59 Spc: 24 Spe: 19 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct _________________________________________________________ Selfdestruct will badly dent your Pokemon, so make sure you can finish Geodude in one hit, or save beforehand and pray he doesn't use it, resetting if he does. ___ On the upper side of the rock formation and to the right is another Hiker. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 700 --------------------------------------------------------- #066: Machop FGT L20 376 Exp. Stats - HP: 61 Atk: 40 Def: 28 Spc: 22 Spe: 22 ~ Karate Chop, Low Kick #095: Onix RCK / GRN L20 462 Exp. Stats - HP: 47 Atk: 26 Def: 72 Spc: 20 Spe: 36 ~ Tackle, Screech, Bind, Rock Throw _________________________________________________________ Confusion takes care of Machop, and if you have a L27 Alakazam with Psybeam then that's just overkill. Onix hates his 4x weakness to Grass and Water moves. ___ After they're beaten, take the ladder in the upper left corner. There's a Hiker to your right when you arrive. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 665 --------------------------------------------------------- #074: Geodude RCK / GRN L19 349 Exp. Stats - HP: 47 Atk: 38 Def: 46 Spc: 19 Spe: 15 ~ Tackle, Defense Curl, Rock Throw #066: Machop FGT L19 357 Exp. Stats - HP: 58 Atk: 38 Def: 27 Spc: 21 Spe: 21 ~ Karate Chop, Low Kick #074: Geodude RCK / GRN L19 349 Exp. Stats - HP: 47 Atk: 38 Def: 46 Spc: 19 Spe: 15 ~ Tackle, Defense Curl, Rock Throw #074: Geodude RCK / GRN L19 349 Exp. Stats - HP: 47 Atk: 38 Def: 46 Spc: 19 Spe: 15 ~ Tackle, Defense Curl, Rock Throw _________________________________________________________ Should be getting used to these guys by now. Water/Grass on the rocks, Peck/Psychic moves on the chopping thing. ___ Head down the left side of the rock to find... you guessed it. Yup, it's a Hiker alright. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 700 --------------------------------------------------------- #095: Onix RCK / GRN L20 462 Exp. Stats - HP: 47 Atk: 26 Def: 72 Spc: 20 Spe: 36 ~ Tackle, Screech, Bind, Rock Throw #095: Onix RCK / GRN L20 462 Exp. Stats - HP: 47 Atk: 26 Def: 72 Spc: 20 Spe: 36 ~ Tackle, Screech, Bind, Rock Throw #074: Geodude RCK / GRN L20 367 Exp. Stats - HP: 49 Atk: 40 Def: 48 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw _________________________________________________________ You should know how to take care of business here. 4x weaknesses galore! ___ Go around the rock and head east, then travel north before a short dead end to face ANOTHER friggin' Hiker. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 735 --------------------------------------------------------- #074: Geodude RCK / GRN L21 387 Exp. Stats - HP: 51 Atk: 42 Def: 50 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct #075: Graveler RCK / GRN L21 603 Exp. Stats - HP: 57 Atk: 48 Def: 56 Spc: 27 Spe: 23 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct _________________________________________________________ This is the first time you've seen Graveler (unless, of course, you raised one yourself) and its just a beefed up Geodude. Again, be very wary of Selfdestruct if you can't take them both out in one hit. Consider saving beforehand and resetting if they obliterate one of your Pokemon. ___ Take the ladder above the Hiker and proceed left, down and left again to challenge another trainer. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 420 --------------------------------------------------------- #035: Jigglypuff NRM L21 342 Exp. Stats - HP: 82 Atk: 27 Def: 16 Spc: 18 Spe: 16 ~ Sing, Pound, Disable, Defense Curl #016: Pidgey NRM / FLY L21 247 Exp. Stats - HP: 51 Atk: 27 Def: 25 Spc: 23 Spe: 31 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #052: Meowth NRM L21 310 Exp. Stats - HP: 51 Atk: 27 Def: 23 Spc: 25 Spe: 46 ~ Scratch, Growl, Bite, Pay Day _________________________________________________________ Golem tears up here. If, somehow, Pikachu is still alive, you can clip Pidgey's wings with a ThunderShock. Or two. Or three. Pikachu is so weak now. Thank the Lord we can evolve it soon, in Red and Blue at least. ___ Keep going left to fight our favourite trainer, the Hiker. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 735 --------------------------------------------------------- #074: Geodude RCK / GRN L21 387 Exp. Stats - HP: 51 Atk: 42 Def: 50 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct #074: Geodude RCK / GRN L21 387 Exp. Stats - HP: 51 Atk: 42 Def: 50 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct #075: Graveler RCK / GRN L21 603 Exp. Stats - HP: 57 Atk: 48 Def: 56 Spc: 27 Spe: 23 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct _________________________________________________________ Try to avoid Selfdestruct while exploiting their 4x weaknesses to Grass and Water. ___ Head northwest now to challenge a Pokemaniac. _________________________________________________________ Trainer: Pokemaniac Version: R B Y Money: $1000 --------------------------------------------------------- #079: Slowpoke WTR / PSY L20 423 Exp. Stats - HP: 69 Atk: 34 Def: 34 Spc: 24 Spe: 14 ~ Confusion, Disable, Headbutt #079: Slowpoke WTR / PSY L20 423 Exp. Stats - HP: 69 Atk: 34 Def: 34 Spc: 24 Spe: 14 ~ Confusion, Disable, Headbutt #079: Slowpoke WTR / PSY L20 423 Exp. Stats - HP: 69 Atk: 34 Def: 34 Spc: 24 Spe: 14 ~ Confusion, Disable, Headbutt _________________________________________________________ Above that trainer is another ladder. Climb it and then head south to tackle two trainers below you. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 440 --------------------------------------------------------- #069: Bellsprout GRS / PSN L22 396 Exp. Stats - HP: 57 Atk: 41 Def: 23 Spc: 39 Spe: 26 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore #035: Clefairy NRM L22 319 Exp. Stats - HP: 66 Atk: 28 Def: 29 Spc: 34 Spe: 23 ~ Pound, Growl, Sing, DoubleSlap _________________________________________________________ Fire, Flying and Psychic moves for the plant, Fighting moves or use Golem for Rock resistance against the fairy. ___ _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 380 --------------------------------------------------------- #016: Pidgey NRM / FLY L19 223 Exp. Stats - HP: 47 Atk: 25 Def: 23 Spc: 21 Spe: 29 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #069: Bellsprout GRS / PSN L19 342 Exp. Stats - HP: 51 Atk: 36 Def: 21 Spc: 34 Spe: 23 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore _________________________________________________________ You know the strategies for these guys now right? Try to avoid status afflictions from Bellsprout. Wrap is equally irritating. ___ There's one more trainer to beat... in this Tunnel, anyway. There's MORE after this :(. Follow the path around to the left and when you hit an intersection, take a left. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 400 --------------------------------------------------------- #052: Meowth NRM L20 295 Exp. Stats - HP: 49 Atk: 26 Def: 22 Spc: 24 Spe: 44 ~ Scratch, Growl, Bite, Pay Day #043: Oddish GRS / PSN L20 333 Exp. Stats - HP: 51 Atk: 28 Def: 30 Spc: 38 Spe: 20 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder #016: Pidgey NRM / FLY L20 235 Exp. Stats - HP: 49 Atk: 26 Def: 24 Spc: 22 Spe: 30 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ Avoid status from Oddish and you shouldn't have too many problems, unless your Pokemon have taken quite a beating. Nearly there... ___ Head left, then down and take the ladder to exit Rock Tunnel at long last. ________ Route 10 ________ New Items --------- [ ] Max Ether (H) - Recommended Party Avg. Level: 26 When you emerge, you'll be standing next to a trainer who wants to battle you, so do it. _________________________________________________________ Trainer: Jr.Trainer F Version: R B Y Money: $ 420 --------------------------------------------------------- #016: Pidgey NRM / FLY L21 247 Exp. Stats - HP: 51 Atk: 27 Def: 25 Spc: 23 Spe: 31 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #017: Pidgeotto NRM / FLY L21 508 Exp. Stats - HP: 60 Atk: 33 Def: 31 Spc: 29 Spe: 38 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ Rock Throw or ThunderShock will work nicely. ___ To the right of the Rock Tunnel exit is a lone rock housing a hidden , so you can pick that up. Do a 180 and come back left and then head down this way to come across a Hiker. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 735 --------------------------------------------------------- #074: Geodude RCK / GRN L21 387 Exp. Stats - HP: 51 Atk: 42 Def: 50 Spc: 20 Spe: 16 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct #095: Onix RCK / GRN L21 486 Exp. Stats - HP: 49 Atk: 27 Def: 75 Spc: 20 Spe: 37 ~ Tackle, Screech, Bind, Rock Throw _________________________________________________________ Beware Selfdestruct and hit their weaknesses hard. ___ Take the ledge down for another Hiker to challenge you. _________________________________________________________ Trainer: Hiker Version: R B Y Money: $ 665 --------------------------------------------------------- #095: Onix RCK / GRN L19 439 Exp. Stats - HP: 45 Atk: 25 Def: 68 Spc: 19 Spe: 34 ~ Tackle, Screech, Bind, Rock Throw #075: Graveler RCK / GRN L19 544 Exp. Stats - HP: 52 Atk: 44 Def: 51 Spc: 25 Spe: 21 ~ Tackle, Defense Curl, Rock Throw _________________________________________________________ No Selfdestruct = easy win. ___ Ahead of you to the right lays the last trainer between you and the sweet, sweet Poke Center. Don't hold anything back now. _________________________________________________________ Trainer: Pokemaniac Version: R B Money: $1000 --------------------------------------------------------- #104: Cubone GRN L20 372 Exp. Stats - HP: 53 Atk: 28 Def: 46 Spc: 24 Spe: 22 ~ Bone Club, Growl #079: Slowpoke WTR / PSY L20 423 Exp. Stats - HP: 69 Atk: 34 Def: 34 Spc: 24 Spe: 14 ~ Confusion, Disable, Headbutt _________________________________________________________ Trainer: Pokemaniac Version: Y Money: $1000 --------------------------------------------------------- #104: Cubone GRN L20 372 Exp. Stats - HP: 53 Atk: 28 Def: 46 Spc: 24 Spe: 22 ~ Growl, Bone Club, Tail Whip, Headbutt #079: Slowpoke WTR / PSY L20 423 Exp. Stats - HP: 69 Atk: 34 Def: 34 Spc: 24 Spe: 14 ~ Confusion, Disable, Headbutt _________________________________________________________ Cubone will fall to Water or Grass attacks, whereas Slowpoke falls to Electric or Grass attacks. As always, be wary of eating a Confusion when using a Grass/Poison type. ___ Head south to reach the long-awaited Lavender Town. _________________________________________________ [25] Lavender Town _________________________________________________ ___________________ Poke Mart Price ------------------- Great Ball $ 600 Super Potion $ 700 Revive $1500 Escape Rope $ 550 Super Repel $ 500 Antidote $ 100 Burn Heal $ 250 Ice Heal $ 250 Parlyz Heal $ 250 ___________________ - Recommended Party Avg. Level: 26 Lavender Town is the graveyard of the Pokemon world and there have even been claims of people getting depressed by the music here (hop on your bicycle if this is the case for you--that's much more jolly). There's a seven floor pseudo-dungeon full of ghosts to take care of here, but not yet, so don't hold your breath. In fact, there's very little to do in Lavender Town for the moment. Stop numero uno would be the Poke Center of course, since your 'Mons most likely took quite a thrashing while traversing Rock Tunnel. Once you're all done there, there are two more mini-attractions to visit. The first is the Name Rater's house, more commonly known as the nickname changer. Any Pokemon that has the same Trainer ID as you (everything you've caught, plus some others if you're incredibly lucky) can have its nickname changed to whatever you want. He is located in the house to the left of the Poke Mart, which is the other draw of this town. Located in the southeast corner of town, the Poke Mart now sells Great Balls, as you can see from above. They're three times as expensive as regular Poke Balls but boast a 1.5x capture rate by comparison. In all honesty, I stick to regular Poke Balls most of the time and just use status conditions (Sleep, paralysis, etc.) to raise the capture raise that way. I'd still recommend getting a few (maybe five?) for those really stubborn Pokemon. Oh, and if you don't have any Poke Balls now, then this is all you can buy from Lavender, so tough luck. If you want to bag yourself a fairly useless TM for collection purposes, take the south road out of Lavender into Route 12. ________ Route 12 ________ New Items --------- [ ] TM39 (Swift) - Recommended Party Avg. Level: 26 Enter the guardhouse you stumble across, then take the stairs and talk to the girl here for (Swift), a low-power move that never misses. It doesn't perform an accuracy check so is guaranteed to hit, even when the opponent is underground through Dig, for example. Once you've got it, head back to Lavender. Take a Cut user out of your PC if you want the next Route's wild Pokemon, then take the west exit. _________________________________________________ [26] Route 8 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 30% 18-20 Y 40% 20-22 #017: Pidgeotto NRM / FLY - - Y 10% 24 #019: Rattata NRM - - Y 15% 20 #023: Ekans PSN R - - 20% 17-19 #027: Sandshrew GRN - B - 20% 17-19 #035: Jigglypuff NRM - - Y 10% 19-24 #037: Vulpix FIR - B - 20% 15-18 #052: Meowth NRM - B - 30% 18-20 #056: Mankey FGT R - - 30% 18-20 #058: Growlithe FIR R - - 20% 15-18 #063: Abra PSY - - Y 20% 15-19 #064: Kadabra PSY - - Y 5% 20-27 _________________________________________________ New Pokemon ----------- [ ] Vulpix (B) [ ] Growlithe (R) ( ) Kadabra (Y) - Recommended Party Avg. Level: 26 Follow the path southwest and challenge the Lass here. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 330 --------------------------------------------------------- #035: Clefairy NRM L22 319 Exp. Stats - HP: 66 Atk: 28 Def: 29 Spc: 34 Spe: 23 ~ Pound, Growl, Sing, DoubleSlap #035: Clefairy NRM L22 319 Exp. Stats - HP: 66 Atk: 28 Def: 29 Spc: 34 Spe: 23 ~ Pound, Growl, Sing, DoubleSlap _________________________________________________________ Golem resists her attacks, but if you have a Mankey or Machop (or any evolutions thereof) then you can use super-effective Fighting moves instead. ___ Take on the trainer next to her as well. _________________________________________________________ Trainer: Gambler Version: R B Y Money: $1680 --------------------------------------------------------- #058: Growlithe FIR L24 468 Exp. Stats - HP: 64 Atk: 42 Def: 30 Spc: 32 Spe: 37 ~ Bite, Roar, Ember, Leer #037: Vulpix FIR L24 324 Exp. Stats - HP: 56 Atk: 29 Def: 28 Spc: 40 Spe: 40 ~ Ember, Tail Whip, Quick Attack, Roar _________________________________________________________ Fire types shouldn't give Water, Rock or Ground types any problems. Physical attackers should be wary of receiving a Burn, however. ___ To your left now is a cut bush which gives way to this Route's only patch of Tall Grass. Red and Blue players get their version exclusive Fire type on this Route, which will come in handy for the next Gym if you've a spare spot in your team since the Gym is Grass type. Excellent. - Rating: ** - Rating: *** Growlithe in Red has the coolness factor, which is more often than not the deciding factor when I build my teams, but in Blue you instead have the awesomely cool Ninetales--the evolution of Vulpix. Bear in mind that Vulpix gets Flamethrower at L35 whereas Growlithe gets it at L50! Ninetales also has better stats where it counts, a faster rate of Exp. gain and access to the useful Confuse Ray. However, Growlithe can muscle through opponents with his ridiculously powerful stats across the board, taking advantage of the Dig TM primarily. They can both evolve with the Fire Stone very soon. Of course, if you've been raising a Charmander, then you really have no need for either of these guys, unless one of them really floats your boat. After that, keep following the path around to the north. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 550 --------------------------------------------------------- #088: Grimer PSN L22 423 Exp. Stats - HP: 70 Atk: 44 Def: 30 Spc: 26 Spe: 19 ~ Pound, Disable #089: Muk PSN L22 739 Exp. Stats - HP: 81 Atk: 55 Def: 41 Spc: 37 Spe: 30 ~ Pound, Disable #088: Grimer PSN L22 423 Exp. Stats - HP: 70 Atk: 44 Def: 30 Spc: 26 Spe: 19 ~ Pound, Disable _________________________________________________________ Alakazam/Hypno clean up, no problem. Dig also works wonders. ___ To this guy's left are four trainers standing in a line. Going from top to bottom, this is how the fights play out: _________________________________________________________ Trainer: Lass Version: R B Money: $ 345 --------------------------------------------------------- #029: Nidoran F PSN L23 289 Exp. Stats - HP: 61 Atk: 30 Def: 32 Spc: 27 Spe: 27 ~ Tackle, Scratch, Poison Sting, Tail Whip #030: Nidorina PSN L23 576 Exp. Stats - HP: 68 Atk: 37 Def: 39 Spc: 33 Spe: 34 ~ Tackle, Scratch, Poison Sting, Tail Whip _________________________________________________________ Trainer: Lass Version: Y Money: $ 345 --------------------------------------------------------- #029: Nidoran F PSN L23 289 Exp. Stats - HP: 61 Atk: 30 Def: 32 Spc: 27 Spe: 27 ~ Scratch, Double Kick, Poison Sting, Tail Whip #030: Nidorina PSN L23 576 Exp. Stats - HP: 68 Atk: 37 Def: 39 Spc: 33 Spe: 34 ~ Tackle, Scratch, Double Kick, Poison Sting _________________________________________________________ Psychic or Ground attacks. Be wary of Poison status. ___ _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 650 --------------------------------------------------------- #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog _________________________________________________________ No problems here. ___ _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 360 --------------------------------------------------------- #052: Meowth NRM L24 354 Exp. Stats - HP: 57 Atk: 30 Def: 25 Spc: 28 Spe: 52 ~ Growl, Bite, Pay Day, Screech #052: Meowth NRM L24 354 Exp. Stats - HP: 57 Atk: 30 Def: 25 Spc: 28 Spe: 52 ~ Growl, Bite, Pay Day, Screech #052: Meowth NRM L24 354 Exp. Stats - HP: 57 Atk: 30 Def: 25 Spc: 28 Spe: 52 ~ Growl, Bite, Pay Day, Screech _________________________________________________________ Too many Growls or Screeches might hurt your Pokemon, but Normal types are no match for your Rock or Fighting Pokemon, of which you should have at least one. ___ _________________________________________________________ Trainer: Lass Version: R B Money: $ 285 --------------------------------------------------------- #016: Pidgey NRM / FLY L19 223 Exp. Stats - HP: 47 Atk: 25 Def: 23 Spc: 21 Spe: 29 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #032: Nidoran M PSN L19 243 Exp. Stats - HP: 49 Atk: 30 Def: 23 Spc: 23 Spe: 27 ~ Leer, Tackle, Horn Attack, Poison Sting #052: Meowth NRM L19 280 Exp. Stats - HP: 47 Atk: 25 Def: 21 Spc: 23 Spe: 42 ~ Scratch, Growl, Bite, Pay Day #025: Pikachu ELE L19 333 Exp. Stats - HP: 45 Atk: 29 Def: 19 Spc: 27 Spe: 42 ~ ThunderShock, Growl, Thunder Wave, Quick Attack _________________________________________________________ Trainer: Lass Version: Y Money: $ 285 --------------------------------------------------------- #016: Pidgey NRM / FLY L19 223 Exp. Stats - HP: 47 Atk: 25 Def: 23 Spc: 21 Spe: 29 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #029: Nidoran F PSN L19 240 Exp. Stats - HP: 52 Atk: 26 Def: 27 Spc: 23 Spe: 23 ~ Tackle, Scratch, Double Kick, Poison Sting #052: Meowth NRM L19 280 Exp. Stats - HP: 47 Atk: 25 Def: 21 Spc: 23 Spe: 42 ~ Scratch, Growl, Bite, Pay Day #032: Nidoran M PSN L19 243 Exp. Stats - HP: 49 Atk: 30 Def: 23 Spc: 23 Spe: 27 ~ Tackle, Horn Attack, Double Kick, Poison Sting _________________________________________________________ Five common Pokemon that should be very easy to take down considering their levels. ___ Keep following the path around until you come to another trainer. _________________________________________________________ Trainer: Gambler Version: R B Y Money: $1540 --------------------------------------------------------- #060: Poliwag WTR L22 363 Exp. Stats - HP: 53 Atk: 30 Def: 26 Spc: 26 Spe: 48 ~ Bubble, Hypnosis, Water Gun #060: Poliwag WTR L22 363 Exp. Stats - HP: 53 Atk: 30 Def: 26 Spc: 26 Spe: 48 ~ Bubble, Hypnosis, Water Gun #061: Poliwhirl WTR L22 616 Exp. Stats - HP: 64 Atk: 37 Def: 37 Spc: 30 Spe: 48 ~ Bubble, Hypnosis, Water Gun _________________________________________________________ Hypnosis can be very irritating, but, as always, Grass types are the best here, followed by Electrics. ___ The last trainer of this route is to the north, then west of him. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 500 --------------------------------------------------------- #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom #109: Koffing PSN L20 487 Exp. Stats - HP: 49 Atk: 34 Def: 46 Spc: 32 Spe: 22 ~ Tackle, Smog #100: Voltorb ELE L20 441 Exp. Stats - HP: 49 Atk: 20 Def: 28 Spc: 30 Spe: 48 ~ Tackle, Screech, SonicBoom #081: Magnemite ELE L20 381 Exp. Stats - HP: 43 Atk: 22 Def: 36 Spc: 46 Spe: 26 ~ Tackle _________________________________________________________ SonicBoom is your worst enemy here and Screech might have been an issue if Tackle wasn't so pathetic. Yeah, so use whatever you can to kill the Voltorbs quickly, ___ The house on the right is another Underground Path, so take it. _________________________________________________ [27] Underground Path (7-8) _________________________________________________ New Items --------- [ ] Nugget (H) [ ] Elixir (H) - Recommended Party Avg. Level: 27 There's nought to do here so, starting from the west stairs, take three paces up and nine paces east to uncover the square in front of you for a . Now move down to the bottom and move another nine paces east to uncover the in front of you. Woo! I love short chapters. It makes me feel like there's not too far to go--but deep down I know there's still more than half a guide to do, not including the Pokedex and stuff... Ugh. EDIT: Ha, I remember writing that :). _________________________________________________ [28] Route 7 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 30% 19-22 Y 40% 20-22 #017: Pidgeotto NRM / FLY - - Y 10% 24 #019: Rattata NRM - - Y 15% 20 #035: Jigglypuff NRM - - Y 10% 19-24 #037: Vulpix FIR - B - 10% 18-20 #043: Oddish GRS / PSN R - - 30% 19-22 #052: Meowth NRM - B - 30% 17-20 #056: Mankey FGT R - - 30% 17-20 #058: Growlithe FIR R - - 10% 18-20 #063: Abra PSY - - Y 25% 15-26 #069: Bellsprout GRS / PSN - B - 30% 19-22 _________________________________________________ - Recommended Party Avg. Level: 27 Another short chapter--yes! There's nothing new in the grass here if you've been catching stuff vigilantly, so keep following the path through the ledge and then left into Celadon City. _________________________________________________ [29] Celadon City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Found in a Poke Ball in Celadon Mansion: ------ #133: Eevee NRM R B Y -- 25 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #061: Poliwhirl WTR R B - 50% 23 #079: Slowpoke WTR / PSY R B - 50% 15 #118: Goldeen WTR - - Y 100% 5-20 _________________________________________________ ___________________ Poke Mart Price ------------------- - 2F - Left Guy: -- Great Ball $ 600 Super Potion $ 700 Revive $1500 Super Repel $ 500 Antidote $ 100 Burn Heal $ 250 Ice Heal $ 250 Awakening $ 200 Parlyz Heal $ 200 - 2F - Right Guy: - TM32 $1000 (Double Team) TM33 $1000 (Reflect) TM02 $2000 (Razor Wind) TM07 $2000 (Horn Drill) TM37 $2000 (Egg Bomb) TM01 $3000 (Mega Punch) TM05 $3000 (Mega Kick) TM09 $3000 (Take Down) TM17 $3000 (Submission) - 4F: ------------- Poke Doll $1000 Fire Stone $2100 Thunderstone $2100 Water Stone $2100 Leaf Stone $2100 - 5F - Left Guy: -- X Accuracy $ 950 Guard Spec. $ 700 Dire Hit $ 650 X Attack $ 500 X Defend $ 550 X Speed $ 350 X Special $ 350 - 5F - Right Guy: - HP Up $9800 Protein $9800 Iron $9800 Carbos $9800 Calcium $9800 - Rooftop Square: - Fresh Water $ 200 Soda Pop $ 300 Lemonade $ 350 ___________________ New Items --------- [ ] PP Up (H) [ ] Coin Case [ ] TM18 (Counter) [ ] TM13 (Ice Beam) [ ] TM48 (Rock Slide) [ ] TM49 (Tri Attack) New Pokemon ----------- [ ] Eevee - Recommended Party Avg. Level: 27 Unlike Lavender Town, there's a truckload to do in Celadon. First stop (after the Poke Center, of course) is the Celadon Mansion to bag yourself an Eevee. Instead of taking the main entrance, though, from the terminus of Route 7 take an immediate north into a narrow pathway. Follow this path along until there is a gap in the hedges to the north. Exit through this gap and to your west is another gap in the trees right behind a building. Walk into the gap here and into the building to enter through a secret back door. Cool. Once inside, climb the flights of stairs to the top, take the door to the room below and swipe the Eevee on the table. Well, finders keepers. Eevee itself is an interesting Pokemon, evolving into one of three elemental forms based on which corresponding Stone you give it. You'll either get the Water based Vaporeon, the Electric Pokemon Jolteon or the Fire beast Flareon. In terms of usefulness, Jolteon is probably the best, but we can get all three of them via glitches anyway--or if you can trade to GSC, you can breed for another Eevee and evolve that one differently. Your choice. All three of them are cool though. Eevee comes at L25 and you can buy the Stones in just a second, so slotting it into a gap on your team should be no trouble at all. It evolves using either a Water, Thunder or Fire Stone, into Vaporeon, Jolteon or Flareon respectively. Leaf Stone gets no love. - Rating: **** - Rating: **** - Rating: ** Vaporeon and Jolteon are great additions, being some of the most powerful and useful Pokemon of their respective types. I'd definitely get one of these guys, but I'd avoid Flareon completely, since she's trash. Now head back out. From the Poke Center, take the path southwest of you. If you have Cut on you, head east through the gap between the houses and the fencing and cut the tree here. If you don't have Cut, you'll have to go the long way, which you can do by heading south, then west, south, east and north immediately each time. Head north and examine the hedge at the dead end for a , which increases the maximum PP for a selected Pokemon's move by 20%. They're limited in number, so save one for duplication. Now head south past the Cut tree and then take a left. The first building on the east here has an invisible PC in the top-right corner in Red and Blue, incidentally. Turn your attention to the west-most available house in this terrace block. Inside, there is a man in the top left corner who will fork over the , which is used to store special Coins for gambling with at the Game Corner. I'll explore that a bit later, but first I want to go to Celadon Department Store. Located to the left of Celadon Mansion's main entrance, the Department Store is the biggest Poke Mart in Kanto and has pretty much everything. Lots of the stuff we won't need yet, but I'll advise you what to get for now. 1F is the Service Counter and has nothing of interest. The two ways of traversing this store are to climb the stairs manually at the top right of the store, or use the lift, located in the top left of the store and activated through the panel on the wall inside. Get to the second floor, 2F--the Trainer's Market--to stock up on Great Balls and general items from the guy on the right and a few naff TMs from the guy on the left. Most notable of these are TM01 (Mega Punch), if you used one up already from Mt. Moon; TM32 (Double Team), which boosts your Evade to can't hit levels; TM33 (Reflect), which doubles your team's Defense for five turns; and TM17 (Submission), a powerful Fighting type move with 25% recoil. Of special note is TM07 (Horn Drill). OHKO moves suck in general, given that you have to be faster than the foe and they're only ~30% accurate. However, if you're faster than the foe, you can use an X Accuracy to boost your Pokemon's Accuracy to 99.6% until the battle ends or that Pokemon switches out. And yes, you can buy X Accuracys by the truckload from this very store... If you're shameless, feel free to use this 'strategy' from now on. On to the third floor, 3F, the TV Game Shop, where you can't buy anything. You can, however, talk to the guy behind the counter for, well, (Counter). Though it is glitched in this game because it only counters Normal and Fighting type moves (see Movedex for more details), some people still find it useful for competitive matches. 4F, the fourth floor, is the Wiseman Gifts store. Here you can purchase elemental Stones to evolve Pokemon for a paltry $2100 each. Bargain! Stone evolution usually means that the Pokemon don't learn moves very well anymore though, so check the Pokedex I've provided for details. They also sell the Poke Doll, of which I would buy one for a future mini-quest to get a TM. The following Pokemon evolve by Elemental Stone: Pikachu --> Raichu (Thunderstone) (R/B) Vulpix --> Ninetales (Fire Stone) Gloom --> Vileplume (Leaf Stone) Growlithe --> Arcanine (Fire Stone) Poliwhirl --> Poliwrath (Water Stone) Weepinbell --> Victreebel (Leaf Stone) Shellder --> Cloyster (Water Stone) Exeggcute --> Exeggutor (Leaf Stone) Staryu --> Starmie (Water Stone) Eevee --> Vaporeon (Water Stone) --> Jolteon (Thunderstone) --> Flareon (Fire Stone) The last numbered floor, 5F, is the Drug Store, and this is where you'll come to boost your Pokemon's stats for the ultimate team. The prices are far too hefty now at nearly 10,000 Poke Dollars a pop, but keep it in mind for later. You can also buy temporary stat boosters here such as X Defend, X Accuracy and Guard Spec., but I tend not to bother with those. You'll have to take the stairs for the next level, the Rooftop Square. From the vending machines here you can purchase drinks. Fresh Water, Soda Pop and Lemonade heal 50, 60 and 80 HP respectively and are a much cheaper alternative to Potions, but you can only buy one at a time so it is rather irritating. You'll want to buy one of each though, since they can be traded in to the thirsty girl on the right for (Ice Beam), (Rock Slide) and (Tri Attack) respectively. Ice Beam is a fantastic move for any Water or Ice type, since it hits lots of types super-effectively, including the rare Dragon types, so you will most likely need it for the Elite Four later on. Rock Slide is a decent move at best, but it's the best Rock type move in the entire game so you'd be wise to teach it to Golem or something unless you're saving it to duplicate. Lastly, Tri Attack doesn't have the side effects it does in later generations (causing one of three status conditions) and so just becomes a decently powered Normal move with low PP. See the Movedex for more details if you're interested. Purchase an extra Fresh Water for later purposes (it can be any drink actually, but Fresh Water is the cheapest) and get outta here. Phew! Now that you're done shopping, grab a Pokemon that knows Cut, then take the west exit out of Celadon City. We'll be back soon, I promise. ________ Route 16 ________ New Items --------- [ ] HM02 (Fly) New Pokemon ----------- ( ) Raticate (RB) ( ) Fearow (Y) [ ] Doduo - Recommended Party Avg. Level: 27 As you head west on this Route, but before you come to the sleeping Pokemon blocking your way, you'll pass a cut-able tree. Cut it down, then head into the grass for a Doduo, which appears fairly regularly. - Rating: **** He's actually a pretty decent Pokemon--high Attack and Speed, and Drill Peck is a great move. Unfortunately, it's Dodrio's only worthwhile move. He's the best of the bird Pokemon and certainly alright, but probably not too special now that you've caught a few diverse Pokemon already. Afterwards, head left into the upper section of the guardhouse and exit through the left side. Trot on into the small, lonely house here and speak to its occupant for the mightily useful (Fly). Teach this to a useless bird Pokemon ASAP, because it lets you instantly get to any previously visited major section of Kanto i.e. the Towns and Cities. This saves a lot of time in transportation. Head back to Celadon now. ____________ Celadon City ____________ New Pokemon ----------- [ ] Vulpix (Y) [ ] Scyther (RY) [ ] Pinsir (BY) [ ] Porygon - Recommended Party Avg. Level: 27 Southwest of the Poke Center are two buildings we passed earlier. The left one is the Game Corner and the right one is the Prize Exchange. Enter the Game Corner and, as long as you have the Coin Case, you can start scrounging for Coins here, which is different to money. There are a few hidden coins, as well as stuff you can get by talking to people. Playing Yellow, here is what I found. I might have missed some or it might be different in Red and Blue-- please let me know if you learn anything on this. _______________________________________________________________________________ Coins Where? ------------------------------------------------------------------------------- 10 Starting from the bottom left of the Game Corner, they're located one tile to the northeast of your current position. 20 At the top is a Rocket. Two tiles south and two tiles east of him is the spot where these coins can be found. 10 In the gap between the counter in the top left and the slots tables, one tile before the west wall. 100 In the tile below the second bookcase in the top right corner. 20 Given by the rightmost man in the Game Corner. He is wearing a hat. 10 Hidden one tile to the southwest of said man. 20 Given by the man to the left of the guy we just got Coins from. 10 Hidden in the tile to the southwest of the bottommost guy in the Game Corner. 20 One tile to the southeast of the woman in the second column of slots. 10 One tile to the southeast of the man directly below her. 20 One tile to the southeast of the topmost guy in the first column of slots. 10 One tile southwest of the guy below him to the right, wearing a hat. 10 Given by previous man. 10 One tile to the southeast of the woman near him. _______________________________________________________________________________ Total - 280 Coins. I'm really not sure if these are fixed positions or even if they refresh, so please let me know if you find out anything. Anyway, you can play the slots by sitting on a seat and pressing A while facing the wall next to you. I've got no hints for the slots since they're luck based and differ by version. Essentially, you bet one, two or three coins and try to line up Pokemon slots. Personally, I find it takes forever to get anywhere, plus it's as boring as anything. The guy behind the counter will sell you Coins at a rate of 50 Coins to every $1000. This is steep, but when you make oodles of dosh from the Missingno. glitch later you won't even care. Here's what you can get next door from the Prize Exchange: _______________________________________________________ Prize Version Cost Poke Dollar Price Level - Left Exchange: -------------------------------------- Abra R 180 $ 4000 (200 Coins) 9 B 120 $ 3000 (150 Coins) 6 Y 230 $ 5000 (250 Coins) 15 Clefairy R - 500 $ 10000 8 B - 750 $ 15000 12 Nidorina R - - 1200 $ 24000 17 Nidorino - B - 1200 $ 24000 17 Vulpix - - Y 1000 $ 20000 18 Wigglytuff - - Y 2680 $ 54000 (2700 Coins) 22 - Middle Exchange: ------------------------------------ Pinsir - B 2500 $ 50000 20 Y 6500 $130000 30 Scyther R - 5500 $110000 25 Y 6500 $130000 30 Porygon R Y 9999 $200000 (10000 Coins) 26 B 6500 $130000 18 Dratini R - 2800 $ 56000 18 - B - 4600 $ 92000 24 - Right Exchange: ------------------------------------- TM23 R B Y 3300 $ 66000 (Dragon Rage) TM15 R B Y 5500 $110000 (Hyper Beam) TM50 R B Y 7700 $154000 (Substitute) _______________________________________________________ The unique stuff you can't get anywhere else is Porygon for all versions, Vulpix in Yellow and all the TMs for all versions. - Rating: * It's trash with awful stats and it costs way to much to get. Use something else, please. Everything else can be gotten elsewhere, although you might want to get Scyther and Pinsir here, since they'll be VERY difficult to catch otherwise. They live in the Safari Zone, a hellhole which doesn't let you catch Pokemon normally. - Rating: * - Rating: * Unless you're rolling in cash, don't bother. These guys have fairly nice physical stats, but only have non-STAB Normal moves to use it with, really. Pinsir gets Submission, woop. Yeah, they're both kinda turds in this game. Make sure you're healed up, then go to the Game Corner. Talk to the Rocket at the back to engage in a fight! _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 600 --------------------------------------------------------- #020: Raticate NRM L20 496 Exp. Stats - HP: 55 Atk: 41 Def: 32 Spc: 28 Spe: 47 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #041: Zubat PSN / FLY L20 231 Exp. Stats - HP: 49 Atk: 26 Def: 22 Spc: 24 Spe: 30 ~ Leech Life, Supersonic, Bite _________________________________________________________ I gave my Golem Submission which easily took down the rat, and then Rock Throw for Zubat, who is also susceptible to Electric and Ice attacks. ___ He'll flee with his tail between his legs and you can check the poster he was examining to find a secret switch. This opens a secret staircase to the right into Team Rocket's lair. Before you go down, you might want to deposit some items in the PC like I did, since you can only hold 20 different types of item at any one time, and there's quite a few to nab down here (16, to be exact, but they'll occupy 14 slots). _________________________________________________ [30] Rocket Hideout _________________________________________________ New Items --------- [ ] PP Up (H) [ ] Escape Rope [ ] TM10 (Double-Edge) [ ] Nugget (H) [ ] Rare Candy [ ] HP Up [ ] Lift Key [ ] TM02 (Razor Wind) [ ] Moon Stone [ ] Nugget [ ] TM07 (Horn Drill) [ ] Super Potion [ ] Hyper Potion [ ] Iron [ ] Super Potion (H) [ ] Silph Scope - Recommended Party Avg. Level: 27 First, head south into a walkway lined with potted plants and examine the bottom right one for a hidden . Head back north, then swing a right and battle the Rocket here. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 630 --------------------------------------------------------- #096: Drowzee PSY L21 459 Exp. Stats - HP: 59 Atk: 28 Def: 27 Spc: 46 Spe: 26 ~ Pound, Hypnosis, Disable, Confusion #066: Machop FGT L21 396 Exp. Stats - HP: 63 Atk: 42 Def: 29 Spc: 23 Spe: 23 ~ Karate Chop, Low Kick _________________________________________________________ Drowzee, as a Psychic type, is always a pain. Save beforehand so you don't get hit with Hypnosis too much, and just use strong attacks from something that isn't weak against it (Ivysaur/Venusaur) or something with an abysmal Special stat (Golem). Machop can eat a Psychic attack or Peck, perhaps. ___ To the left another Rocket awaits. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 630 --------------------------------------------------------- #020: Raticate NRM L21 522 Exp. Stats - HP: 57 Atk: 42 Def: 33 Spc: 29 Spe: 49 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #020: Raticate NRM L21 522 Exp. Stats - HP: 57 Atk: 42 Def: 33 Spc: 29 Spe: 49 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang _________________________________________________________ Smack 'em with strong attacks or Submission, which Pikachu/Raichu can learn as well, if you're interested. Avoid Hyper Fang unless you're Golem. ___ Take the item--an --from near the table. Return to the entrance and take the staircase heading down, the one you didn't enter by. To the right. Head down, then face the Rocket to the left. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 510 --------------------------------------------------------- #041: Zubat PSN / FLY L17 196 Exp. Stats - HP: 43 Atk: 23 Def: 19 Spc: 21 Spe: 26 ~ Leech Life, Supersonic, Bite #109: Koffing PSN L17 414 Exp. Stats - HP: 43 Atk: 30 Def: 40 Spc: 28 Spe: 19 ~ Tackle, Smog #088: Grimer PSN L17 327 Exp. Stats - HP: 56 Atk: 35 Def: 24 Spc: 21 Spe: 16 ~ Pound, Disable #041: Zubat PSN / FLY L17 196 Exp. Stats - HP: 43 Atk: 23 Def: 19 Spc: 21 Spe: 26 ~ Leech Life, Supersonic, Bite #020: Raticate NRM L17 421 Exp. Stats - HP: 48 Atk: 35 Def: 28 Spc: 24 Spe: 40 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang _________________________________________________________ All the Poison types will fall to a Psychic move, and Raticate bites a Submission/other powerful move. ___ Now take the stairs above the Rocket and challenge the Rocket below you. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 630 --------------------------------------------------------- #066: Machop FGT L21 396 Exp. Stats - HP: 63 Atk: 42 Def: 29 Spc: 23 Spe: 23 ~ Karate Chop, Low Kick #066: Machop FGT L21 396 Exp. Stats - HP: 63 Atk: 42 Def: 29 Spc: 23 Spe: 23 ~ Karate Chop, Low Kick _________________________________________________________ Confusion or Peck. ___ Snake down the path to the south and claim (Double-Edge) once you get to the end. Then check to the right of it for a hidden , woop. Return to the staircase, but don't go down it. Instead, head left into the first of two spinner mazes, yay! These irritating puzzles contain 'spinners', the arrow shaped tiles which catapult you in their corresponding direction, and 'stoppers', which stop you and allow you to move again if you have been ejected by a spinner. Walking over a stopper does nothing. So, enter the maze to the south and head down as far as you can without touching any arrows. Take the downward-facing arrow and nab the in the alcove to the right. Take the upward-facing arrow just to your northwest, then go up and around the wall until you come to an intersection of arrows, one facing left and the other right. Take the left arrow, then head down into the right-facing arrow. Take a zig-zag path left and down until you are blocked by the south wall, then take the right-facing arrow that is second from the bottom. Head left for another battle. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 600 --------------------------------------------------------- #019: Rattata NRM L20 243 Exp. Stats - HP: 45 Atk: 31 Def: 22 Spc: 18 Spe: 37 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #020: Raticate NRM L20 496 Exp. Stats - HP: 55 Atk: 41 Def: 32 Spc: 28 Spe: 47 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #096: Drowzee PSY L20 436 Exp. Stats - HP: 57 Atk: 27 Def: 26 Spc: 44 Spe: 25 ~ Pound, Hypnosis, Disable, Confusion _________________________________________________________ You've seen it all before. ___ Head south, then loop around to the right and head downstairs. Head south and west into a small room, wherein lies a on a table. Swipe! Head back out of this room and go north, taking a left at the end into a room with a Rocket to fight. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 630 --------------------------------------------------------- #109: Koffing PSN L21 513 Exp. Stats - HP: 51 Atk: 36 Def: 48 Spc: 33 Spe: 23 ~ Tackle, Smog #041: Zubat PSN / FLY L21 243 Exp. Stats - HP: 51 Atk: 27 Def: 23 Spc: 25 Spe: 31 ~ Leech Life, Supersonic, Bite, Confuse Ray _________________________________________________________ Psychic moves. Or, Ground for Koffing and Electric/Ice/Rock for the bat. ___ He'll drop the afterwards which we direly need, although you'll have to prompt him for it in Red and Blue. Shimmy around the table to collect (Razor Wind) as well. Well, we have the Lift Key, so now all we need to do is find the lift. To do this, first head back up the stairs you last took, then take the arrows to the left. Go up, then up again, then walk on up and out of the maze section. Take the flight of stairs, then head southwest into another maze. Take the bottom of the two left-facing arrows, then grab the in the little gap below you. Head back to the stopper, then head out to your north, hugging the north wall and avoiding all the arrows, to get a . Head back to the same stopper, go down a tad and take the right arrow to pick up (Horn Drill). Head right, then down and step on to the right downward-facing arrow. Now take the left arrow. Head down the south path, take the bottom left arrow and loop around the south pathway. Take the right upwards-facing arrow, then grab the tucked away here. Take the left arrow, then head north and step on either arrow here. Take the right downward-facing arrow again, then the left arrow again, and now take the southern path to the top of the two left arrows. Step on the right-facing arrow just below you, then head farther into the room, take the staircase here and battle the Rocket to your left. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 570 --------------------------------------------------------- #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #020: Raticate NRM L19 471 Exp. Stats - HP: 52 Atk: 39 Def: 30 Spc: 27 Spe: 44 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #020: Raticate NRM L19 471 Exp. Stats - HP: 52 Atk: 39 Def: 30 Spc: 27 Spe: 44 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #019: Rattata NRM L19 231 Exp. Stats - HP: 43 Atk: 29 Def: 21 Spc: 17 Spe: 35 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang _________________________________________________________ Same rats as always. Watch out for the Fang. ___ There's also a Rocket to the north, so suit up. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 600 --------------------------------------------------------- #088: Grimer PSN L20 385 Exp. Stats - HP: 65 Atk: 40 Def: 28 Spc: 24 Spe: 18 ~ Pound, Disable #109: Koffing PSN L20 487 Exp. Stats - HP: 49 Atk: 34 Def: 46 Spc: 32 Spe: 22 ~ Tackle, Smog #109: Koffing PSN L20 487 Exp. Stats - HP: 49 Atk: 34 Def: 46 Spc: 32 Spe: 22 ~ Tackle, Smog _________________________________________________________ Psychic attacks are the way to go or Dig/Earthquake for physical attackers. ___ To the left is a , which heals 200HP--far too much to waste now, so save it for when you'll need it later in the game. Head back downstairs and take the lift, whose entrance is to the northeast of the staircase here. Once inside, use the panel on the left to select B4F. In Red and Blue, you'll have to face two generic grunts here. _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 690 --------------------------------------------------------- #023: Ekans PSN L23 304 Exp. Stats - HP: 52 Atk: 36 Def: 28 Spc: 27 Spe: 33 ~ Wrap, Leer, Poison Sting, Bite #027: Sandshrew GRN L23 457 Exp. Stats - HP: 59 Atk: 43 Def: 47 Spc: 22 Spe: 27 ~ Scratch, Sand-Attack, Slash #024: Arbok PSN L23 724 Exp. Stats - HP: 64 Atk: 48 Def: 40 Spc: 38 Spe: 45 ~ Wrap, Leer, Poison Sting, Bite _________________________________________________________ Arbok might give you some trouble if you're not fast with a super-effective attack--just pray it doesn't spam Wrap. Sandshrew bites a Grass, Ice or Water attack. ___ _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 690 --------------------------------------------------------- #027: Sandshrew GRN L23 457 Exp. Stats - HP: 59 Atk: 43 Def: 47 Spc: 22 Spe: 27 ~ Scratch, Sand-Attack, Slash #023: Ekans PSN L23 304 Exp. Stats - HP: 52 Atk: 36 Def: 28 Spc: 27 Spe: 33 ~ Wrap, Leer, Poison Sting, Bite #028: Sandslash GRN L23 802 Exp. Stats - HP: 71 Atk: 55 Def: 59 Spc: 33 Spe: 38 ~ Scratch, Sand-Attack, Slash _________________________________________________________ Be careful of Sandslash's Slash attack, which will almost always critical hit you. Be quick with a Grass, Water or Ice type move. ___ However, in Yellow, Jessie and James come out as soon as you exit the lift and fight you instead. _________________________________________________________ Trainer: Rocket Version: - - Y Money: $ 750 --------------------------------------------------------- #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #052: Meowth NRM L25 369 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 54 ~ Growl, Bite, Pay Day, Screech #023: Ekans PSN L25 331 Exp. Stats - HP: 56 Atk: 39 Def: 31 Spc: 29 Spe: 36 ~ Leer, Poison Sting, Bite, Glare _________________________________________________________ Try not to get Poisoned or Paralysed here--use Alakazam to put them out of commission fast. Meowth should be no problem and if he uses Pay Day you'll get extra money at the end! ___ Once you defeat the trainers, head into the room on the left and snag the on the table. Head north into the boss's room and check the machine behind him for a . Then, engage! _________________________________________________________ Trainer: Giovanni Version: R B Money: $2871 --------------------------------------------------------- #095: Onix RCK / GRN L25 577 Exp. Stats - HP: 56 Atk: 32 Def: 89 Spc: 24 Spe: 44 ~ Rock Throw, Bind, Rage, Screech #111: Rhyhorn GRN / RCK L24 693 Exp. Stats - HP: 76 Atk: 50 Def: 54 Spc: 23 Spe: 20 ~ Horn Attack #115: Kangaskhan NRM L29 1087 Exp. Stats - HP: 104 Atk: 65 Def: 56 Spc: 32 Spe: 61 ~ Comet Punch, Rage, Bite _________________________________________________________ Trainer: Giovanni Version: Y Money: $2871 --------------------------------------------------------- #095: Onix RCK / GRN L25 577 Exp. Stats - HP: 56 Atk: 32 Def: 89 Spc: 24 Spe: 44 ~ Rock Throw, Bind, Rage, Screech #111: Rhyhorn GRN / RCK L24 693 Exp. Stats - HP: 76 Atk: 50 Def: 54 Spc: 23 Spe: 20 ~ Horn Attack #053: Persian NRM L29 919 Exp. Stats - HP: 81 Atk: 50 Def: 44 Spc: 47 Spe: 76 ~ Pay Day, Screech, Bite, Growl _________________________________________________________ If you have a Grass or Water attack, which you should, then the first two pose no problem--they're both incredibly slow, have poor Special stats and 4x weaknesses to the aforementioned types. Kangaskhan might look intimidating, but Comet Punch isn't too bad unless it hits four or five times, and the other two moves suck a bit, unless Rage builds up, but you should have killed him by then, especially if you have Submission. Persian replaces Kanga in Yellow and is much faster at the cost of power. If you get hit by Screech, your defense will plummet and you'll start taking double, then triple, then quadruple damage each time he uses it. Switch out to reset the effects. Otherwise, Persian's pretty easy since his defenses aren't exactly top-notch. Oh, and Giovanni has a stock of Guard Specs., which protects his Pokemon against stat drops. ___ After being defeated, Giovanni will drop the , which, although unnecessary to complete the game, is a Key Item nonetheless. Snag it. Now get back in the elevator and take it back to B1F. Upon emerging, you'll find one last Rocket to destroy. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 660 --------------------------------------------------------- #088: Grimer PSN L22 423 Exp. Stats - HP: 70 Atk: 44 Def: 30 Spc: 26 Spe: 19 ~ Pound, Disable #109: Koffing PSN L22 537 Exp. Stats - HP: 53 Atk: 37 Def: 50 Spc: 34 Spe: 23 ~ Tackle, Smog _________________________________________________________ Psychic or Ground attacks are the key. ___ The gateway above you will open and you'll emerge where you first entered the hideout. Head north and take the staircase heading up to exit this hellhole. ____________ Celadon City ____________ New Items --------- [ ] TM21 (Mega Drain) - Recommended Party Avg. Level: 29 Okay, no messing around now--it's Gym time. But first, head to the PokeCenter, heal up and deposit all your useless items in the PC. Also, take out a HM Slave that knows Cut, because we'll need one to access the Gym. Head to the southeast part of the city and use Cut on the tree here. Swing a left, talk to the pervy old man if you wish, then head inside. Erika and her cronies like to use Grass type Pokemon. Save for two Pokemon, they all share a Poison typing as well, meaning Psychics will have fun here. Also good are Ice, Fire and Flying types, although I doubt you'll have any Ice moves that don't belong to a Water type, so that's out of the question. Charizard will smoke this place out and Alakazam will also do pretty well. Here is the team I had at this point. ___ My Team Pikachu L21 ~ ThunderShock, Thunder Wave, Quick Attack, Slam Butterfree L16 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder Golem L32 ~ Rock Throw, Mega Punch, Selfdestruct, Submission Ivysaur L31 ~ Tackle, Vine Whip, PoisonPowder, Razor Leaf Alakazam L34 ~ Teleport, Confusion, Psybeam, Recover As you can see, Fearow has fallen out of favour, and Pikachu and Butterfree just don't have the power to keep up anymore. Butterfree is only around for status attacks on wild Pokemon, and Pikachu is, er, my starter. Alakazam owns everything on the Special side, Golem on the Physical and Ivysaur hammers Rock, Ground and Water types. I'm just using the three of those guys now. ___ There are seven trainers to take care of here, not including Erika herself. Let's get started. Head on up to battle two women. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 345 --------------------------------------------------------- #069: Bellsprout GRS / PSN L23 414 Exp. Stats - HP: 59 Atk: 43 Def: 24 Spc: 40 Spe: 27 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore #070: Weepinbell GRS / PSN L23 744 Exp. Stats - HP: 66 Atk: 50 Def: 31 Spc: 47 Spe: 33 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore _________________________________________________________ Be quick with whoever you're using (I'm using 'Zam, what a surprise) so that you don't eat a ****load (truckload) of status effects. Wrap will severely annoy you. Take my advice and use something fast, because you don't want to get hit by any of these, trust me. ___ _________________________________________________________ Trainer: Beauty Version: R B Y Money: $1470 --------------------------------------------------------- #043: Oddish GRS / PSN L21 351 Exp. Stats - HP: 53 Atk: 29 Def: 31 Spc: 39 Spe: 20 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder #069: Bellsprout GRS / PSN L21 378 Exp. Stats - HP: 55 Atk: 40 Def: 23 Spc: 37 Spe: 25 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore #043: Oddish GRS / PSN L21 351 Exp. Stats - HP: 53 Atk: 29 Def: 31 Spc: 39 Spe: 20 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder #069: Bellsprout GRS / PSN L21 378 Exp. Stats - HP: 55 Atk: 40 Def: 23 Spc: 37 Spe: 25 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore _________________________________________________________ More status attacks. Be quick or be dead. These two fights are more annoying than deadly--it'd take forever for these guys to kill you, but they will wear you down if you're not careful. ___ Next, loop round to the right. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 480 --------------------------------------------------------- #001: Bulbasaur GRS / PSN L24 328 Exp. Stats - HP: 59 Atk: 32 Def: 32 Spc: 40 Spe: 30 ~ Growl, Leech Seed, Vine Whip, PoisonPowder #002: Ivysaur GRS / PSN L24 724 Exp. Stats - HP: 66 Atk: 39 Def: 39 Spc: 47 Spe: 37 ~ Growl, Leech Seed, Vine Whip, PoisonPowder _________________________________________________________ These guys shouldn't be too much trouble. Leech Seed is slow, but Vine Whip is like a Grass type tackle. PoisonPowder should be avoided. ___ Now loop around to the left. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $1680 --------------------------------------------------------- #069: Bellsprout GRS / PSN L24 432 Exp. Stats - HP: 61 Atk: 45 Def: 25 Spc: 42 Spe: 28 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore #069: Bellsprout GRS / PSN L24 432 Exp. Stats - HP: 61 Atk: 45 Def: 25 Spc: 42 Spe: 28 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore _________________________________________________________ No problems here, you've just fought a few of these guys. ___ Get your Cut slave out and hack your way into the centre square. I went in from the left side. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $1820 --------------------------------------------------------- #102: Exeggcute GRS / PSY L26 546 Exp. Stats - HP: 71 Atk: 30 Def: 50 Spc: 40 Spe: 29 ~ Barrage, Hypnosis, Reflect _________________________________________________________ Alakazam's not so useful here, since Exeggcute is part Psychic itself. If you have a Fire, Ice or Flying move, now would be the time to use it. Otherwise, wail on it with strong neutral attacks. Hypnosis should be avoided and Reflect only affects physical attacks (it halves them). Barrage is a weak multi-hit move. ___ As you head right to face more trainers, you'll notice the second one along doesn't come down to fight you. This is Erika, the Gym Leader. We'll smoke her in a bit, but we might as well collect the juicy Exp. the other two lovely ladies have to offer. _________________________________________________________ Trainer: CoolTrainer F Version: R B Y Money: $ 840 --------------------------------------------------------- #070: Weepinbell GRS / PSN L24 775 Exp. Stats - HP: 69 Atk: 52 Def: 32 Spc: 49 Spe: 35 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore #044: Gloom GRS / PSN L24 678 Exp. Stats - HP: 66 Atk: 40 Def: 42 Spc: 49 Spe: 28 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder #002: Ivysaur GRS / PSN L24 724 Exp. Stats - HP: 66 Atk: 39 Def: 39 Spc: 47 Spe: 37 ~ Growl, Leech Seed, Vine Whip, PoisonPowder _________________________________________________________ Same as always, although beware because they are all evolved forms. ___ _________________________________________________________ Trainer: CoolTrainer F Version: R B Y Money: $ 805 --------------------------------------------------------- #043: Oddish GRS / PSN L23 384 Exp. Stats - HP: 57 Atk: 32 Def: 33 Spc: 43 Spe: 22 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder #044: Gloom GRS / PSN L23 649 Exp. Stats - HP: 64 Atk: 39 Def: 40 Spc: 47 Spe: 27 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder _________________________________________________________ Hm. This gym really doesn't want you to face Erika in top form. Avoid status attacks and attack quickly, as usual, with Psychic, Fire, Ice or Flying. ___ As far as cronies are concerned, we're done here. Nothing left but the main woman herself. _________________________________________________________ Trainer: Erika Version: R B Money: $2871 --------------------------------------------------------- #071: Victreebel GRS / PSN L29 1186 Exp. Stats - HP: 90 Atk: 71 Def: 47 Spc: 67 Spe: 50 ~ Wrap, PoisonPowder, Sleep Powder, Razor Leaf #114: Tangela GRS L24 853 Exp. Stats - HP: 69 Atk: 35 Def: 64 Spc: 56 Spe: 37 ~ Bind, Constrict #044: Vileplume GRS / PSN L29 1143 Exp. Stats - HP: 87 Atk: 56 Def: 58 Spc: 67 Spe: 38 ~ PoisonPowder, Mega Drain, Sleep Powder, Petal Dance _________________________________________________________ Trainer: Erika Version: Y Money: $3168 --------------------------------------------------------- #114: Tangela GRS L30 1066 Exp. Stats - HP: 83 Atk: 43 Def: 78 Spc: 69 Spe: 45 ~ Bind, Mega Drain, Vine Whip, Constrict #070: Weepinbell GRS / PSN L32 1035 Exp. Stats - HP: 88 Atk: 68 Def: 42 Spc: 64 Spe: 45 ~ Wrap, Stun Spore, Sleep Powder, Razor Leaf #044: Gloom GRS / PSN L32 904 Exp. Stats - HP: 85 Atk: 52 Def: 54 Spc: 64 Spe: 35 ~ Acid, Petal Dance, Stun Spore, Sleep Powder _________________________________________________________ With high level Pokemon, two-thirds of whom sport Sleep Powder, Erika is going to be pretty tough, although if you've been training well, she won't be the toughest so far. Victreebel in R/B is a monster--at L29, Sleep Powder and Razor Leaf in tandem is a deadly combo, and Wrap just makes it all the more annoying. Thankfully, Charizard and Venusaur both take a quarter of the damage from Razor Leaf, though Venusaur will be hard pressed to do any damage back. Alakazam can turn it to pulp, as can a good Fire type, or perhaps Fearow?s Peck if you're desperate. Or Drill Peck, if you have a L34 one. Tangela's next up, but it's easy--L24, with two weak trapping moves. Tangela is slow and has no physical presence, so you'll be fine. Finally, the L29 Vileplume. It too will hammer on Sleep Powder before using Petal Dance, a deadly Grass move that will eventually confuse Vileplume. The confusion is a nice touch, but hopefully you'll use your super-effective types to kill it by then. Mega Drain shouldn't be too much to worry about either. In Yellow, we again get a Tangela, but at L30, and with Vine Whip and Mega Drain to work off its better Special stat. Thankfully, it's still slow, so any decently fast Pokemon should nail it in one or two hits. Weepinbell and Gloom are both about as powerful as their Red and Blue evolved counterparts (Victreebel and Vileplume, respectively) due to their three extra levels, so just use the advice I've handed out for those two above. Erika occasionally uses a Super Potion on her Pokemon, which restores 50HP. ___ Congratulations! Once defeated, Erika will give you the RainbowBadge, which means that traded Pokemon up to and including L50 will fully obey you. It also gives you the ability to use the HM Strength on the field. She'll ALSO fork over (Mega Drain), a low power Grass move which absorbs half the inflicted damage. Our next destination is the Pokemon Tower, in Lavender Town. As preparation, you will want either the Silph Scope, which you already have if you've followed this guide, or a Poke Doll, which can be purchased from the Celadon Dept. Store. You don't need both. However, regardless of which one you have, make sure you get another Poke Doll to trade for a TM later, okay? Let's go back to Lavender Town, but first, we'll take a small detour to get a TM. Make sure you have a drink (either Fresh Water, Soda Pop or Lemonade in your inventory--I advised people following this guide to buy a Fresh Water earlier, so nab that from your PC if you deposited it. Now head east into Route 7, but, once you get there, instead of taking the Underground Path, enter the guardhouse. _______ Route 7 _______ - Recommended Party Avg. Level: 31 Once you're in the guardhouse, if you have any of the aforementioned items, the guard will automatically take it, allowing you entrance to Saffron City. Saffron City lies at the heart of Kanto, providing quick access to Cerulean City (north gatehouse), Lavender Town (east gatehouse), Vermilion City (south gatehouse) and Celadon City (west gatehouse). Additionally, once you given any of the four gatehouses' guards a drink, he'll share it with the other guards and they will all allow you passage. Sweet! ____________ Saffron City ____________ New Items --------- [ ] TM29 (Psychic) - Recommended Party Avg. Level: 31 If you mosey along the bottom row of houses, enter the only one with an entrance (besides the Poke Center) and speak to the hat-clad man inside for (Psychic), one of the best moves in the game. Use it wisely. Team Rocket have blocked off most of the fun aspects of Saffron City, so we'll come back later--but there is one thing in which you can partake... if your levels are high enough. You'll be facing Fighting Pokemon exclusively, the highest of which are L37. So if you have, say, a L32 or higher Psychic Pokemon, you should be okay. I'm going to assume you don't, because otherwise this is a fairly hefty feat to accomplish right now. But if you must, you can mosey on over to the north-east side of Saffron and enter the left-most 'Gym'. Beat the five Fighting type trainers inside and claim either Hitmonlee (recommended) or Hitmonchan (not so much). I'll be covering this later in the guide, so don't sweat it if you think you can't handle it yet. To continue with your adventure, head over to the east gatehouse and follow Route 8 east back to Lavender Town. Buy some Great Balls if you're running low on Balls. On the east side of the town there is a large building--Pokemon Tower. It's a Pokemon graveyard/memorial site, and regardless of how depressing that it, we're going to have to venture inside as clear all the Rockets out of there. Let's get started then, shall we? _________________________________________________ [31] Pokemon Tower Encounter Rate 3F, 4F, 5F (RB): 10 Encounter Rate 6F, 7F (RB): 15 Encounter Rate 3F, 4F (Y): 10 Encounter Rate 5F, 6F (Y): 15 Encounter Rate 7F (Y): 20 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - 3F: ------------------------------------------- #092: Gastly GST / PSN R B 90% 18-24 Y 95% 18-25 #093: Haunter GST / PSN R B 1% 25 Y 5% 20-25 #104: Cubone GRN R B - 9% 20-22 - 4F: ------------------------------------------- #092: Gastly GST / PSN R B 86% 18-24 Y 95% 18-25 #093: Haunter GST / PSN R B 5% 25 Y 5% 20-25 #104: Cubone GRN R B - 9% 20-22 - 5F: ------------------------------------------- #092: Gastly GST / PSN R B 86% 18-24 Y 90% 21-27 #093: Haunter GST / PSN R B 5% 25 Y 5% 22-27 #104: Cubone GRN R B 9% 20-22 Y 5% 20 - 6F: ------------------------------------------- #092: Gastly GST / PSN R B 85% 19-24 Y 90% 21-27 #093: Haunter GST / PSN R B 6% 26-28 Y 5% 22-27 #104: Cubone GRN R B 9% 22-24 Y 5% 22 - 7F: ------------------------------------------- #092: Gastly GST / PSN R B 75% 20-24 Y 90% 23-29 #093: Haunter GST / PSN R B 15% 28-30 Y 5% 24-29 #104: Cubone GRN R B 10% 22-24 Y 5% 24 _________________________________________________ New Items --------- [ ] Escape Rope [ ] Elixer [ ] Awakening [ ] HP Up [ ] Elixer (H) [ ] Nugget [ ] X Accuracy [ ] Rare Candy New Pokemon ----------- [ ] Gastly ( ) Haunter [ ] Cubone - Recommended Party Avg. Level: 31 If you choose not to traverse this area with the Silph Scope, you will not be able to catch any wild Pokemon--they will appear as Ghosts and your Pokemon will be too frightened to attack. Also, you need to defeat a very specific Ghost at the end of the tower, so you'll need the Silph Scope--although it is possible to get back that encounter by using a Poke Doll (purchased from Celadon Poke Mart) instead. Still, I'd grab the Silph Scope, because otherwise the wild Pokemon will remain unable to be caught. Anyway, once you've healed up and entered the Tower, take the staircase to the right to encounter your Rival again. I would show you my team, but it's the same as when I last showed it, except my Alakazam is now L37. Fight time. _________________________________________________________ Trainer: Rival Version: R B Money: $1625 --------------------------------------------------------- - You started with Bulbasaur: --------------------------- #017: Pidgeotto NRM / FLY L25 604 Exp. Stats - HP: 70 Atk: 39 Def: 36 Spc: 34 Spe: 44 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #102: Exeggcute GRS / PSY L23 483 Exp. Stats - HP: 64 Atk: 27 Def: 45 Spc: 36 Spe: 27 ~ Barrage, Hypnosis #130: Gyarados WTR / FLY L22 1008 Exp. Stats - HP: 77 Atk: 63 Def: 43 Spc: 52 Spe: 44 ~ Thrash, Tackle, Bite #063: Kadabra PSY L20 621 Exp. Stats - HP: 49 Atk: 22 Def: 20 Spc: 56 Spe: 50 ~ Teleport, Confusion, Disable #005: Charmeleon FIR L25 760 Exp. Stats - HP: 68 Atk: 41 Def: 38 Spc: 41 Spe: 49 ~ Growl, Ember, Leer, Rage - You started with Charmander: -------------------------- #017: Pidgeotto NRM / FLY L25 604 Exp. Stats - HP: 70 Atk: 39 Def: 36 Spc: 34 Spe: 44 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #058: Growlithe FIR L23 448 Exp. Stats - HP: 61 Atk: 41 Def: 29 Spc: 31 Spe: 36 ~ Bite, Roar, Ember, Leer #102: Exeggcute GRS / PSY L22 462 Exp. Stats - HP: 61 Atk: 26 Def: 43 Spc: 34 Spe: 26 ~ Barrage, Hypnosis #063: Kadabra PSY L20 621 Exp. Stats - HP: 49 Atk: 22 Def: 20 Spc: 56 Spe: 50 ~ Teleport, Confusion, Disable #008: Wartortle WTR L25 765 Exp. Stats - HP: 68 Atk: 41 Def: 49 Spc: 41 Spe: 38 ~ Tail Whip, Bubble, Water Gun, Bite - You started with Squirtle: ---------------------------- #017: Pidgeotto NRM / FLY L25 604 Exp. Stats - HP: 70 Atk: 39 Def: 36 Spc: 34 Spe: 44 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #130: Gyarados WTR / FLY L23 1054 Exp. Stats - HP: 80 Atk: 66 Def: 45 Spc: 54 Spe: 45 ~ Thrash, Tackle, Bite #058: Growlithe FIR L22 429 Exp. Stats - HP: 77 Atk: 63 Def: 43 Spc: 52 Spe: 44 ~ Bite, Roar, Ember, Leer #063: Kadabra PSY L20 621 Exp. Stats - HP: 49 Atk: 22 Def: 20 Spc: 56 Spe: 50 ~ Teleport, Confusion, Disable #002: Ivysaur GRS / PSN L25 754 Exp. Stats - HP: 69 Atk: 40 Def: 40 Spc: 49 Spe: 39 ~ Growl, Leech Seed, Vine Whip, PoisonPowder _________________________________________________________ Trainer: Rival Version: Y Money: $1625 --------------------------------------------------------- - Lost both Oak's Lab and Route 22 Rival battles*: ------ #022: Fearow NRM / FLY L25 867 Exp. Stats - HP: 71 Atk: 54 Def: 41 Spc: 39 Spe: 59 ~ Growl, Leer, Fury Attack, Mirror Move #037: Vulpix FIR L23 310 Exp. Stats - HP: 54 Atk: 28 Def: 27 Spc: 38 Spe: 38 ~ Ember, Tail Whip, Quick Attack, Roar #081: Magnemite ELE L22 418 Exp. Stats - HP: 46 Atk: 24 Def: 39 Spc: 50 Spe: 28 ~ Tackle, SonicBoom #027: Sandshrew GRN L20 397 Exp. Stats - HP: 53 Atk: 38 Def: 42 Spc: 20 Spe: 24 ~ Scratch, Sand-Attack, Slash #133: Eevee NRM L25 492 Exp. Stats - HP: 66 Atk: 37 Def: 34 Spc: 41 Spe: 36 ~ Growl, Tail Whip, Sand-Attack, Quick Attack - Lost one and won one of the Lab and Route 22 fights*: - #022: Fearow NRM / FLY L25 867 Exp. Stats - HP: 71 Atk: 54 Def: 41 Spc: 39 Spe: 59 ~ Growl, Leer, Fury Attack, Mirror Move #081: Magnemite ELE L23 438 Exp. Stats - HP: 48 Atk: 25 Def: 40 Spc: 52 Spe: 29 ~ Tackle, SonicBoom #090: Shellder WTR L22 456 Exp. Stats - HP: 48 Atk: 37 Def: 52 Spc: 28 Spe: 26 ~ Tackle, Withdraw, Supersonic, Clamp #027: Sandshrew GRN L20 397 Exp. Stats - HP: 53 Atk: 38 Def: 42 Spc: 20 Spe: 24 ~ Scratch, Sand-Attack, Slash #133: Eevee NRM L25 492 Exp. Stats - HP: 66 Atk: 37 Def: 34 Spc: 41 Spe: 36 ~ Growl, Tail Whip, Sand-Attack, Quick Attack - Won both Oak's Lab and Route 22 Rival battles: -------- #022: Fearow NRM / FLY L25 867 Exp. Stats - HP: 71 Atk: 54 Def: 41 Spc: 39 Spe: 59 ~ Growl, Leer, Fury Attack, Mirror Move #090: Shellder WTR L23 477 Exp. Stats - HP: 50 Atk: 39 Def: 54 Spc: 29 Spe: 27 ~ Tackle, Withdraw, Supersonic, Clamp #037: Vulpix FIR L22 297 Exp. Stats - HP: 54 Atk: 28 Def: 27 Spc: 38 Spe: 38 ~ Ember, Tail Whip, Quick Attack, Roar #027: Sandshrew GRN L20 397 Exp. Stats - HP: 53 Atk: 38 Def: 42 Spc: 20 Spe: 24 ~ Scratch, Sand-Attack, Slash #133: Eevee NRM L25 492 Exp. Stats - HP: 66 Atk: 37 Def: 34 Spc: 41 Spe: 36 ~ Growl, Tail Whip, Sand-Attack, Quick Attack _________________________________________________________ *If you skipped the Route 22 Rival battle, the game considers the fight lost. Your Rival is coming pretty close to having his final team of six. In Red and Blue, he fights with a Grass/Fire/Water trio, topped off with Pidgeotto and Kadabra. Pidgeotto is first, but its attacks deal little to no damage--the only problem you should have is if it decides to spam Sand-Attack. In this case, just switch out to reset your accuracy. Electric, Rock and Ice attacks work best, any of which you could potentially have by now. Next up are the two non-starters of the Grass/Fire/Water trio--that is, any two of Exeggcute, Growlithe or Gyarados. Exeggcute is a pain with its Psychic typing, but falls to a Fire, Flying or Ice attack. Barrage is weak, but Hypnosis could get irritating. Growlithe has Bite and Ember, but these attacks are fairly weak and any good Water, Rock or Ground type will make quick work of him. Finally, Gyarados, the strongest of the three, has Thrash which works off a powerful attack stat but confuses Gyarados after 2-3 turns. Luckily, if you have an electric attack, Gyarados will faint due to its 4x weakness. Otherwise, it's only weak to Rock type moves, so fire away with those since it has no Water attacks to slam you with. Next up is Kadabra, annoyingly weakness-free as always. Thankfully, it hasn't got a powerful Psychic move yet--Confusion might cause, er, confusion, so switch out if that happens. Disable is a pain, but since it's only one move at a time, you should have backup moves to use. Hopefully, Kadabra will try to Teleport to no effect a few times. Finally, the starter. These guys are the same as always. Ivysaur only has one damaging attack, but two status attacks in PoisonPowder and Leech Seed, which can be annoying, so take it out with a Fire, Flying, Ice or Psychic attack ASAP. Charmeleon is fairly easy to deal with as long as you aren't bothered by Ember. It's also a good idea not to let him hit you too many times with Rage, but he shouldn't be around long enough to build it up--Water, Rock or Ground will sort him out. Wartortle has three damaging attacks, of which Water Gun is its strongest. A good Grass or Electric will sort him out, but just wail on him with strong attacks from anything that isn't Fire, Rock or Ground if you haven't got any Grass or Electric types. In Yellow, your Rival works off a Fire/Water/Electric core, packing two of those three types now and later evolving Eevee into the third. First up, though, is Fearow, whose Fury Attack can be annoying. Interestingly, Fearow packs Mirror Move, which copies your last move and uses it against you--some planning ahead might be required so you don't get your Gyarados to use Thunderbolt, for example. Anyway, Fearow chokes on Electric, Rock and Ice attacks. Then you'll face two of Vulpix, Shellder or Magnemite. Vulpix has Quick Attack and Ember--no problem for a hardened Water, Rock or Ground type. It also packs the useless Roar. Hope it spams that. Next up, Shellder has Supersonic to confuse you and Clamp to trap you--things will get irritating if you don't faint it with a fast Grass or Electric type. Maybe, if you lost one of your first Rival battles, you'll face Magnemite. SonicBoom will be very annoying, but just use Ground type moves or, failing that, the strongest thing you have. Like a L37 Alakazam. Last up is Eevee. Quick Attack is surprisingly decent, but that's all it has apart from status attacks. Sand-Attack might get annoying as always, so if your accuracy drops below comfortable levels, switch out to reset the effect. Eevee shouldn't be too bad, especially if you own something that packs Submission or is a Rock type (Golem). Oh, and when his Pokemon are at low health, he likes to use a Potion. This won't heal much of their HP though, maybe about 1/3rd of their HP bar. So yeah. Phew. ___ Head up to the third floor by taking the stairs on the west. On this floor, wild Pokemon will start appearing, which you cannot see or fight unless you have the Silph Scope. Time to start catching. - Rating: *** (Haunter) - Rating: **** (Gengar) Gastly and its evolution, Haunter, are the only evolution line in the game that is Ghost type. This means that they are immune to Normal and Fighting attacks. However, they are part Poison and, thanks to a glitch in RBY, Ghost type moves cannot harm Psychic types. Still, they learn a nice variety of moves and are immune to any Pokemon that just packs Normal moves. It also packs some awesome Special and Speed stats. You'll be fighting plenty of Ghosts soon, so you can use your Psychic type (who should be a staple team member) to obliterate them. Ground type moves also do well. Ghost itself as a type is only weak to the pathetic and rare Ghost type attacks, so I?d just hammer their Poison weakness instead. You can also catch a Cubone and I would recommend catching two for Yellow players, who can trade one for a Machoke (which will instantly evolve into Machamp, since Machoke's evolution criterion is to be traded). - Rating: * Cubone itself is a fairly bad Pokemon, overshadowed by much better Ground types and just a tad too low-levelled to be useful in a team right now. It's got poor or average stats besides Defense, which doesn't count for too much really. But hey, if you think he's adorable and must have one, be my guest. Note that for the Channelers, I will not be providing any strategy--they all use the same Pokemon. Use Psychic or Ground moves for the best effect, and know that Gastly and Haunter have high Special stats, so if you can only manage to hit them neutrally, physical attacks will deal more damage. First, head north and around to east on this floor and take on the Channeler here. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 690 --------------------------------------------------------- #092: Gastly GST / PSN L23 468 Exp. Stats - HP: 50 Atk: 25 Def: 22 Spc: 54 Spe: 45 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ Take the item near her for an , then head south and fight the Channeler on your right. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 660 --------------------------------------------------------- #092: Gastly GST / PSN L22 447 Exp. Stats - HP: 48 Atk: 24 Def: 21 Spc: 52 Spe: 43 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ And then the one to the north. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 720 --------------------------------------------------------- #092: Gastly GST / PSN L24 487 Exp. Stats - HP: 52 Atk: 26 Def: 23 Spc: 56 Spe: 47 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ Head around to the right and head up the stairs to 4F, then take on the Channeler to your left. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 690 --------------------------------------------------------- #092: Gastly GST / PSN L23 468 Exp. Stats - HP: 50 Atk: 25 Def: 22 Spc: 54 Spe: 45 ~ Lick, Confuse Ray, Night Shade #092: Gastly GST / PSN L23 468 Exp. Stats - HP: 50 Atk: 25 Def: 22 Spc: 54 Spe: 45 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ To your left is the item and to the left of that one is an . To the south of the last trainer you fought is yet another Channeler. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 660 --------------------------------------------------------- #092: Gastly GST / PSN L22 447 Exp. Stats - HP: 48 Atk: 24 Def: 21 Spc: 52 Spe: 43 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ In the alcove to the south is a , then head up and left to fight a Channeler. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 720 --------------------------------------------------------- #092: Gastly GST / PSN L24 487 Exp. Stats - HP: 52 Atk: 26 Def: 23 Spc: 56 Spe: 47 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ Take the staircase to the left to head on up to 5F. Drop into the alcove just to your southeast and examine the south wall here for a hidden . Yummy. Then head back up, east and take a north to fight a Channeler. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 660 --------------------------------------------------------- #092: Gastly GST / PSN L22 447 Exp. Stats - HP: 48 Atk: 24 Def: 21 Spc: 52 Spe: 43 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ To the south, a Channeler stands to the right of a 2x2 arrangement of odd- looking tiles. These tiles fully heal your party, so step into them as much as you wish--and the Channeler doesn't fight you, I should add. However, the one to the right of her does. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 690 --------------------------------------------------------- #093: Haunter GST / PSN L23 621 Exp. Stats - HP: 57 Atk: 32 Def: 29 Spc: 61 Spe: 52 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ And so does the one to the left of her. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 720 --------------------------------------------------------- #092: Gastly GST / PSN L24 487 Exp. Stats - HP: 52 Atk: 26 Def: 23 Spc: 56 Spe: 47 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ To the south, in an alcove to the left, is a . Grab that, then head farther south to fight a Channeler. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 660 --------------------------------------------------------- #093: Haunter GST / PSN L22 594 Exp. Stats - HP: 55 Atk: 30 Def: 28 Spc: 59 Spe: 50 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ Follow the path north, then east to the next staircase, which takes you to 6F. There's a Channeler to the left. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 660 --------------------------------------------------------- #092: Gastly GST / PSN L22 447 Exp. Stats - HP: 48 Atk: 24 Def: 21 Spc: 52 Spe: 43 ~ Lick, Confuse Ray, Night Shade #092: Gastly GST / PSN L22 447 Exp. Stats - HP: 48 Atk: 24 Def: 21 Spc: 52 Spe: 43 ~ Lick, Confuse Ray, Night Shade #092: Gastly GST / PSN L22 447 Exp. Stats - HP: 48 Atk: 24 Def: 21 Spc: 52 Spe: 43 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ To the south of this trainer is an . Then head back up north to fight another Gastly-user. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 720 --------------------------------------------------------- #092: Gastly GST / PSN L24 487 Exp. Stats - HP: 52 Atk: 26 Def: 23 Spc: 56 Spe: 47 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ Head up, then around to the left to fight, thankfully, the last damn Channeler in this damn tower. However, she's not the last *trainer*. _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 720 --------------------------------------------------------- #092: Gastly GST / PSN L24 487 Exp. Stats - HP: 52 Atk: 26 Def: 23 Spc: 56 Spe: 47 ~ Lick, Confuse Ray, Night Shade _________________________________________________________ Grab the to the left, then head down the path it was blocking. Just before you take the stairs up to 7F, a Ghost will appear--if you have the Silph Scope, it will automatically be revealed to be a L30 Marowak, which can be taken out by Grass, Water or Ice attacks. No, it can't be caught, even by the Master Ball. If, for some reason, you don't have the Silph Scope, use the Poke Doll item to appease the spirit. Either way, take the stairs afterwards. Now, Red and Blue players will have to fight past three Rockets here. _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 750 --------------------------------------------------------- #041: Zubat PSN / FLY L25 288 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 36 ~ Leech Life, Supersonic, Bite, Confuse Ray #041: Zubat PSN / FLY L25 288 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 36 ~ Leech Life, Supersonic, Bite, Confuse Ray #042: Golbat PSN / FLY L25 915 Exp. Stats - HP: 76 Atk: 49 Def: 44 Spc: 46 Spe: 54 ~ Screech, Supersonic, Bite, Confuse Ray _________________________________________________________ Electric, Ice, Psychic or Rock attacks work great. Supersonic and Confuse Ray are annoying, so switch out unless you don't mind hitting yourself. Bite is usually harmless, but a couple of Screeches might change that, so take them out quickly. ___ _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 780 --------------------------------------------------------- #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog #096: Drowzee PSY L26 567 Exp. Stats - HP: 71 Atk: 34 Def: 32 Spc: 55 Spe: 31 ~ Hypnosis, Disable, Confusion, Headbutt _________________________________________________________ Koffing eats Psychic or Ground and is no problem unless it poisons you. Drowzee, as always, has no real weaknesses, so just slam it with something that isn't Poison or Fighting type. ___ _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 690 --------------------------------------------------------- #041: Zubat PSN / FLY L23 265 Exp. Stats - HP: 55 Atk: 29 Def: 24 Spc: 27 Spe: 33 ~ Leech Life, Supersonic, Bite, Confuse Ray #020: Rattata NRM L23 280 Exp. Stats - HP: 50 Atk: 34 Def: 24 Spc: 20 Spe: 41 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #020: Raticate NRM L23 571 Exp. Stats - HP: 61 Atk: 46 Def: 36 Spc: 31 Spe: 53 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #041: Zubat PSN / FLY L23 265 Exp. Stats - HP: 55 Atk: 29 Def: 24 Spc: 27 Spe: 33 ~ Leech Life, Supersonic, Bite, Confuse Ray _________________________________________________________ These guys should be no prob, and Raticate eats Submission. Just laugh if Rattata uses Focus Energy, because it's glitched in RBY and will quarter his critical hit ratio instead of quadrupling it. ___ Yellow players have a bit of an easier time, since they only have to take on the combined forces of Jessie and James. _________________________________________________________ Trainer: Rocket Version: - - Y Money: $ 810 --------------------------------------------------------- #052: Meowth NRM L27 399 Exp. Stats - HP: 62 Atk: 34 Def: 28 Spc: 30 Spe: 57 ~ Growl, Bite, Pay Day, Screech #024: Arbok PSN L27 850 Exp. Stats - HP: 73 Atk: 55 Def: 46 Spc: 44 Spe: 52 ~ Leer, Poison Sting, Bite, Glare #110: Weezing PSN L27 1000 Exp. Stats - HP: 76 Atk: 58 Def: 74 Spc: 55 Spe: 41 ~ Tackle, Smog, Sludge _________________________________________________________ And that's it! Once you've cleared the hallway of all the Rockets, you are free to speak to Mr. Fuji at the back. He'll automatically transport you to his house when you chat to him. _____________ Lavender Town _____________ New Items --------- [ ] Poke Flute - Recommended Party Avg. Level: 33 Head up on inside Mr. Fuji's house and talk to him to receive the . This fantastic item will let you wake up the two pesky Snorlax you might have seen lying around, and then battle them to either catch or faint them. Either way, they'll be removed from the map so your path is no longer blocked. The Poke Flute also acts like an infinite-use Awakening, in that it wakes your Pokemon up in one turn, so it is well worth hanging on to. However, should the opponent be asleep as well, they will also wake up if you use the Flute. _______ Route 5 _______ New Pokemon ----------- ( ) Machoke (Y) - Recommended Party Avg. Level: 33 Now that you have a Cubone (or two, if you wanted a spare), if you would like to trade it for a Machoke that evolves instantly into Machamp, take the Cubone out of your PC and head on over to Saffron City. Take the north exit out of the guardhouse, then take an immediate right and enter the small house here at the bottom of Route 5, the one that leads to the underground path. Talk to the girl here to initiate the trade to get a very cool Machamp. You now have a few choices: you can clear out Silph Co., a tower full of Rockets (again, but much harder this time) in Saffron City; you can take Routes 12-15 all the way to Fuchsia City, earning a truckload of Exp. and the Super Rod along the way; or you can take Cycling Road--Routes 16-18--to Fuchsia City also. Of the three options, the last one is the easiest, so I'm going to do that first, followed by Routes 12-15, and finally Silph Co. Okay? Head to Celadon City now, and leave via its western exit. _________________________________________________ [32] Route 16 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Fated Encounter: ------------------------------ #143: Snorlax NRM R B Y -- 30 - Tall Grass: ----------------------------------- #019: Rattata NRM R B 30% 18-22 Y 25% 23-24 #020: Raticate NRM R B 5% 23-25 Y 5% 25-26 #021: Spearow NRM / FLY R B 40% 20-22 Y 25% 22-23 #022: Fearow NRM / FLY - - Y 5% 24 #084: Doduo NRM / FLY R B 25% 18-22 Y 40% 22-26 _________________________________________________ New Pokemon ----------- [ ] Snorlax - Recommended Party Avg. Level: 33 If you don't already have Fly, Cut the tree above you, follow the path to a house, and talk to the occupant inside. Done. The first obstacle of the Route is, of course, Snorlax. To wake him up and battle him, use the Poke Flute while standing next to him. You can catch or faint him--either way, he'll disappear for good so you can proceed. However, there are only two Snorlax in this game, so you might want to catch him. If you use my strategy below, it'll take you, on average, about four Great Balls. Save beforehand! _________________________________________________________ Fated Encounter: Snorlax Version: R B Y --------------------------------------------------------- #143: Snorlax NRM L30 660 Exp. ~ Headbutt, Amnesia, Rest _________________________________________________________ I didn't provide Snorlax's stats here--they're randomised (to a certain extent) because he's a wild Pokemon. Here's the plan if you want to catch him--have some Great Balls handy, or if you have any Ultra Balls you're welcome to use those. If you use a Great Ball, your optimum chances of catching Snorlax is at below half of its HP--there's no need to go any lower than that, because it doesn't improve your chances. With an Ultra Ball, you'll need to get him below a third of his HP before any more HP damage becomes redundant. Now, play around with him until he uses Rest (which fully heals him but gives him Sleep status), then quickly get him into the required low HP range, because he'll wake up two turns after he uses it. At these ranges (1/3 for Ultra, 1/2 for Great), and with Sleep status in effect, your chances for catching Snorlax are at their maximum, with a ~24.88% chance with a Great Ball (average four tries), and a ~33.11% chance with an Ultra Ball (average three tries). There is no possible way for that chance to get any higher, short of using a Master Ball. Just keep tossing Balls, and you'll eventually come out on top! By the way, the most damaging move you can do to Snorlax is probably Submission, but I wouldn't recommend it since his HP stat is huge so you'll get mega recoil damage. ___ - Rating: **** Arriving at L30 with a STAB move, a recovery move, and a stat-boosting move, Snorlax is a fine team addition that slots in very nicely. He also has no weaknesses--apart from the rarely-used Fighting type--a behemoth HP and very nice Attack stat. The only thing that holds him back is his Slow rate of growth, meaning he takes forever to level up. It's up to you if you think he's worth it or not. Continue west into Route 16, but note that without a Bicycle this is as far as you get. You can find out how to get a Bicycle by reading the Vermilion City section, if you haven't been following this guide. Start with the Biker below you and challenge the trainers here. From right-to- left, they are: _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 580 --------------------------------------------------------- #088: Grimer PSN L29 558 Exp. Stats - HP: 90 Atk: 56 Def: 38 Spc: 32 Spe: 24 ~ Pound, Disable #109: Koffing PSN L29 708 Exp. Stats - HP: 66 Atk: 47 Def: 64 Spc: 44 Spe: 29 ~ Tackle, Smog _________________________________________________________ Both eat Psychic or Ground attacks. Smog poisons, so beware. ___ _________________________________________________________ Trainer: Cue Ball Version: R B Money: $ 700 --------------------------------------------------------- #066: Machop FGT L28 528 Exp. Stats - HP: 81 Atk: 54 Def: 37 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer #056: Mankey FGT L28 444 Exp. Stats - HP: 64 Atk: 54 Def: 29 Spc: 29 Spe: 48 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #066: Machop FGT L28 528 Exp. Stats - HP: 81 Atk: 54 Def: 37 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Trainer: Cue Ball Version: Y Money: $ 700 --------------------------------------------------------- #066: Machop FGT L28 528 Exp. Stats - HP: 81 Atk: 54 Def: 37 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer #056: Mankey FGT L28 444 Exp. Stats - HP: 64 Atk: 54 Def: 29 Spc: 29 Spe: 48 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #066: Machop FGT L28 528 Exp. Stats - HP: 81 Atk: 54 Def: 37 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Psychic or Flying Pokemon work best, but be careful with low Defense Pokemon as Karate Chop critical hits often and will hurt. ___ _________________________________________________________ Trainer: Cue Ball Version: R B Money: $ 725 --------------------------------------------------------- #056: Mankey FGT L29 459 Exp. Stats - HP: 66 Atk: 56 Def: 29 Spc: 29 Spe: 50 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #066: Machop FGT L29 546 Exp. Stats - HP: 84 Atk: 56 Def: 38 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Trainer: Cue Ball Version: Y Money: $ 725 --------------------------------------------------------- #056: Mankey FGT L29 459 Exp. Stats - HP: 66 Atk: 56 Def: 29 Spc: 29 Spe: 50 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #066: Machop FGT L29 546 Exp. Stats - HP: 84 Atk: 56 Def: 38 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Same as before really. ___ _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 660 --------------------------------------------------------- #110: Weezing PSN L33 1222 Exp. Stats - HP: 91 Atk: 70 Def: 89 Spc: 66 Spe: 49 ~ Tackle, Smog, Sludge _________________________________________________________ This could be hard if you don't have a Psychic type, since Weezing's Defense is high and his Attack isn't bad. Be careful not to get poisoned, or Fly back to the Poke Center/use an Antidote otherwise. ___ _________________________________________________________ Trainer: Cue Ball Version: R B Y Money: $ 825 --------------------------------------------------------- #066: Machop FGT L33 621 Exp. Stats - HP: 94 Atk: 63 Def: 43 Spc: 33 Spe: 33 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Psychic/Flying works great. Don't use a Normal type, since Low Kick will cause some pain. ___ _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 520 --------------------------------------------------------- #088: Grimer PSN L26 501 Exp. Stats - HP: 81 Atk: 51 Def: 35 Spc: 29 Spe: 22 ~ Pound, Disable #088: Grimer PSN L26 501 Exp. Stats - HP: 81 Atk: 51 Def: 35 Spc: 29 Spe: 22 ~ Pound, Disable #088: Grimer PSN L26 501 Exp. Stats - HP: 81 Atk: 51 Def: 35 Spc: 29 Spe: 22 ~ Pound, Disable #088: Grimer PSN L26 501 Exp. Stats - HP: 81 Atk: 51 Def: 35 Spc: 29 Spe: 22 ~ Pound, Disable _________________________________________________________ These guys are too weak to hurt you, so just rack up some easy Exp. and hope they don't Disable your favourite moves. ___ Once you've cleared out the six thugs here, you should head south. As soon as you hit the slope, where cycling downhill happens automatically and coming back up equates to about walking speed, you'll have hit... _________________________________________________ [33] Route 17 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #020: Raticate NRM R B - 30% 25-29 #021: Spearow NRM / FLY R B - 40% 20-22 #022: Fearow NRM / FLY R B 5% 25-27 Y 25% 27-29 #077: Ponyta FIR - - Y 24% 28-32 #084: Doduo NRM / FLY R B 25% 24-28 Y 50% 26-28 #085: Dodrio NRM / FLY - - Y 1% 29 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN R B 25% 5 Y 70% 5-15 #090: Shellder WTR - - Y 30% 25-35 #098: Krabby WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #129: Magikarp WTR R B - 25% 15 _________________________________________________ New Items --------- [ ] Rare Candy (H) [ ] Full Restore (H) [ ] Max Revive (H) [ ] PP Up (H) [ ] Max Elixer (H) New Pokemon ----------- ( ) Fearow (RB) [ ] Ponyta (Y) ( ) Dodrio (Y) - Recommended Party Avg. Level: 34 Head down the right side of Route 17 to come across some tall grass. At the bottom of this patch of grass are two trainers: _________________________________________________________ Trainer: Cue Ball Version: R B Y Money: $ 725 --------------------------------------------------------- #066: Machop FGT L29 546 Exp. Stats - HP: 84 Atk: 56 Def: 38 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer #067: Machoke FGT L29 906 Exp. Stats - HP: 90 Atk: 68 Def: 50 Spc: 38 Spe: 35 ~ Karate Chop, Low Kick, Leer _________________________________________________________ _________________________________________________________ Trainer: Cue Ball Version: R B Money: $ 725 --------------------------------------------------------- #056: Mankey FGT L29 459 Exp. Stats - HP: 66 Atk: 56 Def: 29 Spc: 29 Spe: 50 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #057: Primeape FGT L29 925 Exp. Stats - HP: 81 Atk: 71 Def: 44 Spc: 44 Spe: 64 ~ Leer, Karate Chop, Fury Swipes, Focus Energy _________________________________________________________ Trainer: Cue Ball Version: Y Money: $ 725 --------------------------------------------------------- #056: Mankey FGT L29 459 Exp. Stats - HP: 66 Atk: 56 Def: 29 Spc: 29 Spe: 50 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #057: Primeape FGT L29 925 Exp. Stats - HP: 81 Atk: 71 Def: 44 Spc: 44 Spe: 64 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy _________________________________________________________ Neither of these trainers should prove much of a problem, as long as you don't use Normal types. ___ - Rating: ** Now that you're in this grass patch, you might as well catch yourself a Ponyta, if you're playing Yellow version anyway. Unfortunately, despite its awesomeness, Ponyta is nigh unusable in-game, because it doesn't get any decent Fire moves and it evolves at L40. I'd give it a miss. Also, while you're here, you should search for a hidden in the grass here. It lies in the grass patch, seven rows down and three columns in from the right, but manoeuvring there will be a pain because of the hill automatically making you cycle south all the time. Just spam the A button while traversing the third column in from the right and you should get it. Take a left from the trainers you just beat to fight another Trainer. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 560 --------------------------------------------------------- #110: Weezing PSN L28 1038 Exp. Stats - HP: 78 Atk: 60 Def: 76 Spc: 57 Spe: 43 ~ Tackle, Smog, Sludge #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog #110: Weezing PSN L28 1038 Exp. Stats - HP: 78 Atk: 60 Def: 76 Spc: 57 Spe: 43 ~ Tackle, Smog, Sludge _________________________________________________________ Switching Pokemon around in these battles will help keep your party at decent balanced levels. Otherwise, your Psychic Pokemon will be far too overpowered on this Route. Weezing offers a lot of Exp., so start with him. ___ Once you've beaten him, head down a bit to find three main pathways. On the centre one is another Biker. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 660 --------------------------------------------------------- #089: Muk PSN L33 1110 Exp. Stats - HP: 117 Atk: 80 Def: 59 Spc: 53 Spe: 43 ~ Pound, Disable, Poison Gas _________________________________________________________ Annoying, but not dangerous. Use a fast Psychic type. If you can't, Poison Gas always poisons and disable will probably cripple your favourite move. Still, his damaging attack is lame and so he'll have a hard time beating you. ___ Continue down the narrow middle pathway until you get to sign. The sign mentions 'discarded items'. I think I'll get one of those now, thanks. If you travel up against the left edge of this centre path, about six paces up is a hidden . Again, spam A to get it while moving. Take the left path now and just kill the two trainers along here. You've seen all the Pokemon before--hundreds of times--so no strategies for you. _________________________________________________________ Trainer: Cue Ball Version: R B Money: $ 650 --------------------------------------------------------- #056: Mankey FGT L26 411 Exp. Stats - HP: 60 Atk: 51 Def: 27 Spc: 27 Spe: 45 ~ Scratch, Leer, Karate Chop, Fury Swipes #056: Mankey FGT L26 411 Exp. Stats - HP: 60 Atk: 51 Def: 27 Spc: 27 Spe: 45 ~ Scratch, Leer, Karate Chop, Fury Swipes #067: Machoke FGT L26 813 Exp. Stats - HP: 81 Atk: 61 Def: 45 Spc: 35 Spe: 32 ~ Karate Chop, Low Kick, Leer #066: Machop FGT L26 489 Exp. Stats - HP: 76 Atk: 51 Def: 35 Spc: 27 Spe: 27 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Trainer: Cue Ball Version: Y Money: $ 650 --------------------------------------------------------- #056: Mankey FGT L26 411 Exp. Stats - HP: 60 Atk: 51 Def: 27 Spc: 27 Spe: 45 ~ Leer, Low Kick, Karate Chop, Fury Swipes #056: Mankey FGT L26 411 Exp. Stats - HP: 60 Atk: 51 Def: 27 Spc: 27 Spe: 45 ~ Leer, Low Kick, Karate Chop, Fury Swipes #067: Machoke FGT L26 813 Exp. Stats - HP: 81 Atk: 61 Def: 45 Spc: 35 Spe: 32 ~ Karate Chop, Low Kick, Leer #066: Machop FGT L26 489 Exp. Stats - HP: 76 Atk: 51 Def: 35 Spc: 27 Spe: 27 ~ Karate Chop, Low Kick, Leer _________________________________________________________ _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 580 --------------------------------------------------------- #110: Weezing PSN L29 1074 Exp. Stats - HP: 81 Atk: 62 Def: 79 Spc: 58 Spe: 44 ~ Tackle, Smog, Sludge #089: Muk PSN L29 975 Exp. Stats - HP: 104 Atk: 71 Def: 53 Spc: 47 Spe: 38 ~ Pound, Disable, Poison Gas _________________________________________________________ Once you've beaten the second trainer, stand one tile north of him, then head north, spamming A, to eventually reveal a hidden . If you don't get it, keep going up and down, above this Biker, until you do. After you've beaten him and grabbed the item, slog your way back up and then head down the right path for another three trainers. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 580 --------------------------------------------------------- #100: Voltorb ELE L29 639 Exp. Stats - HP: 66 Atk: 27 Def: 38 Spc: 41 Spe: 67 ~ Screech, SonicBoom, Selfdestruct, Light Screen #100: Voltorb ELE L29 639 Exp. Stats - HP: 66 Atk: 27 Def: 38 Spc: 41 Spe: 67 ~ Screech, SonicBoom, Selfdestruct, Light Screen _________________________________________________________ All of Voltorb's moves are deadly. Screech essentially means Selfdestruct will deal double damage. SonicBoom smacks for a solid 20HP damage. Light Screen halves the power of Special attacks for five turns. Get rid of them both with Ground moves, if you have them. ___ Next trainer on the path is... _________________________________________________________ Trainer: Cue Ball Version: R B Y Money: $ 825 --------------------------------------------------------- #066: Machoke FGT L33 1032 Exp. Stats - HP: 101 Atk: 76 Def: 56 Spc: 43 Spe: 39 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Psychic attacks. Machoke is pretty powerful, so Low Kick (STAB) and Karate Chop (critical hits often) will hurt you if you're not quick. ___ After fighting this guy, get directly below him, then let momentum carry you down the hill and spam A to uncover a hidden . If you don't get it, keep going up and down this line, below the Cue Ball. Then there's one last trainer here who I shall not provide a strategy for. _________________________________________________________ Trainer: Cue Ball Version: R B Money: $ 725 --------------------------------------------------------- #057: Primeape FGT L29 925 Exp. Stats - HP: 81 Atk: 71 Def: 44 Spc: 44 Spe: 64 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #067: Machoke FGT L29 906 Exp. Stats - HP: 90 Atk: 68 Def: 50 Spc: 38 Spe: 35 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Trainer: Cue Ball Version: Y Money: $ 725 --------------------------------------------------------- #057: Primeape FGT L29 925 Exp. Stats - HP: 81 Atk: 71 Def: 44 Spc: 44 Spe: 64 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #067: Machoke FGT L29 906 Exp. Stats - HP: 90 Atk: 68 Def: 50 Spc: 38 Spe: 35 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Get to the bottom of this path and head west to fight the last trainer of this Route. Again, no strategy required. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 500 --------------------------------------------------------- #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #110: Weezing PSN L25 925 Exp. Stats - HP: 71 Atk: 54 Def: 69 Spc: 51 Spe: 39 ~ Tackle, Smog, Sludge #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #110: Weezing PSN L25 925 Exp. Stats - HP: 71 Atk: 54 Def: 69 Spc: 51 Spe: 39 ~ Tackle, Smog, Sludge _________________________________________________________ After you beat this guy, ride down so that you are just above the middle short fence, and position yourself just above the very left edge of this fence. A couple of steps above here is a hidden . Afterwards, head down. When you stop moving downhill automatically, then you know that you've reached the end of this annoying Route. _________________________________________________ [34] Route 18 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Trade for Slowbro in Lookout Station: --------- #108: Lickitung NRM R B - -- Trade - Trade for Tangela in Lookout Station: --------- #047: Parasect BUG / GRS - - Y -- Trade - Tall Grass: ----------------------------------- #019: Rattata NRM - - Y 25% 22-24 #020: Raticate NRM R B 20% 25-29 Y 5% 25-26 #021: Spearow NRM / FLY R B 40% 20-22 Y 25% 22-23 #022: Fearow NRM / FLY R B 15% 25-29 Y 5% 24 #084: Doduo NRM / FLY R B 25% 24-28 Y 40% 22-26 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN R B 25% 5 Y 40% 15 #090: Shellder WTR - - Y 60% 20-40 #098: Krabby WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #129: Magikarp WTR R B - 25% 15 _________________________________________________ - Recommended Party Avg. Level: 36 Woo. Head east through the guardhouse. On the top floor, a dude will trade you Lickitung in Red/Blue, which is great, because that's the only one this game offers. Fab. Unfortunately, we don't have Slowbro, so I'll have to remind you to come back. In Yellow, he offers Parasect for Tangela, which isn't a good trade. Besides, we don't have Tangela yet. I'll remind you to get a spare, though, if you must trade. Exit the station. To your east lies Fuchsia City, which you are welcome to explore. Find the Poke Center if you want (take the very first south path--one tile wide--to get there), but then come back here. Just after the exit of the guardhouse, to the south, are two more trainers and this area's wild Pokemon... of which none should be new to you. Juicy Exp. time it is then! In order, I'm tackling the guy on the left, then the two below him. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 725 --------------------------------------------------------- #021: Spearow NRM / FLY L29 360 Exp. Stats - HP: 66 Atk: 45 Def: 27 Spc: 27 Spe: 50 ~ Leer, Fury Attack, Mirror Move, Drill Peck #022: Fearow NRM / FLY L29 1006 Exp. Stats - HP: 81 Atk: 62 Def: 47 Spc: 45 Spe: 67 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 650 --------------------------------------------------------- #021: Spearow NRM / FLY L26 322 Exp. Stats - HP: 60 Atk: 40 Def: 24 Spc: 25 Spe: 45 ~ Growl, Leer, Fury Attack, Mirror Move #021: Spearow NRM / FLY L26 322 Exp. Stats - HP: 60 Atk: 40 Def: 24 Spc: 25 Spe: 45 ~ Growl, Leer, Fury Attack, Mirror Move #022: Fearow NRM / FLY L26 901 Exp. Stats - HP: 73 Atk: 56 Def: 42 Spc: 40 Spe: 61 ~ Growl, Leer, Fury Attack, Mirror Move #021: Spearow NRM / FLY L26 322 Exp. Stats - HP: 60 Atk: 40 Def: 24 Spc: 25 Spe: 45 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 850 --------------------------------------------------------- #085: Dodrio NRM / FLY L34 1150 Exp. Stats - HP: 90 Atk: 85 Def: 58 Spc: 51 Spe: 78 ~ Peck, Growl, Fury Attack, Drill Peck _________________________________________________________ All of these guys can be taken down by Electric, Ice or Rock attacks. Take your pick. Drill Peck is the most dangerous move here, but only Dodrio uses it to its full potential. Dodrio is easily the hardest one here, but it can't penetrate Golem's shell. Anything not Grass, Bug or Fighting should do well here. ___ That is literally it for Route 18, unless you happen not to have caught all the available Pokemon here. Head east into Fuchsia City. _________________________________________________ [35] Fuchsia City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #090: Shellder WTR - - Y 60% 20-40 #098: Krabby WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #119: Seaking WTR R B - 25% 23 #129: Magikarp WTR R B - 25% 15 Y 90% 5-15 #130: Gyarados WTR / FLY - - Y 10% 15 _________________________________________________ ___________________ Poke Mart Price ------------------- Ultra Ball $1200 Great Ball $ 600 Super Potion $ 700 (R/B) Hyper Potion $1500 (Y) Revive $1500 Full Heal $ 600 Super Repel $ 500 ___________________ New Items --------- [ ] Good Rod New Pokemon ----------- [ ] Goldeen [ ] Poliwag [ ] Jynx (RB) - Recommended Party Avg. Level: 36 After healing at the Poke Center, head east over the ledge. On your right are two houses, but the one that interests us is the one on the right. Inside is the Fishing Guru's brother, who will fork over the , and if you head out the back door, you can practice with it in the pond here. Up for grabs are: - Rating: ** A thouroughly awful Water Pokemon that I wouldn't waste my time with. Honestly. Okay so it's not THAT bad, but it is still pretty poor. - Rating: *** A not-so-awful Pokemon that happens to have average stats and an unfortunate weakness to Psychic types upon its final evolution. A bit too low-levelled to really be worth your investment here, but has a wide movepool and useful typing. Catch an extra one and go back to Cerulean City to trade it for a Jynx! - Rating: **** Despite only possessing average-at-best stats, Jynx is a great Pokemon which boasts two powerful STAB moves in Ice Beam and Psychic, if you can spare the TMs. Boosted EXP. points is always a plus too. If you feel up to it, you can challenge the Gym Leader, Koga, right now. Considering he uses a L43 in Red/Blue and a L50 in Yellow, you might, like me, bit a bit under-levelled. I'm going to wait. But trust me, the Gym is the least exciting thing in Fuchsia compared to the Safari Zone. Yes, we're here. If you don't already know, the Safari Zone is a haven full of Pokemon, a wild outback where, for a measly $500, you're given 30 Safari Balls and a 500 step counter to catch whatever you want. Of course, that sounds too good to be true... because it is. You don't fight the wild Pokemon like normal--rather, you have to pelt them with rocks and bait enough to catch them. Totally not animal cruelty or anything. And they have a chance in any given turn to run away from you. So yes, it's very annoying, especially since some of the rarest Pokemon appear here, with ridiculously low encounter rates. But if you persist, you can come home with a truckload of exotic 'Mons, most of which cannot be caught elsewhere. However, there is, in Red and Blue at least, a way to catch Safari Pokemon using the traditional 'beat-them-til-they're-nearly-dead-then-toss-a-Ball-at- them' method, but we'll have to wait until we reach Cinnabar Island for that. If the Safari Zone gets on your nerves like it does mine, feel free to wait. I'll remind you of the glitch (and another infamous one) once we reach Cinnabar. There are a lot of Pokemon to catch, so consider changing to an empty box in your PC. There are also a bunch of items, so consider emptying them into your PC as well. Even if you don't want to catch any Pokemon, the Safari Zone is still a mandatory part of your quest, since there are a few quest-related items contained within. Anyway, to get to the fabled Safari Zone, snake your way to the very north point of Fuchsia City--made easier if you are holding a Cut-user--then enter the building here and agree to take part. Awesome. _________________________________________________ [36] Safari Zone Encounter Rate: 30 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Entrance: ------------------------------------- #029: Nidoran F PSN - B 20% 22 Y 20% 36 #030: Nidorina PSN R - 5% 31 B - 10% 31 #032: Nidoran M PSN R - 20% 22 Y 20% 14 #033: Nidorino PSN R 10% 31 B 5% 31 Y 10% 23 #046: Paras BUG / GRS - - Y 5% 27 #047: Parasect BUG / GRS R B 5% 30 Y 15% 27-32 #048: Venonat BUG / PSN R B - 15% 22 #102: Exeggcute GRS / PSY R B 20% 24-25 Y 15% 24 #111: Rhyhorn GRN / RCK R B 20% 25 Y 10% 20 #113: Chansey NRM R B 1% 23 Y 1% 7 #114: Tangela GRS - - Y 4% 22 #123: Scyther BUG / FLY R - - 4% 23 #127: Pinsir BUG - B - 4% 23 - Entrance - Old Rod: --------------------------- #129: Magikarp WTR R B Y 100% 5 - Entrance - Good Rod: -------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Entrance - Super Rod: ------------------------- #054: Psyduck WTR R B - 25% 15 #079: Slowpoke WTR / PSY R B - 25% 15 #098: Krabby WTR R B - 25% 15 #129: Magikarp WTR - - Y 70% 5-10 #147: Dratini DRG R B 25% 15 Y 20% 10 #148: Dragonair DRG - - Y 10% 15 - Area 1: --------------------------------------- #029: Nidoran F PSN R 5% 24 B 20% 24 Y 20% 29 #030: Nidorina PSN - B 10% 33 Y 10% 32 #032: Nidoran M PSN R 20% 24 B 5% 24 Y 20% 21 #033: Nidorino PSN R - - 10% 33 #046: Paras BUG / GRS R B - 15% 22 #047: Parasect BUG / GRS R B - 5% 25 #084: Doduo NRM / FLY R B - 20% 26 #102: Exeggcute GRS / PSY R B 20% 23-25 Y 20% 22-26 #104: Cubone GRN - - Y 10% 19 #105: Marowak GRN - - Y 5% 24 #113: Chansey NRM - - Y 4% 21 #115: Kangaskhan NRM R B - 4% 25 #123: Scyther BUG / FLY R - 1% 28 Y 1% 15 #127: Pinsir BUG - B - 1% 28 #128: Tauros NRM - - Y 10% 21 - Area 1 - Old Rod: ----------------------------- #129: Magikarp WTR R B Y 100% 5 - Area 1 - Good Rod: ---------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Area 1 - Super Rod: --------------------------- #054: Psyduck WTR R B - 25% 15 #079: Slowpoke WTR / PSY R B - 25% 15 #098: Krabby WTR R B - 25% 15 #129: Magikarp WTR - - Y 90% 5-15 #147: Dratini DRG R B 25% 15 Y 10% 15 - Area 2: --------------------------------------- #029: Nidoran F PSN - B 20% 22 Y 20% 14 #030: Nidorina PSN R 5% 30 B 10% 30 Y 10% 23 #032: Nidoran M PSN R - 20% 22 Y 20% 36 #033: Nidorino PSN R - 10% 30 B 10% 30 #046: Paras BUG / GRS R B - 15% 23 #049: Venomoth BUG / PSN R B - 5% 32 #102: Exeggcute GRS / PSY R B 20% 25-27 Y 15% 20 #104: Cubone GRN - - Y 5% 16 #111: Rhyhorn GRN / RCK R B 20% 26 Y 10% 25 #113: Chansey NRM R B - 4% 26 #115: Kangaskhan NRM - - Y 15% 28-33 #123: Scyther BUG / FLY - - Y 4% 25 #127: Pinsir BUG - - Y 1% 15 #128: Tauros NRM R B - 1% 28 - Area 2 - Old Rod: ----------------------------- #129: Magikarp WTR R B Y 100% 5 - Area 2 - Good Rod: ---------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Area 2 - Super Rod: --------------------------- #054: Psyduck WTR R B - 25% 15 #079: Slowpoke WTR / PSY R B - 25% 15 #098: Krabby WTR R B - 25% 15 #129: Magikarp WTR - - Y 90% 5-15 #147: Dratini DRG R B 25% 15 Y 10% 15 - Area 3: --------------------------------------- #029: Nidoran F PSN R 5% 25 B 20% 25 Y 20% 21 #030: Nidorina PSN - B - 10% 33 #032: Nidoran M PSN R 20% 25 B 5% 25 Y 20% 29 #033: Nidorino PSN R - 10% 33 Y 10% 32 #048: Venonat BUG / PSN R B - 15% 23 #049: Venomoth BUG / PSN R B - 5% 31 #084: Doduo NRM / FLY R B - 20% 26 #102: Exeggcute GRS / PSY R B 20% 24-26 Y 20% 22-26 #104: Cubone GRN - - Y 10% 19 #105: Marowak GRN - - Y 5% 24 #114: Tangela GRS - - Y 1% 27 #115: Kangaskhan NRM R B - 1% 28 #127: Pinsir BUG - - Y 4% 25 #128: Tauros NRM R B 4% 26 Y 10% 21 - Area 3 - Old Rod: ----------------------------- #129: Magikarp WTR R B Y 100% 5 - Area 3 - Good Rod: ---------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Area 3 - Super Rod: --------------------------- #054: Psyduck WTR R B - 25% 15 #079: Slowpoke WTR / PSY R B - 25% 15 #098: Krabby WTR R B - 25% 15 #129: Magikarp WTR - - Y 90% 5-15 #147: Dratini DRG R B 25% 15 Y 10% 15 _________________________________________________ New Items --------- [ ] Carbos [ ] TM37 (Egg Bomb) [ ] Max Potion [ ] Full Restore [ ] TM40 (Skull Bash) [ ] Protein [ ] Gold Teeth [ ] TM32 (Double Team) [ ] Revive (H) [ ] HM03 (Surf) New Pokemon ----------- ( ) Nidorino (RB) ( ) Parasect (Y) [ ] Venonat (RB) ( ) Venomoth (RB) [ ] Exeggcute ( ) Marowak (Y) [ ] Rhyhorn [ ] Chansey [ ] Tangela (Y) [ ] Kangaskhan [ ] Tauros - Recommended Party Avg. Level: 36 Catching Pokemon here is a pain, especially since they're so damn rare, and the chance of catching something like Scyther is about 10% if you don't throw rocks or bait at it. Speaking of which, the catch system here gives you four options. Very roughly, this is what happens: - Run: You can escape from any battle with 100% success. - Throw Rock: Doubles capture chance and doubles chance of foe running. - Throw Bait: Halves capture chance and quarters chance of foe running. - Throw Ball: Attempts a catch. You can stack these effects, so two thrown rocks would quadruple the capture chance and the chance to run. This really isn't recommended, because the absolute highest chance you have of catching a Pokemon is ~=33.59% (because they always have full HP, your chances are significantly lowered), but a quadruple chance of running away means you'll never get to see them. If you're interested in the 100% accurate version of this, check out section M09; 'Safari Zone Catching Mechanics'. Also note that the faster a Pokemon is, the higher its chance of escaping. Trust me when I say your best bet is to just lob Safari Balls. Also, the Safari Zone gives you a limited number of steps--500 to be exact. Once you have taken 500 steps, you are automatically recalled to the reception area. You can also resign by returning to the entrance. When you quit the Safari Zone, all unused Safari Balls will be lost. If you want to catch Pokemon without fear of being recalled, you can rotate on the spot (in tall grass, obviously) by pressing the D-Pad very lightly, which doesn't count towards the step counter. Oh, and there are no trainers here, which is great. Okay, let's get started. The first area, the Entrance, has nothing of interest at the moment, except patches of grass where you can start catching your 'Mons. New Pokemon include: - Rating: * Venonat is new for Red and Blue players, but it's worse than it's Yellow counterpart and is stuck with amazing moves like TACKLE and LEECH LIFE (sarcasm) for a long time. Skip it, honestly. - Rating: *** A Grass/Psychic hybrid that relies heavily on TMs for moves--it does at least get some nice early support in Hypnosis and can be evolved whenever you feel like it with the Leaf Stone. It also has a fantastic Special stat, but you should make sure to use the Psychic TM from Saffron to unleash its full potential. - Rating: ** A decent Ground/Rock type a bit similar to Golem, but who arrives too late and requires too many TMs to be useful compared to, say, Dugtrio. - Rating: ** The premier Special sponge has a few difficulties attacking with her natural movepool, but give her a few Special TMs and she might fare okay for you. Keep her away from physical Pokemon! - Rating: * For Yellow players, a bulky Grass type that just can't compete with the likes of Victreebel and Venusaur since it lacks Razor Leaf. If you want to complete all in-game trades, Red and Blue players should catch a Nidorino (to trade for Nidorina in Route 11) and Yellow players should catch a Tangela (to trade for Parasect in Route 18). Head east down a narrow path into some grass. Here you can find... - Rating: ** A decent but not-that-special Normal type sweeper, very much outclassed by... - Rating: *** One of the game's premier physical powerhouses--with top notch Attack and Speed stats. Needs a crapton of TMs to be anywhere near useful though. Climb up the stairs here and continue north for a tasty . Go slightly down, then west past the stairs you just ascended, and take the other set of stairs down here. Follow the path around, hugging the water's edge, to come across (Egg Bomb). Exit this little alcove and head northwest for a . Then head east, up the stairs on to a little raised section before coming back down the other side. Pick up the in plain sight here, then head north past the Rest House and west, taking the lower of the two branching pathways, into Area 2. Head west into the giant patch of grass, ignoring the first set of steps here-- they will lead you on a winding route that leads to an empty, step-consuming dead end. Also ignore the south pathway, which leads to a dead end full of grass back in Area 1. In the giant grass patch, head north up the stairs and follow the route until you come to an intersection by a pond. Head north until you cannot do so anymore, then head east for (Skull Bash). Head east, then loop around on yourself, heading north past the Rest House, and start going west for a . Continue west, then head to the southwest portion of this open area, then down a south pathway to access Area 3. Head down and pick up the , then head west for (Double Team). Check the bottom of the two statues to the right of the Secret House here for a hidden , then enter this house and talk to its resident for the fantastic (Surf). Not only does this let you traverse water-- provided you have the SoulBadge--but it is also arguably the best Water type move in the game. If you have any Water types, I'm hard pressed to find one who wouldn't benefit from this great move. That's all we can do here for the moment, unless you already have the SoulBadge or the Super Rod, but I haven't got those items in the guide yet, so we'll come back later. Let your step counter run out to return to Fuchsia City. ____________ Fuchsia City ____________ New Items --------- [ ] HM04 (Strength) [ ] Rare Candy - Recommended Party Avg. Level: 36 Do you remember where you got the Good Rod, to the east of the Poke Center? Enter the house to the left of that one and, if you have the Gold Teeth, talk to the warden who will give you the game's last HM, (Strength), which gives you the ability to move boulders on the field. It's also a decent Normal type move, but since you can't delete HMs without trading to GSC and back, make sure that you don't mind it on your Pokemon--there are better Normal moves out there. You need the RainbowBadge to use Strength--luckily, we already have it, so go ahead and push the boulder to your right aside for a . Apart from the Gym, and a few things I mentioned before about the Safari Zone, we've done everything in Fuchsia City. If you feel underlevelled for the Gym, I do have a remedy--four Routes stuffed with trainers: Routes 12-15. They represent the 'other' way into Fuchsia, and lead from Lavender southwards. Fly to Lavender now, then head south out of the town. I'd highly recommend keeping your Fly user with you, since there are a ****load (boatload) of trainers to fight down these Routes. Oh, and bring your Poke Flute, because there's another Snorlax to catch/faint. _________________________________________________ [37] Route 12 Encounter Rate: 15 Surfing Encounter rate (Y): 3 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Fated Encounter: ------------------------------ #143: Snorlax NRM R B Y -- 30 - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 40% 23-27 Y 15% 28 #017: Pidgeotto NRM / FLY - - Y 10% 28 #043: Oddish GRS / PSN R - 35% 22-26 Y 30% 25-27 #044: Gloom GRS / PSN R - 5% 28-30 Y 5% 29 #048: Venonat BUG / PSN R B - 20% 24-26 #069: Bellsprout GRS / PSN - B 35% 22-26 Y 30% 25-27 #070: Weepinbell GRS / PSN - B 5% 28-30 Y 5% 29 #083: Farfetch'd NRM / FLY - - Y 5% 26-31 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN R B - 25% 5 #098: Krabby WTR R B - 25% 15 #116: Horsea WTR - - Y 70% 20-25 #117: Seadra WTR - - Y 30% 25-35 #118: Goldeen WTR R B - 25% 15 #129: Magikarp WTR R B - 25% 15 _________________________________________________ New Items --------- [ ] Super Rod [ ] Iron New Pokemon ----------- [ ] Tentacool (RB) [ ] Krabby (RB) [ ] Horsea (Y) ( ) Seadra (Y) - Recommended Avg. Party Level: 36 Head south down the wooden path, then take a right at the fork and continue south into the guardhouse. Talk to the woman upstairs for TM39 if you didn't grab it while in Lavender Town, then leave through the south exit. Go east at the next fork and follow the path to a trainer. Oh, and I won't be providing battle strategies for the next four Routes--the Pokemon are all much lower levels than you and you should have a pretty good idea of type advantage at this point. Also, I'm lazy. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 770 --------------------------------------------------------- #118: Goldeen WTR L22 522 Exp. Stats - HP: 55 Atk: 38 Def: 34 Spc: 30 Spe: 36 ~ Peck, Tail Whip, Supersonic #060: Poliwag WTR L22 363 Exp. Stats - HP: 53 Atk: 30 Def: 26 Spc: 26 Spe: 48 ~ Bubble, Hypnosis, Water Gun #118: Goldeen WTR L22 522 Exp. Stats - HP: 55 Atk: 38 Def: 34 Spc: 30 Spe: 36 ~ Peck, Tail Whip, Supersonic _________________________________________________________ Keep following the path and turn south at the next crossroads for another fight. If you already have the SoulBadge you can pick up TM16 to the right, but I'll come back for that, don't worry. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 840 --------------------------------------------------------- #072: Tentacool WTR / PSN L24 540 Exp. Stats - HP: 57 Atk: 28 Def: 25 Spc: 56 Spe: 42 ~ Supersonic, Wrap, Poison Sting, Water Gun #118: Goldeen WTR L24 570 Exp. Stats - HP: 59 Atk: 41 Def: 37 Spc: 32 Spe: 39 ~ Peck, Tail Whip, Supersonic, Horn Attack _________________________________________________________ Head down, then take a right for a Fisherman here too. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 945 --------------------------------------------------------- #118: Goldeen WTR L27 642 Exp. Stats - HP: 65 Atk: 46 Def: 41 Spc: 36 Spe: 43 ~ Peck, Tail Whip, Supersonic, Horn Attack _________________________________________________________ Keep heading south for, you guessed it, another fight. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 735 --------------------------------------------------------- #060: Poliwag WTR L21 346 Exp. Stats - HP: 51 Atk: 29 Def: 25 Spc: 25 Spe: 46 ~ Bubble, Hypnosis, Water Gun #090: Shellder WTR L21 436 Exp. Stats - HP: 46 Atk: 36 Def: 50 Spc: 27 Spe: 25 ~ Tackle, Withdraw, Supersonic #118: Goldeen WTR L21 499 Exp. Stats - HP: 53 Atk: 36 Def: 33 Spc: 29 Spe: 34 ~ Peck, Tail Whip, Supersonic #116: Horsea WTR L21 373 Exp. Stats - HP: 46 Atk: 25 Def: 37 Spc: 37 Spe: 33 ~ Bubble, SmokeScreen _________________________________________________________ Follow the west path and take a south at the crossroads to encounter another traine... no! A Snorlax! _________________________________________________________ Fated Encounter: Snorlax Version: R B Y --------------------------------------------------------- #143: Snorlax NRM L30 660 Exp. ~ Headbutt, Amnesia, Rest _________________________________________________________ Follow the strategy I provided for the previous Snorlax if you want to catch this one as well. Basically, wait until it Rests, slam it to below a third of its HP (or half if you're using a Great Ball), then chuck a Ball at it until you catch it. ___ Continue heading south along a winding path to another trainer. Since we've passed the Snorlax, the levels of enemy Pokemon will jump up a bit, but not enough to pose much of a threat. _________________________________________________________ Trainer: Rocker Version: R B Y Money: $ 725 --------------------------------------------------------- #100: Voltorb ELE L29 639 Exp. Stats - HP: 66 Atk: 27 Def: 38 Spc: 41 Spe: 67 ~ Screech, SonicBoom, Selfdestruct, Light Screen #101: Electrode ELE L29 931 Exp. Stats - HP: 78 Atk: 39 Def: 50 Spc: 56 Spe: 90 ~ Screech, SonicBoom, Selfdestruct, Light Screen _________________________________________________________ Enter the house and speak to the final Fishing Guru brother for the best rod in the game; the . You can head outside and start fishing immediately for three average Water types that are outclassed by much better Pokemon: - Rating: *** Tentacool has the unfortunate Poison typing, but a lovely 120 Special stat. Water types are pretty much always useful, and he can use Wrap as well if you're feeling cheap. - Rating: ** A generic Water type that can't use STAB attacks very well due to having a very low Special stat. Cry. - Rating: *** Another generic Water type, but at least this one has a good Special stat. Keep following the path after you're done and you'll soon chance across a Cut- able tree. Hack it down and fight the guy inside. _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 840 --------------------------------------------------------- #129: Magikarp WTR L24 102 Exp. Stats - HP: 47 Atk: 14 Def: 35 Spc: 18 Spe: 47 ~ Splash, Tackle #129: Magikarp WTR L24 102 Exp. Stats - HP: 47 Atk: 14 Def: 35 Spc: 18 Spe: 47 ~ Splash, Tackle _________________________________________________________ Grab the he was guarding, then hack your way back out (don't plants grow fast in Kanto?) and fight the trainer to the southeast. _________________________________________________________ Trainer: Jr. Trainer M Version: R B Money: $ 580 --------------------------------------------------------- #032: Nidoran M PSN L29 372 Exp. Stats - HP: 59 Atk: 36 Def: 28 Spc: 28 Spe: 32 ~ Horn Attack, Poison Sting, Focus Energy, Fury Attack #033: Nidorino PSN L29 732 Exp. Stats - HP: 67 Atk: 43 Def: 36 Spc: 35 Spe: 40 ~ Tackle, Horn Attack, Poison Sting, Focus Energy _________________________________________________________ Trainer: Jr. Trainer M Version: Y Money: $ 580 --------------------------------------------------------- #032: Nidoran M PSN L29 372 Exp. Stats - HP: 59 Atk: 36 Def: 28 Spc: 28 Spe: 32 ~ Horn Attack, Double Kick, Poison Sting, Focus Energy #033: Nidorino PSN L29 732 Exp. Stats - HP: 67 Atk: 43 Def: 36 Spc: 35 Spe: 40 ~ Horn Attack, Double Kick, Poison Sting, Focus Energy _________________________________________________________ Continue southwards. Once you find another Cut-able tree, you can hack your way into a grassy area--this Route's wild Pokemon reside only here. Yellow players can bag themselves the thoroughly useless Farfetch'd and, er, that's about it for new Pokemon, unless you count evolutions. Once you're done, cut your way back out and head south, eventually passing into the next Route... But first, you can Fly around Kanto and test out your new Super Rod, bagging a whole bunch of Pokemon. _________________ Super Rod Roundup _________________ New Pokemon ----------- [ ] Psyduck (RB) ( ) Poliwhirl [ ] Tentacool (Y) [ ] Slowpoke (RB) [ ] Shellder [ ] Krabby (Y) ( ) Kingler (Y) ( ) Seaking [ ] Staryu (Y) ( ) Gyarados (Y) - Recommended Avg. Party Level: 37 These are the places I would recommend visiting and the Pokemon you can find there. Send me an email if I've missed any that could have been gotten in any area covered in the guide *so far*, but it should be okay. Pallet Town: Tentacool (Y), Staryu (Y) Route 22: Poliwhirl (Y) Cerulean City: Psyduck (R/B), Seaking (Y) Route 25: Krabby (Y) Vermilion City: Shellder (R/B) Route 10: Poliwhirl (R/B), Slowpoke (R/B), Kingler (Y) Route 18: Tentacool (Y), Shellder (Y) Fuchsia City: Seaking (R/B), Gyarados (Y) - Rating: *** - Rating: ** - Rating: ** - Rating: **** Psyduck, Slowpoke and Shellder haven't been evaluated yet, but are all sort of average Water types at this point of the game. Psyduck is average across the board, Slowpoke is bulky and Psychic but hideously slow, and Shellder is heavily defensive and generally pretty decent when attacking. The only shining star here (pun thouroughly intended) is Staryu, who eventually evolves into the powerful, speedy, versatile, Water/Psychic Starmie, a fantastic Pokemon to have. Unfortunately, it's too low levelled now to be of much use, but a tiny bit of grinding can sort that right out. We're also going to head over to the Safari Zone again, but I'm going to wait until we get the SoulBadge too, so that we can totally finish it all in one go. Of course, if you must have Dratini now, then go ahead. Anyway, once you're done, return to where we left off from in Route 12, then head south into Route 13. _________________________________________________ [38] Route 13 Encounter Rate (RB): 20 Encounter Rate (Y): 15 Surfing Encounter Rate (Y): 3 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 35% 25-27 Y 10% 28 #017: Pidgeotto NRM / FLY - - Y 15% 28 #043: Oddish GRS / PSN R - 35% 22-26 Y 30% 25-27 #044: Gloom GRS / PSN R - 5% 28-30 Y 5% 29 #048: Venonat BUG / PSN R B - 20% 24-26 #069: Bellsprout GRS / PSN - B 35% 22-26 Y 30% 25-27 #070: Weepinbell GRS / PSN - B 5% 28-30 Y 5% 29 #083: Farfetch'd NRM / FLY - - Y 5% 26-31 #132: Ditto NRM R B - 5% 25 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN R B 25% 5 Y 20% 10 #098: Krabby WTR R B - 25% 15 #116: Horsea WTR - - Y 70% 20-25 #117: Seadra WTR - - Y 10% 25-35 #118: Goldeen WTR R B - 25% 15 #129: Magikarp WTR R B - 25% 15 - Surfing: -------------------------------------- #079: Slowpoke WTR / PSY - - Y 95% 15 #080: Slowbro WTR / PSY - - Y 5% 15-20 _________________________________________________ New Items --------- [ ] Calcium (H) [ ] PP Up (H) New Pokemon ----------- ( ) Gloom (RY) ( ) Weepinbell (BY) [ ] Farfetch'd (Y) [ ] Ditto (RB) - Recommended Avg. Party Level: 37 Challenge the trainer directly below you. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 560 --------------------------------------------------------- #118: Goldeen WTR L28 666 Exp. Stats - HP: 67 Atk: 47 Def: 43 Spc: 37 Spe: 44 ~ Peck, Tail Whip, Supersonic, Horn Attack #060: Poliwag WTR L28 462 Exp. Stats - HP: 64 Atk: 38 Def: 31 Spc: 31 Spe: 59 ~ Bubble, Hypnosis, Water Gun, DoubleSlap #116: Horsea WTR L28 498 Exp. Stats - HP: 59 Atk: 32 Def: 48 Spc: 48 Spe: 43 ~ Bubble, SmokeScreen, Leer _________________________________________________________ Head south and challenge the Bird Keeper here. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 725 --------------------------------------------------------- #016: Pidgey NRM / FLY L29 340 Exp. Stats - HP: 66 Atk: 36 Def: 32 Spc: 29 Spe: 42 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack #017: Pidgeotto NRM / FLY L29 702 Exp. Stats - HP: 80 Atk: 45 Def: 41 Spc: 38 Spe: 50 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ And to his left is another trainer. _________________________________________________________ Trainer: Jr. Trainer M Version: R B Y Money: $ 480 --------------------------------------------------------- #016: Pidgey NRM / FLY L24 282 Exp. Stats - HP: 57 Atk: 30 Def: 28 Spc: 25 Spe: 35 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #052: Meowth NRM L24 354 Exp. Stats - HP: 57 Atk: 30 Def: 25 Spc: 28 Spe: 52 ~ Growl, Bite, Pay Day, Screech #019: Rattata NRM L24 292 Exp. Stats - HP: 52 Atk: 36 Def: 25 Spc: 20 Spe: 43 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #016: Pidgey NRM / FLY L24 282 Exp. Stats - HP: 57 Atk: 30 Def: 28 Spc: 25 Spe: 35 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #052: Meowth NRM L24 354 Exp. Stats - HP: 57 Atk: 30 Def: 25 Spc: 28 Spe: 52 ~ Growl, Bite, Pay Day, Screech _________________________________________________________ Head west into a maze-like area. Follow the bottom path west, hugging the south wall, then tuck yourself intoa tiny alcove and face left, pressing A to uncover a hidden . Head back to the entrance to the maze area, then take the upper pathway to find two Beauties. I'll tackle the right one first. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $1890 --------------------------------------------------------- #019: Rattata NRM L27 328 Exp. Stats - HP: 57 Atk: 40 Def: 28 Spc: 22 Spe: 48 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #037: Vulpix FIR L27 364 Exp. Stats - HP: 61 Atk: 32 Def: 30 Spc: 44 Spe: 44 ~ Ember, Tail Whip, Quick Attack, Roar #019: Rattata NRM L27 328 Exp. Stats - HP: 57 Atk: 40 Def: 28 Spc: 22 Spe: 48 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy _________________________________________________________ _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2030 --------------------------------------------------------- #035: Clefairy NRM L29 421 Exp. Stats - HP: 84 Atk: 36 Def: 37 Spc: 44 Spe: 29 ~ Growl, Sing, DoubleSlap, Minimize #052: Meowth NRM L29 427 Exp. Stats - HP: 66 Atk: 36 Def: 29 Spc: 32 Spe: 61 ~ Growl, Bite, Pay Day, Screech _________________________________________________________ The two Beauties block the upper pathway, so head west to encounter a Jr. Trainer. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 600 --------------------------------------------------------- #060: Poliwag WTR L30 495 Exp. Stats - HP: 68 Atk: 40 Def: 33 Spc: 33 Spe: 63 ~ Bubble, Hypnosis, Water Gun, DoubleSlap #060: Poliwag WTR L30 495 Exp. Stats - HP: 68 Atk: 40 Def: 33 Spc: 33 Spe: 63 ~ Bubble, Hypnosis, Water Gun, DoubleSlap _________________________________________________________ You can see another trainer to your left, who you should challenge. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 540 --------------------------------------------------------- #016: Pidgey NRM / FLY L27 318 Exp. Stats - HP: 62 Atk: 34 Def: 30 Spc: 28 Spe: 39 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #052: Meowth NRM L27 399 Exp. Stats - HP: 62 Atk: 34 Def: 28 Spc: 30 Spe: 57 ~ Growl, Bite, Pay Day, Screech #016: Pidgey NRM / FLY L27 318 Exp. Stats - HP: 62 Atk: 34 Def: 30 Spc: 28 Spe: 39 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #017: Pidgeotto NRM / FLY L27 652 Exp. Stats - HP: 75 Atk: 42 Def: 39 Spc: 36 Spe: 47 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ If you want to--and provided you have a Cut-user--you can head a little west from her, then zig-zag to your northeast to find a Cut-able tree, which leads to this Route's tall grass, where Red/Blue players can catch Ditto. - Rating: * A novelty Pokemon that is essentially useless, but can Transform into the opposing Pokemon, with all their stats (except HP) and moves (at 5PP each). Fun to play with, but not a serious contender. Also, he appears here very rarely; very soon in Route 15 he has a 20% appearance rate, so consider waiting just a tad. From the Jr. Trainer you last defeated, head all the way west until you are challenged by a Bird Keeper. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 650 --------------------------------------------------------- #016: Pidgey NRM / FLY L26 306 Exp. Stats - HP: 60 Atk: 33 Def: 29 Spc: 27 Spe: 38 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #017: Pidgeotto NRM / FLY L26 628 Exp. Stats - HP: 72 Atk: 40 Def: 37 Spc: 35 Spe: 46 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #021: Spearow NRM / FLY L26 322 Exp. Stats - HP: 60 Atk: 40 Def: 24 Spc: 25 Spe: 45 ~ Growl, Leer, Fury Attack, Mirror Move #022: Fearow NRM / FLY L26 901 Exp. Stats - HP: 73 Atk: 56 Def: 42 Spc: 40 Spe: 61 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ Head west from this guy, tuck yourself into another alcove and, facing down, press A to nab a . Now, zig-zag northeast like you were going to the tall grass area again. To the west of this area, along the north wall, is another Bird Keeper to fight. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 625 --------------------------------------------------------- #021: Spearow NRM / FLY L25 310 Exp. Stats - HP: 59 Atk: 39 Def: 24 Spc: 24 Spe: 44 ~ Growl, Leer, Fury Attack, Mirror Move #016: Pidgey NRM / FLY L25 294 Exp. Stats - HP: 59 Atk: 32 Def: 29 Spc: 26 Spe: 37 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #016: Pidgey NRM / FLY L25 294 Exp. Stats - HP: 59 Atk: 32 Def: 29 Spc: 26 Spe: 37 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #021: Spearow NRM / FLY L25 310 Exp. Stats - HP: 59 Atk: 39 Def: 24 Spc: 24 Spe: 44 ~ Growl, Leer, Fury Attack, Mirror Move #021: Spearow NRM / FLY L25 310 Exp. Stats - HP: 59 Atk: 39 Def: 24 Spc: 24 Spe: 44 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ To his southwest, a Biker awaits. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 560 --------------------------------------------------------- #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog _________________________________________________________ If you take the path below the Biker and start heading west, you will cross into Route 14 at some arbitrary point. _________________________________________________ [39] Route 14 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 20% 26 #017: Pidgeotto NRM / FLY R B 5% 28-30 Y 10% 30 #043: Oddish GRS / PSN R - 35% 22-26 Y 30% 26-28 #044: Gloom GRS / PSN R - 5% 30 Y 5% 30 #048: Venonat BUG / PSN R B 20% 24-26 Y 19% 24-27 #049: Venomoth BUG / PSN - - Y 1% 30 #069: Bellsprout GRS / PSN - B 35% 22-26 Y 30% 26-28 #070: Weepinbell GRS / PSN - B 5% 30 Y 5% 30 #132: Ditto NRM R B - 15% 23 _________________________________________________ - Recommended Party Avg. Level: 38 Continue all the way west until you are stopped by this trainer: _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 650 --------------------------------------------------------- #016: Pidgey NRM / FLY L26 306 Exp. Stats - HP: 60 Atk: 33 Def: 29 Spc: 27 Spe: 38 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #017: Pidgeotto NRM / FLY L26 628 Exp. Stats - HP: 72 Atk: 40 Def: 37 Spc: 35 Spe: 46 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #016: Pidgey NRM / FLY L26 306 Exp. Stats - HP: 60 Atk: 33 Def: 29 Spc: 27 Spe: 38 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #022: Fearow NRM / FLY L26 901 Exp. Stats - HP: 73 Atk: 56 Def: 42 Spc: 40 Spe: 61 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ Slide up past this Bird Keeper, heading towards the very northwest portion of the maze area. A trainer awaits. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 700 --------------------------------------------------------- #016: Pidgey NRM / FLY L28 330 Exp. Stats - HP: 64 Atk: 35 Def: 31 Spc: 29 Spe: 40 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack #084: Doduo NRM / FLY L28 576 Exp. Stats - HP: 62 Atk: 57 Def: 34 Spc: 29 Spe: 51 ~ Peck, Growl, Fury Attack #017: Pidgeotto NRM / FLY L28 678 Exp. Stats - HP: 77 Atk: 43 Def: 40 Spc: 37 Spe: 49 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ Zig-zag your way south to exit the maze. Standing guard is another Bird Keeper. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 725 --------------------------------------------------------- #017: Pidgeotto NRM / FLY L29 702 Exp. Stats - HP: 80 Atk: 45 Def: 41 Spc: 38 Spe: 50 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #022: Fearow NRM / FLY L29 1006 Exp. Stats - HP: 81 Atk: 62 Def: 47 Spc: 45 Spe: 67 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ Below him and to the right is another Bird Keeper. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 700 --------------------------------------------------------- #021: Spearow NRM / FLY L28 348 Exp. Stats - HP: 64 Atk: 43 Def: 26 Spc: 26 Spe: 48 ~ Growl, Leer, Fury Attack, Mirror Move #084: Doduo NRM / FLY L28 576 Exp. Stats - HP: 62 Atk: 57 Def: 34 Spc: 29 Spe: 51 ~ Peck, Growl, Fury Attack #022: Fearow NRM / FLY L28 972 Exp. Stats - HP: 78 Atk: 60 Def: 45 Spc: 43 Spe: 65 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ Head south down this fairly long stretch of path to encounter two trainers. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 580 --------------------------------------------------------- #109: Koffing PSN L29 708 Exp. Stats - HP: 66 Atk: 47 Def: 64 Spc: 44 Spe: 29 ~ Tackle, Smog #089: Muk PSN L29 975 Exp. Stats - HP: 104 Atk: 71 Def: 53 Spc: 47 Spe: 38 ~ Pound, Disable, Poison Gas _________________________________________________________ _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 825 --------------------------------------------------------- #083: Farfetch'd NRM / FLY L33 664 Exp. Stats - HP: 82 Atk: 53 Def: 46 Spc: 48 Spe: 49 ~ Leer, Fury Attack, Swords Dance, Agility _________________________________________________________ You can cut the tree to the left or circle around south--either way, you'll face two Bikers next to each other if you head north up this section. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 580 --------------------------------------------------------- #109: Koffing PSN L29 708 Exp. Stats - HP: 66 Atk: 47 Def: 64 Spc: 44 Spe: 29 ~ Tackle, Smog #088: Grimer PSN L29 558 Exp. Stats - HP: 90 Atk: 56 Def: 38 Spc: 32 Spe: 24 ~ Pound, Disable _________________________________________________________ _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 560 --------------------------------------------------------- #088: Grimer PSN L28 540 Exp. Stats - HP: 87 Atk: 54 Def: 37 Spc: 31 Spe: 23 ~ Pound, Disable #088: Grimer PSN L28 540 Exp. Stats - HP: 87 Atk: 54 Def: 37 Spc: 31 Spe: 23 ~ Pound, Disable #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog _________________________________________________________ To get into this Route's grass patch, Cut the tree at the top of this enclosed area. Once you're done (there's not much new here--it's all found in the next Route as well), head south and challenge the Biker here, too. _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 520 --------------------------------------------------------- #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog #088: Grimer PSN L26 501 Exp. Stats - HP: 81 Atk: 51 Def: 35 Spc: 29 Spe: 22 ~ Pound, Disable #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog _________________________________________________________ Then head even farther south to encounter the final trainer of this Route. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 725 --------------------------------------------------------- #021: Spearow NRM / FLY L29 348 Exp. Stats - HP: 66 Atk: 45 Def: 27 Spc: 27 Spe: 50 ~ Leer, Fury Attack, Mirror Move, Drill Peck #022: Fearow NRM / FLY L29 1006 Exp. Stats - HP: 81 Atk: 62 Def: 47 Spc: 45 Spe: 67 ~ Growl, Leer, Fury Attack, Mirror Move _________________________________________________________ Now you'll have to choose between the north path--which requires Cut--or the south path, both west into Route 15. We'll want to take both eventually, but I'd recommend starting with the top pathway. _________________________________________________ [40] Route 15 Encounter Rate: 15 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 15% 23 #017: Pidgeotto NRM / FLY R B 5% 28-30 Y 10% 32 #043: Oddish GRS / PSN R - 35% 22-26 Y 30% 26-28 #044: Gloom GRS / PSN R - 5% 30 Y 5% 30 #048: Venonat BUG / PSN R B 20% 26-28 Y 19% 24-27 #049: Venomoth BUG / PSN - - Y 1% 30 #069: Bellsprout GRS / PSN - B 35% 22-26 Y 30% 26-28 #070: Weepinbell GRS / PSN - B 5% 30 Y 5% 30 #132: Ditto NRM R B - 20% 26 _________________________________________________ New Items --------- [ ] TM20 (Rage) [ ] EXP. All - Recommended Party Avg. Level: 40 Head west along this upper pathway and battle the only trainer you come across. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 660 --------------------------------------------------------- #035: Clefairy NRM L33 480 Exp. Stats - HP: 94 Atk: 40 Def: 41 Spc: 49 Spe: 33 ~ Sing, Doubleslap, Minimize, Metronome _________________________________________________________ Continue west and swipe (Rage) at the end of this pathway. Now you can head to Fuchsia City by hopping the ledge and exiting west, or take on the trainers by heading back and taking the south pathway this time. From right to left, the trainers are all in a line for you like so: The top of the two ladies is a Jr. Trainer F, while the bottom is a Beauty. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 580 --------------------------------------------------------- #016: Pidgey NRM / FLY L29 340 Exp. Stats - HP: 66 Atk: 36 Def: 32 Spc: 29 Spe: 42 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack #017: Pidgeotto NRM / FLY L29 702 Exp. Stats - HP: 80 Atk: 45 Def: 41 Spc: 38 Spe: 50 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2030 --------------------------------------------------------- #017: Pidgeotto NRM / FLY L29 702 Exp. Stats - HP: 80 Atk: 45 Def: 41 Spc: 38 Spe: 50 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #040: Wigglytuff NRM L29 676 Exp. Stats - HP: 140 Atk: 57 Def: 39 Spc: 43 Spe: 39 ~ Pound, Growl, Sing, DoubleSlap _________________________________________________________ _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 500 --------------------------------------------------------- #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #110: Weezing PSN L25 925 Exp. Stats - HP: 71 Atk: 54 Def: 69 Spc: 51 Spe: 39 ~ Tackle, Smog, Sludge #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #088: Grimer PSN L25 481 Exp. Stats - HP: 79 Atk: 49 Def: 34 Spc: 29 Spe: 21 ~ Pound, Disable _________________________________________________________ _________________________________________________________ Trainer: Biker Version: R B Y Money: $ 560 --------------------------------------------------------- #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog #088: Grimer PSN L28 540 Exp. Stats - HP: 87 Atk: 54 Def: 37 Spc: 31 Spe: 23 ~ Pound, Disable #110: Weezing PSN L28 1038 Exp. Stats - HP: 78 Atk: 60 Def: 76 Spc: 57 Spe: 43 ~ Tackle, Smog, Sludge _________________________________________________________ The top of the two lovely ladies is a Beauty; the bottom is a Jr. Trainer F. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2030 --------------------------------------------------------- #001: Bulbasaur GRS / PSN L29 397 Exp. Stats - HP: 69 Atk: 38 Def: 38 Spc: 47 Spe: 35 ~ Leech Seed, Vine Whip, PoisonPowder, Razor Leaf #002: Ivysaur GRS / PSN L29 876 Exp. Stats - HP: 78 Atk: 46 Def: 46 Spc: 56 Spe: 44 ~ Growl, Leech Seed, Vine Whip, PoisonPowder _________________________________________________________ _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 560 --------------------------------------------------------- #044: Gloom GRS / PSN L28 792 Exp. Stats - HP: 76 Atk: 46 Def: 48 Spc: 57 Spe: 31 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid #043: Oddish GRS / PSN L28 468 Exp. Stats - HP: 67 Atk: 38 Def: 40 Spc: 51 Spe: 26 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid #043: Oddish GRS / PSN L28 468 Exp. Stats - HP: 67 Atk: 38 Def: 40 Spc: 51 Spe: 26 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid _________________________________________________________ _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 700 --------------------------------------------------------- #085: Dodrio NRM / FLY L28 948 Exp. Stats - HP: 76 Atk: 71 Def: 48 Spc: 43 Spe: 65 ~ Peck, Growl, Fury Attack #084: Doduo NRM / FLY L28 576 Exp. Stats - HP: 62 Atk: 57 Def: 34 Spc: 29 Spe: 51 ~ Peck, Growl, Fury Attack #084: Doduo NRM / FLY L28 576 Exp. Stats - HP: 62 Atk: 57 Def: 34 Spc: 29 Spe: 51 ~ Peck, Growl, Fury Attack _________________________________________________________ _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 650 --------------------------------------------------------- #017: Pidgeotto NRM / FLY L26 628 Exp. Stats - HP: 72 Atk: 40 Def: 37 Spc: 35 Spe: 46 ~ Gust, Sand-Attack, Quick Attack, Whirlwind #083: Farfetch'd NRM / FLY L26 523 Exp. Stats - HP: 67 Atk: 43 Def: 37 Spc: 39 Spe: 40 ~ Sand-Attack, Leer, Fury Attack, Swords Dance #084: Doduo NRM / FLY L26 534 Exp. Stats - HP: 58 Atk: 53 Def: 32 Spc: 27 Spe: 48 ~ Peck, Growl, Fury Attack #016: Pidgey NRM / FLY L26 306 Exp. Stats - HP: 60 Atk: 33 Def: 29 Spc: 27 Spe: 38 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ _________________________________________________________ Trainer: Jr. Trainer F Version: R B Money: $ 580 --------------------------------------------------------- #069: Bellsprout GRS / PSN L29 522 Exp. Stats - HP: 72 Atk: 53 Def: 29 Spc: 50 Spe: 32 ~ PoisonPowder, Sleep Powder, Stun Spore, Acid #043: Oddish GRS / PSN L29 484 Exp. Stats - HP: 69 Atk: 39 Def: 41 Spc: 53 Spe: 27 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid #114: Tangela GRS L29 1030 Exp. Stats - HP: 81 Atk: 42 Def: 76 Spc: 67 Spe: 44 ~ Constrict, Bind, Absorb _________________________________________________________ Trainer: Jr. Trainer F Version: Y Money: $ 580 --------------------------------------------------------- #069: Bellsprout GRS / PSN L29 522 Exp. Stats - HP: 72 Atk: 53 Def: 29 Spc: 50 Spe: 32 ~ PoisonPowder, Sleep Powder, Stun Spore, Acid #043: Oddish GRS / PSN L29 484 Exp. Stats - HP: 69 Atk: 39 Def: 41 Spc: 53 Spe: 27 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid #114: Tangela GRS L29 1030 Exp. Stats - HP: 81 Atk: 42 Def: 76 Spc: 67 Spe: 44 ~ Constrict, Bind, Absorb, Vine Whip _________________________________________________________ After you've done all that, congratulate yourself, for you have just taken out a huge amount of trainers. Head west into the gatehouse, then head upstairs. Talk to the Professor's aide and he'll evaluate your 'Dex--if you have 50 or more Pokemon, he'll give you the , an item which shares earned Exp. with every non-fainted member of your party. Usually not worth hanging on to, unless you're training up some low level Pokemon. Okay, exit west into Fuchsia. We'll swipe the SoulBadge off Koga, then finish up some business in the Safari Zone. ____________ Fuchsia City ____________ New Items --------- [ ] TM06 (Toxic) - Recommended Party Avg. Level: 41 First and foremost, get to the Poke Center. Once you've done that, trudge west into Koga's Gym. Hopefully your Pokemon are in their low 40's at this point. Koga's highest level Pokemon is L43 in Red/Blue and L50 in Yellow. Don't let that L50 put you off--it's a fairly weak Bug/Poison type, so any decent Fire, Flying, Rock or Psychic type will bring it down with ease. Koga and his cronies all use the Poison type. Yeah. How this guy became a Gym Leader, I'll never know. Anyway, this is what I was using at this point: ___ My Team Golem L43 ~ Rock Throw, Submission, Earthquake, Explosion Venusaur L40 ~ Tackle, Vine Whip, PoisonPowder, Razor Leaf Alakazam L44 ~ Psybeam, Recover, Reflect, Psychic Honestly, just these three guys were enough to blitz through most of the game so far. Pikachu was only really necessary for the early portions of the game-- he took care of Flying and Water types, which are now taken care of by Golem and Venusaur respectively. Butterfree is useless now except for laying down Sleep Powder. Hm. I'll be getting myself an awesome new Electric type Pokemon in the next section. I'm aware that not everyone can have these team members up until this point, so here's a few things I recommend in preparation for the Elite Four--the game's penultimate challenge: - An Electric type Pokemon with Thunderbolt or at least Thunder. - A Grass or Water Pokemon, with Razor Leaf or Surf respectively. - A Psychic Pokemon packing Psychic. - A Ground type Pokemon packing Earthquake or Dig. - A physical Pokemon with a Rock and/or Fighting attack (Rock Slide / Submission). - A Pokemon packing Blizzard or Ice Beam. I'm going to get myself a Zapdos to satisfy the first criterion, but Jolteon or Raichu work just as well. Then I have Venusaur (otherwise maybe Victreebell? For Water types most things work well), Alakazam (try Hypno otherwise), Golem for criteria 4 and 5, and I'll net myself an Articuno for the last criterion. Job done. ___ Once you're in the Gym, you might start to notice that there are invisble walls blocking the path to Koga. Apparently you can only make them out (vaguely) on colour screen Game Boys, so I'll point you in the right direction, in case you're still playing on a machine from the Stone Age. First, take on the trainer to the left of the Gym. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1190 --------------------------------------------------------- #096: Drowzee PSY L34 742 Exp. Stats - HP: 90 Atk: 43 Def: 41 Spc: 71 Spe: 39 ~ Confusion, Headbutt, Poison Gas, Psychic #064: Kadabra PSY L34 1056 Exp. Stats - HP: 76 Atk: 34 Def: 30 Spc: 92 Spe: 81 ~ Confusion, Disable, Psybeam, Recover _________________________________________________________ Somebody clearly didn't get the memo about Poison type Pokemon. Yes, it's our old enemy, the Psychic type. The best you can do is use a powerful physical move to slam these guys on their weaker defensive side. Jugglers like to switch their Pokemon out every so often--strangely, it occurs relative to the Speed stat of the Pokemon they currently have in play (usually, a switch ALWAYS goes first in a turn). This actually helps you, so don't get scared. ___ Now take on the trainer to the right. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1330 --------------------------------------------------------- #097: Hypno PSY L38 1342 Exp. Stats - HP: 118 Atk: 67 Def: 64 Spc: 98 Spe: 62 ~ Confusion, Headbutt, Poison Gas, Psychic _________________________________________________________ This guy will be a pain. Unfortunately, the best you can do, unless you have a Jolteon with Pin Missile, is use strong physical attacks, preferably not of the Fighting type. Well, at least it doesn't have Recover. ___ Hug the right wall and head north to fight the next trainer you see. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1085 --------------------------------------------------------- #096: Drowzee PSY L33 676 Exp. Stats - HP: 87 Atk: 42 Def: 39 Spc: 69 Spe: 38 ~ Disable, Confusion, Headbutt, Poison Gas #096: Drowzee PSY L33 676 Exp. Stats - HP: 87 Atk: 42 Def: 39 Spc: 69 Spe: 38 ~ Disable, Confusion, Headbutt, Poison Gas #064: Kadabra PSY L33 963 Exp. Stats - HP: 74 Atk: 34 Def: 30 Spc: 89 Spe: 79 ~ Confusion, Disable, Psybeam, Recover #096: Drowzee PSY L33 676 Exp. Stats - HP: 87 Atk: 42 Def: 39 Spc: 69 Spe: 38 ~ Disable, Confusion, Headbutt, Poison Gas _________________________________________________________ His Drowzee don't have Psychic, so they're much easier to handle now. This guy switches around a lot too, so don't be afraid to take advantage of that. ___ Keep hugging the right wall and heading north. _________________________________________________________ Trainer: Tamer Version: R B Y Money: $1320 --------------------------------------------------------- #024: Arbok PSN L33 1039 Exp. Stats - HP: 87 Atk: 67 Def: 55 Spc: 53 Spe: 63 ~ Leer, Poison Sting, Bite, Glare #028: Sandslash GRN L33 1152 Exp. Stats - HP: 97 Atk: 76 Def: 82 Spc: 46 Spe: 53 ~ Scratch, Sand-Attack, Slash, Poison Sting #024: Arbok PSN L33 1039 Exp. Stats - HP: 87 Atk: 67 Def: 55 Spc: 53 Spe: 63 ~ Leer, Poison Sting, Bite, Glare _________________________________________________________ Finally! Some pathetic Poison types! Use Psychic or Ground on the useless Arboks and Surf/Ice Beam/Razor Leaf on the 'Slasher. ___ Hug the north wall and follow it all the way to the left. Walk down two steps then swing a right to encounter another trainer. _________________________________________________________ Trainer: Tamer Version: R B Y Money: $1360 --------------------------------------------------------- #028: Sandslash GRN L34 1186 Exp. Stats - HP: 100 Atk: 79 Def: 85 Spc: 47 Spe: 54 ~ Scratch, Sand-Attack, Slash, Poison Sting #024: Arbok PSN L34 1071 Exp. Stats - HP: 90 Atk: 68 Def: 57 Spc: 54 Spe: 54 ~ Leer, Poison Sting, Bite, Glare _________________________________________________________ Same strategy as the last guy here. Once you've claned him out, take one step left, head down a few more until you can go no farther, then take another step left and head south to fight the trainer here. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1190 --------------------------------------------------------- #096: Drowzee PSY L34 742 Exp. Stats - HP: 90 Atk: 43 Def: 41 Spc: 71 Spe: 39 ~ Confusion, Headbutt, Poison Gas, Psychic #097: Hypno PSY L34 1201 Exp. Stats - HP: 107 Atk: 60 Def: 58 Spc: 88 Spe: 56 ~ Disable, Confusion, Headbutt, Poison Gas _________________________________________________________ Head all the way down until you're blocked by a wall, then go back up one step and head right to face Koga. Make sure to save before you take him on! _________________________________________________________ Trainer: Koga Version: R B Money: $4257 --------------------------------------------------------- #109: Koffing PSN L37 903 Exp. Stats - HP: 82 Atk: 59 Def: 81 Spc: 55 Spe: 36 ~ Tackle, Smog, Sludge, SmokeScreen #089: Muk PSN L39 1311 Exp. Stats - HP: 139 Atk: 93 Def: 69 Spc: 61 Spe: 50 ~ Disable, Poison Gas, Minimize, Sludge #109: Koffing PSN L37 903 Exp. Stats - HP: 82 Atk: 59 Def: 81 Spc: 55 Spe: 36 ~ Tackle, Smog, Sludge, SmokeScreen #110: Weezing PSN L43 1593 Exp. Stats - HP: 115 Atk: 90 Def: 115 Spc: 84 Spe: 63 ~ Smog, Sludge, Toxic, Selfdestruct _________________________________________________________ Trainer: Koga Version: Y Money: $4950 --------------------------------------------------------- #048: Venonat BUG / PSN L44 706 Exp. Stats - HP: 113 Atk: 61 Def: 56 Spc: 47 Spe: 51 ~ Tackle, Toxic, Sleep Powder, Psychic #048: Venonat BUG / PSN L46 738 Exp. Stats - HP: 118 Atk: 63 Def: 58 Spc: 49 Spe: 53 ~ Toxic, Psybeam, Supersonic, Psychic #048: Venonat BUG / PSN L48 771 Exp. Stats - HP: 123 Atk: 66 Def: 60 Spc: 51 Spe: 55 ~ Toxic, Psychic, Sleep Powder, Double-Edge #049: Venomoth BUG / PSN L50 1477 Exp. Stats - HP: 128 Atk: 69 Def: 63 Spc: 53 Spe: 58 ~ Toxic, Psychic, Leech Life, Double Team _________________________________________________________ He has totally different teams depending on your version, as you can see. First up, Red and Blue. Koffing and Muk you've seen before and shouldn't have any problems with, as long as you stick to Ground and Psychic types. A L43 Weezing is his toughest Pokemon... but it likes to Selfdestruct a lot. Bring in something with high Defense that resists all its moves (Golem) and it'll kill itself for you. Thanks! If it doesn't, it might try to Toxic you, which saps 1/16th health on your first turn, then 2/16ths, then 3/16ths... etc. If you switch out, it reverts to normal poison at 1/16th a turn. So yeah, you can totally wipe out Koga's strategy by switching. Nice and easy. For Yellow players, don't be upset that his Pokemon are about seven levels higher--they make up for it by being, erm, awful. Venonat will try to annoy you with staus, but you should honestly be fast enough and powerful enough to be unfazed by it. Use the Poke Flute if Sleep strikes! His strongest member is a L50 Venomoth. Try to take it out quickly, since Double Team is infuriating to get past (since it raises Evade) if he spams it a lot. Leech Life is nothing serious, Toxic can be dealt with by switching out and Psychic can hurt--although it doesn't get STAB so it's not as powerful as it could be. Rock, Flying, Fire and Psychic types fare well against this guy. In both versions, Koga likes to buff his Pokemon up with X Attack. Hopefully, you'll have defeated him before he gets the chance to use too many. ___ When all is said and done, you'll be rewarded with oodles of dosh, the SoulBadge and the near-useless (Toxic). The badge ups your Pokemons' Defense stats (sweet) and, best of all, allows you to use Surf outside of battle. And yes, we are going to be abusing this fact for the rest of the game. Now that you have Surf, almost all of the map is available to explore. Those of you who are keen to get infinite supplies of all the items you can think of by exploting a glitch should check out section C05; 'The Missingno. Glitch', since Cinnabar Island is now available to you (Surf south from Pewter City). Unfortunately, Yellow players cannot take advantage of this glitch. Sad face. Those of you who are playing legitimately (good for you!) are welcome to join me on a roundup of all things Surf-related. But first, head back to the Safari Zone. Bring your Super Rod and a Surf-user. ___________ Safari Zone ___________ New Items --------- [ ] Nugget [ ] Max Revive [ ] Max Potion New Pokemon ----------- [ ] Dratini - Recommended Party Avg. Level: 42 From the entrance, head north and Surf across to a little island to pick up a . Surf west and take the exit here, then head farther west to pick up a in the corner here. Head up the stairs next to it and follow them west to a in the grassy area here. This area is also the wild Pokemon set for Area 3 of the Safari Zone, so get catching if you need anything. Head west, then north past the raised section of land and you'll get to some water. Whip out your Super Rod and fish for a Dratini. - Rating: ** The game's only Dragon type and a decent fighter... if you can invest truckloads of time into it. And I mean truckloads, since it's basically trash until it evolves into Dragonite at L55. Yeesh. Once you're done, run out your step counter to exit the Safari Zone. ____________ Surf Roundup ____________ New Items --------- [ ] Max Ether (H) [ ] TM41 (Softboiled) [ ] TM16 (Pay Day) New Pokemon ----------- [ ] Psyduck (Y) - Recommended Party Avg. Level: 42 - Route 6: - Rating: ** By Surfing on the water in Route 6, Yellow players can nab themselves a Psyduck. Red and Blue players should have already got one. Thoroughly average for a Water type, but really unusable due to his low level of arrival, at about L15. - Vermilion City: Head to the house northeast of the Gym. Get into the water on its west side, then examine the wall immediately to your right as you enter the water for a . - Celadon City: In the centre of the city is a small pond, which you can Surf across. The man on the other side will give you (Softboiled) for your trouble. - Route 12: Not long after you enter its northern terminus (come south from Lavender Town), you'll see an item ball on an island out to the east. Surf out and grab (Pay Day). - Route 13: By Surfing this Route, Yellow players can obtain Slowpoke or its evolution, Slowbro. I've evaluated it before for Red/Blue players--It's reeaaaaally slow though, so despite Water/Psychic being a really useful type it's mostly outclassed by the other Water types. Now that we're done, we're going to do something pretty cool (but also totally optional). If you want a L50 Electric type legendary Pokemon for your party, as well as a few cool Electric types to boot, read on. Make sure that you've supplied yourself with a bunch of Ultra Balls (available at Fuchsia) because this is going to be difficult. So difficult, in fact, that without any status effects in play, the best chance you have of catching Zapdos is less than 2%. So bring something with Sleep or Freeze or, failing that, at least one of the other status effects. You might also want to deposit any non-essential items in the PC. Fly to Cerulean City, then get out a Cut-user and a Surf-user. Exit to the east side of town (remember, you have to go through the burgled house first). Cut the tree and head into Route 9, heading all the way east until you finally end up in a big grass patch surrounded by water--you will now be in Route 10. ________ Route 10 ________ - Recommended Party Avg. Level: 42 Enter the water using Surf. There are no Pokemon within, so relax. Go east, then just follow the path all the way around until you reach dry land. There is a lone trainer here. _________________________________________________________ Trainer: Pokemaniac Version: R B Money: $1500 --------------------------------------------------------- #111: Rhyhorn GRN / RCK L30 867 Exp. Stats - HP: 92 Atk: 61 Def: 66 Spc: 27 Spe: 24 ~ Horn Attack, Stomp #108: Lickitung NRM L30 816 Exp. Stats - HP: 98 Atk: 43 Def: 54 Spc: 45 Spe: 27 ~ Supersonic, Stomp, Disable, Defense Curl _________________________________________________________ Trainer: Pokemaniac Version: Y Money: $1500 --------------------------------------------------------- #111: Rhyhorn GRN / RCK L30 867 Exp. Stats - HP: 92 Atk: 61 Def: 61 Spc: 27 Spe: 24 ~ Horn Attack, Stomp, Tail Whip, Fury Attack #108: Lickitung NRM L30 816 Exp. Stats - HP: 98 Atk: 43 Def: 54 Spc: 45 Spe: 27 ~ Supersonic, Stomp, Disable, Defense Curl _________________________________________________________ Lickitung is new, but as long as you avoid Supersonic you'll be fine. Honestly, you've just beaten Koga, who had at least a L43, so this guy should be no problem. ___ The entrance to the Power Plant is over on the left. In you go! _________________________________________________ [41] Power Plant Encounter Rate: 10 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Fated Encounter: ------------------------------ #145: Zapdos ELE / FLY R B Y -- 50 - Six received by picking up fake Poke Balls: --- #100: Voltorb ELE R B Y -- 40 - Two received by picking up fake Poke Balls: --- #101: Electrode ELE R B Y -- 43 - 1F: ------------------------------------------- #025: Pikachu ELE R B - 25% 20-24 #026: Raichu ELE - B - 5% 33-36 #081: Magnemite ELE R B 30% 21-23 Y 40% 30-35 #082: Magneton ELE R B 10% 32-35 Y 20% 33-38 #088: Grimer PSN - - Y 15% 33-37 #089: Muk PSN - - Y 5% 33-37 #100: Voltorb ELE R B 30% 21-23 Y 20% 33-37 #125: Electabuzz ELE R - - 5% 33-36 _________________________________________________ New Items --------- [ ] Carbos [ ] Max Elixer (H) [ ] TM33 (Reflect) [ ] TM25 (Thunder) [ ] HP Up [ ] Rare Candy [ ] PP Up (H) New Pokemon ----------- ( ) Raichu (B) [ ] Magnemite (RB) ( ) Magneton [ ] Grimer (Y) ( ) Muk (Y) [ ] Voltorb (Y) ( ) Electrode [ ] Electabuzz (R) [ ] Zapdos - Recommended Party Avg. Level: 42 I'll quickly outline the Pokemon you can catch here. I've evaluated Magnemite and Voltorb before, but the rest might be new to you: Magnemite is a slow, powerful Pokemon with no movepool, totally outclassed by many other Electric types in this area. Voltorb is the opposite: Fast but weak. Again, it has no real moves to speak of outside of sacrificing the Thunderbolt TM on it, and outside of its Speed it's pretty average. - Rating: * Grimer is the same, only Poison type and Yellow-exclusive (for now). It's pretty trashy overall, with a horrible movepool and bad typing making it impossible to recommend. Sorry. - Rating: *** Electabuzz is available only to Red players. Yeah, he's... okay, but there is a MUCH better Electric type coming up. Can't deny that the 'Buzz is cool though. Head north through the first room, then take the in the alcove immediately to your right. Continue to follow the path until you come to an intersection. On your left is something that looks like an item ball, but is in reality a L40 Voltorb. _________________________________________________________ Fake item ball: Voltorb Version: R B Y --------------------------------------------------------- #100: Voltorb ELE L40 588 Exp. ~ SonicBoom, Selfdestruct, Light Screen, Swift _________________________________________________________ Afterwards, head right down a long corridor, then head up an take the item-- actually a Voltorb--here in the little alcove. Then continue to follow the path, taking down the L43 Electrode in your path. _________________________________________________________ Fake item ball: Electrode Version: R B Y --------------------------------------------------------- #101: Electrode ELE L43 921 Exp. ~ SonicBoom, Selfdestruct, Light Screen, Swift _________________________________________________________ Once you've defeated him, continue to follow the pathway right up until a dead end. Face the west wall and press A to reveal a hidden . That's all there is in this room, so head back to the intersection where you fainted your first fake item ball Voltorb. Head all the way south until you hit to southernmost wall, then head right. The top item is (Reflect) and the one to the right is a Voltorb. Exit this room to the northwest and take an immediate right. The next two items you'll pass are Voltorbs. Take the next south path you come across and take the item on your left for (Thunder). The item to the right is another Voltorb. Head back out and continue east, then follow the path around until you reach a small opening to the north. Take it, then take the small left path to a and the right path to a . Sweet. Exit this little room and continue west. Follow the path around until you see an item ball--really an Electrode--in the tiny room to the south. Battle it if you wish, but ultimately head west and follow the path north. At the northeast part of this room, wedge yourself into the alcove, face the north wall and prise out a hidden . Head left, then go down and you'll see a bird on the map. DO NOT ENGAGE IT WITHOUT SAVING FIRST! This is Zapdos, a L50 Electric/Flying type legendary. It is immensely powerful and difficult to catch, so prepare yourself, save your game, and approach it. _________________________________________________________ Fated Encounter: Zapdos Version: R B Y --------------------------------------------------------- #145: Zapdos ELE / FLY L50 1542 Exp. ~ ThunderShock, Drill Peck _________________________________________________________ Oh yeah. Make absolutely sure that you status it, because this is otherwise next to impossible. Honestly. Golem resists all its moves, so slap some status on it and then switch in something that can handle its moves. Then lob Ultra Balls at it. Yup, you heard me--don't bother chipping away at his HP. Even if you get in the magical zone--below a 1/3rd of Max HP--the chance will only increase by a tiny percentage. Yeah. Check out the Mechanics section of this guide--M07; 'Catch Rate Formula' if you don't believe me. Just get him statused, then lob Ultra Balls at him. He'll be caught eventually... and quicker than you might expect. Slap PSN/PAR/BRN on him and you have an ~8.6% chance (with an Ultra Ball) at full HP. SLP/FRZ give you a ~17.2% chance at full HP. So you'll get there in the end. ___ - Rating: ***** Well, I don't know about you, but he's becoming part of my team. Between Thunderbolt and Drill Peck, Zapdos will pose a massive problem to anything that isn't a Rock/Ground type. A beautiful stat distribution and very nice typing are also massive bonuses. Exit to your left to miraculously exit the way you came in. And yes, if you go back in, you'll begin at the entrance. Weird. Whoever designed the blueprints for this place must have come from a different dimension. Anyway, next destination is Saffron City. If you don't have a Fly-user with you (probably best not to teach Zapdos Fly), then head south along Route 10 until you find a Poke Center outside Rock Tunnel. _________________________________________________ [42] Saffron City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - ONE of the following for clearing the Dojo: --- #106: Hitmonlee FGT R B Y -- 30 #107: Hitmonchan FGT R B Y -- 30 _________________________________________________ ___________________ Poke Mart Price ------------------- Great Ball $ 600 Hyper Potion $1500 Max Repel $ 700 Escape Rope $ 550 Full Heal $ 600 Revive $1500 ___________________ New Pokemon ----------- [ ] Hitmonlee [ ] Hitmonchan - Recommended Party Avg. Level: 43 You should now be more than sufficiently levelled to take on the Fighting pseudo-Gym here. The highest is L37, so you'll be fine and I shan't be providing any strategies--you should be able to breeze through, especially if you have a Psychic type. Even if you don't, Zapdos's Drill Peck will take care of them all. Head to the northeast of the city and enter the smaller Gym to the left. In order from bottom to top, the trainers are: _________________________________________________________ Trainer: Blackbelt Version: R B Money: $ 775 --------------------------------------------------------- #066: Machop FGT L31 583 Exp. Stats - HP: 89 Atk: 60 Def: 40 Spc: 31 Spe: 31 ~ Karate Chop, Low Kick, Leer #056: Mankey FGT L31 490 Exp. Stats - HP: 70 Atk: 60 Def: 31 Spc: 31 Spe: 53 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #057: Primeape FGT L31 988 Exp. Stats - HP: 86 Atk: 75 Def: 47 Spc: 47 Spe: 68 ~ Leer, Karate Chop, Fury Swipes, Focus Energy _________________________________________________________ Trainer: Blackbelt Version: Y Money: $ 775 --------------------------------------------------------- #066: Machop FGT L31 583 Exp. Stats - HP: 89 Atk: 60 Def: 40 Spc: 31 Spe: 31 ~ Karate Chop, Low Kick, Leer #056: Mankey FGT L31 490 Exp. Stats - HP: 70 Atk: 60 Def: 31 Spc: 31 Spe: 53 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #057: Primeape FGT L31 988 Exp. Stats - HP: 86 Atk: 75 Def: 47 Spc: 47 Spe: 68 ~ Karate Chop, Fury Swipes, Focus Energy, Rage _________________________________________________________ _________________________________________________________ Trainer: Blackbelt Version: R B Y Money: $ 800 --------------------------------------------------------- #066: Machop FGT L32 603 Exp. Stats - HP: 91 Atk: 61 Def: 42 Spc: 32 Spe: 32 ~ Karate Chop, Low Kick, Leer, Focus Energy #067: Machoke FGT L32 1000 Exp. Stats - HP: 98 Atk: 74 Def: 54 Spc: 42 Spe: 38 ~ Karate Chop, Low Kick, Leer _________________________________________________________ _________________________________________________________ Trainer: Blackbelt Version: R B Money: $ 900 --------------------------------------------------------- #057: Primeape FGT L36 1149 Exp. Stats - HP: 98 Atk: 87 Def: 53 Spc: 53 Spe: 79 ~ Leer, Karate Chop, Fury Swipes, Focus Energy _________________________________________________________ Trainer: Blackbelt Version: Y Money: $ 900 --------------------------------------------------------- #057: Primeape FGT L36 1149 Exp. Stats - HP: 98 Atk: 87 Def: 53 Spc: 53 Spe: 79 ~ Karate Chop, Fury Swipes, Focus Energy, Rage _________________________________________________________ _________________________________________________________ Trainer: Blackbelt Version: R B Money: $ 775 --------------------------------------------------------- #056: Mankey FGT L31 490 Exp. Stats - HP: 70 Atk: 60 Def: 31 Spc: 31 Spe: 53 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #056: Mankey FGT L31 490 Exp. Stats - HP: 70 Atk: 60 Def: 31 Spc: 31 Spe: 53 ~ Leer, Karate Chop, Fury Swipes, Focus Energy #057: Primeape FGT L31 988 Exp. Stats - HP: 86 Atk: 75 Def: 47 Spc: 47 Spe: 68 ~ Leer, Karate Chop, Fury Swipes, Focus Energy _________________________________________________________ Trainer: Blackbelt Version: Y Money: $ 775 --------------------------------------------------------- #056: Mankey FGT L31 490 Exp. Stats - HP: 70 Atk: 60 Def: 31 Spc: 31 Spe: 53 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #056: Mankey FGT L31 490 Exp. Stats - HP: 70 Atk: 60 Def: 31 Spc: 31 Spe: 53 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy #057: Primeape FGT L31 988 Exp. Stats - HP: 86 Atk: 75 Def: 47 Spc: 47 Spe: 68 ~ Karate Chop, Fury Swipes, Focus Energy, Rage _________________________________________________________ _________________________________________________________ Trainer: Blackbelt Version: R B Y Money: $ 925 --------------------------------------------------------- #106: Hitmonlee FGT L37 1101 Exp. Stats - HP: 89 Atk: 100 Def: 50 Spc: 36 Spe: 75 ~ Double Kick, Meditate, Rolling Kick #107: Hitmonchan FGT L37 1110 Exp. Stats - HP: 89 Atk: 89 Def: 69 Spc: 36 Spe: 67 ~ Comet Punch, Agility, Fire Punch _________________________________________________________ Once you beat the Gym's 'leader', you'll get a choice between either Hitmonlee (on the left) or Hitmonchan. They come at L30, which is a little too low to be useful now. But still, if you must have one for your team, Hitmonlee is much better. - Rating: *** He has better stats where it counts (Attack and Speed) and learns a bunch of powerful STAB moves. Just stay away from Special attacks, which will utterly decimate him. - Rating: * Hitmonchan learns the elemental punches... all coming off a base Special stat of 35. Ouch. You'll need to teach him stuff like Submission, so there's no point getting him at all. Now, if you've done the Pokemon Tower in Lavender (which you certainly should have by now), the entrance to Silph Co. will not be blocked. It's the large building more-or-less in the centre of the city. And yes, it's a mandatory dungeon filled with Rockets and absolutely no wild Pokemon. Oh, and to make it even more fun, there are teleporter pads! I hate this place. Make sure to deposit all your items in the PC, because this place is *rammed* with **** (toys) to collect. _________________________________________________ [43] Silph Co. _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Given by a man after you beat your Rival: ----- #131: Lapras WTR / ICE R B Y -- 15 _________________________________________________ New Items --------- [ ] Elixer (H) [ ] Card Key [ ] TM36 (Selfdestruct) [ ] Hyper Potion [ ] Full Heal [ ] Max Revive [ ] Escape Rope [ ] Protein [ ] TM09 (Take Down) [ ] HP Up [ ] X Accuracy [ ] TM03 (Swords Dance) [ ] Calcium [ ] Max Potion (H) [ ] Carbos [ ] Rare Candy [ ] TM26 (Earthquake) [ ] Master Ball New Pokemon ----------- [ ] Lapras - Recommended Party Avg. Level: 44 First of all, we're going to get the Card Key, so that we can access all the rooms in this 11-floor behemoth. Then we'll tackle it one floor at a time, combing it for items and trainers before moving up a floor, and then finally we'll take on our Rival and the boss before we can leave this hideous place. Note: There is a nurse on 9F who will heal your team like at a Poke Center, if you need it. From the entrance to 9F, go left, then down, beat the Rocket (he has a Golbat, Drowzee and Hypno at L28), then use the Card Key (obtained in just a second from 5F) to head left to find the nurse. On the first floor, there is nothing. Enter the lift and select '5F'. Head west and examine the first plant pot you see (the one on the right) for a hidden . Ignore the scientist to the west for now, then go south and step into the teleporter next to the Rocket. Immediately step back on the teleporter and then engage the Rocket I just mentioned. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 990 --------------------------------------------------------- #024: Arbok PSN L33 1039 Exp. Stats - HP: 87 Atk: 67 Def: 55 Spc: 53 Spe: 63 ~ Leer, Poison Sting, Bite, Glare _________________________________________________________ Head down the east pathway to get the necessary , which allows you to open all gates in this building. Head to 2F now, then head south from the stairs to fight a Rocket. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 750 --------------------------------------------------------- #042: Golbat PSN / FLY L25 915 Exp. Stats - HP: 76 Atk: 49 Def: 44 Spc: 46 Spe: 54 ~ Screech, Supersonic, Bite, Confuse Ray #041: Zubat PSN / FLY L25 288 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 36 ~ Leech Life, Supersonic, Bite, Confuse Ray #041: Zubat PSN / FLY L25 288 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 36 ~ Leech Life, Supersonic, Bite, Confuse Ray #020: Raticate NRM L25 621 Exp. Stats - HP: 66 Atk: 50 Def: 39 Spc: 34 Spe: 57 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #041: Zubat PSN / FLY L25 288 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 36 ~ Leech Life, Supersonic, Bite, Confuse Ray _________________________________________________________ Afterwards, head west, then slide down between the two tables for another fight. _________________________________________________________ Trainer: Rocket Version: R B Money: $ 870 --------------------------------------------------------- #104: Cubone GRN L29 540 Exp. Stats - HP: 72 Atk: 39 Def: 64 Spc: 32 Spe: 29 ~ Bone Club, Growl, Leer #041: Zubat PSN / FLY L29 344 Exp. Stats - HP: 66 Atk: 36 Def: 29 Spc: 32 Spe: 41 ~ Supersonic, Bite, Confuse Ray, Wing Attack _________________________________________________________ Trainer: Rocket Version: Y Money: $ 870 --------------------------------------------------------- #104: Cubone GRN L29 540 Exp. Stats - HP: 72 Atk: 39 Def: 64 Spc: 32 Spe: 29 ~ Bone Club, Tail Whip, Headbutt, Leer #041: Zubat PSN / FLY L29 344 Exp. Stats - HP: 66 Atk: 36 Def: 29 Spc: 32 Spe: 41 ~ Supersonic, Bite, Confuse Ray, Wing Attack _________________________________________________________ Head south, then east into a room with a Scientist. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1400 --------------------------------------------------------- #081: Magnemite ELE L28 534 Exp. Stats - HP: 56 Atk: 29 Def: 48 Spc: 62 Spe: 34 ~ Tackle, SonicBoom, ThunderShock #100: Voltorb ELE L28 618 Exp. Stats - HP: 64 Atk: 26 Def: 37 Spc: 40 Spe: 65 ~ Tackle, Screech, SonicBoom, Selfdestruct #082: Magneton ELE L28 966 Exp. Stats - HP: 70 Atk: 43 Def: 62 Spc: 76 Spe: 48 ~ Tackle, SonicBoom, ThunderShock _________________________________________________________ Now head out to the west side of this floor. There are two gates here. The south one leads to a Scientist. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1300 --------------------------------------------------------- #088: Grimer PSN L26 501 Exp. Stats - HP: 81 Atk: 51 Def: 35 Spc: 29 Spe: 22 ~ Pound, Disable #110: Weezing PSN L26 963 Exp. Stats - HP: 73 Atk: 56 Def: 71 Spc: 53 Spe: 40 ~ Tackle, Smog, Sludge #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog #110: Weezing PSN L26 963 Exp. Stats - HP: 73 Atk: 56 Def: 71 Spc: 53 Spe: 40 ~ Tackle, Smog, Sludge _________________________________________________________ The top gate opens the way to a woman who will fork over (Selfdestruct) when you talk to her. Head up the stairs to 3F, then head south when you hit an intersection and challenge the Rocket here. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 840 --------------------------------------------------------- #020: Raticate NRM L28 696 Exp. Stats - HP: 73 Atk: 55 Def: 43 Spc: 37 Spe: 63 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #097: Hypno PSY L28 990 Exp. Stats - HP: 90 Atk: 50 Def: 48 Spc: 73 Spe: 47 ~ Hypnosis, Disable, Confusion, Headbutt #020: Raticate NRM L28 696 Exp. Stats - HP: 73 Atk: 55 Def: 43 Spc: 37 Spe: 63 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy _________________________________________________________ Unlock the two gates to your left, nab the and take on the Scientist here. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1450 --------------------------------------------------------- #101: Electrode ELE L29 931 Exp. Stats - HP: 78 Atk: 39 Def: 50 Spc: 56 Spe: 90 ~ Screech, SonicBoom, Selfdestruct, Light Screen #110: Weezing PSN L29 1074 Exp. Stats - HP: 81 Atk: 62 Def: 79 Spc: 58 Spe: 44 ~ Tackle, Smog, Sludge _________________________________________________________ The teleporter here leads to the boss of this 'dungeon', but we're going to grab all the Exp. first, right? Head up to 4F, then go south and around the table's right side to fight a Rocket. _________________________________________________________ Trainer: Rocket Version: R B Money: $ 840 --------------------------------------------------------- #023: Ekans PSN L28 372 Exp. Stats - HP: 62 Atk: 43 Def: 34 Spc: 31 Spe: 40 ~ Leer, Poison Sting, Bite, Glare #041: Zubat PSN / FLY L28 324 Exp. Stats - HP: 64 Atk: 35 Def: 29 Spc: 31 Spe: 40 ~ Supersonic, Bite, Confuse Ray, Wing Attack #104: Cubone GRN L28 522 Exp. Stats - HP: 70 Atk: 38 Def: 62 Spc: 31 Spe: 29 ~ Bone Club, Growl, Leer _________________________________________________________ Trainer: Rocket Version: Y Money: $ 840 --------------------------------------------------------- #023: Ekans PSN L28 372 Exp. Stats - HP: 62 Atk: 43 Def: 34 Spc: 31 Spe: 40 ~ Leer, Poison Sting, Bite, Glare #041: Zubat PSN / FLY L28 324 Exp. Stats - HP: 64 Atk: 35 Def: 29 Spc: 31 Spe: 40 ~ Supersonic, Bite, Confuse Ray, Wing Attack #104: Cubone GRN L28 522 Exp. Stats - HP: 70 Atk: 38 Def: 62 Spc: 31 Spe: 29 ~ Bone Club, Tail Whip, Headbutt, Leer _________________________________________________________ Exit this room with the table, take take a left and head south down the narrow corridor. There's a Rocket in the open as the path opens up and heads left. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 870 --------------------------------------------------------- #066: Machop FTG L29 546 Exp. Stats - HP: 84 Atk: 56 Def: 38 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer #096: Drowzee PSY L29 633 Exp. Stats - HP: 78 Atk: 38 Def: 35 Spc: 61 Spe: 34 ~ Disable, Confusion, Headbutt, Poison Gas _________________________________________________________ Head north through a small room and open the gate here to face another Scientist. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1650 --------------------------------------------------------- #101: Electrode ELE L33 1060 Exp. Stats - HP: 87 Atk: 43 Def: 56 Spc: 63 Spe: 102 ~ Screech, SonicBoom, Selfdestruct, Light Screen _________________________________________________________ Exit this part and head left from the previous Rocket. Open the gate here and take the items inside--from left to right they are , and --then head up the stairs to 5F. There's a Rocket to the right as you enter. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 990 --------------------------------------------------------- #097: Hypno PSY L33 1165 Exp. Stats - HP: 104 Atk: 59 Def: 56 Spc: 86 Spe: 54 ~ Disable, Confusion, Headbutt, Poison Gas _________________________________________________________ To the southwest is a large room with a Juggler inside. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1015 --------------------------------------------------------- #064: Kadabra PSY L29 900 Exp. Stats - HP: 66 Atk: 30 Def: 27 Spc: 79 Spe: 70 ~ Teleport, Confusion, Disable, Psybeam #122: Mr. Mime PSY L29 844 Exp. Stats - HP: 66 Atk: 36 Def: 47 Spc: 67 Spe: 61 ~ Confusion, Barrier, Light Screen _________________________________________________________ There's nothing inside the gate to the left. Exit this large room to the north, then head west and challenge the Scientist we ignored earlier. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1400 --------------------------------------------------------- #082: Magneton ELE L26 897 Exp. Stats - HP: 66 Atk: 40 Def: 58 Spc: 71 Spe: 45 ~ Tackle, SonicBoom, ThunderShock #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog #110: Weezing PSN L26 963 Exp. Stats - HP: 73 Atk: 56 Def: 71 Spc: 53 Spe: 40 ~ Tackle, Smog, Sludge #081: Magnemite ELE L26 495 Exp. Stats - HP: 53 Atk: 27 Def: 45 Spc: 58 Spe: 32 ~ Tackle, SonicBoom, ThunderShock _________________________________________________________ Open the gate to your left for a , then exit this room and head south. Open the gate to your left when you come across it, then take the item in here for (Take Down). Finally, head up to 6F and fight the Rocket in plain sight here. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 870 --------------------------------------------------------- #066: Machop FTG L29 546 Exp. Stats - HP: 84 Atk: 56 Def: 38 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer #067: Machoke FTG L29 906 Exp. Stats - HP: 90 Atk: 68 Def: 50 Spc: 38 Spe: 35 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Head left from this guy and then fight the Scientist down the corridor to the south. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1250 --------------------------------------------------------- #100: Voltorb ELE L25 550 Exp. Stats - HP: 59 Atk: 24 Def: 34 Spc: 36 Spe: 59 ~ Tackle, Screech, SonicBoom, Selfdestruct #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog #082: Magneton ELE L25 862 Exp. Stats - HP: 64 Atk: 39 Def: 56 Spc: 69 Spe: 44 ~ Tackle, SonicBoom, ThunderShock #081: Magnemite ELE L25 475 Exp. Stats - HP: 51 Atk: 27 Def: 44 Spc: 56 Spe: 31 ~ Tackle, SonicBoom, ThunderShock #109: Koffing PSN L25 610 Exp. Stats - HP: 59 Atk: 42 Def: 56 Spc: 39 Spe: 26 ~ Tackle, Smog _________________________________________________________ Head south, then enter the gate to the left and grab and . Exit the room and take on the Rocket to the east. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 840 --------------------------------------------------------- #041: Zubat PSN / FLY L28 324 Exp. Stats - HP: 64 Atk: 35 Def: 29 Spc: 31 Spe: 40 ~ Leech Life, Supersonic, Bite, Confuse Ray #041: Zubat PSN / FLY L28 324 Exp. Stats - HP: 64 Atk: 35 Def: 29 Spc: 31 Spe: 40 ~ Leech Life, Supersonic, Bite, Confuse Ray #042: Golbat PSN / FLY L28 1026 Exp. Stats - HP: 84 Atk: 54 Def: 48 Spc: 51 Spe: 59 ~ Screech, Supersonic, Bite, Confuse Ray _________________________________________________________ Go up the stairs to 7F and battle the Rocket almost right next to you. _________________________________________________________ Trainer: Rocket Version: R B Money: $ 870 --------------------------------------------------------- #104: Cubone GRN L29 540 Exp. Stats - HP: 72 Atk: 39 Def: 64 Spc: 32 Spe: 29 ~ Bone Club, Growl, Leer #104: Cubone GRN L29 540 Exp. Stats - HP: 72 Atk: 39 Def: 64 Spc: 32 Spe: 29 ~ Bone Club, Growl, Leer _________________________________________________________ Trainer: Rocket Version: Y Money: $ 870 --------------------------------------------------------- #104: Cubone GRN L29 540 Exp. Stats - HP: 72 Atk: 39 Def: 64 Spc: 32 Spe: 29 ~ Bone Club, Tail Whip, Headbutt, Leer #104: Cubone GRN L29 540 Exp. Stats - HP: 72 Atk: 39 Def: 64 Spc: 32 Spe: 29 ~ Bone Club, Tail Whip, Headbutt, Leer _________________________________________________________ Head south through a gate and grab (Swords Dance) in this room, then continue south through another gate to fight a Rocket. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 870 --------------------------------------------------------- #027: Sandshrew GRN L29 577 Exp. Stats - HP: 72 Atk: 53 Def: 58 Spc: 27 Spe: 32 ~ Scratch, Sand-Attack, Slash, Poison Sting #028: Sandslash GRN L29 1012 Exp. Stats - HP: 87 Atk: 68 Def: 73 Spc: 41 Spe: 47 ~ Scratch, Sand-Attack, Slash, Poison Sting _________________________________________________________ Head back north and then take a left and fight the Rocket standing by what looks like a counter of some sort. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 780 --------------------------------------------------------- #020: Raticate NRM L26 645 Exp. Stats - HP: 68 Atk: 51 Def: 40 Spc: 35 Spe: 59 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #024: Arbok PSN L26 819 Exp. Stats - HP: 71 Atk: 53 Def: 45 Spc: 42 Spe: 50 ~ Wrap, Leer, Poison Sting, Bite #109: Koffing PSN L26 634 Exp. Stats - HP: 60 Atk: 43 Def: 58 Spc: 40 Spe: 27 ~ Tackle, Smog #042: Golbat PSN / FLY L26 952 Exp. Stats - HP: 79 Atk: 51 Def: 45 Spc: 48 Spe: 55 ~ Screech, Supersonic, Bite, Confuse Ray _________________________________________________________ Open up the gate to the south if you want, but there's nothing inside. Take the narrow middle corridor of this floor all the way south. Follow it around to the west to pick up a and battle the room's Scientist. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1450 --------------------------------------------------------- #101: Electrode ELE L29 931 Exp. Stats - HP: 78 Atk: 39 Def: 50 Spc: 56 Spe: 90 ~ Screech, SonicBoom, Selfdestruct, Light Screen #089: Muk PSN L29 975 Exp. Stats - HP: 104 Atk: 71 Def: 53 Spc: 47 Spe: 38 ~ Pound, Disable, Poison Gas _________________________________________________________ Head upstairs to 8F and fight the Rocket on your right. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 780 --------------------------------------------------------- #020: Raticate NRM L26 645 Exp. Stats - HP: 68 Atk: 51 Def: 40 Spc: 35 Spe: 59 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang #041: Zubat PSN / FLY L26 300 Exp. Stats - HP: 60 Atk: 33 Def: 27 Spc: 29 Spe: 37 ~ Leech Life, Supersonic, Bite, Confuse Ray #042: Golbat PSN / FLY L26 952 Exp. Stats - HP: 79 Atk: 51 Def: 45 Spc: 48 Spe: 55 ~ Screech, Supersonic, Bite, Confuse Ray #019: Rattata NRM L26 316 Exp. Stats - HP: 55 Atk: 38 Def: 27 Spc: 22 Spe: 46 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy _________________________________________________________ Head down the corridor to another Rocket. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 840 --------------------------------------------------------- #110: Weezing PSN L28 1038 Exp. Stats - HP: 78 Atk: 60 Def: 76 Spc: 57 Spe: 43 ~ Tackle, Smog, Sludge #042: Golbat PSN / FLY L28 1026 Exp. Stats - HP: 84 Atk: 54 Def: 48 Spc: 51 Spe: 59 ~ Screech, Supersonic, Bite, Confuse Ray #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog _________________________________________________________ Head into the room to your northwest, then open the gate on your way north-- nothing is inside--and take on the Scientist at the end. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1450 --------------------------------------------------------- #088: Grimer PSN L29 558 Exp. Stats - HP: 90 Atk: 56 Def: 38 Spc: 32 Spe: 24 ~ Pound, Disable #101: Electrode ELE L29 931 Exp. Stats - HP: 78 Atk: 39 Def: 50 Spc: 56 Spe: 90 ~ Screech, SonicBoom, Selfdestruct, Light Screen _________________________________________________________ Head up to 9F and, if you haven't already, head left and take on the Rocket to the south here. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 840 --------------------------------------------------------- #042: Golbat PSN / FLY L28 1026 Exp. Stats - HP: 84 Atk: 54 Def: 48 Spc: 51 Spe: 59 ~ Screech, Supersonic, Bite, Confuse Ray #096: Drowzee PSY L28 612 Exp. Stats - HP: 76 Atk: 36 Def: 34 Spc: 59 Spe: 33 ~ Hypnosis, Disable, Confusion, Headbutt #097: Hypno PSY L28 990 Exp. Stats - HP: 90 Atk: 50 Def: 48 Spc: 73 Spe: 47 ~ Hypnosis, Disable, Confusion, Headbutt _________________________________________________________ Once you've beaten him, open the gate to the left and walk in to find a nurse who will fully heal your Pokemon. Sweet. The bottom half of the left-most bed houses a hidden as well. Afterwards, head north and open the gate to the left, then fight the Rocket just to the north here. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 840 --------------------------------------------------------- #096: Drowzee PSY L28 612 Exp. Stats - HP: 76 Atk: 36 Def: 34 Spc: 59 Spe: 33 ~ Hypnosis, Disable, Confusion, Headbutt #088: Grimer PSN L28 540 Exp. Stats - HP: 87 Atk: 54 Def: 37 Spc: 31 Spe: 23 ~ Pound, Disable #066: Machop FTG L28 528 Exp. Stats - HP: 81 Atk: 54 Def: 37 Spc: 29 Spe: 29 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Head back to where the stairs are, but don't take them. Instead, open the two gates to the south or circle around the very east wall of the ninth floor. Either way you'll end up next to a Scientist. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1400 --------------------------------------------------------- #100: Voltorb ELE L28 618 Exp. Stats - HP: 64 Atk: 26 Def: 37 Spc: 40 Spe: 65 ~ Tackle, Screech, SonicBoom, Selfdestruct #109: Koffing PSN L28 684 Exp. Stats - HP: 64 Atk: 46 Def: 62 Spc: 43 Spe: 29 ~ Tackle, Smog #082: Magneton ELE L28 966 Exp. Stats - HP: 70 Atk: 43 Def: 62 Spc: 76 Spe: 48 ~ Tackle, SonicBoom, ThunderShock _________________________________________________________ Head up to 10F and fight the Scientist next to you. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1450 --------------------------------------------------------- #081: Magnemite ELE L29 552 Exp. Stats - HP: 58 Atk: 30 Def: 50 Spc: 64 Spe: 35 ~ Tackle, SonicBoom, ThunderShock #109: Koffing PSN L29 708 Exp. Stats - HP: 66 Atk: 47 Def: 64 Spc: 44 Spe: 29 ~ Tackle, Smog _________________________________________________________ Unlock the gate to the southeast if you want--there's nothing there. Head southwest from the Scientist and fight a Rocket. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 990 --------------------------------------------------------- #067: Machoke FTG L33 1032 Exp. Stats - HP: 101 Atk: 76 Def: 56 Spc: 43 Spe: 39 ~ Karate Chop, Low Kick, Leer _________________________________________________________ Snaking around from right to left, pick up the items , and (Earthquake), the best Ground type move in the game and a very solid, no-drawback physical move. Head up to 11F and fight the trainer down the southeast pathway. _________________________________________________________ Trainer: Rocket Version: R B Y Money: $ 750 --------------------------------------------------------- #019: Rattata NRM L25 304 Exp. Stats - HP: 54 Atk: 37 Def: 26 Spc: 21 Spe: 45 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #019: Rattata NRM L25 304 Exp. Stats - HP: 54 Atk: 37 Def: 26 Spc: 21 Spe: 45 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #041: Zubat PSN / FLY L25 288 Exp. Stats - HP: 59 Atk: 32 Def: 26 Spc: 29 Spe: 36 ~ Leech Life, Supersonic, Bite, Confuse Ray #019: Rattata NRM L25 304 Exp. Stats - HP: 54 Atk: 37 Def: 26 Spc: 21 Spe: 45 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy #023: Ekans PSN L25 331 Exp. Stats - HP: 56 Atk: 39 Def: 31 Spc: 29 Spe: 36 ~ Leer, Poison Sting, Bite, Glare _________________________________________________________ That's it for the mooks around here; let's bring on the boss already! Head to 9F, heal up, then make your way to 3F. Head down the middle corridor, then swing a left and use the teleporter in the room here. Two steps left will land you in a fight with your Rival, so be ready. By the way, this is my team now: ___ My Team Golem L49 ~ Rock Throw, Submission, Earthquake, Explosion Venusaur L42 ~ Tackle, Vine Whip, PoisonPowder, Razor Leaf Alakazam L46 ~ Psybeam, Recover, Reflect, Psychic Zapdos L51 ~ ThunderShock, Drill Peck, Thunder Nothing new here, just the addition of Zapdos. You'll want something with good Attack and Special stats to take on the next gym, which is full of Psychics. *Gulp*. Psychic types don't have much in the way of weaknesses, so you just have to slam them on their weaker physical side (that's why you need Attack) while being able to withstand their attacks yourself (that's what the Special's for). Zapdos fits the bill here. ___ _________________________________________________________ Trainer: Rival Version: R B Money: $2600 --------------------------------------------------------- - You started with Bulbasaur: --------------------------- #018: Pidgeot NRM / FLY L37 1363 Exp. Stats - HP: 114 Atk: 70 Def: 66 Spc: 62 Spe: 78 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack #102: Exeggcute GRS / PSY L38 798 Exp. Stats - HP: 99 Atk: 42 Def: 71 Spc: 56 Spe: 41 ~ Reflect, Leech Seed, Stun Spore, PoisonPowder #130: Gyarados WTR / FLY L35 1605 Exp. Stats - HP: 117 Atk: 98 Def: 65 Spc: 80 Spe: 67 ~ Tackle, Bite, Dragon Rage, Leer #065: Alakazam PSY L35 1395 Exp. Stats - HP: 89 Atk: 46 Def: 42 Spc: 105 Spe: 94 ~ Confusion, Disable, Psybeam, Recover #006: Charizard FIR / FLY L40 1791 Exp. Stats - HP: 118 Atk: 79 Def: 73 Spc: 79 Spe: 91 ~ Ember, Leer, Rage, Slash - You started with Charmander: -------------------------- #018: Pidgeot NRM / FLY L37 1363 Exp. Stats - HP: 114 Atk: 70 Def: 66 Spc: 62 Spe: 78 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack #058: Growlithe FIR L38 741 Exp. Stats - HP: 95 Atk: 65 Def: 45 Spc: 49 Spe: 56 ~ Roar, Ember, Leer, Take Down #102: Exeggcute GRS / PSY L35 735 Exp. Stats - HP: 92 Atk: 39 Def: 66 Spc: 52 Spe: 38 ~ Hypnosis, Reflect, Leech Seed, Stun Spore #065: Alakazam PSY L35 1395 Exp. Stats - HP: 89 Atk: 46 Def: 42 Spc: 105 Spe: 94 ~ Confusion, Disable, Psybeam, Recover #009: Blastoise WTR L40 1800 Exp. Stats - HP: 119 Atk: 78 Def: 91 Spc: 79 Spe: 73 ~ Bubble, Water Gun, Bite, Withdraw - You started with Squirtle: ---------------------------- #018: Pidgeot NRM / FLY L37 1363 Exp. Stats - HP: 114 Atk: 70 Def: 66 Spc: 62 Spe: 78 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack #130: Gyarados WTR / FLY L38 1741 Exp. Stats - HP: 126 Atk: 106 Def: 71 Spc: 87 Spe: 72 ~ Tackle, Bite, Dragon Rage, Leer #058: Growlithe FIR L35 682 Exp. Stats - HP: 89 Atk: 60 Def: 42 Spc: 45 Spe: 52 ~ Roar, Ember, Leer, Take Down #065: Alakazam PSY L35 1395 Exp. Stats - HP: 89 Atk: 46 Def: 42 Spc: 105 Spe: 94 ~ Confusion, Disable, Psybeam, Recover #003: Venusaur GRS / PSN L40 1782 Exp. Stats - HP: 120 Atk: 77 Def: 77 Spc: 91 Spe: 75 ~ Leech Seed, Vine Whip, PoisonPowder, Razor Leaf _________________________________________________________ Trainer: Rival Version: Y Money: $2600 --------------------------------------------------------- - Lost both Oak's Lab and Route 22 Rival battles*: ------ #028: Sandslash GRN L38 1326 Exp. Stats - HP: 111 Atk: 87 Def: 94 Spc: 52 Spe: 60 ~ Sand-Attack, Slash, Poison Sting, Swift #082: Magneton ELE L35 1207 Exp. Stats - HP: 85 Atk: 53 Def: 77 Spc: 94 Spe: 59 ~ Tackle, SonicBoom, ThunderShock, Supersonic #038: Ninetales FIR L37 1410 Exp. Stats - HP: 106 Atk: 67 Def: 66 Spc: 84 Spe: 84 ~ Ember, Tail Whip, Quick Attack, Roar #064: Kadabra PSY L35 1087 Exp. Stats - HP: 78 Atk: 35 Def: 31 Spc: 94 Spe: 84 ~ Confusion, Disable, Psybeam, Recover #134: Vaporeon WTR L40 1680 Exp. Stats - HP: 160 Atk: 64 Def: 59 Spc: 99 Spe: 63 ~ Water Gun, Quick Attack, Bite, Aurora Beam - Lost one and won one of the Lab and Route 22 fights*: - #028: Sandslash GRN L38 1326 Exp. Stats - HP: 111 Atk: 87 Def: 94 Spc: 52 Spe: 60 ~ Sand-Attack, Slash, Poison Sting, Swift #091: Cloyster WTR / ICE L35 1522 Exp. Stats - HP: 85 Atk: 77 Def: 136 Spc: 70 Spe: 59 ~ Withdraw, Supersonic, Clamp, Aurora Beam #082: Magneton ELE L37 1276 Exp. Stats - HP: 89 Atk: 56 Def: 81 Spc: 99 Spe: 62 ~ Tackle, SonicBoom, ThunderShock, Supersonic #064: Kadabra PSY L35 1087 Exp. Stats - HP: 78 Atk: 35 Def: 31 Spc: 94 Spe: 84 ~ Confusion, Disable, Psybeam, Recover #136: Flareon FIR L40 1696 Exp. Stats - HP: 108 Atk: 116 Def: 59 Spc: 99 Spe: 63 ~ Ember, Quick Attack, Bite, Fire Spin - Won both Oak's Lab and Route 22 Rival battles: -------- #028: Sandslash GRN L38 1326 Exp. Stats - HP: 111 Atk: 87 Def: 94 Spc: 52 Spe: 60 ~ Sand-Attack, Slash, Poison Sting, Swift #038: Ninetales FIR L35 1335 Exp. Stats - HP: 101 Atk: 64 Def: 63 Spc: 80 Spe: 80 ~ Ember, Tail Whip, Quick Attack, Roar #091: Cloyster WTR / ICE L37 1609 Exp. Stats - HP: 89 Atk: 81 Def: 144 Spc: 73 Spe: 62 ~ Withdraw, Supersonic, Clamp, Aurora Beam #064: Kadabra PSY L35 1087 Exp. Stats - HP: 78 Atk: 35 Def: 31 Spc: 94 Spe: 84 ~ Confusion, Disable, Psybeam, Recover #135: Jolteon ELE L40 1687 Exp. Stats - HP: 108 Atk: 64 Def: 59 Spc: 99 Spe: 115 ~ ThunderShock, Quick Attack, Double Kick, Pin Missile _________________________________________________________ *If you skipped the Route 22 Rival battle, the game considers the fight lost. Rival boy is back for yet another round, but if you think I'm going to go into detail here, you're wrong. Your levels should be faaaaaar above his--especially Yellow players--or Sabrina, the Psychic master, will absolutely crush you. Just use type advantages here like you always do. Zapdos also creams everything but the Electric types. ___ After you win, talk to the Silph employee on the left for a free L15 Lapras! - Rating: ** This adorable Pokemon is obviously far too underlevelled to become a part of your team, but if you invest the time in it, it can become a behemoth. It is actually really good, given time. Take the south teleporter afterwards, then Yellow players will fight Jessie and James after taking a single step down. _________________________________________________________ Trainer: Rocket Version: - - Y Money: $ 930 --------------------------------------------------------- #024: Arbok PSN L31 976 Exp. Stats - HP: 83 Atk: 63 Def: 52 Spc: 50 Spe: 59 ~ Leer, Poison Sting, Bite, Glare #110: Weezing PSN L31 1149 Exp. Stats - HP: 86 Atk: 66 Def: 84 Spc: 62 Spe: 47 ~ Tackle, Smog, Sludge #052: Meowth NRM L31 457 Exp. Stats - HP: 70 Atk: 38 Def: 31 Spc: 34 Spe: 65 ~ Growl, Bite, Pay Day, Screech _________________________________________________________ Head south around to the boss's room, then Red and Blue players have to take on the guard here. _________________________________________________________ Trainer: Rocket Version: R B - Money: $ 960 --------------------------------------------------------- #104: Cubone GRN L32 595 Exp. Stats - HP: 79 Atk: 42 Def: 70 Spc: 35 Spe: 32 ~ Bone Club, Growl, Leer, Focus Energy #096: Drowzee PSY L32 699 Exp. Stats - HP: 85 Atk: 41 Def: 38 Spc: 67 Spe: 37 ~ Confusion, Headbutt, Poison Gas, Psychic #105: Marowak GRN L32 849 Exp. Stats - HP: 85 Atk: 61 Def: 80 Spc: 42 Spe: 38 ~ Bone Club, Growl, Leer, Focus Energy _________________________________________________________ Unlock the gate and walk in to automatically challenge Giovanni. _________________________________________________________ Trainer: Giovanni Version: R B Money: $4059 --------------------------------------------------------- #033: Nidorino PSN L37 934 Exp. Stats - HP: 98 Atk: 64 Def: 53 Spc: 51 Spe: 59 ~ Horn Attack, Poison Sting, Focus Energy, Fury Attack #115: Kangaskhan NRM L35 1312 Exp. Stats - HP: 124 Atk: 77 Def: 66 Spc: 38 Spe: 73 ~ Comet Punch, Rage, Bite, Tail Whip #111: Rhyhorn GRN / RCK L37 1069 Exp. Stats - HP: 112 Atk: 74 Def: 81 Spc: 33 Spe: 29 ~ Horn Attack, Stomp, Tail Whip #031: Nidoqueen PSN / GRN L41 1704 Exp. Stats - HP: 131 Atk: 79 Def: 82 Spc: 73 Spe: 73 ~ Scratch, Tail Whip, Poison Sting, Body Slam _________________________________________________________ Trainer: Giovanni Version: Y Money: $4059 --------------------------------------------------------- #033: Nidorino PSN L37 934 Exp. Stats - HP: 98 Atk: 64 Def: 53 Spc: 51 Spe: 59 ~ Double Kick, Poison Sting, Focus Energy, Fury Attack #053: Persian NRM L35 1110 Exp. Stats - HP: 96 Atk: 60 Def: 52 Spc: 56 Spe: 91 ~ Scratch, Growl, Bite, Pay Day #111: Rhyhorn GRN / RCK L37 1069 Exp. Stats - HP: 112 Atk: 74 Def: 81 Spc: 33 Spe: 29 ~ Horn Attack, Stomp, Tail Whip #031: Nidoqueen PSN / GRN L41 1704 Exp. Stats - HP: 131 Atk: 79 Def: 82 Spc: 73 Spe: 73 ~ Double Kick, Tail Whip, Poison Sting, Body Slam _________________________________________________________ Giovanni shouldn't pose any problems. If he does, you seriously need to level up before taking on Sabrina, especially if you're a Yellow player. His toughest Pokemon, Nidoqueen, easily falls to Psychic, Ground, Ice or Water attacks. Tell me you have at least one of those. He likes to use Guard Spec., which prevents his Pokemon's stats from being lowered for five turns. Unless you're still honestly using Growl or Tail Whip, this should just be a waste of a turn for him. ___ Once Giovanni is defeated, talk to the Silph Co. President for the , a Ball that has a 100% capture chance against all Pokemon except trainer-owned Pokemon and the Pokemon Tower Marowak. Rightly, it should be saved for Mewtwo, the game's most powerful 'Mon, but just as difficult to catch are Articuno, Zapdos and Moltres, so take your pick. Whoever aggrivates you the most (I always seem to have trouble with Articuno, for some reason). There's also a PC you can use to the southeast, if you must. Use the Escape Rope that we found earlier to get out of here. Finally! ____________ Saffron City ____________ New Items --------- [ ] TM31 (Mimic) [ ] Nugget (H) [ ] TM46 (Psywave) - Recommended Party Avg. Level: 46 Now that Team Rocket are gone, there are a few more things to do. First, you can visit Copycat's house in the northwest of the city. Head upstairs and give her a Poke Doll (bought in Celadon) for (Mimic). Also, in the desk, one square to the right of her computer, is a hidden . Now we can finally take on Sabrina, who resides in Saffron City Gym to the northeast of the city. If you cannot take out a L43 Alakazam (or in Yellow, a L50), then do not bother taking her on. If you have Zapdos, he should prove excellent at defeating the spoon-bending freak-of-nature. Otherwise, anything with strong physical attacks should be okay. It has Recover and Psychic, so watch out. Head into the teleporter. I'm now going to assume that you battle the trainers in a certain order--that is, by heading into the teleporter opposite to the one you come out of. e.g. if you come out of the northeast teleporter, head into the northwest teleporter, battling the room's occupant on the way. _________________________________________________________ Trainer: Psychic Version: R B Y Money: $ 330 --------------------------------------------------------- #079: Slowpoke WTR / PSY L33 699 Exp. Stats - HP: 107 Atk: 53 Def: 53 Spc: 36 Spe: 20 ~ Disable, Headbutt, Growl, Water Gun #079: Slowpoke WTR / PSY L33 699 Exp. Stats - HP: 107 Atk: 53 Def: 53 Spc: 36 Spe: 20 ~ Disable, Headbutt, Growl, Water Gun #080: Slowbro WTR / PSY L33 1159 Exp. Stats - HP: 110 Atk: 60 Def: 82 Spc: 63 Spe: 30 ~ Disable, Headbutt, Growl, Water Gun _________________________________________________________ _________________________________________________________ Trainer: Channeler Version: R B Y Money: $ 990 --------------------------------------------------------- #092: Gastly GST / PSN L33 670 Exp. Stats - HP: 68 Atk: 34 Def: 30 Spc: 76 Spe: 63 ~ Lick, Confuse Ray, Night Shade, Hypnosis #092: Gastly GST / PSN L33 670 Exp. Stats - HP: 68 Atk: 34 Def: 30 Spc: 76 Spe: 63 ~ Lick, Confuse Ray, Night Shade, Hypnosis #093: Haunter GST / PSN L33 891 Exp. Stats - HP: 77 Atk: 43 Def: 39 Spc: 86 Spe: 72 ~ Lick, Confuse Ray, Night Shade, Hypnosis _________________________________________________________ _________________________________________________________ Trainer: Psychic Version: R B Y Money: $ 310 --------------------------------------------------------- #064: Kadabra PSY L31 963 Exp. Stats - HP: 70 Atk: 32 Def: 28 Spc: 84 Spe: 75 ~ Confusion, Disable, Psybeam, Recover #079: Slowpoke WTR / PSY L31 657 Exp. Stats - HP: 101 Atk: 50 Def: 50 Spc: 34 Spe: 19 ~ Confusion, Disable, Headbutt, Growl #122: Mr. Mime PSY L31 903 Exp. Stats - HP: 70 Atk: 38 Def: 50 Spc: 71 Spe: 65 ~ Confusion, Barrier, Light Screen, DoubleSlap #064: Kadabra PSY L31 963 Exp. Stats - HP: 70 Atk: 32 Def: 28 Spc: 84 Spe: 75 ~ Confusion, Disable, Psybeam, Recover _________________________________________________________ _________________________________________________________ Trainer: Psychic Version: R B Y Money: $ 380 --------------------------------------------------------- #080: Slowbro WTR / PSY L38 1335 Exp. Stats - HP: 126 Atk: 68 Def: 94 Spc: 71 Spe: 33 ~ Headbutt, Growl, Water Gun, Withdraw _________________________________________________________ _________________________________________________________ Trainer: Channeler Version: R B Y Money: $1020 --------------------------------------------------------- #092: Gastly GST / PSN L34 691 Exp. Stats - HP: 69 Atk: 34 Def: 30 Spc: 78 Spe: 64 ~ Lick, Confuse Ray, Night Shade, Hypnosis #093: Haunter GST / PSN L34 918 Exp. Stats - HP: 80 Atk: 45 Def: 41 Spc: 88 Spe: 75 ~ Lick, Confuse Ray, Night Shade, Hypnosis _________________________________________________________ _________________________________________________________ Trainer: Channeler Version: R B Y Money: $1140 --------------------------------------------------------- #093: Haunter GST / PSN L38 1026 Exp. Stats - HP: 88 Atk: 49 Def: 45 Spc: 98 Spe: 83 ~ Confuse Ray, Night Shade, Hypnosis, Dream Eater _________________________________________________________ After this battle, head into the east teleporter, then into the teleporter above you to fight the Gym's final trainer. _________________________________________________________ Trainer: Psychic Version: R B Y Money: $ 340 --------------------------------------------------------- #122: Mr. Mime PSY L34 990 Exp. Stats - HP: 76 Atk: 41 Def: 54 Spc: 78 Spe: 71 ~ Confusion, Barrier, Light Screen, DoubleSlap #064: Kadabra PSY L34 1056 Exp. Stats - HP: 76 Atk: 34 Def: 30 Spc: 92 Spe: 81 ~ Confusion, Disable, Psybeam, Recover _________________________________________________________ If you're in good shape, head into the northwest, then southwest, then southwest teleporters to get to Sabrina. If you want to go to the Poke Center, try northeast, then southeast. To get back to Sabrina from the entrance, try first teleporter, northwest, southwest, southwest. Prepare yourself. _________________________________________________________ Trainer: Sabrina Version: R B Money: $4257 --------------------------------------------------------- #064: Kadabra PSY L38 1180 Exp. Stats - HP: 84 Atk: 38 Def: 33 Spc: 102 Spe: 90 ~ Disable, Psybeam, Recover, Psychic #122: Mr. Mime PSY L37 1077 Exp. Stats - HP: 82 Atk: 44 Def: 59 Spc: 84 Spe: 77 ~ Confusion, Barrier, Light Screen, DoubleSlap #049: Venomoth BUG / PSN L38 1123 Exp. Stats - HP: 107 Atk: 61 Def: 56 Spc: 79 Spe: 79 ~ PoisonPowder, Leech Life, Stun Spore, Psybeam #065: Alakazam PSY L43 1713 Exp. Stats - HP: 107 Atk: 55 Def: 50 Spc: 127 Spe: 115 ~ Psybeam, Recover, Psywave, Reflect _________________________________________________________ Trainer: Sabrina Version: Y Money: $4950 --------------------------------------------------------- #063: Abra PSY L50 781 Exp. Stats - HP: 93 Atk: 34 Def: 28 Spc: 118 Spe: 103 ~ Teleport, Flash #064: Kadabra PSY L50 1552 Exp. Stats - HP: 108 Atk: 49 Def: 43 Spc: 133 Spe: 118 ~ Psychic, Recover, Kinesis, Psywave #065: Alakazam PSY L50 1992 Exp. Stats - HP: 123 Atk: 64 Def: 58 Spc: 148 Spe: 133 ~ Psychic, Psywave, Reflect, Recover _________________________________________________________ She's the same level as Koga, only Psychic is a LOT more dangerous than Poison. I know that for a while now you've been fighting poor, underlevelled trainers, but Sabrina is, in Yellow at least, the toughest trainer so far. Having Zapdos will help out a lot--its high Special means it can take some punishment and its decent Attack will punch holes in her frail Psychics. If you do have Zapdos, you can Drill Peck everything and come out on top. She likes to use X Defend, but this should make very little difference (it's like using Defense Curl). I'm not going to discuss anything that isn't named Alakazam--you should be more than prepared for her little cronies. 'Zam is, of course, one of the most dangerous Pokemon in the game (you know this already if, like me, you've been raising one yourself). Both versions have the same moves, except Red and Blue's Psybeam is turned into Psychic in Yellow--gulp!--and Yellow's is seven levels higher. Psywave is a set-amount-of-damage-attack, ranging from 1 HP to 1 less than 1.5x the user's level, meaning it can do 1 to 63 damage in Red and Blue or 1 to 74 in Yellow. This shouldn't be a problem, since your creatures should be in at least the low 100s. Recover is its next attack, restoring half its Max HP. If you're doing more than that amount of damage in a turn, then it's merely a delaying tactic and he'll fall to a critical hit soon enough. Reflect halves all damage from physical attacks, so you should try to use them as soon as you can. Finally, we have Psybeam or Psychic, a devasting move with lots of power in the hands of Alakazam. Psychic has a 30% chance each turn of lowering your Special stat while Psybeam is less powerful but might cause confusion. Needless to say, it will be in your best interests to finish him off quickly. The best way to do this is by having a strong physical attacker with a decent Special stat to soak up attacks. And, of course, make sure they aren't Poison or Fighting. Golem works in a pinch, but his low Speed and Special mean Psychic will hammer him before he lets off an Earthquake. Normal types such as Snorlax will do very well; it can soak up Psychic all day with its gargantuan HP. Zapdos is probably the best thing you can get at this point--a minimum of L50, with fantastic stats and a 120 power physical move--it's something you'd dream for. If, however, you have none of these, you might have to use two Pokemon--one to soften him up and another to deliver the killing blow (before he uses Recover). Finally, the last resort is to fight fire with fire--that is, use your own Psychic type, who will resist Psychic and isn't affected by Reflect. Of course, you'll be doing very little damage in return, but if you have the edge stat- wise, you'll come through eventually. ___ Defeating Sabrina earns you the MarshBadge, which lets you train traded Pokemon up to level 70 before they start to disobey you. She'll also fork over the terrible (Psywave), that set-amount-of-damage-attack I mentioned before. Anyway, to get out, take the following teleporters: The one next to Sabrina, northwest, northwest, northeast, southeast. Heal up and do whatever you usually do once you've earned another badge (perhaps a victory jig?), then make your way to Fuchsia City. You're going to need to prepare yourself now. We're heading to Seafoam Islands where we'll be bagging ourselves another legendary Pokemon; the icy bird of the legendary trio--Articuno. If you didn't already guess, Zapdos was the electric bird. And there's a fire one later too (although it's easily the worst of the three--this game hands them to you in reverse order of usefulness). Bring a Surf-user, a Strength-user, an Escape Rope or Dig-user, a bunch of Ultra Balls (for Arty), a bunch of Great Balls (for the wild Pokemon there) and a status-inflicting Pokemon. You might also want to consider changing boxes. On the way, there are a lot of trainers to take care of, so you might also want a Fly-user to Fly to a Center to restore PP. Take Fuchsia City's south exit on to the beach. _________________________________________________ [44] Sea Route 19 Surfing Encounter Rate: 5 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN - - Y 60% 15-30 #073: Tentacruel WTR / PSN - - Y 10% 30 #090: Shellder WTR R B - 25% 15 #116: Horsea WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #120: Staryu WTR R B 25% 15 Y 30% 20 - Surfing: -------------------------------------- #072: Tentacool WTR / PSN - - Y 100% 5-40 _________________________________________________ New Pokemon ----------- ( ) Tentacruel (Y) [ ] Staryu (RB) - Recommended Party Avg. Level: 47 Yep, Tentacool is to seas what Pidgey is to land and Zubat is to caves. You'll get very sick of this guy. Anyway, before we can start catching the tasty fish- I mean, Water Pokemon... you'll need to take out the two trainers below you. And no, you're not getting any strategies. All the trainers on the route are in their low 30s, so you'll be fine. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 150 --------------------------------------------------------- #072: Tentacool WTR / PSN L30 675 Exp. Stats - HP: 68 Atk: 34 Def: 30 Spc: 69 Spe: 51 ~ Wrap, Poison Sting, Water Gun, Constrict #090: Shellder WTR L30 622 Exp. Stats - HP: 62 Atk: 49 Def: 69 Spc: 36 Spe: 33 ~ Withdraw, Supersonic, Clamp, Aurora Beam _________________________________________________________ _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 145 --------------------------------------------------------- #118: Goldeen WTR L29 688 Exp. Stats - HP: 69 Atk: 49 Def: 44 Spc: 38 Spe: 46 ~ Peck, Tail Whip, Supersonic, Horn Attack #116: Horsea WTR L29 514 Exp. Stats - HP: 61 Atk: 33 Def: 50 Spc: 50 Spe: 44 ~ Bubble, SmokeScreen, Leer #120: Staryu WTR L29 658 Exp. Stats - HP: 61 Atk: 36 Def: 41 Spc: 50 Spe: 58 ~ Tackle, Water Gun, Harden, Recover _________________________________________________________ In Yellow only, a building appears on the left, which is the Surfing Pikachu minigame. You'll need a Pikachu with Surf acquired from the N64 Stadium game (or acquired via a GameShark) to participate. For more information on this min- game, check out section A01; 'Pikachu's Beach'. Don't worry if you can't get a Surfing Pikachu--you're not missing out on much. Surf on to the water and catch whatever you haven't got yet. Then start heading south, taking on all the trainers you meet along the way. First, the trainer just to the south of the beach. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 150 --------------------------------------------------------- #116: Horsea WTR L30 532 Exp. Stats - HP: 62 Atk: 34 Def: 51 Spc: 51 Spe: 45 ~ Bubble, SmokeScreen, Leer, Water Gun #116: Horsea WTR L30 532 Exp. Stats - HP: 62 Atk: 34 Def: 51 Spc: 51 Spe: 45 ~ Bubble, SmokeScreen, Leer, Water Gun _________________________________________________________ Head to the right side (but don't hug the wall), then head south to encounter the next trainer. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 150 --------------------------------------------------------- #060: Poliwag WTR L30 495 Exp. Stats - HP: 68 Atk: 40 Def: 33 Spc: 33 Spe: 63 ~ Bubble, Hypnosis, Water Gun, DoubleSlap #061: Poliwhirl WTR L30 841 Exp. Stats - HP: 83 Atk: 49 Def: 48 Spc: 39 Spe: 63 ~ Bubble, Hypnosis, Water Gun, DoubleSlap _________________________________________________________ Over to the left is the next trainer. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 135 --------------------------------------------------------- #116: Horsea WTR L27 480 Exp. Stats - HP: 57 Atk: 31 Def: 47 Spc: 47 Spe: 41 ~ Bubble, SmokeScreen, Leer #072: Tentacool WTR / PSN L27 607 Exp. Stats - HP: 62 Atk: 31 Def: 28 Spc: 63 Spe: 47 ~ Wrap, Poison Sting, Water Gun, Constrict #072: Tentacool WTR / PSN L27 607 Exp. Stats - HP: 62 Atk: 31 Def: 28 Spc: 63 Spe: 47 ~ Wrap, Poison Sting, Water Gun, Constrict #118: Goldeen WTR L27 642 Exp. Stats - HP: 65 Atk: 46 Def: 41 Spc: 36 Spe: 43 ~ Peck, Tail Whip, Supersonic, Horn Attack _________________________________________________________ Head right and a tiny bit to the south for the next victim. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 145 --------------------------------------------------------- #118: Goldeen WTR L29 688 Exp. Stats - HP: 69 Atk: 49 Def: 44 Spc: 38 Spe: 46 ~ Peck, Tail Whip, Supersonic, Horn Attack #090: Shellder WTR L29 601 Exp. Stats - HP: 61 Atk: 47 Def: 67 Spc: 35 Spe: 32 ~ Tackle, Withdraw, Supersonic, Clamp #119: Seaking WTR L29 1056 Exp. Stats - HP: 90 Atk: 63 Def: 47 Spc: 56 Spe: 49 ~ Peck, Tail Whip, Supersonic, Horn Attack _________________________________________________________ If you keep heading south, staying roughly in the centre of the Route, you'll come across four trainers arranged so that each one faces either north, west, south or east. That's the order I'll be defeating them in here: _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 135 --------------------------------------------------------- #072: Tentacool WTR / PSN L27 607 Exp. Stats - HP: 62 Atk: 31 Def: 28 Spc: 63 Spe: 47 ~ Wrap, Poison Sting, Water Gun, Constrict #072: Tentacool WTR / PSN L27 607 Exp. Stats - HP: 62 Atk: 31 Def: 28 Spc: 63 Spe: 47 ~ Wrap, Poison Sting, Water Gun, Constrict #120: Staryu WTR L27 612 Exp. Stats - HP: 57 Atk: 34 Def: 39 Spc: 47 Spe: 55 ~ Tackle, Water Gun, Harden, Recover #116: Horsea WTR L27 480 Exp. Stats - HP: 57 Atk: 31 Def: 47 Spc: 47 Spe: 41 ~ Bubble, SmokeScreen, Leer #073: Tentacruel WTR / PSN L27 1185 Exp. Stats - HP: 84 Atk: 47 Def: 44 Spc: 74 Spe: 63 ~ Wrap, Poison Sting, Water Gun, Constrict _________________________________________________________ _________________________________________________________ Trainer: Beauty Version: R B Y Money: $1890 --------------------------------------------------------- #060: Poliwag WTR L27 445 Exp. Stats - HP: 62 Atk: 36 Def: 30 Spc: 30 Spe: 57 ~ Bubble, Hypnosis, Water Gun, DoubleSlap #118: Goldeen WTR L27 642 Exp. Stats - HP: 65 Atk: 46 Def: 41 Spc: 36 Spe: 43 ~ Peck, Tail Whip, Supersonic, Horn Attack #119: Seaking WTR L27 982 Exp. Stats - HP: 84 Atk: 59 Def: 44 Spc: 52 Spe: 46 ~ Peck, Tail Whip, Supersonic, Horn Attack #118: Goldeen WTR L27 642 Exp. Stats - HP: 65 Atk: 46 Def: 41 Spc: 36 Spe: 43 ~ Peck, Tail Whip, Supersonic, Horn Attack #060: Poliwag WTR L27 445 Exp. Stats - HP: 62 Atk: 36 Def: 30 Spc: 30 Spe: 57 ~ Bubble, Hypnosis, Water Gun, DoubleSlap _________________________________________________________ _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2030 --------------------------------------------------------- #120: Staryu WTR L29 658 Exp. Stats - HP: 61 Atk: 36 Def: 41 Spc: 50 Spe: 58 ~ Tackle, Water Gun, Harden, Recover #120: Staryu WTR L29 658 Exp. Stats - HP: 61 Atk: 36 Def: 41 Spc: 50 Spe: 58 ~ Tackle, Water Gun, Harden, Recover #120: Staryu WTR L29 658 Exp. Stats - HP: 61 Atk: 36 Def: 41 Spc: 50 Spe: 58 ~ Tackle, Water Gun, Harden, Recover _________________________________________________________ _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2100 --------------------------------------------------------- #118: Goldeen WTR L30 712 Exp. Stats - HP: 71 Atk: 50 Def: 45 Spc: 39 Spe: 47 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack #119: Seaking WTR L30 1092 Exp. Stats - HP: 92 Atk: 65 Def: 48 Spc: 57 Spe: 50 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack _________________________________________________________ Head west all you'll pass an invisible boundary into the next Route. _________________________________________________ [45] Sea Route 20 Surfing Encounter Rate: 5 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN - - Y 40% 20 #073: Tentacruel WTR / PSN - - Y 40% 20-40 #090: Shellder WTR R B - 25% 15 #116: Horsea WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #120: Staryu WTR R B 25% 15 Y 20% 30 - Surfing: -------------------------------------- #072: Tentacool WTR / PSN - - Y 100% 5-40 _________________________________________________ - Recommended Party Avg. Level: 48 Head west along the southern edge of the Route to encounter this guy: _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 140 --------------------------------------------------------- #116: Horsea WTR L28 498 Exp. Stats - HP: 59 Atk: 32 Def: 48 Spc: 48 Spe: 43 ~ Bubble, SmokeScreen, Leer #116: Horsea WTR L28 498 Exp. Stats - HP: 59 Atk: 32 Def: 48 Spc: 48 Spe: 43 ~ Bubble, SmokeScreen, Leer #117: Seadra WTR L28 930 Exp. Stats - HP: 73 Atk: 46 Def: 62 Spc: 62 Spe: 57 ~ Bubble, SmokeScreen, Leer #116: Horsea WTR L28 498 Exp. Stats - HP: 59 Atk: 32 Def: 48 Spc: 48 Spe: 43 ~ Bubble, SmokeScreen, Leer _________________________________________________________ Directly above him is another trainer. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 155 --------------------------------------------------------- #090: Shellder WTR L31 643 Exp. Stats - HP: 64 Atk: 50 Def: 71 Spc: 37 Spe: 34 ~ Withdraw, Supersonic, Clamp, Aurora Beam #091: Cloyster WTR / ICE L31 1348 Exp. Stats - HP: 76 Atk: 69 Def: 121 Spc: 62 Spe: 53 ~ Withdraw, Supersonic, Clamp, Aurora Beam _________________________________________________________ In the middle of the Route, to your west, is another trainer. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2100 --------------------------------------------------------- #117: Seadra WTR L30 996 Exp. Stats - HP: 77 Atk: 49 Def: 66 Spc: 66 Spe: 60 ~ Bubble, SmokeScreen, Leer, Water Gun #116: Horsea WTR L30 532 Exp. Stats - HP: 62 Atk: 34 Def: 51 Spc: 51 Spe: 45 ~ Bubble, SmokeScreen, Leer, Water Gun #117: Seadra WTR L30 996 Exp. Stats - HP: 77 Atk: 49 Def: 66 Spc: 66 Spe: 60 ~ Bubble, SmokeScreen, Leer, Water Gun _________________________________________________________ Up to the northern edge of the Route, you can head west and get yourself on to dry land. Head west. You'll notice there are two cave entrances. The uppermost one has a trainer to the southwest of it; you'll have to Surf on to the water again to face her. After that, it's Articuno time. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2450 --------------------------------------------------------- #119: Seaking WTR L35 1275 Exp. Stats - HP: 106 Atk: 75 Def: 56 Spc: 66 Spe: 58 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack _________________________________________________________ Once you're finished up, head into the cave. Make sure, like I told you, to bring a Surf-user, a Strength-user, a bunch of Great and Ultra Balls and perhaps a Dig-user or Escape Rope. _________________________________________________ [46] Seafoam Islands Encounter Rate 1F: 15 Encounter Rate B1F, B2F, B3F, B4F: 10 Surfing Encounter Rate (Y): 5 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Fated Encounter: ------------------------------ #144: Articuno ICE / FLY R B Y -- 50 - 1F - Cave Floor: ------------------------------ #041: Zubat PSN / FLY R B 10% 21 Y 45% 9-36 #042: Golbat PSN / FLY R B 5% 29 Y 5% 27-36 #054: Psyduck WTR R - 5% 28 B 20% 30 #055: Golduck WTR R - - 1% 38 #079: Slowpoke WTR / PSY R 20% 30 B 5% 28 Y 15% 28-30 #080: Slowbro WTR / PSY - B - 1% 38 #086: Seel WTR R B - 20% 30 #090: Shellder WTR R - - 19% 28-30 #098: Krabby WTR - B 20% 28-30 Y 35% 25-27 #116: Horsea WTR R - - 20% 28-30 #120: Staryu WTR - B - 19% 28-30 - B1F - Cave Floor: ----------------------------- #041: Zubat PSN / FLY - - Y 40% 18-36 #042: Golbat PSN / FLY - - Y 10% 27 #054: Psyduck WTR - B - 15% 28-30 #079: Slowpoke WTR / PSY R - 15% 28-30 Y 10% 29 #086: Seel WTR R B 15% 28-30 Y 5% 22-26 #087: Dewgong WTR / ICE R B - 4% 38 #090: Shellder WTR R - 15% 32 B 20% 30 #098: Krabby WTR - B 30% 30-32 Y 30% 26-28 #099: Kingler WTR - B 1% 37 Y 5% 28 #116: Horsea WTR R - - 30% 30-32 #117: Seadra WTR R - - 1% 37 #120: Staryu WTR R - 20% 30 B 15% 32 - B2F - Cave Floor: ----------------------------- #041: Zubat PSN / FLY - - Y 35% 27-36 #042: Golbat PSN / FLY R B 4% 30 Y 15% 27-36 #054: Psyduck WTR - B - 30% 30-32 #055: Golduck WTR - B - 1% 37 #079: Slowpoke WTR / PSY R - 30% 30-32 Y 4% 31 #080: Slowbro WTR / PSY R - 1% 37 Y 1% 31 #086: Seel WTR R B 35% 30-32 Y 10% 24 #090: Shellder WTR R - 5% 28 B 10% 30 #098: Krabby WTR - B 15% 28-30 Y 25% 27-29 #099: Kingler WTR - - Y 10% 28 #116: Horsea WTR R - - 15% 28-30 #120: Staryu WTR R - 10% 30 B 5% 28 - B3F - Cave Floor: ----------------------------- #041: Zubat PSN / FLY - - Y 30% 27-36 #042: Golbat PSN / FLY - - Y 20% 27 #054: Psyduck WTR - B - 35% 31-33 #079: Slowpoke WTR / PSY R - - 35% 31-33 #086: Seel WTR R B 30% 31-33 Y 15% 26-30 #087: Dewgong WTR / ICE R B 1% 37 Y 5% 28-32 #090: Shellder WTR R - - 15% 29-31 #098: Krabby WTR - B 15% 29-31 Y 20% 29-31 #099: Kingler WTR - B 4% 39 Y 10% 30 #116: Horsea WTR R - - 15% 29-31 #117: Seadra WTR R - - 4% 39 #120: Staryu WTR - B - 15% 29-31 - B3F - Old Rod: -------------------------------- #129: Magikarp WTR R B Y 100% 5 - B3F - Good Rod: ------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - B3F - Super Rod: ------------------------------ #090: Shellder WTR R B - 25% 15 #098: Krabby WTR - - Y 40% 25 #099: Kingler WTR - - Y 20% 35 #116: Horsea WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #120: Staryu WTR R B 25% 15 Y 40% 20-40 - B3F - Surfing: -------------------------------- #072: Tentacool WTR / PSN - - Y 70% 20-40 #120: Staryu WTR - - Y 30% 30 - B4F - Cave Floor: ----------------------------- #041: Zubat PSN / FLY - - Y 25% 36-45 #042: Golbat PSN / FLY R B 1% 32 Y 25% 27-36 #054: Psyduck WTR - B - 15% 29-31 #055: Golduck WTR - B - 4% 39 #079: Slowpoke WTR / PSY R - - 15% 29-31 #080: Slowbro WTR / PSY R - - 4% 39 #086: Seel WTR R B 15% 29-31 Y 20% 28-32 #087: Dewgong WTR / ICE - - Y 5% 30-34 #090: Shellder WTR R - - 30% 31-33 #098: Krabby WTR - B 35% 31-33 Y 15% 30 #099: Kingler WTR - - Y 10% 32 #116: Horsea WTR R - - 35% 31-33 #120: Staryu WTR - B - 30% 31-33 - B4F - Old Rod: -------------------------------- #129: Magikarp WTR R B Y 100% 5 - B4F - Good Rod: ------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - B4F - Super Rod: ------------------------------ #090: Shellder WTR R B - 25% 15 #098: Krabby WTR - - Y 40% 25 #099: Kingler WTR - - Y 20% 35 #116: Horsea WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #120: Staryu WTR R B 25% 15 Y 40% 20-40 - B4F - Surfing: -------------------------------- #072: Tentacool WTR / PSN - - Y 70% 20-40 #120: Staryu WTR - - Y 30% 30 _________________________________________________ New Items --------- [ ] Ultra Ball (H) [ ] Nugget (H) [ ] Max Elixer (H) New Pokemon ----------- ( ) Golbat ( ) Golduck (RB) [ ] Slowpoke (Y) ( ) Slowbro (RB) [ ] Seel ( ) Dewgong ( ) Kingler (B) ( ) Seadra (R) [ ] Lickitung (RB) [ ] Articuno - Recommended Party Avg. Level: 48 There's a lot of stuff to catch here if you didn't go on a frenzy with your Super Rod earlier, but the only new thing to all versions is Seel and its evolution, Dewgong. - Rating: ** I would evaluate Seel here, but the best one is a traded one on Cinnabar Island, so look there for details. Unfortunately that's only for Red and Blue, so Yellow ones are stuck with a much lower levelled one. It's okay, but a bit late in the game to be massively useful since you'll have to grind like crazy. It's just an inferior Lapras, but hey, if it's cute, why not? Red and Blue players should catch a Slowpoke and evolve it into Slowbro (or alternatively catch a Slowbro) to trade for a Lickitung in Route 18. - Rating: * Well, Lickitung gets boosted experience at least, but it's far from being a decent fighter. Many better Normal types exist, if you want to try them. Anyway, head east, then north and use Strength to push the boulder into the nearby square hole. If you screw up by pushing it into a corner, leave and re- enter to reset the puzzle. This applies to all rooms, so remember it well. Follow the boulder down the hole, then push it in a hole again. Repeat this process until you fall into a heavy current of water, which will push you to a different section of the dungeon. Head to the southeast and step on to the tiny patch of land. Face down and hit A for a hidden . Surf north and ascend the steps on to a large rocky plateau. Head west and follow the path to a ladder, which you should climb. Head up the stairs, then loop around south and take the ladder here. Head east and examine the rocky square here for a hidden . Head back down the ladder to the west, the one you just came from. Head east, then go south at the intersection and follow the path down some steps, then head west. Examine another rocky square here for a hidden . Ahead of you are four boulders--we need to push two of them down two different holes. If we label them--from left to right--A, B, C and D, then push B left until you can push A south into its hole. Then push D all the way up. Finally, push C one down, two left, then loop around the hole and push C south. Done. Fall down either hole afterwards. Surf all the way north. On a lonely plateau here rests the legend of ice, Articuno. SAVE BEFOREHAND! _________________________________________________________ Fated Encounter: Articuno Version: R B Y --------------------------------------------------------- #144: Articuno ICE / FLY L50 1535 Exp. ~ Peck, Ice Beam _________________________________________________________ Much the same as Zapdos, there is next to no point in chipping away Articuno's health, since it will not increase your chances to catch him by very much. Instead, inflict a status condition on him--SLP and FRZ are the best ones--and start lobbing Ultra Balls. If you want to know why this is the best strategy, take a look at capturing Zapdos above, or the Mechanics and Formulae section for a more in-depth view. Trust me on this. Peck is harmless, but Ice Beam can freeze your Pokemon. In RBY, that's a Game Over--Freeze is only curable with items, or getting hit by a Fire attack which Articuno obviously does not possess. Follow my advice: Slam status on it, chuck Ultra Balls, reset if you screw up. You'll get him eventually. ___ - Rating: ***** Articuno is simply a fantastic Pokemon with a brilliant stat spread and brutally powerful STAB moves, and it doesn't need any TMs at all to function well. I made it an instant team member. Now, if you heeded my earlier advice, you have an Escaoe Rope or Dig-user on hand. If you didn't follow my advice, I guess I can find it within myself to bail you out of this mess. If, like me, your Pokemon are in bad shape, you'll want to get to a Poke Center immediately. We could continue west from Seafoam Islands along Route 20, but I don't fancy coming down Route 19 again, so I'm going to come back to the other half of Route 20 later on, okay? There are only trainers there, so you're not missing out on much. Anyway, to get out of here Escape Rope-free, head south and up the stairs on to the landmass here. Head up the ladder, loop to the south and climb this ladder. Now head up the stairs on the landmass to the north, then head to your east and take the ladder here. Head down the stairs to your southwest, then loop around north and take the ladder on the tiny plateau here. Finally, head south to exit the caves. I don't know about you, but my Pokemon are in terrible shape. Fly to any city with a Poke Center and take care of yourself, then Fly to Pallet Town, taking a Surf-user with you. Head to the water to the south of town and hop in, heading south. _________________________________________________ [47] Sea Route 21 Encounter Rate: 25 Surfing Encounter Rate: 5 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 30% 21-23 Y 55% 11-17 #017: Pidgeotto NRM / FLY R B 15% 30-32 Y 10% 15-19 #019: Rattata NRM R B 30% 21-23 Y 30% 13-15 #020: Raticate NRM R B 15% 30 Y 5% 15 #114: Tangela GRS R B - 10% 28-32 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN - - Y 60% 15-30 #073: Tentacruel WTR / PSN - - Y 10% 30 #090: Shellder WTR R B - 25% 15 #116: Horsea WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #120: Staryu WTR R B 25% 15 Y 30% 20 - Surfing: -------------------------------------- #072: Tentacool WTR / PSN - - Y 100% 5-40 _________________________________________________ New Pokemon ----------- [ ] Tangela (RB) - Recommended Party Avg. Level: 48 Surfing down just a tiny bit revelas an open expanse of tall grass on your right--unfortunately, the only new thing is Tangela for Red and Blue players. Everything else is very common muck. Anyway, much like Route 19, you just Surf down and fight every trainer on the way. Surf down the left hand side of the route to encounter two trainers sitting on a platform. Take out the northwest one first: _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 980 --------------------------------------------------------- #119: Seaking WTR L28 1020 Exp. Stats - HP: 87 Atk: 61 Def: 45 Spc: 54 Spe: 47 ~ Peck, Tail Whip, Supersonic, Horn Attack #118: Goldeen WTR L28 666 Exp. Stats - HP: 67 Atk: 47 Def: 43 Spc: 37 Spe: 44 ~ Peck, Tail Whip, Supersonic, Horn Attack #119: Seaking WTR L28 1020 Exp. Stats - HP: 87 Atk: 61 Def: 45 Spc: 54 Spe: 47 ~ Peck, Tail Whip, Supersonic, Horn Attack #119: Seaking WTR L28 1020 Exp. Stats - HP: 87 Atk: 61 Def: 45 Spc: 54 Spe: 47 ~ Peck, Tail Whip, Supersonic, Horn Attack _________________________________________________________ _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 945 --------------------------------------------------------- #129: Magikarp WTR L27 115 Exp. Stats - HP: 52 Atk: 15 Def: 39 Spc: 20 Spe: 52 ~ Splash, Tackle #129: Magikarp WTR L27 115 Exp. Stats - HP: 52 Atk: 15 Def: 39 Spc: 20 Spe: 52 ~ Splash, Tackle #129: Magikarp WTR L27 115 Exp. Stats - HP: 52 Atk: 15 Def: 39 Spc: 20 Spe: 52 ~ Splash, Tackle #129: Magikarp WTR L27 115 Exp. Stats - HP: 52 Atk: 15 Def: 39 Spc: 20 Spe: 52 ~ Splash, Tackle #129: Magikarp WTR L27 115 Exp. Stats - HP: 52 Atk: 15 Def: 39 Spc: 20 Spe: 52 ~ Splash, Tackle #129: Magikarp WTR L27 115 Exp. Stats - HP: 52 Atk: 15 Def: 39 Spc: 20 Spe: 52 ~ Splash, Tackle _________________________________________________________ Best trainer in the world there. A bit to the southeast is a trainer facing north who will engage you from quite a distance. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 165 --------------------------------------------------------- #117: Seadra WTR L33 1095 Exp. Stats - HP: 84 Atk: 53 Def: 72 Spc: 72 Spe: 66 ~ Bubble, SmokeScreen, Leer, Water Gun #073: Tentacruel WTR / PSN L33 1449 Exp. Stats - HP: 101 Atk: 57 Def: 53 Spc: 89 Spe: 76 ~ Wrap, Poison Sting, Water Gun, Constrict _________________________________________________________ To his right is another trainer. _________________________________________________________ Trainer: Cue Ball Version: R B Y Money: $ 775 --------------------------------------------------------- #072: Tentacool WTR / PSN L31 697 Exp. Stats - HP: 70 Atk: 35 Def: 31 Spc: 71 Spe: 53 ~ Wrap, Poison Sting, Water Gun, Constrict #072: Tentacool WTR / PSN L31 697 Exp. Stats - HP: 70 Atk: 35 Def: 31 Spc: 71 Spe: 53 ~ Wrap, Poison Sting, Water Gun, Constrict #073: Tentacruel WTR / PSN L31 1360 Exp. Stats - HP: 95 Atk: 53 Def: 50 Spc: 84 Spe: 71 ~ Wrap, Poison Sting, Water Gun, Constrict _________________________________________________________ Along the right side, a fair bit down to the south, are a pair of Fishermen. Top-left one first: _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $1085 --------------------------------------------------------- #090: Shellder WTR L31 643 Exp. Stats - HP: 64 Atk: 50 Def: 71 Spc: 37 Spe: 34 ~ Withdraw, Supersonic, Clamp, Aurora Beam #091: Cloyster WTR / ICE L31 1348 Exp. Stats - HP: 76 Atk: 69 Def: 121 Spc: 62 Spe: 53 ~ Withdraw, Supersonic, Clamp, Aurora Beam _________________________________________________________ _________________________________________________________ Trainer: Fisherman Version: R B Y Money: $ 980 --------------------------------------------------------- #119: Seaking WTR L33 1201 Exp. Stats - HP: 101 Atk: 71 Def: 53 Spc: 63 Spe: 55 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack #118: Goldeen WTR L33 784 Exp. Stats - HP: 77 Atk: 55 Def: 49 Spc: 43 Spe: 51 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack _________________________________________________________ Directly to the south of these guys is a Swimmer. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 185 --------------------------------------------------------- #121: Starmie WTR / PSY L37 1641 Exp. Stats - HP: 97 Atk: 67 Def: 73 Spc: 84 Spe: 96 ~ Tackle, Water Gun, Harden _________________________________________________________ To the south of your last trainer is another Swimmer. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 160 --------------------------------------------------------- #061: Poliwhirl WTR L32 897 Exp. Stats - HP: 88 Atk: 52 Def: 51 Spc: 42 Spe: 67 ~ Bubble, Hypnosis, Water Gun, DoubleSlap #072: Tentacool WTR / PSN L32 720 Exp. Stats - HP: 72 Atk: 36 Def: 32 Spc: 74 Spe: 54 ~ Wrap, Poison Sting, Water Gun, Constrict #117: Seadra WTR L32 1062 Exp. Stats - HP: 82 Atk: 52 Def: 70 Spc: 70 Spe: 64 ~ Bubble, SmokeScreen, Leer, Water Gun _________________________________________________________ And to the left is the final trainer of this Route. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 165 --------------------------------------------------------- #121: Staryu WTR L33 748 Exp. Stats - HP: 68 Atk: 40 Def: 46 Spc: 56 Spe: 66 ~ Water Gun, Harden, Recover, Swift #008: Wartortle WTR L33 1011 Exp. Stats - HP: 87 Atk: 52 Def: 63 Spc: 53 Spe: 48 ~ Bubble, Water Gun, Bite, Withdraw _________________________________________________________ Now just head south to Cinnabar Island. Before we explore it fully, let's take care of the rest of the trainers on Route 20. Heal up, then head east into the waters of the Route. ____________ Sea Route 20 ____________ - Recommended Party Avg. Level: 48 Head east along the middle of the Route for trainer numero uno. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2170 --------------------------------------------------------- #060: Poliwag WTR L31 511 Exp. Stats - HP: 70 Atk: 41 Def: 34 Spc: 34 Spe: 65 ~ Hypnosis, Water Gun, DoubleSlap, Body Slam #118: Goldeen WTR L31 1128 Exp. Stats - HP: 73 Atk: 52 Def: 47 Spc: 40 Spe: 49 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack _________________________________________________________ Directly to the east is another trainer. _________________________________________________________ Trainer: Beauty Version: R B Y Money: $2100 --------------------------------------------------------- #090: Shellder WTR L30 622 Exp. Stats - HP: 62 Atk: 49 Def: 69 Spc: 36 Spe: 33 ~ Withdraw, Supersonic, Clamp, Aurora Beam #090: Shellder WTR L30 622 Exp. Stats - HP: 62 Atk: 49 Def: 69 Spc: 36 Spe: 33 ~ Withdraw, Supersonic, Clamp, Aurora Beam #091: Cloyster WTR / ICE L30 1305 Exp. Stats - HP: 74 Atk: 67 Def: 117 Spc: 60 Spe: 51 ~ Withdraw, Supersonic, Clamp, Aurora Beam _________________________________________________________ To the south of her is a Jr. Trainer F. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 620 --------------------------------------------------------- #118: Goldeen WTR L31 736 Exp. Stats - HP: 73 Atk: 52 Def: 47 Spc: 40 Spe: 49 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack #119: Seaking WTR L31 1128 Exp. Stats - HP: 95 Atk: 67 Def: 50 Spc: 59 Spe: 52 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack _________________________________________________________ To the east, a Bird Keeper resides on a platform. _________________________________________________________ Trainer: Bird Keeper Version: R B Y Money: $ 750 --------------------------------------------------------- #022: Fearow NRM / FLY L30 1041 Exp. Stats - HP: 83 Atk: 64 Def: 48 Spc: 46 Spe: 69 ~ Growl, Leer, Fury Attack, Mirror Move #022: Fearow NRM / FLY L30 1041 Exp. Stats - HP: 83 Atk: 64 Def: 48 Spc: 46 Spe: 69 ~ Growl, Leer, Fury Attack, Mirror Move #017: Pidgeotto NRM / FLY L30 726 Exp. Stats - HP: 82 Atk: 46 Def: 42 Spc: 39 Spe: 52 ~ Gust, Sand-Attack, Quick Attack, Whirlwind _________________________________________________________ To the southeast, in the water, is another trainer. _________________________________________________________ Trainer: Swimmer Version: R B Y Money: $ 175 --------------------------------------------------------- #121: Staryu WTR L35 795 Exp. Stats - HP: 71 Atk: 42 Def: 49 Spc: 59 Spe: 70 ~ Water Gun, Harden, Recover, Swift _________________________________________________________ To the east, down a narrow pathway to the other Seafoam Islands cave, is the last trainer of the Route. _________________________________________________________ Trainer: Jr. Trainer F Version: R B Y Money: $ 600 --------------------------------------------------------- #072: Tentacool WTR / PSN L30 675 Exp. Stats - HP: 68 Atk: 34 Def: 30 Spc: 69 Spe: 51 ~ Wrap, Poison Sting, Water Gun, Constrict #116: Horsea WTR L30 532 Exp. Stats - HP: 62 Atk: 34 Def: 51 Spc: 51 Spe: 45 ~ Bubble, SmokeScreen, Leer, Water Gun #086: Seel WTR L30 642 Exp. Stats - HP: 83 Atk: 37 Def: 42 Spc: 51 Spe: 36 ~ Headbutt, Growl _________________________________________________________ Fly or Surf back to Cinnabar Island. _________________________________________________ [48] Cinnabar Island _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Trade for Ponyta in Cinnabar Lab: ------------- #086: Seel WTR R B - -- Trade - Trade for Raichu in Cinnabar Lab: ------------- #101: Electrode ELE R B - -- Trade - Trade for Venonat in Cinnabar Lab: ------------ #114: Tangela GRS R B - -- Trade - Trade for Growlithe in Cinnabar Lab: ---------- #087: Dewgong WTR / ICE - - Y -- Trade - Trade for Kangaskhan in Cinnabar Lab: --------- #089: Muk PSN - - Y -- Trade - Trade for Golduck in Cinnabar Lab: ------------ #112: Rhydon GRN / RCK - - Y -- Trade - Revive Helix Fossil: -------------------------- #138: Omanyte RCK / WTR R B Y -- 30 - Revive Dome Fossil: --------------------------- #140: Kabuto RCK / WTR R B Y -- 30 - Revive Old Amber: ----------------------------- #142: Aerodactyl RCK / FLY R B Y -- 30 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #072: Tentacool WTR / PSN - - Y 40% 15-30 #090: Shellder WTR R B - 25% 15 #116: Horsea WTR R B - 25% 15 #118: Goldeen WTR R B - 25% 15 #120: Staryu WTR R B 25% 15 Y 60% 10-15 _________________________________________________ ___________________ Poke Mart Price ------------------- Ultra Ball $1200 Great Ball $ 600 Hyper Potion $1500 Max Repel $ 700 Escape Rope $ 550 Full Heal $ 600 Revive $1500 ___________________ New Items --------- [ ] TM35 (Metronome) New Pokemon ----------- ( ) Rhydon (Y) [ ] Omanyte [ ] Kabuto [ ] Aerodactyl - Recommended Party Avg. Level: 49 The main atraction of Cinnabar Island is the Missingno. Glitch and the ability to catch any wild Pokemon available in the previous area (including Safari Zone Pokemon catchable by normal means--see section C01; 'The Cinnabar Island Glitch' for details). Legitimately, Cinnabar is still quite fun--check out the Pokemon Lab; the big building to the left of the Poke Center. Take out your fossils (Dome/Helix Fossil, Old Amber) and head inside, where there are three rooms. The first contains two people who want to trade; in Red and Blue, you'll get Tangela for Venonat and Electrode for Raichu. In Yellow, you'll get Dewgong for Growlithe and Rhydon for Golduck. Do whatever you wish--but you can get these Pokemon in the wild with ease. In the second room, the man in the corner will fork over (Metronome) and in the last room someone wants to trade Seel for your Ponyta (R/B). - Rating: **** Despite average stats and arriving very late, Seel has all the tools it needs to succeed--being a Water type on a Fire-dominated Island and gaining boosted EXP. points are massive pluses. It even gets the brilliant Ice Beam naturally! You can also get Muk for your Kangaskhan (Y). The guy at the top is the one who will transform your fossils. You'll have either the Dome or Helix Fossil from Mt. Moon, which turn into a L30 Kabuto or Omanyte respectively. I also recommended that you pluck the Old Amber from Pewter museum earlier, which entitles you to a L30 Aerodactyl. Sweet. That's all for this place. - Rating: *** A useful Water type that's got an awesome Special stat and a resistance to Normal moves because of its part Rock typing. It's a bit slow and maybe it arrives too late, but it can be a solid teammate if you want it. - Rating: *** Not quite as powerful since it has to use non-STAB moves to use its higher Attack stat, but still useful enough. Average Special gives it usable Water moves too, and it's merely average in terms of Speed as opposed to bad. - Rating: ** A terrible movepool outside of Fly, but otherwise can abuse its fantastic Speed and great Attack to decent effect. Not massively good, but usable if you are persistent. The gym in the northeast of the city is closed, so you know what this means. Yep, long dungeon to trawl through to get the right to challenge the Gym leader. That dungeon is to the west side of the island, in the form of a large building. Grab some Great Balls to nab the new wild Pokemon and some Super Repels (best value for money) to keep away the common muck, then enter. _________________________________________________ [49] Pokemon Mansion Encounter Rate: 10 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - 1F: ------------------------------------------- #019: Rattata NRM - - Y 30% 34-37 #020: Raticate NRM - - Y 30% 34-37 #037: Vulpix FIR - B - 10% 34 #058: Growlithe FIR R - 10% 34 Y 20% 26-38 #077: Ponyta FIR R B - 40% 28-34 #088: Grimer PSN R 5% 30 B 40% 30-32 Y 20% 23-26 #089: Muk PSN R - 1% 39 B 4% 37 #109: Koffing PSN R - 40% 30-32 B 5% 30 #110: Weezing PSN R - 4% 37 B 1% 39 - 2F: ------------------------------------------- #019: Rattata NRM - - Y 30% 37-40 #020: Raticate NRM - - Y 30% 37-40 #037: Vulpix FIR - B - 20% 32 #058: Growlithe FIR R - - 20% 32 #077: Ponyta FIR R B - 25% 28-32 #088: Grimer PSN R 5% 30 B 45% 30-34 Y 35% 26-35 #089: Muk PSN R 1% 37 B 4% 39 Y 5% 35-38 #109: Koffing PSN R - 45% 30-34 B 5% 30 #110: Weezing PSN R - 4% 39 B 1% 37 - 3F: ------------------------------------------- #019: Rattata NRM - - Y 30% 40-43 #020: Raticate NRM - - Y 30% 40-43 #037: Vulpix FIR - B - 20% 33 #058: Growlithe FIR R - - 20% 33 #077: Ponyta FIR R B - 24% 32-36 #088: Grimer PSN R 5% 34 B 35% 31-35 Y 35% 32-38 #089: Muk PSN R 1% 42 B 15% 38-40 Y 5% 38-41 #109: Koffing PSN R - 35% 31-35 B 5% 34 #110: Weezing PSN R - 15% 38-40 B 1% 42 #126: Magmar FIR - B - 10% 34 - B1F: ------------------------------------------ #020: Raticate NRM - - Y 40% 37-46 #037: Vulpix FIR - B - 15% 35 #058: Growlithe FIR R - - 15% 35 #077: Ponyta FIR R B - 15% 32-34 #088: Grimer PSN R 5% 35 B 50% 31-33 Y 40% 35-38 #089: Muk PSN R 1% 42 B 10% 40 Y 10% 41 #109: Koffing PSN R - 50% 31-33 B 5% 35 #110: Weezing PSN R - 14% 40-42 B 1% 42 #126: Magmar FIR - B - 4% 38 #132: Ditto NRM - - Y 10% 12-24 _________________________________________________ New Items --------- [ ] Moon Stone (H) [ ] Escape Rope [ ] Max Revive (H) [ ] Max Potion [ ] Calcium [ ] Iron [ ] Carbos [ ] TM14 (Blizzard) [ ] Full Restore [ ] Rare Candy [ ] TM22 (SolarBeam) [ ] Secret Key [ ] Rare Candy (H) New Pokemon ----------- [ ] Growlithe (Y) [ ] Ponyta (RB) [ ] Grimer (RB) ( ) Muk (RB) [ ] Koffing (RB) ( ) Weezing (RB) [ ] Magmar (B) [ ] Ditto (Y) - Recommended Party Avg. Level: 49 Lots of Fire types here. - Rating: ** - Rating: * Ponyta and Magmar are new additions (well, unless you Yellow players caught a Ponyta earlier anyway), but Fire types generally have limited use in RBY and they're underlevelled at this point. Don't bother, but definitely catch a Ponyta and run it back to trade for the awesome Seel in the Pokemon Lab next door. - Rating: * Grimer and Koffing also make appearances, but if you only learn one thing from this guide, make sure it is this: Being weak to Psychic types is just painting a great, fat target on your head. Poison types should be avoided like the plague, unless they have a second type that dampens their weakness. Grimer was encountered earlier by Yellow players in the Power Plant, at least. Once inside, head north. Examine the fifth pillar on the right for a hidden , then take the northeast passage past the stairs. You can grab an on the way. Head back to the stairs and ascend them, then ascend the stairs next to you. Inside there is a trainer pacing about. He won't engage you--you'll need to prompt him to battle. _________________________________________________________ Trainer: Burglar Version: R B Y Money: $3420 --------------------------------------------------------- #038: Ninetales FIR L38 1449 Exp. Stats - HP: 109 Atk: 69 Def: 68 Spc: 87 Spe: 87 ~ Ember, Tail Whip, Quick Attack, Roar _________________________________________________________ The path to the west has a hidden at the end and the south path has a in plain sight. After you've got them, head back down the flight of stairs. In the path to the south is a Burglar to fight. _________________________________________________________ Trainer: Burglar Version: R B Y Money: $3060 --------------------------------------------------------- #004: Charmander FIR L34 472 Exp. Stats - HP: 75 Atk: 46 Def: 39 Spc: 44 Spe: 54 ~ Ember, Leer, Rage, Slash #005: Charmeleon FIR L34 1033 Exp. Stats - HP: 88 Atk: 54 Def: 49 Spc: 54 Spe: 64 ~ Ember, Leer, Rage, Slash _________________________________________________________ Afterwards, head to the very northeast room on this floor for a . Then head to the northwestern room and take the stairs here. Go east through a few rooms for an , then return and examine the statue here. Flick the secret switch when prompted, then head south and speak to the Scientist. By 'speak', of course, I mean 'fight'. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1650 --------------------------------------------------------- #081: Magnemite ELE L33 628 Exp. Stats - HP: 64 Atk: 34 Def: 56 Spc: 72 Spe: 39 ~ Tackle, SonicBoom, ThunderShock, Supersonic #082: Magneton ELE L33 1138 Exp. Stats - HP: 81 Atk: 50 Def: 72 Spc: 89 Spe: 56 ~ Tackle, SonicBoom, ThunderShock, Supersonic #100: Voltorb ELE L33 727 Exp. Stats - HP: 74 Atk: 30 Def: 43 Spc: 46 Spe: 76 ~ Screech, SonicBoom, Selfdestruct, Light Screen _________________________________________________________ Just below him, take the left of the two pathways into the nether, then fight another Scientist here. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1450 --------------------------------------------------------- #101: Electrode ELE L29 931 Exp. Stats - HP: 78 Atk: 39 Def: 50 Spc: 56 Spe: 90 ~ Screech, SonicBoom, Selfdestruct, Light Screen #110: Weezing PSN L29 1074 Exp. Stats - HP: 81 Atk: 62 Def: 79 Spc: 58 Spe: 44 ~ Tackle, Smog, Sludge _________________________________________________________ To the south, nab the , then head downstairs. Follow the passageway, then enter the small room to the south when presented with a crossroad of sorts. Talk to the Burglar in here to fight him. _________________________________________________________ Trainer: Burglar Version: R B Y Money: $3060 --------------------------------------------------------- #058: Growlithe FIR L34 663 Exp. Stats - HP: 86 Atk: 58 Def: 41 Spc: 44 Spe: 51 ~ Roar, Ember, Leer, Take Down #077: Ponyta FIR L34 1107 Exp. Stats - HP: 83 Atk: 68 Def: 47 Spc: 54 Spe: 71 ~ Ember, Tail Whip, Stomp _________________________________________________________ Absolutely grab (Blizzard) next to the statue; it's one of the most powerful moves in the game, with 120 Power and 90% accuracy and a fantastic type to boot. Very recommended for the Elite Four, but don't teach it to Articuno, who gets it at L51. Flip the secret statue switch and head all the way left for a . Head back to the stairs, but don't take them--instead, head north along the east wall to engage a Scientist. _________________________________________________________ Trainer: Scientist Version: R B Y Money: $1700 --------------------------------------------------------- #081: Magnemite ELE L34 648 Exp. Stats - HP: 66 Atk: 34 Def: 58 Spc: 75 Spe: 41 ~ Tackle, SonicBoom, ThunderShock, Supersonic #101: Electrode ELE L34 1092 Exp. Stats - HP: 90 Atk: 45 Def: 58 Spc: 64 Spe: 105 ~ Screech, SonicBoom, Selfdestruct, Light Screen _________________________________________________________ Keep heading north and enter the first room you chance across. Flick the switch inside, then exit. Head west and enter this room for a . Keep heading west and grab (SolarBeam) from the table here, then head south and pick up the . The northwest corner of this room has a hidden to uncover, as well. Woop! Well, we're done here. Use the Escape Rope you picked up earlier or, if you have no means of escape, flick the switch in the northeast room. Head south, then west into the room where you picked up TM14, flick the switch, then take the stairs. Head north and circle around to the south to find an alternative exit. _______________ Cinnabar Island _______________ New Items --------- [ ] TM38 (Fire Blast) - Recommended Party Avg. Level: 50 Okay, it's time to take on Blaine, the Island's Gym leader. He uses Fire types, so bring your Water, Rock and Grounds but leave your Grass and Ice types (I hope to God you're not using Bug types either). Heal up at the Poke Center, then enter the Gym on the east side of the Island. You need the Secret Key to enter, so don't deposit it. I'll show you my team so far, which should be a fairly decent guideline to what levels you should be at. I'll probably be a bit higher than most of you, since I've bagged both Zapdos and Articuno: ___ My Team Golem L51 ~ Rock Throw, Submission, Earthquake, Explosion Venusaur L51 ~ Tackle, PoisonPowder, Razor Leaf, Growth Alakazam L47 ~ Psybeam, Recover, Reflect, Psychic Zapdos L53 ~ ThunderShock, Drill Peck, Thunder Articuno L50 ~ Peck, Ice Beam We're getting close to the end of the game now, so it is important to have a team of L50s now or very soon. Otherwise, the Elite Four will cream you (unless you're an expert and have specially trained your Pokemon). You will want something as varied as this, with similar types and perhaps a Water move or a bulky Normal type in there as well. If I could be bothered to train one, I'd have a Snorlax with Amnesia, Rest, Body Slam and Surf. But I'm lazy, so I'm going to nab that L50 Moltres in Victory Road. Probably. Note that, as always, this team is not supposed to be what I think is the best team. For a start, Rock Slide would be better than Rock Throw and Thunderbolt would be a better choice than Thunder. I'm a bit stingy with TMs, you see. ___ This Gym requires you to answer a series of Yes/No questions to proceed. You examine the console in each room to get the question. By answering it correctly, that room's trainer can be bypassed, but if you answer incorrectly, you'll be forced to fight them. Either way, if you want to fight all the trainers, it doesn't matter how you answer; if you answer correctly you can still fight the trainer afterwards. If you answer incorrectly, you fight the trainer, but the door is then opened for you anyway. So yeah, get started already: Q1: Caterpie evolves into Butterfree? YES. Technically it evolves into Metapod, but it does eventually evolve into Butterfree. I said no, but it turns out the answer is yes. _________________________________________________________ Trainer: Burglar Version: R B Y Money: $3240 --------------------------------------------------------- #058: Growlithe FIR L36 702 Exp. Stats - HP: 91 Atk: 61 Def: 43 Spc: 46 Spe: 53 ~ Roar, Ember, Leer, Take Down #037: Vulpix FIR L36 486 Exp. Stats - HP: 79 Atk: 41 Def: 39 Spc: 57 Spe: 57 ~ Quick Attack, Roar, Confuse Ray, Flamethrower #038: Ninetales FIR L36 1372 Exp. Stats - HP: 104 Atk: 66 Def: 64 Spc: 82 Spe: 82 ~ Ember, Tail Whip, Quick Attack, Roar _________________________________________________________ The trainer to the north isn't related to a question. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 900 --------------------------------------------------------- #037: Vulpix FIR L36 486 Exp. Stats - HP: 79 Atk: 41 Def: 39 Spc: 57 Spe: 57 ~ Quick Attack, Roar, Confuse Ray, Flamethrower #037: Vulpix FIR L36 486 Exp. Stats - HP: 79 Atk: 41 Def: 39 Spc: 57 Spe: 57 ~ Quick Attack, Roar, Confuse Ray, Flamethrower #038: Ninetales FIR L36 1372 Exp. Stats - HP: 104 Atk: 66 Def: 64 Spc: 82 Spe: 82 ~ Ember, Tail Whip, Quick Attack, Roar _________________________________________________________ Q2: There are 9 certified Pokemon League Badges? NO. There are eight. Any trainer worth his salt knows that. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 850 --------------------------------------------------------- #077: Ponyta FIR L34 1107 Exp. Stats - HP: 83 Atk: 68 Def: 47 Spc: 54 Spe: 71 ~ Ember, Tail Whip, Stomp# #004: Charmander FIR L34 472 Exp. Stats - HP: 75 Atk: 46 Def: 39 Spc: 44 Spe: 54 ~ Ember, Leer, Rage, Slash #037: Vulpix FIR L34 459 Exp. Stats - HP: 75 Atk: 39 Def: 37 Spc: 54 Spe: 54 ~ Tail Whip, Quick Attack, Roar, Confuse Ray #058: Growlithe FIR L34 663 Exp. Stats - HP: 86 Atk: 58 Def: 41 Spc: 44 Spe: 51 ~ Roar, Ember, Leer, Take Down _________________________________________________________ Q3: Poliwag evolves 3 times? NO. Twice; once into Poliwhirl, then again into Poliwrath. As of GSC however, it does have three evolutions--Poliwhirl can evolve into Politoed instead of Poliwrath. _________________________________________________________ Trainer: Burglar Version: R B Y Money: $3690 --------------------------------------------------------- #077: Ponyta FIR L41 1335 Exp. Stats - HP: 98 Atk: 82 Def: 56 Spc: 64 Spe: 85 ~ Tail Whip, Stomp, Growl, Fire Spin _________________________________________________________ Q4: Are thunder moves effective against ground element-type Pokemon? NO. There's so much wrong with the wording of that question. First, it's 'Electric', not 'thunder'. Second 'ground element-type'? Try 'Ground type'. But yes, Electric moves cannot affect Ground types. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $1025 --------------------------------------------------------- #078: Rapidash FIR L41 1686 Exp. Stats - HP: 110 Atk: 94 Def: 68 Spc: 77 Spe: 97 ~ Tail Whip, Stomp, Growl, Fire Spin _________________________________________________________ Q5: Pokemon of the same kind and level are not identical? YES. Definitely true. _________________________________________________________ Trainer: Burglar Version: R B Y Money: $3330 --------------------------------------------------------- #037: Vulpix FIR L37 499 Exp. Stats - HP: 81 Atk: 42 Def: 40 Spc: 59 Spe: 59 ~ Quick Attack, Roar, Confuse Ray, Flamethrower #058: Growlithe FIR L37 721 Exp. Stats - HP: 93 Atk: 63 Def: 44 Spc: 47 Spe: 55 ~ Roar, Ember, Leer, Take Down _________________________________________________________ Q6: TM28 contains Tombstoner? NO. Never heard of Tombstoner. Anyway, TM28 contains Dig. _________________________________________________________ Trainer: Super Nerd Version: R B Y Money: $ 925 --------------------------------------------------------- #058: Growlithe FIR L37 721 Exp. Stats - HP: 93 Atk: 63 Def: 44 Spc: 47 Spe: 55 ~ Roar, Ember, Leer, Take Down #037: Vulpix FIR L37 499 Exp. Stats - HP: 81 Atk: 42 Def: 40 Spc: 59 Spe: 59 ~ Quick Attack, Roar, Confuse Ray, Flamethrower _________________________________________________________ The last room contains none other than Blaine, the Fire type 'master'. _________________________________________________________ Trainer: Blaine Version: R B Money: $4653 --------------------------------------------------------- #058: Growlithe FIR L42 819 Exp. Stats - HP: 104 Atk: 71 Def: 49 Spc: 53 Spe: 62 ~ Ember, Leer, Take Down, Agility #077: Ponyta FIR L40 1302 Exp. Stats - HP: 96 Atk: 80 Def: 55 Spc: 63 Spe: 63 ~ Tail Whip, Stomp, Growl, Fire Spin #078: Rapidash FIR L42 1728 Exp. Stats - HP: 113 Atk: 96 Def: 70 Spc: 78 Spe: 99 ~ Tail Whip, Stomp, Growl, Fire Spin #059: Arcanine FIR L47 2145 Exp. Stats - HP: 149 Atk: 116 Def: 87 Spc: 87 Spe: 101 ~ Roar, Ember, Take Down, Fire Blast _________________________________________________________ Trainer: Blaine Version: Y Money: $5346 --------------------------------------------------------- #038: Ninetales FIR L48 1830 Exp. Stats - HP: 135 Atk: 86 Def: 84 Spc: 108 Spe: 108 ~ Confuse Ray, Quick Attack, Tail Whip, Flamethrower #078: Rapidash FIR L50 2056 Exp. Stats - HP: 133 Atk: 114 Def: 83 Spc: 93 Spe: 118 ~ Take Down, Stomp, Growl, Fire Spin #059: Arcanine FIR L54 2464 Exp. Stats - HP: 169 Atk: 133 Def: 100 Spc: 100 Spe: 116 ~ Reflect, Take Down, Fire Blast, Flamethrower _________________________________________________________ Blaine likes to use Super Potions, although this should only be a mild annoyance. Growlithe and Ponyta should pose no threat. Then we have two evolved forms for Red and Blue and three for Yellow. Rapidash can be pretty annoying with Fire Spin, but thankfully it doesn't do too much damage. Put it out of its misery with a swift Surf or Earthquake. Arcanine is the beast of the group--the highest level and the powerful Fire Blast that will put a dent in anything that isn't Water, Rock or Fire. Take Down also hurts non Rock types, so try Golem or a sturdy Water type like Blastoise. In Yellow, it packs Flamethrower, which hurts, and Reflect, which halves physical damage against its team for five turns. Take it out ASAP. The only Pokemon I haven't covered is exclsuive to Yellow; Ninetales is, if you don't faint it quickly, very irritating. It packs Confuse Ray and Flamethrower, which in tandem will quickly smack you with damage. Switch around to avoid confusion and make sure your Water or Rock type is available to sponge up those Flamethrowers. ___ Once you beat him, you get the VolcanoBadge, which secretly raises the Special stat of your team members for in-game battles to 1.125x its original amount. Sweet. You'll also receive (Fire Blast), a 120 Power, 85% accurate Fire type move. It's a great power-over-accuracy alternative to Flamethrower. Fly to Viridian City. It's nearing the end-game now. _____________ Viridian City _____________ New Items --------- [ ] Revive [ ] TM27 (Fissure) - Recommended Party Avg. Level: 51 The Gym in the northeast part of the City is now unlocked, so heal up and enter. Officially, the Gym uses Ground types, but in reality it's a mix of Rocket-style physical attackers, namely Normal, Poison, Ground, Fighting and Rock. You'll see why soon enough. Take one of the left spinners (arrows) and fight the trainer here. _________________________________________________________ Trainer: Tamer Version: R B Y Money: $1560 --------------------------------------------------------- #024: Arbok PSN L39 1228 Exp. Stats - HP: 102 Atk: 78 Def: 65 Spc: 61 Spe: 73 ~ Poison Sting, Bite, Glare, Screech #128: Tauros NRM L39 1762 Exp. Stats - HP: 113 Atk: 90 Def: 85 Spc: 65 Spe: 97 ~ Tackle, Stomp, Tail Whip, Leer _________________________________________________________ Take the next spinner to another trainer. _________________________________________________________ Trainer: Blackbelt Version: R B Y Money: $1075 --------------------------------------------------------- #067: Machoke FGT L43 1344 Exp. Stats - HP: 128 Atk: 98 Def: 72 Spc: 54 Spe: 50 ~ Karate Chop, Low Kick, Leer, Focus Energy _________________________________________________________ Ignore the next spinner and head south underneath it. Take a right at the intersection and fight the guy here. _________________________________________________________ Trainer: CoolTrainer M Version: R B Money: $1365 --------------------------------------------------------- #033: Nidorino PSN L39 985 Exp. Stats - HP: 102 Atk: 68 Def: 55 Spc: 54 Spe: 61 ~ Horn Attack, Poison Sting, Focus Energy, Fury Attack #034: Nidoking PSN / GRN L39 1629 Exp. Stats - HP: 118 Atk: 83 Def: 71 Spc: 69 Spe: 77 ~ Tackle, Horn Attack, Poison Sting, Thrash _________________________________________________________ Trainer: CoolTrainer M Version: Y Money: $1365 --------------------------------------------------------- #033: Nidorino PSN L39 985 Exp. Stats - HP: 102 Atk: 68 Def: 55 Spc: 54 Spe: 61 ~ Double Kick, Poison Sting, Focus Energy, Fury Attack #034: Nidoking PSN / GRN L39 1629 Exp. Stats - HP: 118 Atk: 83 Def: 71 Spc: 69 Spe: 77 ~ Horn Attack, Poison Sting, Thrash, Double Kick _________________________________________________________ Head to the next set of spinners to the south to end up back at the entrance of the Gym. Take the first north passage and loop around to collect the just to the right. Then go west out of that tiny corrdior to fight three trainers. _________________________________________________________ Trainer: CoolTrainer M Version: R B Y Money: $1365 --------------------------------------------------------- #028: Sandslash GRN L39 1362 Exp. Stats - HP: 113 Atk: 90 Def: 97 Spc: 54 Spe: 61 ~ Sand-Attack, Slash, Poison Sting, Swift #051: Dugtrio GRN L39 1278 Exp. Stats - HP: 82 Atk: 74 Def: 50 Spc: 65 Spe: 104 ~ Growl, Dig, Sand-Attack, Slash _________________________________________________________ _________________________________________________________ Trainer: Blackbelt Version: R B Y Money: $1000 --------------------------------------------------------- #066: Machop FGT L40 753 Exp. Stats - HP: 112 Atk: 76 Def: 51 Spc: 39 Spe: 39 ~ Low Kick, Leer, Focus Energy, Seismic Toss #067: Machoke FGT L40 1251 Exp. Stats - HP: 120 Atk: 92 Def: 67 Spc: 51 Spe: 47 ~ Karate Chop, Low Kick, Leer, Focus Energy _________________________________________________________ _________________________________________________________ Trainer: Tamer Version: R B Y Money: $1720 --------------------------------------------------------- #111: Rhyhorn GRN / RCK L43 1243 Exp. Stats - HP: 128 Atk: 85 Def: 93 Spc: 37 Spe: 33 ~ Horn Attack, Stomp, Tail Whip, Fury Attack _________________________________________________________ Head east and then north, above where you picked up the Revive, for another trainer. _________________________________________________________ Trainer: CoolTrainer M Version: R B Y Money: $1505 --------------------------------------------------------- #111: Rhyhorn GRN / RCK L43 1243 Exp. Stats - HP: 128 Atk: 85 Def: 93 Spc: 37 Spe: 33 ~ Horn Attack, Stomp, Tail Whip, Fury Attack _________________________________________________________ Follow the west pathway to encounter a Blackbelt. _________________________________________________________ Trainer: Blackbelt Version: R B Y Money: $ 950 --------------------------------------------------------- #067: Machoke FGT L38 1188 Exp. Stats - HP: 114 Atk: 87 Def: 64 Spc: 49 Spe: 45 ~ Karate Chop, Low Kick, Leer, Focus Energy #066: Machop FGT L38 715 Exp. Stats - HP: 107 Atk: 72 Def: 49 Spc: 37 Spe: 37 ~ Karate Chop, Low Kick, Leer, Focus Energy #067: Machoke FGT L38 1188 Exp. Stats - HP: 114 Atk: 87 Def: 64 Spc: 49 Spe: 45 ~ Karate Chop, Low Kick, Leer, Focus Energy _________________________________________________________ That's all the trainers, so head back to the Gym's entrance. Hug the eastern wall and follow that path around to the Gym leader. _________________________________________________________ Trainer: Giovanni Version: R B Money: $4950 --------------------------------------------------------- #111: Rhyhorn GRN / RCK L45 1300 Exp. Stats - HP: 134 Atk: 89 Def: 97 Spc: 39 Spe: 34 ~ Stomp, Tail Whip, Fury Attack, Horn Drill #051: Dugtrio GRN L42 1377 Exp. Stats - HP: 88 Atk: 79 Def: 53 Spc: 70 Spe: 112 ~ Growl, Dig, Sand-Attack, Slash #031: Nidoqueen PSN / GRN L44 1828 Exp. Stats - HP: 140 Atk: 85 Def: 88 Spc: 78 Spe: 78 ~ Scratch, Tail Whip, Poison Sting, Body Slam #034: Nidoking PSN / GRN L45 1879 Exp. Stats - HP: 135 Atk: 95 Def: 81 Spc: 79 Spe: 88 ~ Tackle, Horn Attack, Poison Sting, Thrash #112: Rhydon GRN / RCK L50 2185 Exp. Stats - HP: 173 Atk: 144 Def: 133 Spc: 58 Spe: 53 ~ Stomp, Tail Whip, Fissure, Horn Drill _________________________________________________________ Trainer: Giovanni Version: Y Money: $5445 --------------------------------------------------------- #051: Dugtrio GRN L50 1638 Exp. Stats - HP: 103 Atk: 94 Def: 63 Spc: 83 Spe: 133 ~ Sand-Attack, Dig, Fissure, Earthquake #053: Persian NRM L53 1680 Exp. Stats - HP: 140 Atk: 88 Def: 77 Spc: 82 Spe: 135 ~ Screech, Slash, Fury Swipes, Double Team #031: Nidoqueen PSN / GRN L53 2202 Exp. Stats - HP: 166 Atk: 101 Def: 105 Spc: 92 Spe: 94 ~ Tail Whip, Earthquake, Double Kick, Thunder #034: Nidoking PSN / GRN L55 2298 Exp. Stats - HP: 162 Atk: 116 Def: 98 Spc: 96 Spe: 107 ~ Thunder, Leer, Earthquake, Thrash #112: Rhydon GRN / RCK L55 2403 Exp. Stats - HP: 189 Atk: 157 Def: 145 Spc: 63 Spe: 57 ~ Rock Slide, Fury Attack, Earthquake, Horn Drill _________________________________________________________ Rhyhorn and Rhydon should be no problem--they've got such low Speed and Special stats that one Razor Leaf or Surf will annihilate them. Don't worry about Horn Drill being a one-hit-KO move because it only works when the user moves first. This ain't gonna happen, since the Rhyhorn family are VERY slow. Dugtrio is a pain with Sand-Attack and Slash (Earthquake in Yellow), but it's too frail to last long (use Ice Beam/Blizzard, Razor Leaf and Surf). Then in Yellow, we have Persian. Its moves are irritaing, but especially so is Double Team; don't let it pull off too many of these of you'll be there all day. And then in both versions we have the Nidos. Body Slam and Thrash are the moves to watch out for in Red and Blue, so take them out quickly with Ice, Psychic, Water or Ground attacks (you should have at least one of those, if not all). In Yellow, you might be tempted to avoid their Earthquakes by using a Flying type. You'll have to be certain that you can score a very quick one-hit-KO or you'll get hit with Thunder. My L50 Articuno took them both down in one hit with Ice Beam, for reference. Otherwise, use a bulky Psychic (Hypno or Alakazam with Reflect up). Use the same move types I mentioned for Red and Blue and you should be fine. Giovanni likes to waste his time using Guard Specs. Treat these as a free turn to attack. ___ After the battle, Giovanni forks over the EarthBadge, which makes all traded Pokemon up to and including L100 obey you (any higher--those obtained through a glitch or hacking--are still disobediant, however). He also hands over (Fissure), a one-hit-KO move with 30% accuracy that only works against slower opponents. However, like I mentioned back in the Celadon City portion of this guide, if you use an X Accuracy first, the move is boosted to 99.6% accuracy (but still only works provided you're faster than the foe). You can talk to him again afterwards to make him say some stuff and then go away, but it's not really necessary. Heal up, prepare yourself, then take the west exit out to Route 22. ________ Route 22 ________ - Recommended Party Avg. Level: 51 You won't progress far before you get challenged by your Rival. _________________________________________________________ Trainer: Rival Version: R B Money: $3445 --------------------------------------------------------- - You started with Bulbasaur: --------------------------- #018: Pidgeot NRM / FLY L47 1731 Exp. Stats - HP: 142 Atk: 88 Def: 83 Spc: 78 Spe: 98 ~ Quick Attack, Whirlwind, Wing Attack, Agility #111: Rhyhorn GRN / RCK L45 1300 Exp. Stats - HP: 134 Atk: 89 Def: 97 Spc: 39 Spe: 34 ~ Stomp, Tail Whip, Fury Attack, Horn Drill #102: Exeggcute GRS / PSY L45 945 Exp. Stats - HP: 116 Atk: 49 Def: 84 Spc: 66 Spe: 48 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam #130: Gyarados WTR / FLY L47 2154 Exp. Stats - HP: 153 Atk: 130 Def: 86 Spc: 106 Spe: 88 ~ Bite, Dragon Rage, Leer, Hydro Pump #065: Alakazam PSY L50 1992 Exp. Stats - HP: 123 Atk: 64 Def: 58 Spc: 148 Spe: 133 ~ Psybeam, Recover, Psychic, Reflect #006: Charizard FIR / FLY L53 2373 Exp. Stats - HP: 154 Atk: 103 Def: 96 Spc: 103 Spe: 119 ~ Leer, Rage, Slash, Flamethrower - You started with Charmander: -------------------------- #018: Pidgeot NRM / FLY L47 1731 Exp. Stats - HP: 142 Atk: 88 Def: 83 Spc: 78 Spe: 98 ~ Quick Attack, Whirlwind, Wing Attack, Agility #111: Rhyhorn GRN / RCK L45 1300 Exp. Stats - HP: 134 Atk: 89 Def: 97 Spc: 39 Spe: 34 ~ Stomp, Tail Whip, Fury Attack, Horn Drill #058: Growlithe FIR L45 877 Exp. Stats - HP: 111 Atk: 76 Def: 52 Spc: 57 Spe: 66 ~ Ember, Leer, Take Down, Agility #102: Exeggcute GRS / PSY L47 987 Exp. Stats - HP: 120 Atk: 51 Def: 87 Spc: 68 Spe: 50 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam #065: Alakazam PSY L50 1992 Exp. Stats - HP: 123 Atk: 64 Def: 58 Spc: 148 Spe: 133 ~ Psybeam, Recover, Psychic, Reflect #009: Blastoise WTR L53 2835 Exp. Stats - HP: 155 Atk: 102 Def: 119 Spc: 103 Spe: 96 ~ Bite, Withdraw, Skull Bash, Hydro Pump - You started with Squirtle: ---------------------------- #018: Pidgeot NRM / FLY L47 1731 Exp. Stats - HP: 142 Atk: 88 Def: 83 Spc: 78 Spe: 98 ~ Quick Attack, Whirlwind, Wing Attack, Agility #111: Rhyhorn GRN / RCK L45 1300 Exp. Stats - HP: 134 Atk: 89 Def: 97 Spc: 39 Spe: 34 ~ Stomp, Tail Whip, Fury Attack, Horn Drill #130: Gyarados WTR / FLY L45 2062 Exp. Stats - HP: 147 Atk: 125 Def: 83 Spc: 102 Spe: 85 ~ Bite, Dragon Rage, Leer, Hydro Pump #058: Growlithe FIR L47 916 Exp. Stats - HP: 116 Atk: 79 Def: 54 Spc: 59 Spe: 68 ~ Ember, Leer, Take Down, Agility #065: Alakazam PSY L50 1992 Exp. Stats - HP: 123 Atk: 64 Def: 58 Spc: 148 Spe: 133 ~ Psybeam, Recover, Psychic, Reflect #003: Venusaur GRS / PSN L53 2361 Exp. Stats - HP: 156 Atk: 101 Def: 101 Spc: 119 Spe: 98 ~ Vine Whip, PoisonPowder, Razor Leaf, Growth _________________________________________________________ Trainer: Rival Version: Y Money: $3445 --------------------------------------------------------- - Lost both Oak's Lab and Route 22 Rival battles*: ------ #028: Sandslash GRN L47 1641 Exp. Stats - HP: 135 Atk: 107 Def: 115 Spc: 64 Spe: 73 ~ Slash, Poison Sting, Swift, Fury Swipes #102: Exeggcute GRS / PSY L45 945 Exp. Stats - HP: 116 Atk: 49 Def: 84 Spc: 66 Spe: 48 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam #082: Magneton ELE L45 1552 Exp. Stats - HP: 107 Atk: 67 Def: 97 Spc: 120 Spe: 75 ~ SonicBoom, ThunderShock, Supersonic, Thunder Wave #038: Ninetales FIR L47 1792 Exp. Stats - HP: 133 Atk: 84 Def: 83 Spc: 106 Spe: 106 ~ Ember, Tail Whip, Quick Attack, Roar #064: Kadabra PSY L50 1552 Exp. Stats - HP: 108 Atk: 49 Def: 43 Spc: 133 Spe: 118 ~ Psybeam, Recover, Psychic, Reflect #134: Vaporeon WTR L53 2226 Exp. Stats - HP: 209 Atk: 83 Def: 77 Spc: 130 Spe: 82 ~ Haze, Mist, Acid Armor, Hydro Pump - Lost one and won one of the Lab and Route 22 fights*: - #028: Sandslash GRN L47 1641 Exp. Stats - HP: 135 Atk: 107 Def: 115 Spc: 64 Spe: 73 ~ Slash, Poison Sting, Swift, Fury Swipes #102: Exeggcute GRS / PSY L45 945 Exp. Stats - HP: 116 Atk: 49 Def: 84 Spc: 66 Spe: 48 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam #091: Cloyster WTR / ICE L45 1957 Exp. Stats - HP: 107 Atk: 98 Def: 174 Spc: 88 Spe: 75 ~ Withdraw, Supersonic, Clamp, Aurora Beam #082: Magneton ELE L47 1621 Exp. Stats - HP: 111 Atk: 69 Def: 101 Spc: 125 Spe: 78 ~ ThunderShock, Supersonic, Thunder Wave, Swift #064: Kadabra PSY L50 1552 Exp. Stats - HP: 108 Atk: 49 Def: 43 Spc: 133 Spe: 118 ~ Psybeam, Recover, Psychic, Reflect #136: Flareon FIR L53 2248 Exp. Stats - HP: 140 Atk: 152 Def: 77 Spc: 130 Spe: 82 ~ Fire Spin, Smog, Leer, Flamethrower - Won both Oak's Lab and Route 22 Rival battles: -------- #028: Sandslash GRN L47 1641 Exp. Stats - HP: 135 Atk: 107 Def: 115 Spc: 64 Spe: 73 ~ Slash, Poison Sting, Swift, Fury Swipes #102: Exeggcute GRS / PSY L45 945 Exp. Stats - HP: 116 Atk: 49 Def: 84 Spc: 66 Spe: 48 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam #038: Ninetales FIR L45 1716 Exp. Stats - HP: 127 Atk: 81 Def: 79 Spc: 102 Spe: 102 ~ Ember, Tail Whip, Quick Attack, Roar #091: Cloyster WTR / ICE L47 2044 Exp. Stats - HP: 111 Atk: 102 Def: 181 Spc: 92 Spe: 78 ~ Withdraw, Supersonic, Clamp, Aurora Beam #064: Kadabra PSY L50 1552 Exp. Stats - HP: 108 Atk: 49 Def: 43 Spc: 133 Spe: 118 ~ Psybeam, Recover, Psychic, Reflect #135: Jolteon ELE L53 2236 Exp. Stats - HP: 140 Atk: 83 Def: 77 Spc: 130 Spe: 151 ~ Pin Missile, Thunder Wave, Agility, Thunder _________________________________________________________ *If you skipped the Route 22 Rival battle, the game considers the fight lost. You're going to need to be in the high 40s in level to succesfully take on your Rival. Your team should look something like his--that is, good levels, lots of type versatility and somewhat decent movesets. However, despite his high levels--potentially higher than yours--he's controlled by utterly moronic AI which will never switch, even when faced with a type disadvantage. Therefore, being a few levels shy of his Pokemon won't hurt much. First up in Red and Blue are Pidgeot and Rhyhorn, neither of whom will pose much of a problem--Pidgeot bites Rock, Electric and Ice attacks, while Rhyhorn fails hardest against Ice and especially Water and Grass moves. Neither Pokemon possesses any dangerous moves (even Rhyhorn's one-hit-KO Horn Drill won't work if he moves last in a turn, which he will because he's so slow). Then we have two of Exeggcute, Growlithe and Gyarados. Smack Exeggcute with Fire, Ice or Flying; Growlithe with Water, Rock or Ground; and Gyarados with Electric for instant wins. Then he'll send out Alakazam. This guy has dangerous moves, so send out your strongest Pokemon and lay down your strongest moves, then hope for the best (that's all you can do versus Psychics--just don't send out Poison or Fighting types). Finally, he'll send out his starter. Each one of them has an amazing STAB move, so make sure to take them out ASAP, using Fire, Ice, Flying or Psychic for Venusaur; Rock, Water, Ice or Electric for Charizard; and Grass or Electric for Blastoise. That's all there is to it. Yellow players will first square off against Sandslash, who falls to Grass, Water and Ice attacks (see how useful Ice is?). Then Exeggcute, who falls to Fire, Ice and Flying. Next, he'll send out two of Magneton, Cloyster and Growlithe. Magneton's only weakness is Ground, so exploit that. Cloyster falls to Fighting, Electric, Rock and Grass attacks, although the first two are most effective since Cloyster has super-effective moves against Rock and Grass types. Finally, Growlithe is really weak, so Water, Rock or Ground will finish it off. Next, he'll send out Kadabra--no problem if you've dealt with Sabrina--and finally his starter. Vaporeon should be taken care of with Electric or Grass. Flareon falls to the same attacks as any other Fire type, namely Water, Rock and Ground. Fianlly, Jolteon can't do much to Ground types, so use one of those. ___ Your Rival is about 12 levels lower than the toughest trainer you will soon have to face as the last 'boss' of the game, just to let you know. Head back to the Poke Center, heal up and then make sure you bring a Surf and Strength user with you. You might also want to get some Great/Ultra Balls (for the high level wild Pokemon), an Escape Rope or two, a few potent healing items and a handful of Super Repels. Yep, it's dungeon crawling time. Continue west through Route 22 and enter the big building at the end. Head north and the guard will check that you have the BoulderBadge before allowing you passage into... _________________________________________________ [50] Route 23 Encounter Rate: 10 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #021: Spearow NRM / FLY R B - 15% 26 #022: Fearow NRM / FLY R B 25% 38-43 Y 15% 40-45 #023: Ekans PSN R - - 20% 26 #024: Arbok PSN R - - 5% 41 #027: Sandshrew GRN - B - 20% 26 #028: Sandslash GRN - B - 5% 41 #030: Nidorina PSN - - Y 30% 41-44 #033: Nidorino PSN - - Y 30% 41-44 #056: Mankey FGT - - Y 20% 36-41 #057: Primeape FGT - - Y 5% 41-46 #132: Ditto NRM R B - 35% 33-43 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #060: Poliwag WTR - - Y 70% 25-30 #061: Poliwhirl WTR - - Y 30% 30-40 #080: Slowbro WTR / PSY R B - 25% 23 #099: Kingler WTR R B - 25% 23 #117: Seadra WTR R B - 25% 23 #119: Seaking WTR R B - 25% 23 _________________________________________________ New Items --------- [ ] Max Ether (H) [ ] Ultra Ball (H) [ ] Full Restore (H) New Pokemon ----------- ( ) Arbok (R) ( ) Sandslash (B) ( ) Primeape (Y) - Recommended Party Avg. Level: 51 There's not much to do on this Route, except show the guards all your flashy Badges so they let you proceed. The path is fairly linear, but there are a few hidden goodies. After getting your RainbowBadge checked, you can fish for some Pokemon if you want, then continue. After the SoulBadge check, head north on to the 2x2 island and examine the northwest patch for a hidden . Continue on until you pass the MarshBadge checkpoint and hit dry land. Turn east into the grass (nothing new, but all high levels--don't waste your energy!) and examine the southeast tree for a hidden . After the VolcanoBadge checkpoint, head north until you hit a 2x2 grass patch, then examine the northernmost rock piece to the left of the grass for a hidden . I think that's it for hidden items, so just continue through to Victory Road, a hellhole full of boulder puzzles, high-level trainers and wild Pokemon and the legendary Pokemon--Moltres. _________________________________________________ [51] Victory Road Encounter Rate 1F, 3F: 15 Encounter Rate 2F: 10 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Fated Encounter: ------------------------------ #146: Moltres FIR / FLY R B Y -- 50 - 1F - Cave Floor: ------------------------------ #041: Zubat PSN / FLY R B 15% 22 Y 20% 39-44 #042: Golbat PSN / FLY R B - 5% 41 #066: Machop FGT R B - 20% 24 #067: Machoke FGT R B - 4% 42 #074: Geodude RCK / GRN R B 20% 26 Y 65% 26-41 #075: Graveler RCK / GRN R B 5% 41 Y 5% 41-47 #095: Onix RCK / GRN R B 30% 36-42 Y 10% 43-45 #105: Marowak GRN R B - 1% 43 - 2F - Cave Floor: ------------------------------ #041: Zubat PSN / FLY R B 15% 26 Y 10% 44 #042: Golbat PSN / FLY R B 5% 40 Y 10% 39 #066: Machop FGT R B - 20% 22 #067: Machoke FGT R B 5% 41 Y 5% 39-42 #074: Geodude RCK / GRN R B 20% 24 Y 55% 31-41 #075: Graveler RCK / GRN R B 1% 43 Y 10% 44 #095: Onix RCK / GRN R B 30% 36-42 Y 10% 45-47 #105: Marowak GRN R B - 4% 40 - 3F - Cave Floor: ------------------------------ #041: Zubat PSN / FLY R B 15% 22 #042: Golbat PSN / FLY R B 5% 41 Y 20% 44 #049: Venomoth BUG / PSN R B - 10% 40 #066: Machop FGT R B - 20% 24 #067: Machoke FGT R B 5% 42-45 Y 10% 42-45 #074: Geodude RCK / GRN R B 20% 26 Y 45% 36-46 #075: Graveler RCK / GRN R B 5% 43 Y 15% 41-47 #095: Onix RCK / GRN R B 20% 42-45 Y 10% 49 _________________________________________________ New Items --------- [ ] Rare Candy [ ] TM43 (Sky Attack) [ ] TM05 (Mega Kick) [ ] Full Heal [ ] TM17 (Submission) [ ] Max Revive [ ] TM47 (Explosion) [ ] Ultra Ball (H) [ ] Guard Spec. [ ] Full Restore (H) New Pokemon ----------- ( ) Machoke (RB) ( ) Graveler ( ) Marowak (RB) [ ] Moltres - Recommended Party Avg. Level: 51 You've seen all of Victory Road's wild Pokemon before, although not at this level. The only unique Pokemon is, of course, Moltres. It's near the end of the dungeon, so I hope you've got some status to slap on it and a bunch of Ultra Balls. If not, don't worry too much--we can exit the cave at the end, stock up, then come right back. It'll wait patiently for you to catch it. As you enter, you'll spot a boulder on your left. Get a Pokemon that knows Strength to push it all the way over to the right side and on to a strange circular switch. I won't insult your intelligence by telling you exactly how to do that, but let's just say that you can exit and re-enter if you foul up. Climb up the stairs on to the plateau and work your way around the east path. At the intersection, take a right and head down the stiars, then follow the path to a boulder. There are two items here that you can get--unfortunately, gaining access to one will block you from getting the other, so to get both items you'll have to grab one, then exit and re-enter the cave to reset the boulder, then get the other. The items are a and (Sky Attack). Head back to the intersection I mentioned, then battle the trainer on the left. _________________________________________________________ Trainer: CoolTrainer F Version: R B Y Money: $1540 --------------------------------------------------------- #053: Persian NRM L44 1395 Exp. Stats - HP: 118 Atk: 74 Def: 64 Spc: 69 Spe: 113 ~ Bite, Pay Day, Screech, Fury Swipes #038: Ninetales FIR L44 1677 Exp. Stats - HP: 125 Atk: 79 Def: 78 Spc: 100 Spe: 100 ~ Ember, Tail Whip, Quick Attack, Roar _________________________________________________________ Follow the path to another trainer. _________________________________________________________ Trainer: CoolTrainer M Version: R B Y Money: $1470 --------------------------------------------------------- #002: Ivysaur GRS / PSN L42 1269 Exp. Stats - HP: 109 Atk: 64 Def: 64 Spc: 78 Spe: 62 ~ Vine Whip, PoisonPowder, Razor Leaf, Growth #008: Wartortle WTR L42 1287 Exp. Stats - HP: 108 Atk: 65 Def: 78 Spc: 66 Spe: 60 ~ Water Gun, Bite, Withdraw, Skull Bash #005: Charmeleon FIR L42 1278 Exp. Stats - HP: 107 Atk: 66 Def: 60 Spc: 66 Spe: 78 ~ Leer, Rage, Slash, Flamethrower #006: Charizard FIR / FLY L42 1881 Exp. Stats - HP: 124 Atk: 83 Def: 77 Spc: 83 Spe: 95 ~ Ember, Leer, Rage, Slash _________________________________________________________ Take the ladder up after your battle, then head south and push the boulder on to the switch (don't push it down into the corner--push it in a zig-zag pattern) and head up the stairs to the east to fight a trainer. _________________________________________________________ Trainer: Blackbelt Version: R B Y Money: $1075 --------------------------------------------------------- #067: Machoke FGT L43 1344 Exp. Stats - HP: 128 Atk: 98 Def: 72 Spc: 54 Spe: 50 ~ Karate Chop, Low Kick, Leer, Focus Energy #066: Machop FGT L43 810 Exp. Stats - HP: 120 Atk: 81 Def: 54 Spc: 41 Spe: 41 ~ Low Kick, Leer, Focus Energy, Seismic Toss #067: Machoke FGT L43 1344 Exp. Stats - HP: 128 Atk: 98 Def: 72 Spc: 54 Spe: 50 ~ Karate Chop, Low Kick, Leer, Focus Energy _________________________________________________________ Follow the plateau to another trainer. This one has Psychic types :(. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1435 --------------------------------------------------------- #096: Drowzee PSY L41 895 Exp. Stats - HP: 106 Atk: 51 Def: 48 Spc: 85 Spe: 46 ~ Headbutt, Poison Gas, Psychic, Meditate #097: Hypno PSY L41 1449 Exp. Stats - HP: 127 Atk: 72 Def: 68 Spc: 105 Spe: 66 ~ Confusion, Headbutt, Poison Gas, Psychic #064: Kadabra PSY L41 1273 Exp. Stats - HP: 90 Atk: 41 Def: 36 Spc: 109 Spe: 97 ~ Disable, Psybeam, Recover, Psychic #064: Kadabra PSY L41 1273 Exp. Stats - HP: 90 Atk: 41 Def: 36 Spc: 109 Spe: 97 ~ Disable, Psybeam, Recover, Psychic _________________________________________________________ Take the steps down and head left for (Mega Kick). Head right afterwards, up and around the plateau until you reach a trainer next to an item ball. _________________________________________________________ Trainer: Tamer Version: R B Y Money: $1760 --------------------------------------------------------- #053: Persian NRM L44 1395 Exp. Stats - HP: 118 Atk: 74 Def: 64 Spc: 69 Spe: 113 ~ Bite, Pay Day, Screech, Fury Swipes #055: Golduck WTR L44 1639 Exp. Stats - HP: 131 Atk: 85 Def: 80 Spc: 82 Spe: 86 ~ Scratch, Tail Whip, Disable, Confusion _________________________________________________________ The item ball is a . Head north around the rocky wall to fight another trainer. _________________________________________________________ Trainer: Juggler Version: R B Y Money: $1680 --------------------------------------------------------- #122: Mr. Mime PSY L48 1398 Exp. Stats - HP: 104 Atk: 56 Def: 75 Spc: 108 Spe: 99 ~ Light Screen, Doubleslap, Meditate, Substitute _________________________________________________________ In the dead end to the right is (Submission). Loop back around the wall and take the ladder here, then head north and east into a small alcove to fight a trainer. _________________________________________________________ Trainer: CoolTrainer M Version: R B Y Money: $1505 --------------------------------------------------------- #103: Exeggutor GRS / PSY L43 1953 Exp. Stats - HP: 141 Atk: 94 Def: 84 Spc: 119 Spe: 59 ~ Barrage, Hypnosis, Stomp #091: Cloyster WTR / ICE L43 1870 Exp. Stats - HP: 102 Atk: 94 Def: 166 Spc: 84 Spe: 72 ~ Withdraw, Supersonic, Clamp, Aurora Beam #059: Arcanine FIR L43 1962 Exp. Stats - HP: 137 Atk: 107 Def: 80 Spc: 80 Spe: 93 ~ Ember, Leer, Take Down, Agility _________________________________________________________ Steal his , then push the boulder up two spaces and all the way west. Push it into the gap here, then down on to the switch. Grab (Explosion) just out to the right, then drop down the ladder and battle the trainer to your southeast. _________________________________________________________ Trainer: PokeManiac Version: R B Y Money: $2000 --------------------------------------------------------- #005: Charmeleon FIR L40 1216 Exp. Stats - HP: 102 Atk: 63 Def: 57 Spc: 63 Spe: 75 ~ Ember, Leer, Rage, Slash #131: Lapras WTR / ICE L40 1876 Exp. Stats - HP: 160 Atk: 80 Def: 75 Spc: 87 Spe: 59 ~ Mist, Body Slam, Confuse Ray, Ice Beam #108: Lickitung NRM L40 1087 Exp. Stats - HP: 128 Atk: 56 Def: 71 Spc: 59 Spe: 35 ~ Disable, Defense Curl, Slam, Screech _________________________________________________________ In the rock next to this guy is a hidden . Grab the to the northeast, then save your game before trying to capture Moltres, the legendary bird of fire. _________________________________________________________ Fated Encounter: Moltres Version: R B Y --------------------------------------------------------- #146: Moltres FIR / FLY L50 1550 Exp. ~ Peck, Fire Spin _________________________________________________________ Use the same strategy as you did for Zapdos and Articuno--inflict him with Sleep or Freeze, then lob Ultra Balls at him until you win. Remember that lowering his health barely makes any impact on your chance to catch him--spend those turns throwing Ultra Balls instead. ___ - Rating: ** Unlike the other two legendary birds who are nothing short of fantastic, Moltres is actually pretty trashy. This is mostly because there are very few fights left in the game, and Moltres isn't useful for any of them. Bummer. Return through the ladder you came up, then head east to loop around and then up on to the plateau. Battle the trainer. _________________________________________________________ Trainer: CoolTrainer F Version: R B Y Money: $1505 --------------------------------------------------------- #047: Parasect BUG / GRS L43 1179 Exp. Stats - HP: 111 Atk: 94 Def: 80 Spc: 80 Spe: 37 ~ Stun Spore, Leech Life, Spore, Slash #087: Dewgong WTR / ICE L43 1621 Exp. Stats - HP: 137 Atk: 72 Def: 80 Spc: 93 Spe: 72 ~ Headbutt, Growl, Aurora Beam #113: Chansey NRM L43 2349 Exp. Stats - HP: 274 Atk: 17 Def: 16 Spc: 102 Spe: 54 ~ DoubleSlap, Sing, Growl, Minimize _________________________________________________________ Follow the path until you take the stairs off the plateau and chance across a pair of trainers. _________________________________________________________ Trainer: CoolTrainer M Version: R B Y Money: $1505 --------------------------------------------------------- #099: Kingler WTR L43 1897 Exp. Stats - HP: 107 Atk: 124 Def: 110 Spc: 54 Spe: 76 ~ ViceGrip, Guillotine, Stomp, Crabhammer #073: Tentacruel WTR / PSN L43 1888 Exp. Stats - HP: 128 Atk: 72 Def: 67 Spc: 115 Spe: 97 ~ Water Gun, Constrict, Barrier, Screech #009: Blastoise WTR L43 1935 Exp. Stats - HP: 127 Atk: 84 Def: 97 Spc: 84 Spe: 78 ~ Water Gun, Bite, Withdraw, Skull Bash _________________________________________________________ _________________________________________________________ Trainer: CoolTrainer F Version: R B Y Money: $1505 --------------------------------------------------------- #069: Bellsprout GRS / PSN L43 774 Exp. Stats - HP: 102 Atk: 77 Def: 41 Spc: 72 Spe: 46 ~ Stun Spore, Acid, Razor Leaf, Slam #070: Weepinbell GRS / PSN L43 1390 Exp. Stats - HP: 115 Atk: 90 Def: 54 Spc: 84 Spe: 59 ~ Sleep Powder, Stun Spore, Acid, Razor Leaf #071: Victreebel GRS / PSN L43 1759 Exp. Stats - HP: 128 Atk: 103 Def: 67 Spc: 97 Spe: 72 ~ Vine Whip, Growth, Wrap, PoisonPowder _________________________________________________________ They were the last trainers of Victory Road. Woo! If you couldn't make it through without taking a trip to the Poke Center, you'll have some trouble against the Elite Four. Head east, push the boulder into its hole and drop down after it, then push it west on to its switch. Head up on to the plateau and go east, then take the ladder here. Take the next ladder and examine the rock to the left of the ladder here for a hidden . Finally, exit east out on to the north portion of Route 23, then head north and take the first gap in the statues north to enter the Indigo Plateau. *Gulp*. _________________________________________________ [52] Indigo Plateau _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Lorelei's Room - Old Rod: --------------------- #129: Magikarp WTR R B Y 100% 5 - Lorelei's Room - Good Rod: -------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 _________________________________________________ ___________________ Poke Mart Price ------------------- Ultra Ball $1200 Great Ball $ 600 Full Restore $3000 Max Potion $2500 Full Heal $ 600 Revive $1500 Max Repel $ 700 ___________________ - Recommended Party Avg. Level: 53 Okay, here's how it works for those who have been in a coma for the last decade. The Elite Four is a series of four consecutive battles, where you are not allowed to visit a Poke Center in between. You can use items, save your game and switch your first party member, but that's about it. Once you've creamed the four trainers, I'll try not to spoil much, but be prepared for a fifth fight against the game's toughest trainer. Again, you can't visit a Poke Center in between fights. Oh, and losing against even one means you must fight them all over again. You might as well bust out all the healing items you've stocked up on so far, and then don't be tight about buying some at the Mart over on the left. After all, you won't be spending your money on much else. For maximum coverage and power, your team should be composed of the following types with the following moves: Electric (Thunderbolt or Thunder), Ice (Ice Beam or Blizzard), one of either Grass (Razor Leaf) or Water (Surf or maybe Hydro Pump), Psychic (Psychic) and Ground (Earthquake or perhaps Dig). You don't need six members, but if you do and they're all about L50, then that's just a bonus. ___ My Team Golem L55 ~ Rock Throw, Submission, Earthquake, Explosion Venusaur L53 ~ Tackle, PoisonPowder, Razor Leaf, Growth Alakazam L52 ~ Psybeam, Recover, Reflect, Psychic Zapdos L54 ~ ThunderShock, Drill Peck, Thunder Articuno L52 ~ Peck, Ice Beam, Blizzard Moltres L50 ~ Peck, Fire Spin Moltres is entirely filler, but it's the highest level I've got besides my main five. Yeah, I know I'm pretty cheap for using the three legendaries, but honestly, I've spent a long time on this guide and didn't want to spend further hours grinding away an alternative Pokemon. Anyway, you'll notice that all the types I've mentioned above are totally covered, so if you have something like this you should be fine. For discussions on the best Elite Four team, see section T02; 'In-Game (Elite Four) Teams'. Note that this team is nowhere near the 'best' team ever. It's just something I threw together in a relatively quick time to beat the League with. If I wanted to improve upon it, I could come up with a much better team, which would look something like this: Golem ~ Rock Slide, Earthquake, Body Slam, Submission/Explosion Venusaur ~ Swords Dance, Body Slam/Hyper Beam, Razor Leaf, Sleep Powder Alakazam ~ Psychic, Recover, Reflect, Seismic Toss Zapdos ~ Thunderbolt, Thunder Wave, Drill Peck, Rest/Reflect Starmie ~ Surf, Ice Beam/Blizzard, Thunderbolt, Recover Snorlax ~ Body Slam, Hyper Beam, Rest, Earthquake Again, not the best team ever, but certainly much better than the one I'm using. ___ If you just can't beat the Elite Four and you've followed all my advice, then I'm afraid you'll just have to grind up some levels. Sorry. Make sure you save before you head up the staircase at the back. The only way out once you go in is to beat all five trainers consecutively, or lose half your money by losing the battle. Unless you're fairly certain you can win, train some more. If you think you can do it, I'd recommend saving before confronting each Elite Four member (besides the first, of course) so that if it doesn't go well you can always restart that battle. Anyway, enough with the preamble. Let's do this. _________________________________________________________ Trainer: Lorelei Version: R B Money: $5544 --------------------------------------------------------- #087: Dewgong WTR / ICE L54 2035 Exp. Stats - HP: 169 Atk: 90 Def: 100 Spc: 116 Spe: 89 ~ Growl, Aurora Beam, Rest, Take Down #091: Cloyster WTR / ICE L53 2305 Exp. Stats - HP: 124 Atk: 115 Def: 204 Spc: 103 Spe: 87 ~ Supersonic, Clamp, Aurora Beam, Spike Cannon #080: Slowbro WTR / PSY L54 1897 Exp. Stats - HP: 175 Atk: 95 Def: 132 Spc: 100 Spe: 46 ~ Water Gun, Growl, Withdraw, Amnesia #124: Jynx ICE / PSY L56 1644 Exp. Stats - HP: 147 Atk: 71 Def: 53 Spc: 120 Spe: 120 ~ DoubleSlap, Ice Punch, Body Slam, Thrash #131: Lapras WTR / ICE L56 2628 Exp. Stats - HP: 220 Atk: 110 Def: 103 Spc: 120 Spe: 81 ~ Body Slam, Confuse Ray, Hydro Pump, Blizzard _________________________________________________________ Trainer: Lorelei Version: Y Money: $5544 --------------------------------------------------------- #087: Dewgong WTR / ICE L54 2035 Exp. Stats - HP: 169 Atk: 90 Def: 100 Spc: 116 Spe: 89 ~ BubbleBeam, Aurora Beam, Rest, Take Down #091: Cloyster WTR / ICE L53 2305 Exp. Stats - HP: 124 Atk: 115 Def: 204 Spc: 103 Spe: 87 ~ Supersonic, Clamp, Ice Beam, Spike Cannon #080: Slowbro WTR / PSY L54 1897 Exp. Stats - HP: 175 Atk: 95 Def: 132 Spc: 100 Spe: 46 ~ Surf, Psychic, Withdraw, Amnesia #124: Jynx ICE / PSY L56 1644 Exp. Stats - HP: 147 Atk: 71 Def: 53 Spc: 120 Spe: 120 ~ DoubleSlap, Ice Punch, Lovely Kiss, Thrash #131: Lapras WTR / ICE L56 2628 Exp. Stats - HP: 220 Atk: 110 Def: 103 Spc: 120 Spe: 81 ~ Body Slam, Confuse Ray, Hydro Pump, Blizzard _________________________________________________________ Since these are the hardest battles in the game, now might be a good time to learn about exploiting the game's moronic AI if you didn't read section M01; 'AI Mechanics'. Essentially, trainers that are supposed to be 'smart' (Gym Leaders, Elite Four, high-level trainers) have an AI that forces them to use super-effective moves *even when that move does no damage*. For example, Rest is a Psychic type move and so is 'super-effective' against Fighting types, despite doing no damage. A Fighting type can come in and deck Dewgong with a swift Submission and all Dewgong will do is Rest. In addition, trainers will NEVER attack with moves that are 'not very effective' unless forced to (e.g. Disabling valid moves, having four not very effective moves, etc.) Most of Lorelei's Pokemon are capable of causing a Freeze status, which, in RBY, means your Pokemon is offically out of action until you use a Full Heal or Ice Heal on it. Lorelei will also occasionally use a Super Potion, which should just delay her imminent demise. I noticed that, with my Venusaur, Dewgong still used the 'super-effective' Rest. It didn't use Aurora Beam, but that might just be because of luck. So Grass/Poison types should be fairly safe as well. Thus, use Grass types with Razor Leaf or an Electric type. Zapdos fits the bill as an Electric type, but must be wary of its Ice weakness--luckily, its high Special stat should soak up some of the damage. Dewgong's moves and stats aren't the scariest, so hopefully you shouldn't be troubled by it. Cloyster has a monstrous Defense stat, but it's rather slow and has an average Special stat, so smash it with a swift Special sweeper; the best ones would be, again, Grass (watch out for Aurora/Ice Beam) and Electric, with a powerful hit taking it out in one. I OHKO'd with Venusaur's Razor Leaf. Slowbro is up next and depending on your version he'll have good or poor moves. In Red and Blue, his only damaging attack is Water Gun, so if you send out something resistant to Water (Grass, Dragon or Water) you won't get damaged. Too many Amnesias will make it hard to take down though. In Yellow, it's equipped with the much better combination of Surf and Psychic, which are deadly when used with Amnesia. Luckily, I took it out in one hit with Razor Leaf--if you can take it out in one hit then go ahead; it's too slow to hit first. Grass and Electric are your best friends once more. Jynx is likely to be a problem--it critical hit Ice Punched my Moltres for an OHKO--since it only has Bug, Rock and Fire for weaknesses. Rock types often have a secondary type with an Ice weakness (Ground, Flying) so Fire is the best bet. However, Fire types are largely not very useful so if you don't have one (or it's useless, like my Moltres), you might just have to hit it hard with your strongest Pokemon and then heal them up after the battle. It might also use Lovely Kiss, but you should have your Poke Flute for that. Its Defense is atrocious, however, so hit it with a physical attack like Drill Peck or something for a decent chunk of damage. I used Zapdos. Lastly, we have Lapras, a living tank of a Pokemon. With massive HP and respectable Def and Spc stats, this thing isn't going down easily. Plus, it has two 120 x 1.5 (STAB) = 180 base power moves in Hydro Pump and Blizzard, and a 30% chance to paralyse you with Body Slam. Its Speed is below average, so I managed to fire off two Razor Leafs to kill it, while I got hit by Blizzard for about 2/3rds of Venusaurs health bar. If you're faster and have a strong, STAB, super-effective attack, you should be okay. ___ If you beat Lorelei, well done. That's a good sign for beating the rest of the Elite Four--Ice is a fantastic type and beating it IS difficult. Although the next two Elite Four members are higher-levelled, their type choices aren't as good, so they should be much easier. Well, I found them easier at least. Heal up and save if you want, then proceed into the next room to fight the next trainer--a user of Fighting types. _________________________________________________________ Trainer: Bruno Version: R B Money: $5742 --------------------------------------------------------- #095: Onix RCK / GRN L53 1225 Exp. Stats - HP: 108 Atk: 62 Def: 183 Spc: 45 Spe: 87 ~ Rock Throw, Rage, Slam, Harden #107: Hitmonchan FTG L55 1650 Exp. Stats - HP: 128 Atk: 130 Def: 100 Spc: 52 Spe: 97 ~ Ice Punch, Mega Punch, ThunderPunch, Counter #106: Hitmonlee FTG L55 1638 Exp. Stats - HP: 128 Atk: 146 Def: 72 Spc: 52 Spe: 109 ~ Jump Kick, Focus Energy, Hi Jump Kick, Mega Kick #095: Onix RCK / GRN L56 1296 Exp. Stats - HP: 114 Atk: 65 Def: 193 Spc: 47 Spe: 92 ~ Rock Throw, Rage, Slam, Harden #068: Machamp FTG L58 2398 Exp. Stats - HP: 181 Atk: 166 Def: 107 Spc: 89 Spe: 78 ~ Leer, Focus Energy, Fissure, Submission _________________________________________________________ Trainer: Bruno Version: Y Money: $5742 --------------------------------------------------------- #095: Onix RCK / GRN L53 1225 Exp. Stats - HP: 108 Atk: 62 Def: 183 Spc: 45 Spe: 87 ~ Rock Slide, Dig, Screech, Slam #107: Hitmonchan FTG L55 1650 Exp. Stats - HP: 128 Atk: 130 Def: 100 Spc: 52 Spe: 97 ~ Ice Punch, Fire Punch, ThunderPunch, Double Team #106: Hitmonlee FTG L55 1638 Exp. Stats - HP: 128 Atk: 146 Def: 72 Spc: 52 Spe: 109 ~ Double Kick, Double Team, Hi Jump Kick, Mega Kick #095: Onix RCK / GRN L56 1296 Exp. Stats - HP: 114 Atk: 65 Def: 193 Spc: 47 Spe: 92 ~ Rock Slide, Screech, Earthquake, Slam #068: Machamp FTG L58 2398 Exp. Stats - HP: 181 Atk: 166 Def: 107 Spc: 89 Spe: 78 ~ Leer, Strength, Karate Chop, Submission _________________________________________________________ Consider Bruno a breather after Lorelei. He'll try to boost his Pokemons' Defenses with X Defend which is a massive waste since we will be using Special attacks to hit his Pokemon hard on their MUCH weaker defensive side. Onix is a non-issue--even Water Gun and Vine Whip can take this guy out. His Special is horrendous, but don't try attacking him physically. He's also not particularly speedy, so you should have nothing to complain about with either Onix. Hitmonchan has a horrendous Special as well, which means that Fire, Ice, and ThunderPunch all have pathetic power. This means that a swift Psychic will take care of him very easily. The only remotely scary things are Mega Punch in RBY, which is moderately powerful, and Double Team in Yellow, which is more irritaing than deadly. Very easy. Hitmonlee is marginally more threatening because it has decent Fighting and Normal attacks running off its high Attack. A swift Psychic will still OHKO it though; just deal with him quickly (most Psychics are fast anyway) and you'll have no issues. Machamp is Bruno's biggest brusier, but even he keels before a well-aimed Psychic. His strongest attack is Submission, but he won't use it if you send out a Psychic or Flying type, so feel free to use those. In Red and Blue, that will limit him to his non-damaging moves and Fissure (which he won't use against Flying types and is totally ineffective against anything faster than Machamp) and in Yellow his best move then becomes Karate Chop. With its critical hit factored in, it has 100 effective base power, which isn't something to laugh at coming off his massive Attack. Still, you shouldn't worry about it if you have a decent Psychic or Flying type. ___ Bruno was very easy. You shouldn't be any worse for wear except for your PP for Psychic being three down. Save and heal up (???) before taking on the next member of the Elite Four. _________________________________________________________ Trainer: Agatha Version: R B Money: $5940 --------------------------------------------------------- #094: Gengar GST / PSN L56 2280 Exp. Stats - HP: 142 Atk: 87 Def: 81 Spc: 159 Spe: 137 ~ Confuse Ray, Night Shade, Hypnosis, Dream Eater #042: Golbat PSN / FLY L56 2052 Exp. Stats - HP: 158 Atk: 104 Def: 92 Spc: 97 Spe: 114 ~ Supersonic, Confuse Ray, Wing Attack, Haze #093: Haunter GST / PSN L55 1485 Exp. Stats - HP: 123 Atk: 69 Def: 63 Spc: 140 Spe: 118 ~ Confuse Ray, Night Shade, Hypnosis, Dream Eater #024: Arbok PSN L58 1827 Exp. Stats - HP: 146 Atk: 114 Def: 94 Spc: 89 Spe: 107 ~ Bite, Glare, Screech, Acid #094: Gengar GST / PSN L60 2442 Exp. Stats - HP: 151 Atk: 93 Def: 86 Spc: 170 Spe: 146 ~ Confuse Ray, Night Shade, Toxic, Dream Eater _________________________________________________________ Trainer: Agatha Version: Y Money: $5940 --------------------------------------------------------- #094: Gengar GST / PSN L56 2280 Exp. Stats - HP: 142 Atk: 87 Def: 81 Spc: 159 Spe: 137 ~ Confuse Ray, Lick, Substitute, Mega Drain #042: Golbat PSN / FLY L56 2052 Exp. Stats - HP: 158 Atk: 104 Def: 92 Spc: 97 Spe: 114 ~ Supersonic, Leech Life, Wing Attack, Toxic #093: Haunter GST / PSN L55 1485 Exp. Stats - HP: 123 Atk: 69 Def: 63 Spc: 140 Spe: 118 ~ Confuse Ray, Lick, Hypnosis, Dream Eater #024: Arbok PSN L58 1827 Exp. Stats - HP: 146 Atk: 114 Def: 94 Spc: 89 Spe: 107 ~ Wrap, Glare, Screech, Acid #094: Gengar GST / PSN L60 2442 Exp. Stats - HP: 151 Atk: 93 Def: 86 Spc: 170 Spe: 146 ~ Confuse Ray, Psychic, Hypnosis, Dream Eater _________________________________________________________ Theoretically, Agatha is the Ghost type Master, but in actuality all of her Pokemon only have the Poison type in common. In fairness, using only Ghost types would limit her to the Gastly line. Anyway, Agatha hits things off with a Gengar. RB players will most likely get hit by Confuse Ray or Hypnosis or both. Switch out for the former or use a Poke Flute immediately for the latter to avoid Dream Eater (which only works if the foe is asleep). In RB, it also has Night Shade, which will deal 56HP damage when it hits. This shouldn't be a massive problem. To defeat it, use a Psychic type or a Ground type. It has a high Special so will sponge up some damage from Psychic, but it has Mega Drain to combat Ground types in Yellow. Dugtrio is fast enough and powerful enough to kill it, but Golem will have to eat a 4x effective Mega Drain. It's only 40 base power though, and my Golem survived to fire back a one hit KO with Earthquake. Golbat's next, but this thing doesn't really have much going for it. Its most damaging attack is Wing Attack, which has a paltry 35 x 1.5 (STAB) = 52.5 base power. It's more likely to annoy you with confusion, but if you switch around and hit it with a fast Psychic (Alakzam), Electric (Zapdos), Ice (Articuno) or Rock type, then it won't pose any threat. Haunter is a weak Gengar, so just follow my strategy for Gengar. Only it's easier this time. Arbok is like Golbat in that it's weak and has no good moves. It'll annoy with confusion and Wrap... that's about it. The main problem Agatha poses is with her final Pokemon; a Level 60 Gengar. In Red and Blue, Dream Eater won't work since it has no Sleep moves. It'll use Confuse Ray, Night Shade and Toxic. Switch out to rid yourself of confusion and revert Toxic poison to normal PSN, and deal with Night Shade like you did previously. Ground and Psychic types are A-OK. In Yellow, it retains Hypnosis over Toxic and slaps Psychic over Night Shade. Your own Psychic type will resist Psychic and can hit back super-effectively with its own Psychic. Hypnosis is cured through Poke Flute and Confuse is cured by switching or riding it out. Dream Eater should be a non-issue if you have the Flute. Oh, and Agatha uses Super Potions when her Pokemon are on low health, but this should barely affect the battle outcome. ___ Agatha was moderately tough, but still not much compared to Lorelei. This next trainer should change all that--he has high level Dragon Pokemon, which you probably haven't fought before. Their only effective weakness is Ice, so I hope you have one. Dragons also resist Grass, Fire, Water and Electric attacks, so be warned. You'll automatically engage him when you stand in the square below or to the left of him, so make sure you prepare yourself before you go near him. _________________________________________________________ Trainer: Lance Version: R B Money: $6138 --------------------------------------------------------- #130: Gyarados WTR / FLY L58 2659 Exp. Stats - HP: 187 Atk: 160 Def: 105 Spc: 130 Spe: 108 ~ Hydro Pump, Dragon Rage, Leer, Hyper Beam #148: Dragonair DRG L56 1728 Exp. Stats - HP: 143 Atk: 109 Def: 86 Spc: 92 Spe: 92 ~ Agility, Slam, Dragon Rage, Hyper Beam #148: Dragonair DRG L56 1728 Exp. Stats - HP: 143 Atk: 109 Def: 86 Spc: 92 Spe: 92 ~ Agility, Slam, Dragon Rage, Hyper Beam #142: Aerodactyl RCK / FLY L60 2596 Exp. Stats - HP: 175 Atk: 141 Def: 92 Spc: 86 Spe: 170 ~ Supersonic, Take Down, Bite, Hyper Beam #149: Dragonite DRG / FLY L62 2895 Exp. Stats - HP: 194 Atk: 182 Def: 132 Spc: 138 Spe: 114 ~ Agility, Slam, Barrier, Hyper Beam _________________________________________________________ Trainer: Lance Version: Y Money: $6138 --------------------------------------------------------- #130: Gyarados WTR / FLY L58 2659 Exp. Stats - HP: 187 Atk: 160 Def: 105 Spc: 130 Spe: 108 ~ Hydro Pump, Dragon Rage, Leer, Hyper Beam #148: Dragonair DRG L56 1728 Exp. Stats - HP: 143 Atk: 109 Def: 86 Spc: 92 Spe: 92 ~ Thunderbolt, Slam, Thunder Wave, Hyper Beam #148: Dragonair DRG L56 1728 Exp. Stats - HP: 143 Atk: 109 Def: 86 Spc: 92 Spe: 92 ~ Wrap, BubbleBeam, Ice Beam, Hyper Beam #142: Aerodactyl RCK / FLY L60 2596 Exp. Stats - HP: 175 Atk: 141 Def: 92 Spc: 86 Spe: 170 ~ Wing Attack, Fly, Swift, Hyper Beam #149: Dragonite DRG / FLY L62 2895 Exp. Stats - HP: 194 Atk: 182 Def: 132 Spc: 138 Spe: 114 ~ Blizzard, Fire Blast, Thunder, Hyper Beam _________________________________________________________ Lance doesn't mess around--he uses Hyper Potion, which restores 200HP to a Pokemon, when his Pokemon's health is low. If you don't think you can down your foe in one hit, try using a low power attack and then your finisher to avoid him using it. Lead off with an Electric type to counter Gyarados--its only other weakness is Rock and it'll decimate them with Hydro Pump. So yeah, let loose with Thunderbolt or, if needs must, Thunder, to fry the leviathan. Dragon Rage does 40HP damage, so no issues there, and it's all he'll use if you have a Dragon type against him. Otherwise, he might use Hyper Beam, which has 150 base power but requires a recharge turn if the foe doesn't faint. All of Lance's Pokemon have this, but Rock types resist it and Ghosts are immune to it. Honestly though, use an Electric type--Gyarados has a 4x weakness to it so he won't last long. The Dragonairs are up next. In Red and Blue they're identical and Hyper Beam is their most dangerous move. Since it has the Psychic type move Agility, this is all it'll use if you happen to send out a Poison or Fighting type, so feel free to abuse this mechanic. In Yellow, however, one is tailored as an Electric attacker and the other as a Water/Ice attacker. A Ground type can handle the first and a Water type with an Ice attack can handle the second. All versions of Dragonair absolutely hate Ice attacks though--they croaked it in one hit versus my Articuno's Ice Beam. Aerodactyl is up next, with weaknesses against Ice, Electric, Rock and Water. You'll have at least one of these I hope, so hit him with whatever. You only have to avoid Flying and Normal attacks (a Rock type resists both) and it has low Defenses, so any super-effective move should OHKO it. Dragonite is Lance's bad boy and it will give you hell if you don't have an Ice type. If you do, like me, then Ice Beam or Blizzard is more than sufficient to take him out since he has a 4x weakness to Ice attacks. If you ignored my repeated advice about getting a good Ice move, then this'll be difficult. You can exploit his use of Agility in Red and Blue (read Dragonair, above), but Slam and Hyper Beam are both coming off the game's highest Attack, so be careful. In Yellow, the bad boy has Thunder, Blizzard, Fire Blast--the unholy elemental trinity--and Hyper Beam, the meanest attack under the sun (if it KOs you). This is nothing to laugh at and Dragonite can hit EVERYTHING at least neutrally with these attacks, if not super-effectively. Only Alakazam on my team is neutral to all of them, but Hyper Beam would easily KO him. The best you can hope for here is a ridiculously powerful Pokemon, lots of item usage and a bit of luck. You will suffer for not having an Ice type. Out of interest, its only other weakness is Rock. ___ Do not head through into the next room without preparing first--IF YOU ENTER THE NEXT ROOM, YOU WILL AUTOMATICALLY FIGHT THE CHAMPION. MAKE SURE TO ORGANISE YOUR PARTY AND SAVE BEFORE ENTERING. Yeah... unfortunately, somebody has already beaten the Elite Four just moments ago, and to claim the title of Champion, you'll have to defeat this newly-crowned trainer. Can you guess who it is? Hint: they have a very well-balanced team. _________________________________________________________ Trainer: Rival Version: R B Money: $6435 --------------------------------------------------------- #018: Pidgeot NRM / FLY L61 2247 Exp. Stats - HP: 182 Atk: 113 Def: 106 Spc: 100 Spe: 125 ~ Wing Attack, Mirror Move, Sky Attack, Whirlwind #065: Alakazam PSY L59 2350 Exp. Stats - HP: 143 Atk: 74 Def: 67 Spc: 173 Spe: 156 ~ Psybeam, Psychic, Reflect, Recover #112: Rhydon GRN / RCK L61 2665 Exp. Stats - HP: 208 Atk: 174 Def: 161 Spc: 69 Spe: 63 ~ Leer, Tail Whip, Fury Attack, Horn Drill - And ONE of the following combinations: ---------------- - You started with Bulbasaur: --------------------------- #103: Exeggutor GRS / PSY L61 2270 Exp. Stats - HP: 196 Atk: 131 Def: 118 Spc: 167 Spe: 81 ~ Barrage, Hypnosis, Stomp #130: Gyarados WTR / FLY L63 2889 Exp. Stats - HP: 202 Atk: 173 Def: 114 Spc: 141 Spe: 117 ~ Dragon Rage, Leer, Hydro Pump, Hyper Beam #006: Charizard FIR / FLY L65 2910 Exp. Stats - HP: 186 Atk: 125 Def: 116 Spc: 125 Spe: 145 ~ Fire Blast, Rage, Slash, Fire Spin - You started with Charmander: -------------------------- #059: Arcanine FIR L61 2784 Exp. Stats - HP: 190 Atk: 150 Def: 112 Spc: 112 Spe: 130 ~ Roar, Leer, Ember, Take Down #103: Exeggutor GRS / PSY L63 2862 Exp. Stats - HP: 202 Atk: 136 Def: 122 Spc: 172 Spe: 84 ~ Barrage, Hypnosis, Stomp #009: Blastoise WTR L65 2925 Exp. Stats - HP: 188 Atk: 124 Def: 145 Spc: 125 Spe: 116 ~ Hydro Pump, Blizzard, Bite, Withdraw - You started with Squirtle: ---------------------------- #130: Gyarados WTR / FLY L61 2796 Exp. Stats - HP: 196 Atk: 168 Def: 111 Spc: 136 Spe: 113 ~ Dragon Rage, Leer, Hydro Pump, Hyper Beam #059: Arcanine FIR L63 2875 Exp. Stats - HP: 196 Atk: 154 Def: 115 Spc: 115 Spe: 134 ~ Roar, Leer, Ember, Take Down #003: Venusaur GRS / PSN L65 2896 Exp. Stats - HP: 189 Atk: 123 Def: 123 Spc: 145 Spe: 119 ~ Growth, Mega Drain, Razor Leaf, SolarBeam _________________________________________________________ Trainer: Rival Version: Y Money: $6435 --------------------------------------------------------- #028: Sandslash GRN L61 2130 Exp. Stats - HP: 172 Atk: 137 Def: 148 Spc: 81 Spe: 94 ~ Earthquake, Slash, Poison Sting, Fury Swipes #065: Alakazam PSY L59 2350 Exp. Stats - HP: 143 Atk: 74 Def: 67 Spc: 173 Spe: 156 ~ Psybeam, Recover, Psychic, Kinesis #103: Exeggutor GRS / PSY L61 2270 Exp. Stats - HP: 196 Atk: 131 Def: 118 Spc: 167 Spe: 81 ~ Barrage, Hypnosis, Stomp, Leech Seed - And ONE of the following combinations: ---------------- - Lost both Oak's Lab and Route 22 Rival battles*: ------ #038: Ninetales FIR L61 2326 Exp. Stats - HP: 169 Atk: 108 Def: 106 Spc: 136 Spe: 136 ~ Fire Spin, Tail Whip, Quick Attack, Confuse Ray #082: Magneton ELE L63 2173 Exp. Stats - HP: 146 Atk: 91 Def: 134 Spc: 166 Spe: 103 ~ Thunderbolt, Thunder Wave, Screech, Swift #134: Vaporeon WTR L65 2730 Exp. Stats - HP: 254 Atk: 101 Def: 93 Spc: 158 Spe: 99 ~ Hydro Pump, Aurora Beam, Quick Attack, Haze - Lost one and won one of the Lab and Route 22 fights*: - #082: Magneton ELE L61 2104 Exp. Stats - HP: 141 Atk: 89 Def: 130 Spc: 161 Spe: 100 ~ Thunderbolt, Thunder Wave, Screech, Swift #091: Cloyster WTR / ICE L63 2740 Exp. Stats - HP: 146 Atk: 136 Def: 241 Spc: 122 Spe: 103 ~ Ice Beam, Spike Cannon, Aurora Beam, Clamp #136: Flareon FIR L65 2757 Exp. Stats - HP: 169 Atk: 185 Def: 93 Spc: 158 Spe: 99 ~ Flamethrower, Quick Attack, Smog, Fire Spin - Won both Oak's Lab and Route 22 Rival battles: -------- #091: Cloyster WTR / ICE L61 2653 Exp. Stats - HP: 141 Atk: 131 Def: 234 Spc: 118 Spe: 100 ~ Ice Beam, Spike Cannon, Aurora Beam, Clamp #038: Ninetales FIR L63 2403 Exp. Stats - HP: 175 Atk: 112 Def: 109 Spc: 141 Spe: 141 ~ Fire Spin, Tail Whip, Quick Attack, Confuse Ray #135: Jolteon ELE L65 2743 Exp. Stats - HP: 169 Atk: 101 Def: 93 Spc: 158 Spe: 184 ~ Quick Attack, Pin Missile, Thunder Wave, Thunder _________________________________________________________ *If you skipped the Route 22 Rival battle, the game considers the fight lost. Since he has vastly different teams depending on the version, I'll split this section up. The only thing he has in common is that he uses Full Restores at low HP. Interestingly enough, the battle animations will show even if you opted to turn them off in the 'Option' menu. Makes it more dramatic, I suppose. Red/Blue ---------- Pidgeot finally gained some ammunition with Sky Attack and Mirror Move. Sky Attack takes two turns to charge, though, and Mirror Move fires the move the foe just used right back at them. In other words, Pidgeot is still terrible. Any swift Electric, Ice or Rock attack will own it. Next up is Alakazam. Thankfully, it's his lowest level, but it's still very tough--use a Pokemon with high Attack and Special (I used Zapdos with Drill Peck on the Yellow version) or a Normal type like Snorlax to sponge his attacks. His Defense is pitiful so it shouldn't be too bad. Since Psychic types 'resist' everything except Recover, that's all he'll use if you send out a Psychic type. Therefore, you can try to force him down by using your own Psychic. Now we have Rhydon. It's far too slow to make use of Horn Drill, so its best attack is Fury Attack. This is certainly managable and a swift Surf/Razor Leaf/Water Gun/Vine Whip/Bubble/Absorb will make quick work of him. Your Rival will then revert to his Grass/Fire/Water trio. You'll face two of Exeggutor, Arcanine or Gyarados. Exeggutor has no really threatening attacks and Hypnosis can be cured by Poke Flute. Use Fire, Ice or Flying moves against him. Arcanine's best move is Take Down--a tough Water, Rock or Ground type takes him out easily. Finally, Gyarados is identical to Lance's, only a higher level, so use the same strategy (hint: use Electric types) that you did for Lance's Gyara'. Finally, his starter. Venusaur is the most threatening with Razor Leaf, Mega Drain, SolarBeam and Growth. You'll notice that all his damaging attacks are Grass types, meaning anything that resists them (Bug, Dragon, Fire, Grass, Poison, Flying) will only ever see Growth. Nifty. Use an Ice, Flying or Fire type for best results. Charizard has Fire and Normal attacks, meaning a Rock type can resist every move he has and counter with a 4x effective Rock Throw/Slide. If you don't have a Rock type, try a bulky Water type to avoid Fire Blast, or just hit him with his weaknesses--Water, Rock, Ice and Electric. Last of all is Blastoise with Blizzard and Hydro Pump. If you resist those two moves (Water types do) then you'll only ever see Bite. Hit him with a powerful Grass or Electric move for best results. Yellow ------ He'll start with Sandslash. This guy has Earthquake, but it's slow so if you can fire of a quick Razor Leaf, Ice Beam/Blizzard or Surf you'll have no problems. Next up is Alakazam, who is largely the same as his RB version so look above for a strategy. The last of his 'consistent' Pokemon is Exeggutor-- again, he is covered above, except this one has Leech Seed which is pathetic. The Yellow rival opts for a Fire/Water/Electric rotation, starting with two out of Ninetales, Cloyster and Magneton. Ninetales's attacks are quite weak, and if you resist Fire you'll never see Fire Spin. Rock types will only ever see Confuse Ray, so if you don't mind that you can hope for a lucky hit. Otherwise, use Rock, Water or Ground like always. Cloyster is like always--slow but with massive defense. I took it down with one Razor Leaf and I'm sure Thunder/Thunderbolt would do just as nicely, but if you can't knock it out in one hit then just make sure you can survive Ice attacks (you won't see any if you resist them) and Clamp (a trapping Water type move). Magneton falls like any other Electric type--against Ground attacks. It can also only use Swift against them. Otherwise, you'll just have to hit it powerfully while sucking up a Thunder Wave. We'll move on to his starter next, since that's the main attraction. Vaporeon has Aurora Beam and Hydro Pump, but a swift Electric or Grass type won't be hit by those if it can loose off a Thunderbolt or Razor Leaf (Grass types be careful of Aurora Beam). Flareon functions similarly to Ninetales in that it can't do much to Rock and bulky Water types--its best move is Flamethrower but you'll never see it if you're a Water type (since you resist all its moves as a Rock type, you might see it then). Rock, Water and Ground kill it. Lastly, Jolteon can only Pin Missile against a Rock/Ground type and adds Quick Attack to that mix if it faces a Ground type (without Rock as a type). These attacks are pathetic and an Earthquake against its poor Defense will quickly finish off your Rival and crown you Champion. ___ If you succeed, congratulations. Honestly, well done--that wasn't easy and I'm willing to bet that your Rival was at least 10 levels higher than you. So find a way to reward yourself and then watch the closing ceremony. I have to say, I feel a bit sorry for your Rival in the proceedings. After you get your Pokemon inducted in the Hall of Fame (you can access this from your PC now at any time), the credits will roll. You have to watch these, I'm afraid--I found out the hard way when I turned the game off and had to fight my Rival again--and then the game will auto-save. Back at the title screen, if you press 'Continue', you'll notice that you end up in Pallet Town, outside your house. Talk to your Mom (Mum!) to heal your battered team, and the world of Pokemon Red, Blue and Yellow is yours to explore! Also, if you had the battle animations turned off, like me, you'll want to turn them back off again in the 'Option' menu since your last fight with your Rival turned them on automatically. But before you revel in your new Champion status, there's one more thing to do before you can confidently say that you have 'completed' RBY. We're going to venture into the 'Unknown Dungeon', a cave filled with L60-odd Pokemon and the most powerful Pokemon in the game (and easily the strongest Pokemon to exist relative to the generation it appears in). I speak, of course, of none other than the horrendously powerful Psychic Pokemon, Mewtwo. He is L70, so be sure you can handle that before following the section of the walkthrough. As always, to catch a tough Pokemon, be sure to bring plenty of Ultra Balls and a status-inducer--preferably Sleep or Freeze-- to get the job done as well as you can. Otherwise, feel free to use your Master Ball if you haven't already--there isn't anything else worth using it on. Get yourself a Fly-user and head to Cerulean City. Deposit your Fly-user and take out a Surf-user. Buy a few healing items and an Escape Rope or two, deposit your useless items in the PC, then proceed north up the Nugget Bridge. Head left after crossing it and get into the water. Surf down and follow the path to find a cave entrance. It was blocked before, but now you've beaten the League, the man will let you pass. Before we enter though, we should tackle one last trainer--the last one in the game (if you don't include Elite Four rematches). Head west from the cave entrance to encounter a Lass. _________________________________________________________ Trainer: Lass Version: R B Y Money: $ 465 --------------------------------------------------------- #046: Paras BUG / GRS L31 465 Exp. Stats - HP: 67 Atk: 53 Def: 44 Spc: 44 Spe: 25 ~ Scratch, Stun Spore, Leech Life, Spore #046: Paras BUG / GRS L31 465 Exp. Stats - HP: 67 Atk: 53 Def: 44 Spc: 44 Spe: 25 ~ Scratch, Stun Spore, Leech Life, Spore #047: Parasect BUG / GRS L31 849 Exp. Stats - HP: 83 Atk: 69 Def: 59 Spc: 59 Spe: 28 ~ Scratch, Stun Spore, Leech Life, Spore _________________________________________________________ Bit of an anticlimax there. Anyway, there is one cave layout for Red and Blue versions and then the cave was totally redesigned for Yellow players. I'll split the following section into two parts to accommodate this. _________________________________________________ [53] Cerulean Cave Encounter Rate 1F: 10 Encounter Rate 2F: 15 Encounter Rate B1F: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Fated Encounter: ------------------------------ #150: Mewtwo PSY R B Y -- 70 - 1F - Cave Floor: ------------------------------ #024: Arbok PSN R - - 10% 52 #026: Raichu ELE R B - 4% 53 #028: Sandslash GRN - B Y 10% 52 #042: Golbat PSN / FLY R B 20% 46 Y 40% 50-55 #044: Gloom GRS / PSN - - Y 10% 55 #047: Parasect BUG / GRS R B 5% 52 Y 5% 54 #049: Venomoth BUG / PSN R B 10% 49 Y 5% 54 #064: Kadabra PSY R B - 5% 49 #070: Weepinbell GRS / PSN - - Y 10% 55 #075: Graveler RCK / GRN - - Y 15% 45 #082: Magneton ELE R B - 15% 46 #085: Dodrio NRM / FLY R B - 10% 49 #097: Hypno PSY R B - 20% 46 #132: Ditto NRM R B 1% 53 Y 5% 55-60 - 1F - Old Rod: --------------------------------- #129: Magikarp WTR R B Y 100% 5 - 1F - Good Rod: -------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - 1F - Super Rod: ------------------------------- #080: Slowbro WTR / PSY R B - 25% 23 #099: Kingler WTR R B - 25% 23 #117: Seadra WTR R B - 25% 23 #118: Goldeen WTR - - Y 40% 25 #119: Seaking WTR R B 25% 23 Y 60% 35-55 - 2F - Cave Floor: ------------------------------ #028: Sandslash GRN - - Y 10% 56 #040: Wigglytuff NRM R B - 5% 54 #042: Golbat PSN / FLY - - Y 40% 52-57 #044: Gloom GRS / PSN - - Y 5% 58 #049: Venomoth BUG / PSN R B - 20% 51 #064: Kadabra PSY R B - 15% 51 #070: Weepinbell GRS / PSN - - Y 5% 58 #075: Graveler RCK / GRN - - Y 15% 50 #085: Dodrio NRM / FLY R B - 20% 51 #101: Electrode ELE R B - 10% 52 #105: Marowak GRN R B - 10% 52 #111: Rhyhorn GRN / RCK - - Y 10% 50 #112: Rhydon GRN / RCK R B 10% 52 Y 5% 58-60 #113: Chansey NRM R B - 5% 56 #132: Ditto NRM R B 5% 55-60 Y 10% 60 - B1F - Cave Floor: ----------------------------- #024: Arbok PSN R - - 5% 57 #026: Raichu ELE R B - 10% 64 #028: Sandslash GRN - B - 5% 57 #042: Golbat PSN / FLY - - Y 40% 54-59 #047: Parasect BUG / GRS R B - 10% 64 #075: Graveler RCK / GRN - - Y 15% 55 #101: Electrode ELE R B - 15% 55 #105: Marowak GRN R B - 20% 55 #108: Lickitung NRM - - Y 5% 50-55 #111: Rhyhorn GRN / RCK - - Y 10% 52 #112: Rhydon GRN / RCK R B 20% 55 Y 10% 62 #113: Chansey NRM R B 10% 64 Y 5% 56 #132: Ditto NRM R B 10% 63-67 Y 15% 60-65 - B1F - Old Rod: -------------------------------- #129: Magikarp WTR R B Y 100% 5 - B1F - Good Rod: ------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - B1F - Super Rod: ------------------------------ #080: Slowbro WTR / PSY R B - 25% 23 #099: Kingler WTR R B - 25% 23 #117: Seadra WTR R B - 25% 23 #118: Goldeen WTR - - Y 40% 30 #119: Seaking WTR R B 25% 23 Y 60% 40-60 _________________________________________________ New Items --------- - Red/Blue: [ ] PP Up [ ] Max Elixer [ ] Nugget [ ] Full Restore [ ] Rare Candy (H) [ ] Full Restore [ ] Ultra Ball [ ] Max Revive [ ] Ultra Ball [ ] Ultra Ball (H) - Yellow: [ ] Max Elixer [ ] Ultra Ball [ ] PP Up (H) [ ] Max Revive [ ] Rare Candy [ ] PP Up (H) [ ] Ultra Ball [ ] Full Restore [ ] Max Revive [ ] Rare Candy [ ] Max Elixer [ ] PP Up (H) [ ] Max Revive [ ] Ultra Ball [ ] Ultra Ball New Pokemon ----------- [ ] Lickitung (Y) [ ] Mewtwo - Recommended Party Avg. Level: 55 There's only one new Pokemon available here: Lickitung for Yellow players. If you're going for all in-game trades, catch one to trade for Dugtrio in Route 11. Red/Blue ---------- Follow the linear path and head past the ladder into the water. Loop around and take the ladder on the landmass to the north. Head south down here and grab the to the east, then return up the ladder you just used. Get back into the water and head west, grabbing a on your way. Keep going west and dismount on to the land here. Grab the and head down the ladder. There is only one path to follow here (although it branches off occasionally), so just follow it to the next ladder and grab the on the way. Once you ascend the ladder, check the white rock to your southwest for a hidden , then leap into the water and grab the just over to the left. Get back on to the landmass you were just on and take the southeast stairs down, then follow this pathway west until you come across a ladder. Take it. From the ladder here, take a right, then head south at the second intersection. Once you hit the south wall, hug it all the way to the left (pick up the en route), then hug the west wall all the way to the north to get to another ladder. Follow this short path to another ladder, which you should take. Swing a right on this floor for a , then follow the winding path to the west. It's a long path and you'll grab an in plain sight on the way. Also, when you reach the northeast corner of the cave, examine the white rock here for a hidden . Now it's simply a case of following the path all the way down to Mewtwo--see below for strategies on catching him. Yellow ------ Follow the path through the water to the west and the narrow northern path for a . Hop back in the water and follow the path west to a ladder, which you should climb. On this floor, head northeast to grab an , then head in the opposite direction, past the ladder and through a winding path east until you reach a north-south intersection. Head north and examine the standalone rock for a hidden . Grab the to the east. Take the path to the east, which heads south, then loops around north to a ladder. Take the ladder down to the first floor, then head down into the water and head southeast for a . Exit the water to the north and examine the standalone rock to the west (directly above the ladder and below the item ball) for a hidden . Grab the item ball to the north, which contains an , then continue on the west path to take the next ladder up. Follow the path here and head east at the intersection, hugging the north wall, to find a . Head back to the intersection and go south this time to eventually end up at a ladder. Descend it, then take the southeast path for a . Head west along the path here and you'll end up at another ladder to climb up. Follow the path here (the split in the path ends up at the same place anyway) and head south to grab a , then head north to desecend yet another ladder. Follow the short path to another ladder, then follow this pathway until you hit an intersection. Head east for a , then return and head south. The lone white rock just before the water's edge houses a hidden . Get into the water and grab the and on the plateau to the left, then head east through the currents and along the winding pathway on land. Grab the in the northeast corner when the path splits, then follow it south all the way down to Mewtwo. Mewtwo ------ ABSOLUTELY SAVE BEFOREHAND, unless you're using the Master Ball (unless you're going to catch glitch Pokemon, now is the best time to use it). _________________________________________________________ Fated Encounter: Mewtwo Version: R B Y --------------------------------------------------------- #150: Mewtwo PSY L70 2200 Exp. ~ Swift, Psychic, Barrier, Recover _________________________________________________________ If you've been following my guide so far, you'll know that, short of using a Master Ball, the best way to catch a legendary is by inflicting it with Sleep or Freeze, then throwing Ultra Balls at it until you strike lucky. There is next to no point in lowering his HP as the catch formula increases your chances by about 2% if you get him down to very low HP. I wouldn't bother, so just give him Sleep or Freeze, then start lobbing those Ultra Balls. Mewtwo is more difficult to catch, however, because he boasts an awesome moveset. Swift never misses, but is easy to handle. Psychic is devastating and should be avoided at all costs--Mewtwo's Special is far too high for you to survive too many Psychic hits, especially if, like me, you're fresh out of the Pokemon League. Barrier doubles, then triples, then quadruples his Defense before it stops having an effect, so damaging it physically will be just as hard as it is specially. Finally, Recover is annoying as always, but thankfully doesn't cure him of staus ailments. If you're following this strategy, which boasts a minimum chance of ~17.22% (assuming you Sleep or Freeze), then Barrier and Recover shouldn't be any problem and Swift isn't anything to get upset about. Therefore, just pray that Mewtwo's AI doesn't get cruel and end up using Psychic on every available turn. You'll bag him eventually. ___ Mewtwo is undoubtedly the most powerful Pokemon in the game and now almost certainly your strongest team member. No questions asked--it's simply a monster. Use the Escape Rope I told you to pack or just backtrack your way out using the following version specific instructions. They're essentially just following the directions I've already given you in reverse, so if you can remember the route you took then you don't have to follow these instructions--there are no new items to get. However, if you've forgotten how to get back out, they should be helpful. Red/Blue -------- The path back from Mewtwo on this floor is pretty linear. After the second body of water, take the left path at the fork. Keep following the path until you see a ladder to your north--keep following the path and takethe next set of stairs up the plateau, then head west and take the ladder you just saw. On the next floor, snake around the tiny path and take the other ladder. On this floor, follow the path and head west at the fork. Keep going and head east at the next fork, then north at the fork imediately after that. At the next fork, head all the way west until you see a ladder, which you should descend. Head down the stairs and follow the path. After ascending the next plateau head left around the rocks and go into the water. Follow the body of water and take the very last set of stairs up on to the plateau once the water pathway ends. Ignore the ladder and descend the other set of stairs on this plateau, then just head south to find the exit. Yellow ------ The path is pretty linear back from Mewtwo--ascend the first plateau you come across, then descend it on its west side. Keep following the path and head into the body of water, exiting north at the first opportunity. Keep going north and take a left at the fork, following the twisted path up a plateau. Take the ladder here. On this next floor, take the small pathway round to another ladder. Head south and immediately east at the fork here. Take either path at the fork here since they both go to the same place, then head east and up to the ladder here. Follow the pathway until you reach a plateau, which you should ascend. Climb the ladder here. This pathway is long and only has one fork--you should go west and descend the ladder at the end there. Descend the plateau and follow the path. Ignore the plateau you come across and take the ladder to the east. Another long pathway here--take the first fork west and the second fork west again. At the third fork head north, then north again and into the ladder. Follow the pathway into the water and surf east as far as you can. Disembark at the very end and follow the pathway out to the exit. ___ As far as the handheld RPG experience goes, you're now free to catch and evolve Pokemon to complete your 'Dex and fight the Elite Four multiple times, but you're essentially done unless you want to complete the 'Dex. Once you do, head to Celadon Mansion (where you received the Eevee) and speak to the head Game Developer for a certificate--a virtual piece of paper congratulating you on your completion of the Pokedex. Joy. A winner is you. Well congratulations on basically completing the game. Honestly well done, especially if this was your first time! Unfortunately, unlike later games in the series, there's not much to do now except fill out the Pokedex. Once you've filled it (Mew is not required), talk to the Game Designer in Celadon City--in the building where Eevee is--for the Diploma which basically says you've completed the game. Well done you! However, there's much more to Pokemon Red, Blue and Yellow--see the other sections of this guide for various ways of extending your gameplay hours--and you'll soon find out that the RPG section of Pokemon is merely the tip of the iceberg. If you don't know where to start, I'd highly recommend sections V. and VI. of this guide. Alternatively, if that wasn't enough RPG for you, consider checking out section A02; 'Self-Imposed Challenges' for ideas on how to replay the game with an added level of difficulty. Or you could always move on to another game in the series if your Pokemon cravings haven't quite been fulfilled ;). _______________________________________________________________________________ II. The Basics _______________________________________________________________________________ _________________________________________________ [B01] Controls and Menus _________________________________________________ Controls -------- _____________________________________________ Button Field Menu --------------------------------------------- D-Pad Move character Move cursor A Examine/talk Confirm B Cancel text Cancel Start Bring up Menu - Select - Reposition item/move* _____________________________________________ *In the Item menu, you can use the Select button to highlight an Item and then press Select elsewhere to slot it in a different order in your bag or PC. In battle, you can rearrange a Pokemon's four moves in a similar manner. A+B+Start+Select performs a Soft Reset--it returns you to the opening scenes, as if you had powered your Game Boy off and on again. Oh, and 'Field' is a universal term for 'anywhere not in battle' i.e. where you control your hero and walk around. Main Menu --------- This is where you end up once you've fired up your cartridge and skipped the introductory scenes. You have three choices: - Continue: Displays your name, how many Badges you have earned out of eight, how many different species of Pokemon you have caught and the total amount of time you have played your current game for. Then it will resume from where you last saved your game. - New Game: Where to go to begin a new adventure. See section I. 'The Walkthrough' for more on this. - Option: Displays a few different options for customing the appearance of your game. You can access 'Option' (shouldn't that be 'Options'?) in-game as well; see below for a more in-depth look at it. Menu ---- Once you end up in the game properly and are on the field, you can access the Menu by pressing Start. It has seven different selections: 1 - Pokedex: Only available once you have the Pokedex, you can access 'Pokedex' for some information on the Pokemon you have encountered. A list of all encountered Pokemon will appear--ordred by National Dex number--along with the total number of 'Seen' Pokemon (seen, but not caught) and 'Own' Pokemon (had in your possession at some point). A Pokemon with a ball by its name is one that you own or have owned. You can scroll one entry at a time by pressing up or down, or seven at a time by pressing left or right. Once you select a Pokemon, you are given four options: - Data: If you own the selected Pokemon, it displays the Pokemon's sprite, number, name, species, height (feet and inches), weight (pounds) and two pages of information you can scroll through. If you don't own the selected Pokemon, it displays the Pokemon's sprite, number, name and species. - Cry: Plays the sound file of the Pokemon's signature noise or 'cry'. - Area: Displays the Kanto region and highlights areas that Pokemon can be found in the wild (does not apply to Fated Encounters--one time only special Pokemon). - Quit: Takes you back to the Menu. 2 - Pokemon: Only available once you have at least one Pokemon, 'Pokemon' gives greater information on the six or fewer Pokemon on your current team. An overview of your current team members will be displayed, showing an icon for each, its nickname (if one applies), level, and current and Max HP, represented numerically and by a HP bar. Once you select a Pokemon, you have a few options: - [Move]: The name of any moves your Pokemon knows which can be used on the field will show and by selecting one, your Pokemon will perform that move's out-of-battle effects, such as Teleporting or Surfing. - Stats: When you select this, you'll be presented with the first of two data pages about your Pokemon. This one displays its sprite, Pokedex No., nickname, level, current and max HP (numerically and graphically), current status effects such as BRN or PSN (OK if it is healthy, FNT if it has fainted), stats (Attack, Defense, Speed and Special values), types, ID No. (same as its first trainer's) and the name of its Original Trainer ('OT'). The second page displays a few of the things from above, plus its real name, total Exp Points, required Exp Points to get to the next level and moveset (with each move displaying its current and Max PP). For more information about this, check out section B02; 'Pokemon: An Overview'. - Switch: Use this to switch the order of your Pokemon. The Pokemon at the top of the list comes out first for battle. The rest of the order doesn't matter. - Cancel: I have no idea what this does. 3 - Item: Displays a list of your current items. Items are stackable, meaning that you can have one Potion or 99 Potions but both only occupy one slot. Your bag only has space for 20 item slots, but you can deposit some in a PC (more on that later). Selecting an item gives you the option of 'Use' or 'Toss'--or you can back out of your decision with B. They are both self-explanatory, although you can use 'Toss' to throw away only a specificed number of a stackable item. Key Items--items central to your adventure--cannot be thrown away and will automatically be used when you select them e.g. the Bicycle. 4 - [Name]: The name you chose at the beginning. It displays a sprite, your name, current money (max $999999), total time played and an image of all the badges you have (or have not) earned. 5 - Option: Displays the following options for tweaking your game's appearance: - Text Speed: Fast Medium Slow Fast isn't particularly fast, but the other speeds are painful. - Battle Animation: On Off Whether you see the animation of a Pokemon's move execution. On is good for the novelty, but Off is the quicker and more efficient option. - Style: Shift Set Shift means that once you have knocked out a Pokemon, the game will tell you which Pokemon, if any, your opponent is going to send out next, and will give you the choice of switching to another member of your team. Set means that the opponent brings out the next Pokemon without giving you any prior warning or opportunity to switch out. Shift is easily the superior option, but if you plan on battling competitively or against other (real life) people, the option is adamantly set to, well, Set. You might want to get in practice now. - Sound: Mono Earphone1 Earphone2 Earphone3 (Yellow only) Personal preference here, really. The default is Mono and that is what I stick with. - Print: Lightest Lighter Normal Darker Darkest (Yellow only) The tone setting you would like to use for your non-existant Game Boy Printer. The best options are probably Fast-Off-Shift(-Mono-Normal). 6 - Save: No sub-menus here, thankfully. It'll ask if you're sure--just press 'Yes' to save your current adventure. Pokemon is cheap in that every main series game only allows you to have one save file. 7 - Exit: The button used the least--if ever--since B does the same thing and doesn't require scrolling. It just closes the menu, but it would be better if it let you quit to the main menu. _________________________________________________ [B02] Pokemon: An Overview _________________________________________________ Pokemon are what you will be centering your game around, so you'd better know what you're dealing with. Pokemon are essentially the game's equivalent of 'animals', although I use that term loosely since Pokemon have powers that no animal has. You catch wild Pokemon or are given them and then you can train them up to fight other trainers' Pokemon. Yeah, that's the game's premise. As a trainer, you'll have access to a team of up to six Pokemon at any one time and many more which you can switch around with your main party. Each Pokemon has four moves and a lot more data besides. Using the 'Pokemon' command of the menu, you can access a trove of data about your Pokemon. Level ----- Your Pokemon's level is a number (legitimately between 2 and 100 inclusive, but can be glitched between 0 and 255 inclusive) that roughly represents how strong it is in comparison to other Pokemon. The higher, the better. Battle other Pokemon and win to gain Experience (Exp.) to increase your Pokemon's Level. Stats ----- Each Pokemon has five stats, which vary based on the species of Pokemon in question, its level, its defeated foes and a slight random factor. Again, the higher the value, the better. The five stats are: HP - The Pokemon's health. Reduce this to zero to faint it. Attack (Atk) - How much damage can be dealt with physical* type attacks. Defense (Def) - Reduces damage recieved from physical* type attacks. Special (Spc) - Deals AND reduces damage to special^ type attacks. Speed (Spe) - The Pokemon with the highest Speed acts first in a round. In addition, each of your Pokemon's moves has PP, which determines how many times that move can be used. Once it gets to zero, that move cannot be used until you restore its PP. If all a Pokemon's moves have zero PP, then it uses the move Struggle which also damages the user. Because the AI is a cheating b****** (buffoon), AI foes have infinite PP. *Physical types: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock. ^Special types: Dragon, Electric, Fire, Grass, Ice, Psychic, Water. ID No. and OT ------------- When you begin the game, it assigns you an ID No. and an Originial Trainer (OT). Your ID No. is a random value between 0 and 65535, your OT is the name you pick at the start, and all Pokemon you get in-game that aren't gotten via an in-game trade will share the ID No. and OT with you. Any Pokemon that do not share your ID No. and OT will disobey you unless you have obtained some Badges, which will be explained later on. Types ----- Each and every Pokemon has one or two out of fifteen possible types. Every Pokemon of the same species (that is, every Pokemon of the same name) has the same type--so a Charmander is always a Fire type, for instance. Pokemon attacks also have types; the amount of damage a Pokemon takes from a move is modified dependant on the Pokemon's type(s) and the move's type. For example, a Fire type Pokemon takes double damage from a Water type move. The full chart is outlined below: _________________________________________________ [B03] Types _________________________________________________ Type Effectiveness Chart ------------------------ Key: O Super effective! (2x damage) Neutral (1x damage) - Not very effective... (0.5x damage) X Doesn't affect (0x damage) * (Please see notes below) _____________________________________________________________________ Attack ->| Defending Pokemon's type --------------------------------------------------------------------- Move type|BUG|DGN|ELE|FGT|FIR|FLY|GST|GRS|GRN|ICE|NRM|PSN|PSY|RCK|WTR ---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+--- Bug | | | | - | - | - | - | O | | | | O*| O | | Dragon | | O | | | | | | | | | | | | | Electric | | - | - | | | O | | - | X | | | | | | O Fighting | - | | | | | - | X | | | O | O | - | - | O | Fire | O | - | | | - | | | O | | O | | | | - | - ---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+--- Flying | O | | - | O | | | | O | | | | | | - | Ghost | | | | | | | O | | | | X | | X*| | Grass | - | - | | | - | - | | - | O | | | - | | O | O Ground | - | | O | | O | X | | - | | | | O | | O | Ice | | O | | | * | O | | O | O | - | | | | | - ---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+--- Normal | | | | | | | X | | | | | | | - | Poison | O*| | | | | | - | O | - | | | - | | - | Psychic | | | | O | | | | | | | | O | - | | Rock | O | | | - | O | O | | | - | O | | | | | Water | | - | | | O | | | - | O | | | | | O | - _________|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___ There are five major differences to this type chart--four of which have been highlighted with an asterisk above--when compared with later generations of Pokemon: 1. Bug is 2x effective against Poison, unlike 0.5x in later generations (making it 4x effective against Grass/Poison types!). 2. Regardless of anything you have heard to the contrary, Ghost is completely useless against Psychics, dealing 0x damage, unlike 2x in later generations. This is most probably a glitch. 3. Ice deals neutral damage to Fire, unlike 0.5x in later generations (so Charizard takes 2x damage from Ice attacks). 4. Poison is 2x effective against Bug, whereas it is neutral in later generations (so Paras and Parasect take 4x damage from it). 5. The Steel and Dark types do not exist in RBY. Hence, moves like Bite are not Dark type and Magnemite/Magneton are not Steel types yet. N.B: There are a lot of rumours flying around the internet that Bug is neutral against Ghost in Generation I. I tested this by using Twineedle (which critical hit) from a L20 Beedrill against a L20 Gastly, and predicting my results with the Damage Formula. Result? According to the Damage Formula, if Bug was neutral against Ghost, Twineedle (because it critical hit) would have definitely killed Gastly in one hit, even if Gastly had max stats. But it didn't--only about three quarters of its HP was depleted. Anyway, you absolutely MUST get at least a basic idea of type advantage when you play Pokemon games, or you'll be about in useful in combat as a L1 Magikarp. Attacking a Pokemon that has two Types -------------------------------------- If you use, say, a Rock attack against a Fire/Flying type, notice from above that Rock is super effective against Fire and Flying types. So yes, the 2x bonus is applied twice, resulting in 4x damage! Sweet... However, consider a Grass type attacking a Bug/Flying type. Notice that Grass is not very effective against both of those types, resulting in 0.5 * 0.5 = 0.25x total damage. So yes, you can potentially quarter your damage output if you don't know your type chart! Now say a Ground Pokemon was to attack the same Fire/Flying type. Ground is 2x effective against Fire, but 0x effective against Flying. The type modifiers stack, resulting in 2 * 0 = 0, so you deal no damage. Finally, consider the case where, say, a Grass type attacks a Water/Poison type. Grass is super effective against Water, but not very effective against Poison, resulting in 2 * 0.5 = 1, so there is no overall change to the damage. ...But the game will tell you otherwise. Because of the game's programming, if you attack a Pokemon in this manner (one type super effective, the other not very effective), the game will tell you that it's either not very effective or super effective. Which message it displays is fixed depending on the types involved, because the game draws from an ordered, programmed-in list of type advantages/disadvantages. But none of that matters; all that matters is the output--neutral damage--is the same. If you really want to find out which message takes priority, have a look at section M14; 'Type Effectiveness Message Display'. STAB ---- When a Pokemon uses a move which is the same type as itself, that move will deal 1.5x the damage it normally would, e.g. Charmander (Fire type Pokemon) using Ember (Fire type move). This is known as Same Type Attack Bonus, commonly known as 'STAB', and Pokemon with two types have access to two STABs. Bonus! Knowing your Types ------------------ For your adventure--and especially in competitive play--you should use Pokemon and moves of the following important and powerful types: Psychic, Normal, Ice, Electric and Ground. The following types are not entirely necessary but still good types to use on a team: Water, Rock, Grass, Flying, Fire and Fighting. The following types suffer from a lack of powerful moves and have poor type advantages, and should thus be avoided unless that Pokemon has redeeming features: Poison, Bug, Ghost and Dragon. _________________________________________________ [B04] Moves _________________________________________________ All Pokemon have at least one move when you obtain them and can learn more moves, up to a maximum of four; learning another move after it already has four will require an already known move to be forgotten. You can find detailed information on all 165 moves in section L04; 'Movedex +'. PP -- All moves have a certain amount of PP--Tackle, for instance, has 35PP. PP simply denotes how many times a move may be used--once a move has 0PP, it can no longer be used and you must find a way to restore PP (use an item such as an Ether or visit a Poke Center) to use that move again. In general, a stronger move will have less PP. Move Categories --------------- Each move type falls into either the Physical or Special move category. - Physical attack damage is based on the attacker's Attack (Atk) stat and the defender's Defense (Def) stat. - Special attack damage is based on the attacker's Special (Spc) stat and the defender's Special (Spc) stat. Yes, the Special stat is your Special Attack and Special Defense rolled into one, making it twice as useful as the other stats. A move's category depends on its type: - Physical: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock. - Special: Dragon, Electric, Fire, Grass, Ice, Psychic, Water. Learning Moves -------------- Each Pokemon can learn moves in the following ways. Be sure to check out section L05; 'Pokedex +' which covers the individual instances of move learning for every species of Pokemon. - Level Up Pokemon have a level up movepool, whereby they learn set moves whenever they reach a certain level. - TMs/HMs Throughout the game, you will chance across items known as TMs or HMs. There are 55 different types of TMs and HMs in Red, Blue and Yellow, and each one contains a different move. You can teach the contained move to any compatible Pokemon--that is, some moves can't be learned by certain Pokemon. For instance, TM22 (SolarBeam) cannot be taught to, say, Blastoise. Of the 55 machines, 50 are Technical Machines (TMs) and 5 are Hidden Machines (HMs). TMs are strictly one-use only, and using one typically means it's gone forever unless you can buy another one--but most TMs cannot be bought, appearing once per game. HMs, on the other hand, can be used indefinitely, but they cannot be deleted once taught (short of trading to GSC and deleting it there), so think carefully before giving your Pokemon an HM. Some TMs and all HMs have out-of-battle effects. Some of the HMs are compulsory to beat the game, such as Cut and Surf, while others like Fly are strictly speaking unnecessary but very helpful. For HMs which are compulsory to complete the game, but aren't very useful attacking moves, I'd recommend teaching them to a 'HM slave'--a weak Pokemon designated just to hold HMs--so that you don't accidentally teach it to something you'd like to have a better move. On a side note, a Pokemon can use moves outside of battle like HMs even if the move has no PP or the Pokemon has fainted. - Stadium Two Pokemon--Pikachu and Psyduck--learn signature moves by fulfilling certain conditions in Pokemon Stadium. - GSC Tradeback If you trade your Pokemon over to either Gold, Silver or Crystal, they can be taught moves in those games via new level up movepools, breeding, NYPC events, new TMs and HMs or being tutored. The moves that can be traded back to RBY will be detailed in the Pokedex section I have provided for you. Status Effects -------------- Some moves can induce status effects on the foe. The status effects are explored in detail in section M02; 'Status Effects', but the basic information about them is as follows: - Burn (BRN) A Pokemon under burn status loses 1/16th of its max HP after each of its turns and its Attack stat is halved. Fire type Pokemon are immune to burn. - Confusion A confused Pokemon will attack itself instead of the opponent 50% of the time with a typeless, 40 power move. It lasts between 1 to 4 turns inclusive. - Flinch A Pokemon can only be affected by a flinch if moves second in a round. A flinched Pokemon cannot perform its selected move on its turn. - Freeze (FRZ) A frozen Pokemon becomes immobile and cannot use any moves. - Leech Seed A Pokemon under Leech Seed status loses 1/16th of its Max HP at the end of every turn and this HP is absorbed by the Leech Seed user. - Paralysis (PAR) When under Paralysis status, a Pokemon's Speed stat is quartered and it will have a 25% chance to become fully paralysed on each of its subsequent turns, which renders it immobile for that turn. - Poison (PSN) A poisoned Pokemon loses 1/16th of its Max HP at the end of each of its turns. - Sleep (SLP) Under Sleep status, a Pokemon will be unable to attack for between 1 and 7 turns. Then it will wake up and be unable to attack on the turn it does so. - Toxic Poison (PSN) The 'badly' poisoned Pokemon will lose 1/16th of its Max HP at the end of the first turn it is badly poisoned, then 2/16ths on its next turn, then 3/16ths, 4/16ths... etc. It will revert to normal poison status if the affected Pokemon switches out and back in or the battle finishes. Accuracy -------- Except for Bide, Swift, Transform and self-targeting moves, all moves are subject to miss. The exact chances of a miss are dependant on the move in question--accuracy of a move can be found in my Movedex--and the accuracy and evade modifiers in play (see M05; 'Accuracy and Evade' for more details). _________________________________________________ [B05] Evolution _________________________________________________ When Pokemon satisfy certain conditions, they evolve into a new species of Pokemon, with better stats and, ocassionally, a new type and set of moves. Evolution chains are fixed, so a Bulbasaur can only ever evolve into an Ivysaur, for example. Check out section L05; 'Pokedex +' for the exact conditions each Pokemon needs to evolve (if it can evolve at all). A Pokemon's movepool (list of all the moves it can learn) will probably change when it evolves, and many level up evolution Pokemon will learn moves at a much later level then if they had stayed unevolved. To work out whether evolving is beneficial, it will be helpful to check the Pokedex section I just mentioned. All Pokemon that can evolve will evolve by one of the following methods: Level Up -------- When it reaches a certain level, the Pokemon will attempt to evolve on that level. This can be cancelled by pressing B and the Pokemon will then attempt to evolve on every subsequent level. If a Pokemon reaches L100, it will no longer be allowed to evolve via this method. Stone ----- Some Pokemon evolve when an evolution stone is used on them. Simply have the item in your inventory and 'Use' it on the compatible Pokemon. Evolution cannot be cancelled in this way by pressing B during evolution. All stones except the Moon Stone can be purchased at the Celadon Dept. Store (4F) for $2100. Trade ----- Four Pokemon--Kadabra, Machoke, Graveler and Haunter--only evolve when traded to another game cartridge. This type of evolution cannot be cancelled by pressing B. _________________________________________________ [B06] Items _________________________________________________ Items are just objects you use to help in your adventure. Some can be used to heal your Pokemon in battle or escape from dungeons, for instance. You can switch the position of two items within your Bag or PC by pressing Select on the first item and then Select on the second. A full list of items, their cost and effects can be found in section L03; 'Itemdex +'. Bag --- You will come across many items in the Pokemon world and can store up to 20 item slots in your bag. Items are stackable, meaning that one Potion takes up as much space as 99 Potions in your bag, since one type of item only takes up one slot, no matter how many there are. The PC ------ The PC (see section B11; 'The PC' for more information) can store up to 50 item slots. There are more than 70 different types of item in the game, so you are going to have to decide which ones you'll have to do without. _________________________________________________ [B07] Pokemon Battling: An Overview _________________________________________________ Types of Battle --------------- There are two types of battle in this game: Wild or Trainer: - Wild You will only face one Pokemon that selects one of its moves at random. Usually low-level and easy to take out. You can attempt to capture wild Pokemon to add them to your collection. You can also escape from wild Pokemon battles. - Trainer You will face a team of Pokemon with *slightly* (only very slightly) smarter AI. These Pokemon cannot be caught and will offer 1.5x the Exp. of a wild Pokemon of exactly the same species and level. Trainers will give out money relative to their trainer class (Youngster, Bug Catcher, etc.) and highest Pokemon's level. You cannot escape from a trainer battle once you have started one. Structure --------- Pokemon battles consist of rounds in which the ultimate aim is to faint the opposing set of Pokemon by reducing their HP to zero. Each round consists of two turns--yours and your opponent's. Each combatant gives their Pokemon commands at the beginning of a round and the fastest Pokemon will get its turn before the slower one. The rounds continue in this manner until one combatant is the victor. Actions ------- Each round in battle presents you with four options: - Fight Select one of your Pokemon's 1-4 moves. It might or might not be successful, depending on your opponent's actions. The faster Pokemon goes first. - PKMN You are taken to the 'Pokemon' menu, where you can check your Pokemons' stats or switch out your currently selected Pokemon. Switching will always go first, regardless of Speed (except for AI opponents, who switch according to Speed). - Item Use an item from your bag. Always acts first, regardless of Speed (except for AI opponents, who use items according to Speed). - Run Impossible in trainer battles, but lets you escape from wild battles. Might not be successful depeding on your Speed in relation to your opponent's. See section M13; 'Running Success Formula' for the exact chances of running away, if you don't mind a bit of maths. Obedience --------- If your Pokemon do not have the same ID No. as you, they will disobey you (act randomly, not act at all) if you don't have the right badges. Pokemon with different ID Nos to you are obtained via trading. The badges are obtained by defeating Gym Leaders. You will need the following badges to command the corresponding levels of Pokemon: No Badges: Up to and including L10. CascadeBadge: Up to and inclduing L30. RainbowBadge: Up to and inclduing L50. MarshBadge: Up to and inclduing L70. EarthBadge: Up to and inclduing L100. (Glitched Pokemon of higher levels will still disobey.) See section M15; 'Obedience Mechanics' for more information on obedience... mechanics. _________________________________________________ [B08] Catching Pokemon _________________________________________________ Provided you have a Poke Ball, Great Ball, Ultra Ball or Master Ball (or Safari Ball in the Safari Zone), you can attempt to catch any wild Pokemon you chance across to add it to your team. The Master Ball offers a 100% chance to catch, but you only get one, whereas the other Balls offer chances depending on your foe's species, Max HP, current HP and the type of ball you are using. Applying status effects to the Pokemon you are attempting to catch will improve your chances, with sleep and freeze offering the biggest boosts. If you are not averse to a lot of maths, try section M08; 'Catch Rate Formula' for the full rundown. Generally, Poke Balls are the least effective, followed by Great Balls and then Ultra Balls. Safari Balls are only used in the Safari Zone and no other Ball can be used in there. The main things you should know about catching Pokemon are: HP Limit -------- Due to the mechanics of this game, the Poke Ball and Ultra Ball work best when the Pokemon you are attempting to catch has less than a third of its Max HP remaining--any lower is unnecessary. For Great Balls, it's under a half--again, any lower is unnecessary. Slap status on the foe (sleep or freeze in particular are good) and then throw Balls for the best chance. Safari Zone ----------- Catching Pokemon in the Safari Zone is difficult and time-consuming. Nevertheless, some unique Pokemon live there that cannot be caught elsewhere except through glitch abuse. Instead of fighting, you are given rocks and bait to throw. See section M09; 'Safari Zone Catching Mechanics' for the full rundown, but in the end the best thing to do is to just lob Balls--you'll catch them eventually. Safari Zone Pokemon have a horrible tendancy to run at any opportunity, so throwing anything but Balls just increases that chance they have of running. Methods of Encounter -------------------- There are four main ways of encountering wild Pokemon: - Walking in Caves or Tall Grass Wild Pokemon will randomly appear when you walk in these areas. - Surfing Much like walking, but on water. Most bodies of water do not contain Pokemon that can be encountered via Surf, but the bigger Routes do. - Fishing Once you get either the Old Rod, Good Rod or Super Rod, you can use it while facing water to fish. Each Rod produces different Pokemon. - Fated Encounter These special Pokemon appear as sprites on the field and are once-chance-only. Save before 'talking' to them and you'll engage with a Fated Encounter Pokemon. If you faint it, it's gone forever, so be sure to catch it to add it to your collection. _________________________________________________ [B09] The Pokedex _________________________________________________ Prof. Oak will hand you this nifty device shortly into your adventure. It records data on Pokemon you've 'Seen' and Pokemon you 'Own'. Owned Pokemon just have to be owned at some point in your journey--once a Pokemon is considered owned, it will not be unowned again. If you have seen a wild or trainer-owned Pokemon but have never owned one yourself, that Pokemon is considered 'Seen' and its full data will not be displayed. Section B01 above has more details about the 'Dex. It's essentially an in-game checklist. _________________________________________________ [B10] Useful Buildings _________________________________________________ Running around in grass and caves is all well and good, but eventually you'll want to pop into the following three important buildings: Gyms ---- There are eight Gyms in the Pokemon world and you must venture into each one and defeat its leader--a toughened trainer--to take its Badge. This is to complete the game--see section B12 below. Poke Centers ------------ These wonderful buildings heal your Pokemon to full HP, cure it of status effects, restores each of its moves to full PP. All this is a free service and can be used infinitely. They are situated in all major towns and cities, as well as some out-of-the-way areas. They also contain PCs which are explained in more detail in the next section. Poke Marts ---------- Shops, essentially. You'll want to head into these to stock up on healing items and such. _________________________________________________ [B11] The PC _________________________________________________ PCs are available to use for free at all Poke Centers. They all have five options: Someone's PC/Bill's PC ------------------------ This option starts as 'Someone's PC' and becomes 'Bill's PC' once you meet Bill. Each Pokemon you catch that isn't in your party will end up in one of 12 boxes, each of which can house 20 Pokemon for a total of 240 Pokemon. If your party consists of six members, newly caught Pokemon will automatically be sent to your current selected Box. If your Box is full and your party has six members, you will not be able to catch any more Pokemon until you manually change Box. Someone's PC/Bill's PC has five sub-options: - Withdraw PKMN So long as you have five or fewer Pokemon in your current party, you can take out a Pokemon from the current Box to place into your party. - Deposit PKMN Takes a Pokemon from your party and puts it in the current Box, as long as fewer than 20 Pokemon are in that Box. - Release PKMN Allows you to get rid of Pokemon from the current Box. They can never be retrieved, so choose wisely. - Change Box Changes the current Box to another one. - See Ya! Goes back to the previous menu. [Your Name]'s PC ---------------- This manages item storage in a similar manner to Pokemon storage. Items are stackable, meaning that one Potion takes up as much space as 99 Potions in your bag, since one type of item only takes up one slot, no matter how many there are. The PC has 50 item slots. - Withdraw Item Takes an item from the PC, as long as you have fewer than 20 items in your Bag. - Deposit Item Takes an item from your Bag and puts it in the PC, as long as there are fewer then 50 items in the PC. - Toss Item Allows you to select items to get rid of that are stored in your PC. Only applies to non-Key Items. - Log Off Goes back to the previous menu. Prof. Oak's PC -------------- Selecting this option just lets Prof. Oak rate how well your Pokedex is coming along. Not very helpful. PKMN League ----------- Displays teams of Pokemon (and their level/type(s)) with which you have beaten the Elite Four. Can only hold 50 records--the oldest data will be wiped if you defeat the Elite Four more than 50 times. Log Off ------- Hm. Cancels your PC interaction. Fun. _________________________________________________ [B12] The Goal of Pokemon Red, Blue and Yellow _________________________________________________ There are two main goals of the RPG section of these games. 1. Defeat the Gym Leaders and the Elite Four -------------------------------------------- There are eight Gym leaders in this game and my walkthrough describes how to defeat each one. When you do, you will get the following badges: - BoulderBadge: Increases Attack for all your Pokemon. Allows use of the HM Flash outside of battle. - CascadeBadge: All Pokemon up to and including L30 will obey your commands. Allows use of the HM Cut outside of battle. - ThunderBadge: Increases Speed for all your Pokemon. Allows use of the HM Fly outside of battle. - RainbowBadge: All Pokemon up to and including L50 will obey your commands. Allows use of the HM Strength outside of battle. - SoulBadge: Increases Defense for all your Pokemon. Allows use of the HM Surf outside of battle. - MarshBadge: All Pokemon up to and including L70 will obey your commands. - VolcanoBadge: Increases Special for all your Pokemon. - EarthBadge: All Pokemon up to and including L100 will obey your commands. Once you have all eight badges, go and challenge the Elite Four, a bunch of trainers whose levels range from 53 to 65, each with six Pokemon. Yowza. Then, you're *kinda* done. 2. Fill the Pokedex ------------------- Of course, the other goal is to fill the Pokedex and my section on finding them all--L08; 'Pokemon Locations Checklist'--will help immensely here. Once you've filled it (Mew is not required), talk to the Game Designer in Celadon City--in the building where Eevee is--for the Diploma which basically says you've completed the game. Well done you! _________________________________________________ [B13] Universal Linking _________________________________________________ Universal Linking is the term given to connecting to another Game Boy system using the Game Link Cable. Doing this lets you battle or trade with other owners of Pokemon Red, Blue Yellow. To start, both players need go and speak to the lady next to the PC in any Poke Center to start a Link. They should do this at the same time. Do not link two different language versions of the game, or save data will get screwed up. You will then get two or three options after you have saved: Trade Center ------------ Here is where you swap Pokemon with people. Go to the table in the center of the room and press A to begin the sequence. You can check the 'Stats' of your selected Pokemon or choose to 'Trade' them away. When you have both selected 'Trade', you will both be asked to confirm your trade choices and see what the other player has offered up. If one of you cancels at this stage, the trade is cancelled and you must both choose again (or choose to cancel). Once you're done, press Start and 'Reset' to return to the title screen. Colosseum --------- This is where you go to battle. A few different rules apply here: - You cannot use items. - Exp. is not gained. - 'Run' forfeits the match. - You are not given the option to switch out when the opponent's Pokemon faints. - Some moves will change their effects slightly. See the Movedex for more info. Colosseum 2 (Yellow only) ------------------------- Another battle arena, but with special rules if both players are playing Pokemon Yellow. You can play the following special rulesets: - Poke Cup: Three different species of Pokemon, all between L50-55 inclusive. Combined level of the three Pokemon must not exceed 155. Mew is not elligible to participate. - Pika Cup: Three different species of Pokemon, all between L15-20 inclusive. Combined level of the three Pokemon must not exceed 50. Mew is not elligible to participate. - Petit Cup: Three different species of Pokemon, all between L25-30 inclusive. Combined level of the three Pokemon must not exceed 80. Mew is not elligible to participate. Pokemon taller than 6'7" or heavier than 44 lbs are not elligible to particpate. _______________________________________________________________________________ III. Lists, Charts and Other Data _______________________________________________________________________________ _________________________________________________ [L01] Red, Blue and Yellow Version Differences _________________________________________________ Red and Blue versions are essentially the same game, except the colour filter is set to that of the respective version's colour, if you're playing on a colour Game Boy system. The main difference, of course, is that both versions have some unique Pokemon, just so you'll hand Nintendo more of your money to get the other version and truly 'catch 'em all'. Yellow version has some unique features over Red and Blue. Namely, your starter Pokemon is no longer one of Bulbasaur, Charmander or Squirtle. Instead, you are forced to play a Pikachu so stubborn it refuses to evolve. Thus, the game mimics the anime (which in turn mimicked the original Japanese games, so its a game based on an anime based on a game). You can eventually obtain all three starters as well. Other minor tweaks to gameplay include some changed movepools--i.e. some Pokemon gain moves at different levels when compared to Red and Blue--and new 'pro' (Gym Leaders, Giovanni, Elite Four) Trainer Pokemon, usually at higher Levels. The sprites were changed (whether they did a good job is up for debate), the in-game trades were changed and your Rival has an entirely different team, mostly because he starts with an Eevee. Finally, some wild Pokemon have moved locations, the Surfing Pikachu mini-game was added to the Route just below Fuchsia and, of course, Game Freak decided to leave out a handful of Pokemon, this time forcing you to trade with both Red and Blue versions if you wish to truly own all 151 Pokemon. The following is a list of Pokemon which *DO NOT* appear in the game version you are playing. This is excluding the four Trade evolution Pokemon--Alakazam, Machamp, Golem and Gengar--which cannot be obtained in any version without trading. Machamp, however, can be obtained via an in-game trade in Yellow version. It also doesn't include choices such as between Bulbasaur, Charmander and Squirtle, of which you can get all three in Yellow. The lists also include which versions the Pokemon otherwise appear in. Basically, the following lists detail the *wild* Pokemon you will never run into in those versions. Also, it's impossible to get Raichu in Yellow without trading, so I put him in that list too. - Red: ______________________________ Pokemon Versions ------------------------------ #027: Sandshrew Blue, Yellow #028: Sandslash Blue, Yellow #037: Vulpix Blue, Yellow #038: Ninetales Blue, Yellow #052: Meowth Blue #053: Persian Blue #069: Bellsprout Blue, Yellow #070: Weepinbell Blue, Yellow #071: Victreebel Blue, Yellow #126: Magmar Blue #127: Pinsir Blue, Yellow ______________________________ - Blue: _____________________________ Pokemon Versions ----------------------------- #023: Ekans Red #024: Arbok Red #043: Oddish Red, Yellow #044: Gloom Red, Yellow #045: Vileplume Red, Yellow #056: Mankey Red, Yellow #057: Primeape Red, Yellow #058: Growlithe Red, Yellow #059: Arcanine Red, Yellow #123: Scyther Red, Yellow #125: Electabuzz Red _____________________________ - Yellow: ___________________________ Pokemon Version --------------------------- #013: Weedle Red, Blue #014: Kakuna Red, Blue #015: Beedrill Red, Blue #023: Ekans Red #024: Arbok Red #026: Raichu Red, Blue #052: Meowth Blue #053: Persian Blue #109: Koffing Red, Blue #110: Weezing Red, Blue #124: Jynx Red, Blue #125: Electabuzz Red #126: Magmar Blue ___________________________ The 'Best' Version ------------------ I think most people would agree that the 'definitive' version of this game is Pokemon Yellow, since it comes with quite a few extra features and was released later. The only real downside to it is that you need to trade with both Red and Blue versions to get 150 Pokemon legitimately (excluding Mew here, who currently can only be obtained via trading with someone else or cheating for it). If, however, you're deciding between Red and Blue, you should first know that the only difference is the rarity and appearance of certain Pokemon--you will need to trade with the opposing version to get them all. Having said that, we can determine which of these two versions is better by comparing the Pokemon contained within each one. Game Freak have made this quite easy to do--each Pokemon missing from one version has a 'counterpart' missing from the opposing version. For example, Blue players get Vulpix while Red players get Growlithe-- these guys appear in the same areas with the same frequency and are both Fire types. So here is the list of all the Pokemon and their counterparts, along with a symbol displaying who is better (in my humble opinion): Key --- > Is better than = Is more-or-less equal to < Is worse than _______________________________________________________________ Red Blue --------------------------------------------------------------- Ekans, Arbok < Sandshrew, Sandslash Oddish, Gloom, Vileplume < Bellsprout, Weepinbell, Victreebel Mankey, Primeape < Meowth, Persian Growlithe, Arcanine = Vulpix, Ninetales Scyther < Pinsir Electabuzz > Magmar _______________________________________________________________ So I would say that Blue is better than Red. But then Red has Charizard on the box, so... Also, bear in mind that you can use the Mew Glitch to get any of the opposing version's Pokemon, so this is a moot point really. _________________________________________________ [L02] Experience Charts _________________________________________________ Total amount of experience needed to acquire a particular level (Example: A Slow Pokemon will need a total of 1663 Exp. to be at L11) ____________________________________________ Level Fast Medium Medium Slow Slow -------------------------------------------- 1 0 1 -54 1 2 6 8 9 10 3 21 27 57 33 4 51 64 96 80 5 100 125 135 156 6 172 216 179 270 7 274 343 236 428 8 409 512 314 640 9 583 729 419 911 10 800 1000 560 1250 11 1064 1331 742 1663 12 1382 1728 973 2160 13 1757 2197 1261 2746 14 2195 2744 1612 3430 15 2700 3375 2035 4218 16 3276 4096 2535 5120 17 3930 4913 3120 6141 18 4665 5832 3798 7290 19 5487 6859 4575 8573 20 6400 8000 5460 10000 21 7408 9261 6458 11576 22 8518 10648 7577 13310 23 9733 12167 8825 15208 24 11059 13824 10208 17280 25 12500 15625 11735 19531 26 14060 17576 13411 21970 27 15746 19683 15244 24603 28 17561 21952 17242 27440 29 19511 24389 19411 30486 30 21600 27000 21760 33750 31 23832 29791 24294 37238 32 26214 32768 27021 40960 33 28749 35937 29949 44921 34 31443 39304 33084 49130 35 34300 42875 36435 53593 36 37324 46656 40007 58320 37 40522 50653 43808 63316 38 43897 54872 47846 68590 39 47455 59319 52127 74148 40 51200 64000 56660 80000 41 55136 68921 61450 86151 42 59270 74088 66505 92610 43 63605 79507 71833 99383 44 68147 85184 77440 106480 45 72900 91125 83335 113906 46 77868 97336 89523 121670 47 83058 103823 96012 129778 48 88473 110592 102810 138240 49 94119 117649 109923 147061 50 100000 125000 117360 156250 51 106120 132651 125126 165813 52 112486 140608 133229 175760 53 119101 148877 141677 186096 54 125971 157464 150476 196830 55 133100 166375 159635 207968 56 140492 175616 169159 219520 57 148154 185193 179056 231491 58 156089 195112 189334 243890 59 164303 205379 199999 256723 60 172800 216000 211060 270000 61 181584 226981 222522 283726 62 190662 238328 234393 297910 63 200037 250047 246681 312558 64 209715 262144 259392 327680 65 219700 274625 272535 343281 66 229996 287496 286115 359370 67 240610 300763 300140 375953 68 251545 314432 314618 393040 69 262807 328509 329555 410636 70 274400 343000 344960 428750 71 286328 357911 360838 447388 72 298598 373248 377197 466560 73 311213 389017 394045 486271 74 324179 405224 411388 506530 75 337500 421875 429235 527343 76 351180 438976 447591 548720 77 365226 456533 466464 570666 78 379641 474552 485862 593190 79 394431 493039 505791 616298 80 409600 512000 526260 640000 81 425152 531441 547274 664301 82 441094 551368 568841 689210 83 457429 571787 590969 714733 84 474163 592704 613664 740880 85 491300 614125 636935 767656 86 508844 636056 660787 795070 87 526802 658503 685228 823128 88 545177 681472 710266 851840 89 563975 704969 735907 881211 90 583200 729000 762160 911250 91 602856 753571 789030 941963 92 622950 778688 816525 973360 93 643485 804357 844653 1005446 94 664467 830584 873420 1038230 95 685900 857375 902835 1071718 96 707788 884736 932903 1105920 97 730138 912673 963632 1140841 98 752953 941192 995030 1176490 99 776239 970299 1027103 1212873 100 800000 1000000 1059860 1250000 ____________________________________________ Amount of experience needed to advance from one level to the next (Example: A Fast Pokemon will need 217 Exp. to get from L9 to L10) ________________________________________ Level Fast Medium Medium Slow Slow ---------------------------------------- 1 0 1 -54 1 2 6 7 63 9 3 15 19 48 23 4 30 37 39 47 5 49 61 39 76 6 72 91 44 114 7 102 127 57 158 8 135 169 78 212 9 174 217 105 271 10 217 271 141 339 11 264 331 182 413 12 318 397 231 497 13 375 469 288 586 14 438 547 351 684 15 505 631 423 788 16 576 721 500 902 17 654 817 585 1021 18 735 919 678 1149 19 822 1027 777 1283 20 913 1141 885 1427 21 1008 1261 998 1576 22 1110 1387 1119 1734 23 1215 1519 1248 1898 24 1326 1657 1383 2072 25 1441 1801 1527 2251 26 1560 1951 1676 2439 27 1686 2107 1833 2633 28 1815 2269 1998 2837 29 1950 2437 2169 3046 30 2089 2611 2349 3264 31 2232 2791 2534 3488 32 2382 2977 2727 3722 33 2535 3169 2928 3961 34 2694 3367 3135 4209 35 2857 3571 3351 4463 36 3024 3781 3572 4727 37 3198 3997 3801 4996 38 3375 4219 4038 5274 39 3558 4447 4281 5558 40 3745 4681 4533 5852 41 3936 4921 4790 6151 42 4134 5167 5055 6459 43 4335 5419 5328 6773 44 4542 5677 5607 7097 45 4753 5941 5895 7426 46 4968 6211 6188 7764 47 5190 6487 6489 8108 48 5415 6769 6798 8462 49 5646 7057 7113 8821 50 5881 7351 7437 9189 51 6120 7651 7766 9563 52 6366 7957 8103 9947 53 6615 8269 8448 10336 54 6870 8587 8799 10734 55 7129 8911 9159 11138 56 7392 9241 9524 11552 57 7662 9577 9897 11971 58 7935 9919 10278 12399 59 8214 10267 10665 12833 60 8497 10621 11061 13277 61 8784 10981 11462 13726 62 9078 11347 11871 14184 63 9375 11719 12288 14648 64 9678 12097 12711 15122 65 9985 12481 13143 15601 66 10296 12871 13580 16089 67 10614 13267 14025 16583 68 10935 13669 14478 17087 69 11262 14077 14937 17596 70 11593 14491 15405 18114 71 11928 14911 15878 18638 72 12270 15337 16359 19172 73 12615 15769 16848 19711 74 12966 16207 17343 20259 75 13321 16651 17847 20813 76 13680 17101 18356 21377 77 14046 17557 18873 21946 78 14415 18019 19398 22524 79 14790 18487 19929 23108 80 15169 18961 20469 23702 81 15552 19441 21014 24301 82 15942 19927 21567 24909 83 16335 20419 22128 25523 84 16734 20917 22695 26147 85 17137 21421 23271 26776 86 17544 21931 23852 27414 87 17958 22447 24441 28058 88 18375 22969 25038 28712 89 18798 23497 25641 29371 90 19225 24031 26253 30039 91 19656 24571 26870 30713 92 20094 25117 27495 31397 93 20535 25669 28128 32086 94 20982 26227 28767 32784 95 21433 26791 29415 33488 96 21888 27361 30068 34202 97 22350 27937 30729 34921 98 22815 28519 31398 35649 99 23286 29107 32073 36383 100 23761 29701 32757 37127 ________________________________________ _________________________________________________ [L03] Itemdex + _________________________________________________ Every item in the game is listed here. A buy price of '-' indicates that nowhere sells the item. A sell price of '-' indicates that the item cannot be sold, as opposed to '$0', which indicates that the item can be sold for nothing. The 'Marts' refers to where you can *buy* the item indefinitely. If you wish to know the locations of one-time-only items lying around on the field, my walkthrough details them all--simply use the 'Find' feature by pressing Ctrl + F and search for the item's name, capitalising it and enclosing it inside the inequality signs, '<' and '>' (without quotation marks). For instance, if I wish to search for the non-existant item 'Flower', I would type into the Find bar: _____________ General Items _____________ - Repel Buy/Sell: $300/$150 Marts: Cerulean City, Vermilion City. Effect: Repels wild Pokemon of a lower level than your first party member for 100 steps. - Super Repel Buy/Sell: $500/$250 Marts: Lavender Town, Celadon City (2F), Fuchsia City. Effect: Repels wild Pokemon of a lower level than your first party member for 200 steps. - Max Repel Buy/Sell: $700/$350 Marts: Saffron City, Cinnabar Island, Indigo Plateau. Effect: Repels wild Pokemon of a lower level than your first party member for 250 steps. - Escape Rope Buy/Sell: $550/$275 Marts: Pewter City, Cerulean City (Y), Lavender Town, Saffron City, Cinnabar Island. Effect: When in a dungeon, it teleports you to the last used PokeCenter. - Nugget Buy/Sell: -/$5000 Effect: None. - Poke Doll Buy/Sell: $1000/$500 Marts: Celadon City (4F). Effect: Escapes any wild Pokemon battle. Soothes the ghost Marowak in Pokemon Tower. Can be traded with Copycat in Saffron City for TM31 (Mimic). Evolution Items --------------- The following items are required to evolve certain Pokemon. Simply 'Use' the item on the chosen Pokemon for evolution to occur. - Moon Stone Buy/Sell: -/$0 Effect: Evolves the following Pokemon: Nidorina, Nidorino, Clefairy, Jigglypuff. - Fire Stone Buy/Sell: $2100/$1050 Marts: Celadon City (4F). Effect: Evolves the following Pokemon: Vulpix, Growlithe, Eevee. - Thunderstone Buy/Sell: $2100/$1050 Marts: Celadon City (4F). Effect: Evolves the following Pokemon: Pikachu (R/B), Eevee. - Water Stone Buy/Sell: $2100/$1050 Marts: Celadon City (4F). Effect: Evolves the following Pokemon: Poliwhirl, Shellder, Staryu, Eevee. - Leaf Stone Buy/Sell: $2100/$1050 Marts: Celadon City (4F). Effect: Evolves the following Pokemon: Gloom, Weepinbell, Exeggcute. ________ Medicine ________ Medicines are used to keep your Pokemon healthy and, in Yellow, will increase Pikachu's happiness, even if they don't take effect (a Potion at full HP, for instance). HP Restoratives --------------- HP Restoratives can be used on the field or in battle at the cost of a turn. If you use one in battle, you will go first in that turn regardless of Speed or priority. - Potion Buy/Sell: $300/$150 Marts: Pewter City, Cerulean City. Effect: Restores 20HP. - Super Potion Buy/Sell: $700/$350 Marts: Vermilion City, Lavender Town, Celadon City (2F), Fuchsia City (R/B). Effect: Restores 50HP. - Hyper Potion Buy/Sell: $1500/$750 Marts: Fuchsia City (Y), Saffron City, Cinnabar Island. Effect: Restores 200HP. - Max Potion Buy/Sell: $2500/$1250 Marts: Indigo Plateau. Effect: Restores all HP. - Full Restore Buy/Sell: $3000/$1500 Marts: Indigo Plateau. Effect: Restores all HP and cures any major status effect--Poison, Burn, Freeze, Sleep and Paralysis. - Fresh Water Buy/Sell: $200/$100 Marts: Celadon City (Rooftop Square). Effect: Restores 50HP. - Soda Pop Buy/Sell: $300/$150 Marts: Celadon City (Rooftop Square). Effect: Restores 60HP. - Lemonade Buy/Sell: $350/$175 Marts: Celadon City (Rooftop Square). Effect: Restores 80HP. PP Restoratives --------------- These items restore PP to moves and can be used in battle or on the field. - Ether Buy/Sell: -/$0 Effect: Restores 10PP to one move. - Max Ether Buy/Sell: -/$0 Effect: Restores all PP to one move. - Elixer Buy/Sell: -/$0 Effect: Restores 10PP to all moves of one Pokemon. - Max Elixer Buy/Sell: -/$0 Effect: Restores all PP to all moves of one Pokemon. Revivers -------- These items can be used in battle or on the field to revive a Pokemon--that is, remove the Faint status from them and give them some HP when their HP is zero. - Revive Buy/Sell: $1500/$750 Marts: Lavender Town, Celadon City (2F), Fuchsia City, Saffron City, Cinnabar Island, Indigo Plateau. Effect: Revives a Pokemon with half its HP. - Max Revive Buy/Sell: -/$2000 Effect: Revives a Pokemon with all of its HP. Status Curers ------------- Like HP Restoratives, Status Curers can be used on the field or in battle at the cost of a turn. - Antidote Buy/Sell: $100/$50 Marts: Viridian City, Pewter City, Cerulean City, Lavender Town, Celadon City (2F). Effect: Cures Poison. - Burn Heal Buy/Sell: $250/$125 Marts: Viridian City, Pewter City, Cerulean City, Lavender Town, Celadon City (2F). Effect: Cures Burn. - Ice Heal Buy/Sell: $250/$125 Marts: Vermilion City, Lavender Town, Celadon City (2F). Effect: Cures Freeze. - Awakening Buy/Sell: $200/$100 Marts: Pewter City, Cerulean City, Lavender Town, Celadon City (2F). Effect: Cures Sleep. - Parlyz Heal Buy/Sell: $200/$100 Marts: Viridian City, Pewter City, Cerulean City, Lavender Town, Celadon City (2F). Effect: Cures Paralysis. - Full Heal Buy/Sell: $600/$300 Marts: Fuchsia City, Saffron City, Cinnabar Island, Indigo Plateau. Effect: Cures any major status effect--Poison, Burn, Freeze, Sleep and Paralysis. Vitamins -------- Vitamins pump up your Pokemon's stats. See section M03 for more information on exactly how they work. Each vitamin that boosts stat experience adds 2560 stat experience points to its corresponding stat, up to a maximum of 25600 points. If adding 2560 to your stat experience would take the total past 25600, then only enough is added to be at exactly 25600. - HP Up Buy/Sell: $9800/$4900 Marts: Celadon City (5F). Effect: Boosts your Pokemon's HP stat experience. - Protein Buy/Sell: $9800/$4900 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Attack stat experience. - Iron Buy/Sell: $9800/$4900 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Defense stat experience. - Carbos Buy/Sell: $9800/$4900 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Speed stat experience. - Calcium Buy/Sell: $9800/$4900 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Special stat experience. - Rare Candy Buy/Sell: -/$2400 Effect: Gives your Pokemon the fewest Exp. points necessary to boost its level by 1. If your Pokemon is fainted and you use a Rare Candy on it causing it to get a Max HP increase, the Pokemon will be revived by however much Max HP it gained upon level up. - PP Up Buy/Sell: -/$0 Effect: Increases a selected move's Max PP by 20% of the original amount. __________ Poke Balls __________ The tools you need to add Pokemon to your collection. You can only use them in battle and if you fail to catch the Pokemon, the ball is still used up. You cannot catch a trainer's Pokemon. - Poke Ball Buy/Sell: $200/$100 Marts: Viridian City, Pewter City, Cerulean City, Vermilion City. Effect: Basic ball for attempting to catch Pokemon. - Great Ball Buy/Sell: $600/$300 Marts: Lavender Town, Celadon City (2F), Fuchsia City, Saffron City, Cinnabar Island, Indigo Plateau. Effect: Roughly 1.27x better than a Poke Ball. - Ultra Ball Buy/Sell: $1200/$600 Marts: Fuchsia City, Cinnabar Island, Indigo Plateau. Effect: Roughly 1.7x better than a Poke Ball. - Safari Ball Marts: Forced to buy 30 for $500 when you enter the Safari Zone. Effect: Only allowed in the Safari Zone. Same mechanics as an Ultra Ball. - Master Ball Buy/Sell: -/$0 Effect: Never fails to catch Pokemon, unless they are owned by a trainer. Also fails against the ghost Marowak in Pokemon Tower. ________ Machines ________ Machines, commonly known as TMs and HMs--Technical Machines and Hidden Machines respectively--teach your Pokemon new moves, provided they are compatible with the Machine you are attempting to use on them. TMs are one-use-only, whereas HMs can be used indefinitely. Also, HMs cannot be bought or sold, cannot be deleted once learned (unless you trade the Pokemon to GSC) and have useful out- of-battle effects which allow you to traverse the game world more easily. The brackets next to each Machine denote the move it teaches to compatible Pokemon. See section L06; 'TM/HM Compatibilty List' for a list of Pokemon compatible with every TM and HM and section L04; 'Movedex +' for the effects of the moves contained within. For each machine's location in my walkthrough, do a Ctrl + F search for the TM inside angled brackets '<' and '>' without quotation marks--but don't include the move's name that's in parenthesis. For example, searching for the 'TM00 (Example)' I would put into the search bar and then hit return to be taken to it's location in the walthrough. - TM01 (Mega Punch) Buy/Sell: $3000/$1500 Marts: Celadon City (2F). - TM02 (Razor Wind) Buy/Sell: $2000/$1000 Marts: Celadon City (2F). - TM03 (Swords Dance) Buy/Sell: -/$1000 - TM04 (Whirlwind) Buy/Sell: -/$500 - TM05 (Mega Kick) Buy/Sell: $3000/$1500 Marts: Celadon City (2F). - TM06 (Toxic) Buy/Sell: -/$2000 - TM07 (Horn Drill) Buy/Sell: $2000/$1000 Marts: Celadon City (2F). - TM08 (Body Slam) Buy/Sell: -/$2000 - TM09 (Take Down) Buy/Sell: $3000/$1500 Marts: Celadon City (2F). - TM10 (Double-Edge) Buy/Sell: -/$2000 - TM11 (BubbleBeam) Buy/Sell: -/$1000 - TM12 (Water Gun) Buy/Sell: -/$500 - TM13 (Ice Beam) Buy/Sell: -/$2000 - TM14 (Blizzard) Buy/Sell: -/$2500 - TM15 (Hyper Beam) Buy/Sell: -/$2500 Marts: Purchase from Celadon Game Corner for 5500 Coins. - TM16 (Pay Day) Buy/Sell: -/$2500 - TM17 (Submission) Buy/Sell: $3000/$1500 Marts: Celadon City (2F). - TM18 (Counter) Buy/Sell: -/$1500 - TM19 (Seismic Toss) Buy/Sell: -/$1000 - TM20 (Rage) Buy/Sell: -/$1000 - TM21 (Mega Drain) Buy/Sell: -/$2500 - TM22 (SolarBeam) Buy/Sell: -/$2500 - TM23 (Dragon Rage) Buy/Sell: -/$2500 Marts: Purchase from Celadon Game Corner for 3300 Coins. - TM24 (Thunderbolt) Buy/Sell: -/$1000 - TM25 (Thunder) Buy/Sell: -/$2500 - TM26 (Earthquake) Buy/Sell: -/$2000 - TM27 (Fissure) Buy/Sell: -/$2500 - TM28 (Dig) Buy/Sell: -/$1000 - TM29 (Psychic) Buy/Sell: -/$2000 - TM30 (Teleport) Buy/Sell: -/$500 - TM31 (Mimic) Buy/Sell: -/$1000 - TM32 (Double Team) Buy/Sell: $1000/$500 Marts: Celadon City (2F). - TM33 (Reflect) Buy/Sell: $1000/$500 Marts: Celadon City (2F). - TM34 (Bide) Buy/Sell: -/$1000 - TM35 (Metronome) Buy/Sell: -/$2000 - TM36 (Selfdestruct) Buy/Sell: -/$1000 - TM37 (Egg Bomb) Buy/Sell: $2000/$1000 Marts: Celadon City (2F). - TM38 (Fire Blast) Buy/Sell: -/$2500 - TM39 (Swift) Buy/Sell: -/$1000 - TM40 (Skull Bash) Buy/Sell: -/$2000 - TM41 (Softboiled) Buy/Sell: -/$1000 - TM42 (Dream Eater) Buy/Sell: -/$1000 - TM43 (Sky Attack) Buy/Sell: -/$2500 - TM44 (Rest) Buy/Sell: -/$1000 - TM45 (Thunder Wave) Buy/Sell: -/$1000 - TM46 (Psywave) Buy/Sell: -/$2000 - TM47 (Explosion) Buy/Sell: -/$1500 - TM48 (Rock Slide) Buy/Sell: -/$2000 - TM49 (Tri Attack) Buy/Sell: -/$2000 - TM50 (Substitute) Buy/Sell: -/$2000 Marts: Purchase from Celadon Game Corner for 7700 Coins. - HM01 (Cut) - HM02 (Fly) - HM03 (Surf) - HM04 (Strength) - HM05 (Flash) ____________ Battle Items ____________ All Battle Items can only be used on the currently battling Pokemon. The effects will be lost if that Pokemon switches out or the battle ends. If you don't know exactly what 'boosts X by one stage' means, then have a look at section M04; 'Stat Modifiers' for the full story. - X Accuracy Buy/Sell: $950/$475 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Accuracy to 99.6% provided you're faster than the opponent. Does nothing otherwise. This is something of a glitch, since it's supposed to boost your Pokemon's Accuracy by one stage. - Guard Spec. Buy/Sell: $700/$350 Marts: Celadon City (5F). Effect: Prevents your Pokemon's stats from being lowered for five turns. - Dire Hit Buy/Sell: $650/$325 Marts: Celadon City (5F). Effect: Boosts your Pokemon's critical hit ratio by one stage... theoretically. In actuality, it works like Focus Energy i.e. totally glitched. It will *quarter* your chances of a critical hit, so don't bother with this one. - X Attack Buy/Sell: $500/$250 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Attack by one stage. - X Defense Buy/Sell: $550/$275 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Defense by one stage. - X Speed Buy/Sell: $350/$175 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Speed by one stage. - X Special Buy/Sell: $350/$175 Marts: Celadon City (5F). Effect: Boosts your Pokemon's Special by one stage. _________ Key Items _________ Crucial to your adventure, Key Items cannot be bought, sold or tossed. I will include the location for these one-time-only deals. - Bicycle Location: Exchange the Bike Voucher for one in the Cerulean City Bike Shop. Effect: Allows you to travel faster and access Routes 16, 17 and 18. - Bike Voucher Location: Recieve from the leader of the Pokemon Fan Club in Vermilion City as thanks for listening to him. Effect: Can be traded in for a Bicycle at Cerulean Bike Shop. - Card Key Location: Silph Co, 5F; to the southeast of the room, along a thin pathway heading east. Effect: Opens up the gateways in the Sliph Co. building in Saffron City. - Coin Case Location: Given by a man in a restaurant in Celadon City. Effect: Stores Coins for gambling or buying things with in the Celadon Game Corner. - Exp. All Location: Given by Oak's Aide in the Route 15 guardhouse for having 50 or more Pokemon 'Owned' in the Pokedex. Effect: Divides Exp. evenly between all non-fainted party members. See section M10; 'Experience Formulae' for more information. - Gold Teeth Location: Safari Zone, Area 3; in the area just before you reach the Secret House. Effect: Give them to Warden Slowpoke in Fuchsia City for HM04 (Strength). - Itemfinder Location: Given by Oak's aide in the Route 11 guardhouse for having 30 or more Pokemon 'Owned' in the Pokedex. Effect: Informs you whether a hidden item is within your field of view. - Lift Key Location: Rocket Hideout, B4F; dropped by a Rocket trainer to the northwest. Effect: Opens up the gateways in the Rocket Hideout in Celadon City. - Oak's Parcel Location: Given by the clerk in the Viridian City. Effect: Plot advancement item--give to Oak for a Pokedex. - Poke Flute Location: Given by Mr. Fuji in Lavender Town after rescuing him from the Rockets inside Pokemon Tower. Effect: Wakes up the two wild Snorlax (one on Route 12, the other on Route 16) and allows you to fight them. Wakes up all Sleeping Pokemon in battle. - S.S. Ticket Location: Given by Bill in Sea Cottage after you help him turn back into a human. Effect: Allows passage on the S.S. Anne. - Secret Key Location: Pokemon Mansion, B1F; in the west room. Effect: Opens the door to the Cinnabar Island Gym. - Silph Scope Location: Recieved by beating Giovanni in the Rocket Hideout. Effect: Reveals the ghosts in Pokemon Tower. - Town Map Location: Your Rival's sister, Daisy, will give you one in Pallet Town once you have received the Pokedex. Effect: Displays a map of Kanto and shows your current position in the region. By using the up and down buttons, you can see the names and locations of other areas. Rods ---- Rods allow you to fish for specific Pokemon: - Old Rod Location: Given by the Fishing Guru in Vermilion City. Effect: Allows you to fish for Magikarp. - Good Rod Location: Given by the Fishing Guru in Fuchsia City. Effect: Allows you to fish for Poliwag and Goldeen. - Super Rod Location: Given by the Fishing Guru on Route 12. Effect: Allows you to fish for Psyduck, Poliwag, Poliwhirl, Tentacool, Tentacruel, Slowpoke, Slowbro, Shellder, Krabby, Kingler, Horsea, Seadra, Goldeen, Seaking, Staryu, Magikarp, Gyarados, Dratini and Dragonair. Fossils ------- These Fossils can be resurrected back into Pokemon at the Cinnabar Island Laboratory. The Pokemon will be L30. - Dome Fossil Location: Receieve either this or the Helix Fossil from the Super Nerd in Mt. Moon. Effect: Resurrects Kabuto. - Helix Fossil Location: Receieve either this or the Dome Fossil from the Super Nerd in Mt. Moon. Effect: Resurrects Omanyte. - Old Amber Location: Receive from a scientist in the Pewter Museum's east entrance, accessible with Cut. Effect: Resurrects Aerodactyl. ___________ Dummy Items ___________ These are items that appear in the game's coding, but are not obtained through any method other than using an external device (GameShark) to cheat for them. - Pokedex Notes: Accesses the Pokedex. This item can be used in battles, but might screw up the graphics. - Coin Buy/Sell: $10/$5 Notes: Coins can be legitimately purchased at a rate of $1000 for 50 in Celadon City. However, they are not considered to be items, since they are encompassed in the Coin Case key item. Badges ------ You earn the Badges in-game, but not as items. However, they actually have an item slot designated to them which never gets filled--instead, they simply come up as icons in the '[Player Name]' menu choice. Only the first two item-slot 'Badges' have effects. - BoulderBadge Effect: When selected in battle, it acts as if the player had selected the 'Throw Rock' command as in the Safari Zone. - CascadeBadge Effect: When selected in battle, it acts as if the player had selected the 'Bait' command as in the Safari Zone. - ThunderBadge - RainbowBadge - SoulBadge - MarshBadge - VolcanoBadge - EarthBadge _________________________________________________ [L04] Movedex + _________________________________________________ - Move: The name of the move. Duh. - Type: The type of the move determines its effectiveness against different types of Pokemon. See section B03; 'Types' for full details of how types work in this game. - PP: The amount of times you can use the move. Once it hits zero, the move can no longer be used and you must restore the move's PP either with an item or by using the Poke Center. - Max PP: The maximum PP the move can have. To increase up to Max PP, use the (Max) item 'PP Up'. Each use of PP Up will increase PP value by 20% of the original PP value, up to the maximum displayed here. For example, a move with a PP of 10: 20% of 10 is 2, so each use of PP Up will increase the Max PP by 2. You can use a PP Up on a selected move up to three times. So our original 10PP will hit 12, 14 and finally 16PP. The absolute limit for a move's PP seems to be 61 in this game, only achievable on moves with an original PP of 40. - Power: The base power of the move. The higher this value, the stronger the (Pwr) attack is and the more damage it will do. For exact calculations, see section M06; 'The Damage Formula'. If the value in this column is simply '-', then the move either does not cause any damage or performs a set-amount-of-damage attack that is not affected by type effectiveness. Details can be found in the 'Effects:' area of the move in question. - Accuracy: The chance of successfully landing the move, up to 99.6%. The mechanics in RBY render all accuracy values slightly lower than they are in future generations, probably due to a programming oversight, so all accuracies are ~0.4% lower than their future 'true' accuracies. Some moves have 'true' 99.6% accuracy and are marked with ' -%' in the Accuracy column. They do not perform an accuracy check and thus can never miss. These moves include all Self-targeting moves, Bide, Swift and Transform. Except for Bide in Stadium, these moves even hit Dig- and Fly-users. Also, the moves Metronome and Mirror Move--two moves which conjure up other moves-- do not miss, but the moves that they conjure have the same accuracy as they would usually. - Priority: If two battling Pokemon use a move in the same turn, the move that (Pri) has a higher priority will always go first, regardless of Speed. If the two moves have equal priority, the faster Pokemon will act first. If the two Pokemon have equal Speed then the first to act is randomly decided. Most moves have a priority value of zero, but some don't. The values are: 1 Quick Attack 0 Everything else -1 Counter For all intents and purposes, running takes top priority, then switching, then item usage and finally attacking. Interestingly, Metronome and Mirror Move--two moves that conjure up other available moves--will give their conjured move a priority of zero, regardless of the move's original priority value. - Target: The target of the move--Self, Foe or All. - Effect: Any special effects the move has, detailed in full. Anything followed by a percentage in brackets indicates the chance that effect has of happening. Any calculations, such as recovering 50% health, are rounded down to the nearest whole number. - In-Game: The move effects are all written as though you are battling over link cable or through an online simulator. If you are instead playing in-game against an AI-controlled opponent, the move might work differently and will be detailed here. - Stadium: Some moves work differently if you use them in Pokemon Stadium. - Field: In-game, some moves can be used out of battle to help you in your adventure. These moves have an extra 'Field:' area which details what out-of-battle effects the move has. _______________________________________________________________________________ Move Type PP/Max Pwr Acc Pri Target ------------------------------------------------------------------------------- - Absorb Grass 20/32 20 99.6% 0 Foe User recovers 50% of the damage inflicted on the target. The minimum health that can be restored is 1HP, but it will not restore any health to the user if it breaks a substitute. Stadium: This move will miss if the foe is behind a substitute. - Acid Poison 30/48 40 99.6% 0 Foe Lowers target's Defense by 1 stage (9.8%). The stat lowering effect cannot occur if the foe is behind a substitute. Stadium: The chance to lower Defense is increased to 19.9%. - Acid Armor Poison 40/61 - -% 0 Self Raises Defense by 2 stages. - Agility Psychic 30/48 - -% 0 Self Raises Speed by 2 stages. - Amnesia Psychic 20/32 - -% 0 Self Raises Special by 2 stages. - Aurora Beam Ice 20/32 65 99.6% 0 Foe Lowers target's Attack by 1 stage (9.8%). The stat lowering effect cannot occur if the foe is behind a substitute. Stadium: The chance to lower Attack is increased to 29.7%. - Barrage Normal 20/32 15 84.4% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Barrier Psychic 30/48 - -% 0 Self Raises Defense by 2 stages. - Bide Normal 10/16 - -% 0 Foe User remains motionless for 2 or 3 turns following Bide (but can switch out if they want). In that time, any damage received is paid back double to the foe. Unaffected by Accuracy and Evade modifiers. Bide does not really have a 'type'--that is, it will deal normal, unmodified damage against all enemy types, inlcuding Ghosts. If the Bide-user falls victim to Sleep, Freeze, a partial trapping move duration or a flinch, the storing damage period will resume from where it was interrupted. If, during the Bide period, you hit yourself in confusion, incur recoil damage or incur crash damage due to Hi/Jump Kick missing, that will count towards the stored up damage. If the foe uses a damaging attack during the Bide period and then attempts to stall using non-damaging moves or items, each non-damaging action (that does not miss) will count as doing the same amount of damage as the previous damaging attack (but still won't hurt the Bide user). For example, using Water Gun on a Bide-user, then Tail Whip twice; the Bide-user will counter with damage equal to double the taken damage of Water Gun three times. Stadium Differences: During the Bide period, you can attack. Bide will miss against Dig- or Fly-users. Since you can now attack during the Bide period, you can, in the meantime, incur crash damage as a result of Hi/Jump Kick missing. That damage will be added to the stored up damage to be done to the foe. - Bind Normal 20/32 15 74.6% 0 Foe See 'Partial Trapping Moves' below. - Bite Normal 25/40 60 99.6% 0 Foe Flinches target (9.8%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Blizzard Ice 5/8 120 89.5% 0 Foe Freezes target (9.8%). Cannot freeze a target behind a substitute. In Japanese language versions of Red, Green, Blue and Yellow, this Freeze chance is increased to 29.7%, unless you are playing Colosseum link battle mode in Yellow version. - Body Slam Normal 15/24 85 99.6% 0 Foe Paralyzes target (29.7%). Cannot paralyse a target behind a substitute. - Bone Club Ground 20/32 65 84.4% 0 Foe Flinches target (9.8%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Bonemerang Ground 10/16 50 89.5% 0 Foe Hits twice in one turn. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Bubble Normal 30/48 20 99.6% 0 Foe Lowers target's Speed by 1 stage (9.8%). The stat lowering effect cannot occur if the foe is behind a substitute. - BubbleBeam Water 20/32 65 99.6% 0 Foe Lowers target's Speed by 1 stage (9.8%). The stat lowering effect cannot occur if the foe is behind a substitute. Stadium: The chance to lower Speed is increased to 29.7%. - Clamp Water 10/16 35 74.6% 0 Foe See 'Partial Trapping Moves' below. - Comet Punch Normal 15/24 18 84.4% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Confuse Ray Ghost 10/16 - 99.6% 0 Foe Confuses target. Cannot confuse a target behind a substitute. - Confusion Psychic 25/40 50 99.6% 0 Foe Confuses target (9.8%). Stadium: Cannot confuse a target behind a substitute. - Constrict Normal 35/56 10 99.6% 0 Foe Lowers target's Speed by 1 stage (10%). - Conversion Normal 30/48 - -% 0 Self Changes user's type(s) to match target's. - Counter Fighting 20/32 - 99.6% -1 Foe Attacks last in a turn and pays back double the damage received on that turn. Counter is slightly glitched in RBY--it will fail unless the move it counters is either Normal or Fighting type. It can counter damage from any move of those types including Seismic Toss, Bide, recoil damage and even Counter itself. On multi-hit moves such as DoubleSlap or Wrap, only the last hit is countered. Counter has -1 priority. Counter can also counter back damage from previous turns, as long as the foe does not use any damaging move in the meantime. For example: switching out, being fully paralyzed, recharging for Hyper Beam etc. You can keep countering back the same damage repeatedly in this way if you wish. The user can counter damage from behind a substitute. The foe's attack will damage the substitute, but you can counter back the damage as if it had been done to you. Thus, you can Counter back damage equal to up to twice your Maximum HP. Trying to Counter an OHKO move from behind a substitute will cause Counter to fail. Self-inflicted damage from confusion, recoil damage and crash damage from Hi/Jump Kick missing can be countered to damage the foe, so long as they don't damage you in the meantime. Also, Counter doesn't really have a 'type'; that is, its damage is not affected by type effectiveness and can even hit Ghost types despite being a Fighting- type move. It can also critical hit, but this makes no difference damage-wise. It will always fail if it is conjured by Metronome or if both Pokemon use Counter in the same round. In-Game: Counter can counter damage taken from a previous battle, so long as you don't take damage in the meantime. Stadium: Switching out, being fully paralysed or beginning a two-turn attack such as Dig or Skull Bash set the amount of damage you are able to counter to zero until you next get damaged. - Crabhammer Water 10/16 90 84.4% 0 Foe Has an 8x chance for a critical hit. - Cut Normal 30/48 50 94.5% 0 Foe No extra effects. Field: Cuts down thin trees. Cuts out 2x2 patches of tall grass. - Defense Curl Normal 40/61 - -% 0 Self Raises Defense by 1 stage. - Dig Ground 10/16 100 99.6% 0 Foe Becomes immune to damage on the first turn (underground) and then unleashes the attack on the second. The only moves the foe can use that appear to penetrate this first turn invulnerability are Bide, Swift and Transform. On the first (charge) turn, the user can do nothing but fully execute Dig on the next turn *unless* the user is fully paralysed or hits itself in confusion. Now, this is where this move is glitched in RBY: If on the first (charge) turn the user is fully paralysed or hits itself in confusion, then the user will stay invulnerable until it uses the move again or switches out. While in this invulnerable state the user can use any of its other attacking moves freely. The PP for Dig is only deducted once it performs its second turn, but it still cannot be selected in the first place if it has 0PP. Dig does not count as the last move used on its first turn. Thus, Mirror Move will copy the move used immediately preceeding Dig if the user of Dig is underground when Mirror Move is used. Earthquake cannot hit Dig-users in their 'underground' stage, unlike in future generations. Stadium: Dig counts as the last used move on its first turn. Thus, Mirror Move can copy Dig on either of its turns. If the user is in the first, invulnerable turn of Dig, they cannot be hit by Bide. In addition, the invulnerable glitch mentioned above will not occur; if the user of Dig is fully paralysed or hits itself in confusion while underground, the user will resurface, Dig will not fully execute and no PP will be deducted from it. Field: Digs out of dungeons to return to the last visited Poke Center. - Disable Normal 20/32 - 54.7% 0 Foe Disables one of the target's moves at random for 0-6 rounds, as long as that move still has PP remaining, which renders it unusable. The move will become reusable in the round after Disable wears off. Only one move per Pokemon can be disabled at any one time. If the foe selects a disabled move, they will be prompted to select another move instead. If the foe has 0PP left for all of its moves, Disable will fail. In addition, if the foe has two of the same move in its moveset (through Mimic or a glitch), all identical moves will effectively be disabled--selecting a 'clone' move will result in a wasted turn instead of a prompt to use another move. If you attack first in a round and the foe selects the move you just disabled, they forfeit their turn. In the instance that Disable lasts zero rounds, the aforementioned scenario will occur if you use Disable first and then the foe will no longer be disabled at the end of the round. However, if you use Disable second in a round and it happens that Disable lasts zero rounds, the foe suffers no ill effects; they have already attacked first in that round and then Disable will wear off at the end of the round. If the foe has one move disabled and its other moves are out of PP or don't exist, then the foe is forced to use Struggle if they wish to attack. Any turn spent sleeping, frozen, recharging Hyper Beam, trapped (e.g. Wrap) or flinching does not count towards the rounds spent disabled. The disabled move can still be used if conjured through Metronome or Mirror Move. Even if it misses, Disable causes Rage to build despite being a non- damaging attack. Stadium: Disable will only cause rage to build if it hits. - Dizzy Punch Normal 10/16 70 99.6% 0 Foe No extra effects. Although it confuses in later generations, Dizzy Punch has no added effects in RBY. - Double Kick Fighting 30/48 30 99.6% 0 Foe Hits twice in one turn. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Double Team Normal 15/24 - -% 0 Self Raises Evade by 1 stage. - Double-Edge Normal 10/16 100 99.6% 0 Foe Inflicts recoil damage on user for 25% of the damage inflicted on target. If the user goes first in a turn and is KOed as a result of recoil damage, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if the user breaks a subtitute. Self-inflicted recoil damage can be countered with Counter, so long as the foe does not damage you in the meantime. Stadium: No recoil damage is taken if the foe is KOed as a result of this move. - DoubleSlap Normal 10/16 15 84.4% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Dragon Rage Dragon 10/16 - 99.6% 0 Foe Inflicts 40HP set damage. - Dream Eater Psychic 15/24 100 99.6% 0 Foe Only works if target is sleeping. User recovers 50% of the damage inflicted on the target. The minimum health that can be restored is 1HP, but it will not restore any health to the user if it breaks a substitute. Stadium: This move will miss if the foe is behind a substitute. - Drill Peck Flying 20/32 80 99.6% 0 Foe No extra effects. - Earthquake Ground 10/16 100 99.6% 0 Foe No extra effects. Earthquake does not hit foes who are in the underground stage of Dig in RBY, unlike in future generations. - Egg Bomb Normal 10/16 100 74.6% 0 Foe No extra effects. - Ember Fire 25/40 40 99.6% 0 Foe Burns target (9.8%). Cannot burn a target behind a substitute. - Explosion Normal 5/8 170 99.6% 0 Foe User faints. Target's Defense stat is halved or set to 1 in damage calculations--whichever is higher--effectively bringing this to 340 power. User will not faint if it breaks a subtitute, although its sprite will disappear unless it has a substitute or switches out. If the user goes first in a turn and is KOed as a result of this move, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. Stadium: User still faints even if the foe's substitute is broken by this move. - Fire Blast Fire 5/8 120 84.4% 0 Foe Burns target (29.7%). Cannot burn a target behind a substitute. - Fire Punch Fire 15/24 75 99.6% 0 Foe Burns target (9.8%). Cannot burn a target behind a substitute. - Fire Spin Fire 15/24 15 69.5% 0 Foe See 'Partial Trapping Moves' below. - Fissure Ground 5/8 - 29.7% 0 Foe OHKO--does damage equal to target's current HP. Breaks substitutes instantly. Fails if user attacks second in the turn. - Flamethrower Fire 15/24 95 99.6% 0 Foe Burns target (10%). - Flash Normal 20/32 - 69.5% 0 Foe Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. Field: Lights up dark areas. - Fly Flying 15/24 70 94.5% 0 Foe Becomes immune to damage on the first turn (in the air) and then unleashes the attack on the second. The only moves the foe can use that appear to penetrate this first turn invulnerability are Bide, Swift and Transform. On the first (charge) turn, the user can do nothing but fully execute Fly on the next turn *unless* the user is fully paralysed or hits itself in confusion. Now, this is where this move is glitched in RBY: If on the first (charge) turn the user is fully paralysed or hits itself in confusion, then the user will stay invulnerable until it uses the move again or switches out. While in this invulnerable state the user can use any of its other attacking moves freely. The PP for Fly is only deducted once it performs its second turn, but it still cannot be selected in the first place if it has 0PP. Fly does not count as the last move used on its first turn. Thus, Mirror Move will copy the move used immediately preceeding Fly if the user of Fly is in the air when Mirror Move is used. Thunder cannot hit Fly-users in their 'in the air' stage, unlike in future generations. Stadium: Fly counts as the last used move on its first turn. Thus, Mirror Move can copy Fly on either of its turns. If the user is in the first, invulnerable turn of Fly, they cannot be hit by Bide. In addition, the invulnerable glitch mentioned above will not occur; if the user of Fly is fully paralysed or hits itself in confusion while in the air, the user will land back on the ground, Fly will not fully execute and no PP will be deducted from it. Field: Fly to any previously visited town or city. Unavailable in dungeons. - Focus Energy Normal 30/48 - -% 0 Self Totally glitched in RBY. Quarters your chance for a critical hit until you switch out, are hit by Haze or are KOed. Stadium: Focus Energy works as it is supposed to, quadrupling the user's chance for a critical hit until they switch out or are KOed. - Fury Attack Normal 20/32 15 84.4% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Fury Swipes Normal 15/24 18 84.4% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Glare Normal 30/48 - 74.6% 0 Foe Paralyzes target. Works against Ghost types too. Stadium: Cannot paralyse a target behind a substitute. - Growl Normal 40/61 - 99.6% 0 Foe Lowers target's Attack by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Growth Normal 40/61 - -% 0 Self Raises Special by 1 stage. - Guillotine Normal 5/8 - 29.7% 0 Foe OHKO--does damage equal to target's current HP. Breaks substitutes instantly. Fails if user attacks second in the turn. Cannot be countered, since it would either kill the foe or break their substitute. Countering an OHKO move from behind a substitute causes Counter to fail. - Gust Normal 35/56 40 99.6% 0 Foe No extra effects. - Harden Normal 30/48 - -% 0 Self Raises Defense by 1 stage. - Haze Ice 30/48 - -% 0 All Somewhat glitched in RBY. All stat modifiers return to normal (stage zero). Removes the effects of Focus Energy, Leech Seed, Light Screen, Mist, Reflect and confusion status ailment from both Pokemon. Toxic poison reverts to normal poison for both Pokemon. Stat reductions due to burn and paralysis are negated. Foe recovers from any 'major' status afflictions (burn, sleep, paralysis, freeze and poison). If a Pokemon is frozen before it has the opportunity to perform the recharge turn of Hyper Beam and is then unfrozen via Haze, that Pokemon cannot do anything (including switch out) until it is KOed or the battle ends. Stadium: Cures both Pokemon of all status ailments. - Headbutt Normal 15/24 70 99.6% 0 Foe Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Hi Jump Kick Fighting 20/32 85 89.5% 0 Foe User receives 1HP crash damage if attack misses. Crash damage always occurs if the user targets a Ghost type because the attack will always miss them. If the user goes first in a turn and is KOed as a result of crash damage, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. The 1HP crash damage counts as damage to be stored up via Bide or Counter. - Horn Attack Normal 25/40 65 99.6% 0 Foe No extra effects. - Horn Drill Normal 5/8 - 29.7% 0 Foe OHKO--does damage equal to target's current HP. Breaks substitutes instantly. Fails if user attacks second in the turn. Cannot be countered, since it would either kill the foe or break their substitute. Countering an OHKO move from behind a substitute causes Counter to fail. - Hydro Pump Water 5/8 120 79.7% 0 Foe No extra effects. - Hyper Beam Normal 5/8 150 89.5% 0 Foe User sacrifices next turn to recharge. Does not need to recharge if (a) it causes the opposing Pokemon to faint; (b) it misses completely; (c) it breaks a substitute; (d) the user is targeted by a partial trapping move, even if it misses; (e) the user flinches before the recharge turn; or (f) the user falls asleep before the recharge turn. If the user uses Hyper Beam on the previous turn and the foe attacks *first* and *misses* with the trapping move on Hyper Beam's recharge turn, the user will automatically retaliate with Hyper Beam. Because the move is automatically selected in this case, a glitch occurs if the move has 0PP left--it will still be used and the current PP will roll over to 63. In addition, Hyper Beam will now have Max PP as though three PP Ups had been applied to it. If a Pokemon is frozen before it has the opportunity to perform the recharge turn of Hyper Beam and is then unfrozen via Haze, that Pokemon cannot do anything (including switch out) until it is KOed or the battle ends. Stadium: Recharge turn always occurs unless Hyper Beam ends the match. - Hyper Fang Normal 15/24 80 89.5% 0 Foe Flinches target (9.8%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Hypnosis Psychic 20/32 - 59.8% 0 Foe Inflicts Sleep. Stadium: Cannot put to sleep a target behind a substitute. - Ice Beam Ice 10/16 95 99.6% 0 Foe Freezes target (9.8%). Cannot freeze Pokemon behind a substitute. - Ice Punch Ice 15/24 75 99.6% 0 Foe Freezes target (9.8%). Cannot freeze Pokemon behind a substitute. - Jump Kick Normal 25/40 70 94.5% 0 Foe User receives 1HP crash damage if attack misses. Crash damage always occurs if the user targets a Ghost type because the attack will always miss them. If the user goes first in a turn and is KOed as a result of crash damage, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. The 1HP crash damage counts as damage to be stored up via Bide or Counter. - Karate Chop Normal 25/40 50 99.6% 0 Foe Has an 8x chance for a critical hit. - Kinesis Psychic 15/24 - 79.7% 0 Foe Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Leech Life Bug 15/24 20 99.6% 0 Foe User recovers 50% of the damage inflicted on the target. The minimum health that can be restored is 1HP, but it will not restore any health to the user if it breaks a substitute. Stadium: This move will miss if the foe is behind a substitute. - Leech Seed Grass 10/16 - 89.5% 0 Foe User places foe under Leech Seed minor status effect. Leech Seed absorbs 1/16th of the target's Max HP at the end of their turn, even if the target has less than 1/16th of its health remaining. The minimum health that can be restored this way is 1HP. For example, a Pokemon with 8HP out of 160 that falls victim to Leech Seed will faint, but 10HP will be restored to the user. Grass types are immune to Leech Seed. The effect disappears if the target switches out or faints, or either Pokemon uses Haze. The user of Leech Seed can switch and, so long as the foe is still seeded, the newly switched in ally will then receive the health absorbed from Leech Seed. Leech Seed absorbs health at the end of a turn, after the effects of partial trapping moves and recurrent poison or burn damage. If, however, the target affected by Leech Seed KOs their opponent, then they will not be subjected to Leech Seed (or any other recurrent damage) at the end of their turn. If the target affected by Leech Seed knocks itself out at the end of its turn (creating a Substitute, hitting itself in confusion or using Exploison, for instance), its opponent will still gain health at the end of the turn, despite the foe having no health to absorb. If a Pokemon is seeded as it switches in, it will only take recurrent damage from Leech Seed (and poison or burn) if its Speed is less than or equal to the Leech Seed user's. When used in conjunction with Toxic, the results compound. Toxic inflicts 1/16th damage on the first turn, 2/16ths the second... etc. With both in play at once, Leech Seed absorbs more health per turn. On turn 1, Toxic damages 1/16th HP and then Leech Seed absorbs 2/16ths damage. Then on turn 2 Toxic damages 3/16ths HP and Leech Seed absorbs 4/16ths damage... - Leer Normal 30/48 - 99.6% 0 Foe Lowers target's Defense by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Lick Ghost 30/48 20 99.6% 0 Foe Paralyzes target (29.7%). Cannot paralyse Pokemon behind a substitute. - Light Screen Psychic 30/48 - -% 0 Self Halves user's Special stat for *defensive* calculations and quarters foe's Special stat for *offensive* calculations (effectively just doubling user's Speical for *defensive* calculations) until user switches out. The effect is penetrated by critical hits and dissolved by Haze. Unlike future generations, it does not pass over to other Pokemon when you switch, nor does it last five turns. - Lovely Kiss Normal 15/24 - 74.6% 0 Foe Inflicts Sleep. Stadium: Cannot put to sleep a target behind a substitute. - Low Kick Fighting 20/32 50 89.5% 0 Foe Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Meditate Psychic 40/61 - -% 0 Self Raises Attack by 1 stage. - Mega Drain Grass 10/16 40 99.6% 0 Foe User recovers 50% of the damage inflicted on the target. The minimum health that can be restored is 1HP, but it will not restore any health to the user if it breaks a substitute. Stadium: This move will miss if the foe is behind a substitute. - Mega Kick Normal 5/8 120 74.6% 0 Foe No extra effects. - Mega Punch Normal 20/32 80 84.4% 0 Foe No extra effects. - Metronome Normal 10/16 ?? ??% 0 ??? Performs a random attack from the entire set of moves in the game, using that move's type and accuracy, with the exceptions of Metronome and Struggle. A move called by Metronome always has 0 priority, so Quick Attack and Counter are based on Speed instead. Counter will always fail if conjured by Metronome, and Metronome can call and perform a locked move due to Disable. If Metronome has 0PP and calls Hyper Beam or a partial trapping move and is then forced to use that move again due to the mechanics of those moves, then Metronome's PP will roll over to 63. In addition, Metronome will now have Max PP as though three PP Ups had been applied to it. Mirror Move will not copy Metronome; it will copy the move that Metronome conjures. - Mimic Normal 10/16 - 99.6% 0 Foe Selects one of the target's moves at random and copies it into user's moveset (replacing Mimic itself) until user switches, faints or the battle ends. The mimicked move has 5PP which is separate from the PP of Mimic, but it will copy the move's Max PP. There are no limitations to the moves that can be mimicked, including Mimic itself, moves that the user already knows and Struggle (if the opponent somehow has it as a move). If Mimic copies either Hyper Beam or Wrap and the mechanics of those moves force it to be used when it has 0PP remaining, then the PP will roll over to 63 for that move and it will now have Max PP as though three PP Ups had been applied to it. In this situation, Mimic will keep the move's current PP (up to a maximum of 63) if the user switches out and back in. In addition, any move that Mimic copies from then will have Max PP as though three PP Ups had been applied to it. A Pokemon's moveset cannot consist of the same move twice or more except temporarily via Mimic (or via cheating/glitching). In-game: Mimic does not copy a foe's move at random; it lets you choose which one of its moves you would like to copy. Stadium: Mimic does not copy a move's maximum PP. - Minimize Normal 20/32 - -% 0 Self Raises Evade by 1 stage. - Mirror Move Flying 20/32 ?? ??% 0 ??? Performs the move that the target just used. A move called by Mirror Move always has 0 priority, so Quick Attack and Counter are based on Speed instead. Mirror Move copies the move that Metronome calls insetad of Metronome itself. Mirror Move will not copy Mirror Move or even the move that Mirror Move conjures; it will simply fail. Mirror Move will also fail if no attack has been made before Mirror Move is used. If the user uses Mirror Move and target could have executed an attack but didn't (e.g. switches, uses items) then Mirror Move will fail. If, however, it couldn't have executed an attack (i.e. hit itself in confusion, becomes fully paralysed, recharges or charges up for a two-turn move) then Mirror Move will instead perform the last move the target executed. Mirror Move can copy and perform a locked move due to Disable. Stadium: Mirror Move will copy a two-turn move during either of its turns. - Mist Ice 30/48 - -% 0 Foe Causes target's moves that lower stat modifiers (e.g. Growl, Leer) to fail. Effect remains if user faints, but can be dissolved by the user switching out or either Pokemon using Haze. Secondary effect stat reductions (when a stat reduction only has a chance of happening as a side-effect of a move, e.g. Aurora Beam) are still fair game. - Night Shade Ghost 15/24 - 99.6% 0 Foe Inflicts damage equal to the user's Level. Can hit Normal and Psychic types despite being a Ghost-type move. - Pay Day Normal 20/32 40 99.6% 0 Foe No extra effects. In-Game: Gives money equal to 2x user's Level, regardless of who used the move, provided you win the trainer battle. - Peck Flying 35/56 35 99.6% 0 Foe No extra effects. - Petal Dance Grass 20/32 70 99.6% 0 Foe User is will automatically use this move for 3-4 turns (including the turn this move is selected) and becomes confused afterwards. If the user hits itself in confusion or becomes fully paralysed during the sequence, then the sequence will end and the user will not become confused. If the user frozen, put to sleep, flinched or caught in a partial trapping sequence, this move will continue to be used automatically once the condition is lifted. - Pin Missile Bug 20/32 14 84.4% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Poison Gas Poison 40/61 - 54.7% 0 Foe Poisons target. Stadium: Cannot poison a target behind a substitute. - Poison Sting Poison 35/56 15 99.6% 0 Foe Poisons target (19.9%). Cannot poison Pokemon behind a substitute. - PoisonPowder Poison 35/56 - 74.6% 0 Foe Poisons target. Stadium: Cannot paralyse a target behind a substitute. - Pound Normal 35/56 40 99.6% 0 Foe No extra effects. - Psybeam Psychic 20/32 65 99.6% 0 Foe Confuses target (9.8%). Stadium: Cannot confuse a target behind a substitute. - Psychic Psychic 10/16 90 99.6% 0 Foe Lowers target's Special by 1 stage (29.7%). - Psywave Psychic 15/24 - 79.7% 0 Foe Inflicts a random amount of damage strictly less than 1.5x the user's Level rounded down. The minimum damage that can be inflicted is 1. - Quick Attack Normal 30/48 40 99.6% 1 Foe Always attacks first in a round, unless the foe also uses Quick attack, in which case the normal rules for order determination apply. - Rage Normal 20/32 20 99.6% 0 Foe User is locked into automatically using Rage every turn until it faints or the battle ends. User's Attack is raised by 1 stage every time it is damaged by the foe or targeted by Disable--even if Disable misses. User will only spend 1PP for the initial use of Rage--all subsequent forced uses are PP-free. If the user is asleep or prevented from using Rage in any way other than KO, Rage will continue to be used once the effect has passed. If the user hits itself in confusion it will still use Rage on that turn. If Rage misses due to anything other than type immunity of the target (i.e. Ghost-type foe) then the accuracy of Rage will be reduced to 1/256 for all subsequent turns, due to a glitch. Stadium: If Disable misses against the Rage-user, it will not cause the Rage- users attack to increase by 1 stage. - Razor Leaf Grass 25/40 55 94.5% 0 Foe Has an 8x chance for a critical hit. - Razor Wind Normal 10/16 80 74.6% 0 Foe A two-turn attack. The first turn does nothing and then on the second turn, PP is deducted and the attack is executed. The second turn is forced to occur unless the user hits itself in confusion or is fully paralysed--then the second turn is forfeited and the user must choose an attack again. If the user frozen, put to sleep, flinched or caught in a partial trapping sequence, this move will continue to be used automatically once the condition is lifted. Mirror Move will only copy this move once its second turn has been executed; if the user of Mirror Move attempts to copy the first turn of this move, it will instead copy the last move the target of Mirror Move used. Stadium: Mirror Move can copy this move on its charge-up turn as well. - Recover Normal 20/32 - -% 0 Self Heals 50% of the user's Max HP. Fails if user's (Max HP - Current HP) mod 256 = 255. In other words, in any legitimate scenario, this move fails if the user's HP is full, 255 below Max HP or 511 below Max HP. Stadium: Recover cannot fail unless the user already has full health. - Reflect Psychic 20/32 - -% 0 Self Halves user's Defense stat and quarters foe's Attack stat (effectively just doubling user's Defense) until user switches out. The effect is penetrated by critical hits and dissolved by Haze. Unlike future generations, it does not pass over to other Pokemon when you switch, nor does it last five turns. - Rest Psychic 10/16 - -% 0 Self User sleeps on the turn this move is used and then on the following turn, restoring its HP to full and curing all major status effects; it then wakes up on the turn after that (and cannot attack on the turn it wakes up). Although burns and paralysis are cured, the stat drops associated with each staus effect (Attack and Speed respectively) will not be negated until the user switches out. Also, curing Toxic poison through Rest will not reset the damage multiplier for Toxic--if you get Toxic poisoned again, the damage will continue at whichever rate it left off from. Fails if HP is full, 511HP below Max HP or 255HP below Max HP. All status afflictions cured but any stat modifiers as a result of status afflictions are not cured until user switches out. Stadium: Rest will reset the damage multplier for Toxic poison. - Roar Normal 20/32 - 99.6% 0 Foe Does nothing. In-Game: Ends wild battles. - Rock Slide Rock 10/16 75 89.5% 0 Foe No extra effects. Rock Slide does not cause flinching like it does in later Generations. - Rock Throw Rock 15/24 50 64.7% 0 Foe No extra effects. - Rolling Kick Fighting 15/24 60 84.4% 0 Foe Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Sand-Attack Ground 15/24 - 99.6% 0 Foe Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Scratch Normal 35/56 40 99.6% 0 Foe No extra effects. - Screech Normal 40/61 - 84.4% 0 Foe Lowers target's Defense by 2 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Seismic Toss Fighting 20/32 - 99.6% 0 Foe Inflicts damage equal to the user's Level. Can hit Ghost types despite being a Fighting-type move. - Scratch Normal 35/56 40 99.6% 0 Foe No extra effects. - Selfdestruct Normal 5/8 130 99.6% 0 Foe User faints. Target's Defense stat is halved or set to 1 in damage calculations--whichever is higher--effectively bringing this to 260 power. User will not faint if it breaks a subtitute, although its sprite will disappear unless it has a substitute or switches out. If the user goes first in a turn and is KOed as a result of this move, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. Stadium: User still faints even if the foe's substitute is broken by this move. - Sharpen Normal 30/48 - -% 0 Self Raises Attack by 1 stage. - Sing Normal 15/24 - 54.7% 0 Foe Inflicts Sleep. Stadium: Cannot put to sleep a target behind a substitute. - Skull Bash Normal 15/24 100 99.6% 0 Foe A two-turn attack. The first turn does nothing and then on the second turn, PP is dedcuted and the attack is executed. The second turn is forced to occur unless the user hits itself in confusion or is fully paralysed--then the second turn is forefeited and the user must choose an attack again. If the user frozen, put to sleep, flinched or caught in a partial trapping sequence, this move will continue to be used automatically once the condition is lifted. Mirror Move will only copy this move once its second turn has been executed; if the user of Mirror Move attempts to copy the first turn of this move, it will instead copy the last move the target of Mirror Move used. Stadium: Mirror Move can copy this move on its charge-up turn as well. - Sky Attack Flying 5/8 140 89.5% 0 Foe A two-turn attack. The first turn does nothing and then on the second turn, PP is dedcuted and the attack is executed. The second turn is forced to occur unless the user hits itself in confusion or is fully paralysed--then the second turn is forefeited and the user must choose an attack again. If the user frozen, put to sleep, flinched or caught in a partial trapping sequence, this move will continue to be used automatically once the condition is lifted. Mirror Move will only copy this move once its second turn has been executed; if the user of Mirror Move attempts to copy the first turn of this move, it will instead copy the last move the target of Mirror Move used. Stadium: Mirror Move can copy this move on its charge-up turn as well. - Slam Normal 20/32 80 74.6% 0 Foe No extra effects. - Slash Normal 20/32 70 99.6% 0 Foe Has an 8x chance for a critical hit. - Sleep Powder Grass 15/24 - 74.6% 0 Foe Inflicts Sleep. Stadium: Cannot put to sleep a target behind a substitute. - Sludge Poison 20/32 65 99.6% 0 Foe Poisons target (29.7%). Cannot poison Pokemon behind a substitute. - Smog Poison 20/32 20 69.5% 0 Foe Poisons target (39.8%). Cannot poison Pokemon behind a substitute. - SmokeScreen Normal 20/32 - 99.6% 0 Foe Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Softboiled Normal 10/16 - -% 0 Self Heals 50% of the user's Max HP. Fails if user's (Max HP - Current HP) mod 256 = 255. In other words, in any legitimate scenario, this move fails if the user's HP is full, 255 below Max HP or 511 below Max HP. Stadium: Softboiled cannot fail unless the user already has full health. Field: Distributes 20% of user's HP among other party members. - SolarBeam Grass 10/16 120 99.6% 0 Foe A two-turn attack. The first turn does nothing and then on the second turn, PP is dedcuted and the attack is executed. The second turn is forced to occur unless the user hits itself in confusion or is fully paralysed--then the second turn is forefeited and the user must choose an attack again. If the user frozen, put to sleep, flinched or caught in a partial trapping sequence, this move will continue to be used automatically once the condition is lifted. Mirror Move will only copy this move once its second turn has been executed; if the user of Mirror Move attempts to copy the first turn of this move, it will instead copy the last move the target of Mirror Move used. Stadium: Mirror Move can copy this move on its charge-up turn as well. - SonicBoom Normal 20/32 - 89.5% 0 Foe Inflicts 20HP set damage. - Spike Cannon Normal 15/24 20 99.6% 0 Foe Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. - Splash Normal 40/61 - -% 0 Foe Does nothing. - Spore Grass 15/24 - 99.6% 0 Foe Inflicts Sleep. Stadium: Cannot put to sleep a target behind a substitute. - Stomp Normal 20/32 65 99.6% 0 Foe Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon acting first in a round. - Strength Normal 15/24 80 99.6% 0 Foe No extra effects. Field: Can be used to move heavy boulders. - String Shot Bug 40/61 - 94.5% 0 Foe Lowers target's Speed by 1 stage. - Struggle Normal 10/16 - -% 0 Foe Automatically used if user is out of PP or otherwise unable to use any moves due to Disable etc. PP for this move is infinite, even if it is hacked on to a Pokemon as a moveset move. Inflicts recoil damage on user for 50% of the damage inflicted on target. If the user goes first in a turn and is KOed as a result of recoil damage, the enemy Pokemon will skip the remainder of its turn--i.e. it won't get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if the user breaks a subtitute. As an aside, Struggle is Normal in RBY and not typeless like in future generations. Therefore, Struggle cannot hit Ghost types and is not very effective against Rock types. Stadium: No recoil damage is taken if the foe is KOed as a result of this move. Also, Struggle is typeless, so it can hit Ghosts. - Stun Spore Grass 30/48 - 74.6% 0 Foe Paralyzes target. Works against Ghost types too. Stadium: Cannot paralyse a target behind a substitute. - Submission Fighting 25/40 80 79.7% 0 Foe Inflicts recoil damage on user for 25% of the damage inflicted on target. If the user goes first in a turn and is KOed as a result of recoil damage, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if the user breaks a subtitute. Stadium: No recoil damage is taken if the foe is KOed as a result of this move. - Substitute Normal 10/16 - -% 0 Self User sacrifices a quarter of its HP to creates a substitute with (int(user's Max HP/4) + 1) HP which absorbs damage for the user. It takes damage as if it has the stats, current stat modifiers and types of the user, and will break once its HP reaches zero. Damage does not overflow to the user if the substitute breaks. Any stat modifiers (boosts) the user has after the substitute is made will also be applied to the substitute. Instant OHKO moves such as Horn Drill will break a substitute if successful. Behind a substitute, the user acquires immunity to poison, flinch, stat modifying moves such as Growl and Leech Seed. The user is also immune to the secondary effects of damaging moves whilst behind a substitute, such as Fire Blast not burning or Stomp not flinching. The exception to this is secondary confusion. For some reason, primary confusion moves such as Confuse Ray do not affect the user, but secondary confusion such as from Confusion may still get through the substitute. Substitute does not block the effect of trapping moves like Bind (although the substitute will absorb the damage until it breaks), so the user will still be unable to attack if it is caught in a trapping move. HP draining moves such as Absorb do not restore health to the attacker if the substitute is destroyed by the attack. Self-inflicted confusion damage from the user will hit the substitute, but crash damage from Hi/Jump Kick, recoil damage (e.g. Take Down) and recurrent damage from poison and burn will not. If Selfdestruct or Exploison break a substitute, the attacker will not faint. Likewise, if Hyper Beam breaks a substitute, the recharge turn afterwards does not apply. If a Pokemon breaks a substitute with a recoil-inducing move such as Take Down, that Pokemon will not suffer the recoil effects. Using Substitute at exactly a quarter of Max HP remaining will cause the user to faint. Trying to use the move at less than a quarter of Max HP remaining will cause the move to fail. Stadium: Substitute guards against any and all status effects. It also provides immunity to the damage and effects of draining moves such as Absorb. If Selfdestruct or Exploison break a substitute, the attacker will faint. Trying to use the move at exactly a quarter of Max HP remaining will cause the move to fail. - Super Fang Normal 10/16 - 89.5% 0 Foe Inflicts damage equal to half the target's current HP. The minimum amount of damage this attack can inflict is 1. - Supersonic Normal 20/32 - 54.7% 0 Foe Confuses target. Cannot confuse a target behind a substitute. - Surf Water 15/24 95 99.6% 0 Foe No extra effects. Field: Allows travel across bodies of water. - Swift Normal 20/32 60 -% 0 Foe Does not perform an accuracy check and can therefore never miss, even if the target is underground (Dig) on in the air (Fly). - Swords Dance Normal 30/48 - -% 0 Self Raises Attack by 2 stages. - Tackle Normal 35/56 35 94.5% 0 Foe No extra effects. - Tail Whip Normal 30/48 - 99.6% 0 Foe Lowers target's Defense by 1 stage. The stat lowering effect cannot occur if the foe is behind a substitute or under the effects of Mist. - Take Down Normal 20/32 90 84.4% 0 Foe Inflicts recoil damage on user for 25% of the damage inflicted on target. If the user goes first in a turn and is KOed as a result of recoil damage, the enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if the user breaks a subtitute. Stadium: No recoil damage is taken if the foe is KOed as a result of this move. - Teleport Psychic 20/32 - -% 0 Self Does nothing. In-Game: Ends wild battles. Field: Teleport to last visited Poke Center. Unavailable in dungeons. - Thrash Normal 20/32 90 99.6% 0 Foe User is will automatically use this move for 3-4 turns (including the turn this move is selected) and becomes confused afterwards. If the user hits itself in confusion or becomes fully paralysed during the sequence, then the sequence will end and the user will not become confused. If the user frozen, put to sleep, flinched or caught in a partial trapping sequence, this move will continue to be used automatically once the condition is lifted. - Thunder Electric 10/16 120 69.5% 0 Foe Paralyses target (9.8%). Cannot paralyse a target behind a substitute. In RBY, Thunder cannot hit Pokemon using Fly. - Thunder Wave Electric 20/32 - 99.6% 0 Foe Paralyses target. Does not affect Ground types. Stadium: Cannot paralyse a target behind a substitute. - Thunderbolt Electric 15/24 95 99.6% 0 Foe Paralyses target (9.8%). Cannot paralyse a target behind a substitute. - ThunderPunch Electric 15/24 75 99.6% 0 Foe Paralyses target (9.8%). Cannot paralyse a target behind a substitute. - ThunderShock Electric 30/48 40 99.6% 0 Foe Paralyses target (9.8%). Cannot paralyse a target behind a substitute. - Toxic Poison 10/16 - 84.4% 0 Foe 'Badly' poisons the target. Cannot poison a target behind a substitute. Toxic increases in damage each turn, dealing 1/16th HP damage at the end of the first turn, then 2/16ths, then 3/16ths, 4/16ths, etc. The minimum damage it can do per turn is 1. It reverts to normal Poison if the afflicted Pokemon switches out and then back in or if the afflicted Pokemon uses Haze. If the afflicted Pokemon uses Rest to cure itself of Toxic and then gets hit by the move Toxic again, the damage sequence will begin where it left off and continue to increase as it had done before. Toxic can be used in conjunction with Leech Seed to rapidly increase damage to target--see 'Leech Seed', above. Stadium: Rest will reset the damage multplier for Toxic poison. - Transform Normal 10/16 - -% 0 Foe Transforms into the target. The user inherits the species, type(s), stats (but not HP), moves (5 temporary PP each), catch rate and stat modifiers of the target. The user's own stat modifiers before transforming are lost. The user retains its Level. User remains transformed until it switches or is KOed. Critical hits will deal damage based on the user's pre-Transform stats. In-Game: A wild Pokemon that uses Transform will always become a Ditto when it is caught, regardless of its original species. The only thing that will not change is the HP it had when you caught it. You should watch out for this if performing the Mew glitch on a Mew of L10 or higher. Stadium: Transform will fail if used against a Ditto. - Tri Attack Normal 10/16 80 99.6% 0 Foe No extra effects. Although it inflicts a random status effect in later generations, Tri Attack does nothing special in RBY. - Twineedle Bug 20/32 25 99.6% 0 Foe Hits twice in one turn. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Counter only counters the damage from the final hit of this move. Only the first hit of the sequence depletes 1PP and tests for accuracy. Poisons target after both hits land (19.8%). - ViceGrip Normal 30/48 55 99.6% 0 Foe No extra effects. - Vine Whip Grass 10/16 35 99.6% 0 Foe No extra effects. - Water Gun Water 25/40 40 99.6% 0 Foe No extra effects. - Waterfall Water 15/24 80 99.6% 0 Foe No extra effects. - Whirlwind Normal 20/32 - 84.4% 0 Foe Does nothing. In-Game: Ends wild battles. - Wing Attack Flying 35/56 35 99.6% 0 Foe No extra effects. - Withdraw Water 40/61 - -% 0 Self Raises Defense by 1 stage. - Wrap Normal 20/32 15 84.4% 0 Foe See 'Partial Trapping Moves' below. _______________________________________________________________________________ Partial Trapping Moves ---------------------- (This details the moves Bind, Clamp, Fire Spin and Wrap.) Hits once per turn for 2-5 turns. 37.5% chance to hit 2 or 3 times, 12.5% chance to hit 4 or 5 times. Damage is only calculated for the first hit and this damage is repeated for the rest of the hits, even if it is a critical hit. Will end mid-sequence if it breaks a substitute. Only the first hit of the sequence depletes 1PP and tests for accuracy. The damage is done after end-of- turn recurrent damage from poison, burn or Leech Seed etc. During this sequence, the foe will be unable to select an attack. The sequence ends naturally after 2-5 turns, when the user switches or when the user becomes fully paralyzed mid-sequence. In the latter two cases, the target will remain immobilised for that turn. If the foe switches out and the user selects the 'Fight' option, the trapping move is automatically used against the newly switched in Pokemon. In this case, 1PP is used and accuracy is tested again. Because the move is automatically selected in this case, a glitch occurs if the move has 0PP left--it will still be used and the current PP will roll over to 63. In addition, the trapping move will now have Max PP as though three PP Ups had been applied to it. Wrap and Bind's secondary effects still occur against Ghost types despite being Normal-type moves--that is, the damage will not be inflicted on the target, but they will still be immobilised regardless, as outlined above. If the target uses Hyper Beam on the previous turn and the user uses the trapping move on Hyper Beam's recharge turn, then the target using Hyper Beam will not have to recharge, even if the trapping move misses. If, in this situation, the user attacks *first* and misses, the target will automatically retaliate with Hyper Beam. Because the move is automatically selected in this case, a glitch occurs if the move has 0PP left--it will still be used and the current PP will roll over to 63. In addition, Hyper Beam will now have Max PP as though three PP Ups had been applied to it. In-game: The foe will get to choose a move for each turn it spends immobilised. If the sequence ends due to the user switching or being fully paralysed mid- sequence, the foe will retaliate with its selected move. Stadium: The foe will get to choose a move when it is immobilised. If the sequence ends due to the user switching or being fully paralysed mid-sequence, the foe will *not* retaliate with its selected move. If the target uses Hyper Beam on the previous turn and the user uses the trapping move on Hyper Beam's recharge turn, then the target using Hyper Beam will not have to recharge, but only if the trapping move does not miss. If it misses, the Hyper Beam user will then have to recharge. _________________________________________________ [L05] Pokedex + _________________________________________________ This is an explanation of the information and data you can find in the Pokedex, as well as a representation of its layout. - Pokedex Data Type: A Pokemon can have one or two types, which determine which moves gain a 1.5x damage boost and which types deal multiplied damage to it. For more information on the fifteen types, check out section B02; 'Your Pokemon'. Species: The species name given to the Pokemon by the Pokedex. It loosely states what kind of animal/object/thing it is based on. Height: Self-explanatory. Measured in feet and inches. Weight: Ditto. Measured in pounds. Red/Blue: The Pokedex entry from Red and Blue versions. Yellow: The entry from Yellow version. - Damage Received A chart detailing how much the damage will be multiplied by if the Pokemon takes a hit from certain types. - Stats The Pokemon's base and max stats, as well as a Base Stat Total for both RBY and GSC versions. Base stats indicate how powerful a Pokemon is in that particular stat (where 80 is about average for a fully evolved Pokemon), while the Max stat tells you the absolute highest that particular stat can go for that Pokemon. The stats are HP, Attack (Atk), Defense (Def), Special Attack (SpA), Special Defense (SpD) and Speed (Spe). However, in RBY, Special Attack and Special Defense are rolled into one Special stat. One of either SpA or SpD is the Pokemon's Special value in RBY and this is indicated by an asterisk (*) next to the correct stat--unless, of course, both SpA and SpD are the same. The Base Stat Total (BST) is simply the total of all the Pokemon's base stats, surprisingly. The RBY BST is always lower, simply because either SpA or SpD will be assimilated into the opposing stat. - Evolution Chain Details the Pokemon this Pokemon can evolve into or from and the method for achieving this. - Miscellaneous Data Base Exp: The higher this number is, the more Exp. you will gain from this Pokemon in battle. More for information, see section M10; 'Experience Formulae'. Capture Rate: The higher this number is, the easier the Pokemon is to catch, with 255 being the highest. Growth Rate: Pokemon belong to either the Fast, Medium, Medium Slow or Slow category, and will level up at that rate. In other words, Pokemon in the slower groups will require more Exp. to achieve a Level. For more information, see the section mentioned above or L02; 'Experience Charts'. Held Item: When a Pokemon is traded to GSC, it will be holding the item specified here. - Natural Moves Details the moves the Pokemon will learn naturally by levelling up. Moves learned may be different for Red/Blue, Yellow, Gold/Silver and Crystal versions, so I have included all versions. I have only included moves that can be traded back to RBY in the GSC columns--this might prove useful in cases like Bulbasaur's, who learns Sleep Powder at L41 in RBY but L15 in GSC. A level of '--' indicates that the Pokemon starts with the move. Sometimes a move will be listed two or even three times--this is not a mistake--which simply means that the game data exists for the Pokemon to relearn that move if it has forgotten it by the time it reaches the required level. - TMs/HMs A list of all the TMs and HMs that the Pokemon can learn. Any RBY move which can be taught via a GSC TM will also be included. - Tradeback Moves By trading to GSC and back again, a Pokemon can pick up RBY moves it couldn't otherwise learn. In this section, I will outline the moves which can ONLY be learned from GSC and the methods by which you can learn them. Competitively, these moves are illegal in 'pure RBY' battles, which ban tradeback moves. Also note the moves labelled 'NYPC'. Many years ago they did some promotional events in Japan and New York where they gave away Pokemon with these special moves for GSC. Now, of course, these Pokemon are all but impossible to obtain, but nevertheless these are still legal moves competitively if you're not playing 'Pure' RBY. - Illegal Moveset Combinations Sometimes, you can't have certain move combinations on a Pokemon, due to conflicts in how those moves are learnt. These combinations are listed here. A '(Gen I)' tag next to a combination means that the combination is only illegal in 'pure' RBY, but can be learnt through generation II games. ________________ #001: Bulbasaur ________________ - Pokedex Data Type: Grass/Poison Species: Seed Height: 2'4" Weight: 15 lbs Red/Blue: A strange seed was planted on its back at birth. The plant sprouts and grows with this Pokemon. Yellow: It can go for days without eating a single morsel. In the bulb on its back, it stores energy. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 45 49 49 65 65 45 253 318 Max 293 196 196 228 228 188 RBY GSC - Evolution Chain #001: Bulbasaur --> #002: Ivysaur (Level 16) --> #003: Venusaur (Level 32) - Miscellaneous Data Base Exp: 64 Capture Rate: 45 Growth Rate: Medium Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- 4 4 Growl 7 7 7 7 Leech Seed 13 13 10 10 Vine Whip 20 20 15 15 PoisonPowder 15 15 Sleep Powder 27 27 20 20 Razor Leaf 34 34 32 32 Growth 41 41 Sleep Powder 48 48 46 46 SolarBeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Defense Curl - TM40 Flash - HM05 Headbutt - TM02 Light Screen - Breed Petal Dance - Breed Razor Wind - Breed Skull Bash - Breed - Illegal Moveset Combinations Light Screen/Razor Wind Petal Dance/Razor Wind Petal Dance/Skull Bash Razor Wind/Skull Bash ________________ #002: Ivysaur ________________ - Pokedex Data Type: Grass/Poison Species: Seed Height: 3'3" Weight: 29 lbs Red/Blue: When the bulb on its back grows large, it appears to lose the ability to stand on its hind legs. Yellow: The bulb on its back grows by drawing energy. It gives off an aroma when it is ready to bloom. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 60 62 63 80 80 60 325 405 Max 323 222 224 258 258 218 RBY GSC - Evolution Chain #001: Bulbasaur --> #002: Ivysaur (Level 16) --> #003: Venusaur (Level 32) - Miscellaneous Data Base Exp: 141 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Growl -- -- -- -- Leech Seed 4 4 Growl 7 7 7 7 Leech Seed 13 13 10 10 Vine Whip 22 22 15 15 PoisonPowder 15 15 Sleep Powder 30 30 22 22 Razor Leaf 38 38 38 38 Growth 46 46 Sleep Powder 54 54 56 56 SolarBeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Defense Curl - TM40 Flash - HM05 Headbutt - TM02 Light Screen - Breed Petal Dance - Breed Razor Wind - Breed Skull Bash - Breed - Illegal Moveset Combinations Light Screen/Razor Wind Petal Dance/Razor Wind Petal Dance/Skull Bash Razor Wind/Skull Bash ________________ #003: Venusaur ________________ - Pokedex Data Type: Grass/Poison Species: Seed Height: 6'7" Weight: 221 lbs Red/Blue: The plant blooms when it is absorbing solar energy. It stays on the move to seek sunlight. Yellow: The flower on its back catches the sun's rays. The sunlight is then absorbed and used for energy. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 80 82 83 100 100 80 425 525 Max 363 262 264 298 298 258 RBY GSC - Evolution Chain #001: Bulbasaur --> #002: Ivysaur (Level 16) --> #003: Venusaur (Level 32) - Miscellaneous Data Base Exp: 208 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Growl -- -- -- -- Leech Seed -- -- -- -- Vine Whip 4 4 Growl 7 7 7 7 Leech Seed 13 13 10 10 Vine Whip 22 22 15 15 PoisonPowder 15 15 Sleep Powder 30 30 22 22 Razor Leaf 43 43 41 41 Growth 55 55 Sleep Powder 65 65 65 65 SolarBeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Defense Curl - TM40 Flash - HM05 Headbutt - TM02 Light Screen - Breed Petal Dance - Breed Razor Wind - Breed Roar - TM05 Skull Bash - Breed - Illegal Moveset Combinations Light Screen/Razor Wind Petal Dance/Razor Wind Petal Dance/Skull Bash Razor Wind/Skull Bash ________________ #004: Charmander ________________ - Pokedex Data Type: Fire Species: Lizard Height: 2'0" Weight: 19 lbs Red/Blue: Obviously prefers hot places. When it rains, steam is said to spout from the tip of its tail. Yellow: The flame at the tip of its tail makes a sound as it burns. You can only hear it in quiet places. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 39 52 43 60 50 65 249 309 Max 281 202 184 218 198 228 RBY GSC - Evolution Chain #004: Charmander --> #005: Charmeleon (Level 16) --> #006: Charizard (Level 36) - Miscellaneous Data Base Exp: 65 Capture Rate: 45 Growth Rate: Medium Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Growl 9 9 7 7 Ember 13 13 SmokeScreen 15 15 Leer 22 22 19 19 Rage 30 30 Slash 38 38 31 31 Flamethrower 37 37 Slash 43 43 Dragon Rage 46 46 49 49 Fire Spin ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 03 03 Swords Dance 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 23 23 Dragon Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H1 H1 H1 H1 Cut H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Bite - Breed Defense Curl - TM40 Fire Punch - TM48 Headbutt - TM02 Rock Slide - Breed ________________ #005: Charmeleon ________________ - Pokedex Data Type: Fire Species: Flame Height: 3'7" Weight: 42 lbs Red/Blue: When it swings its burning tail, it elevates the temperature to unbearably high levels. Yellow: Tough fights could excite this Pokemon. When excited, it may blow out bluish-white flames. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 58 64 58 80 65 80 325 405 Max 319 226 214 258 228 258 RBY GSC - Evolution Chain #004: Charmander --> #005: Charmeleon (Level 16) --> #006: Charizard (Level 36) - Miscellaneous Data Base Exp: 142 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Growl -- -- -- -- Ember 9 9 7 7 Ember 13 13 SmokeScreen 15 15 Leer 24 24 20 20 Rage 33 33 Slash 42 42 34 34 Flamethrower 41 41 Slash 48 48 Dragon Rage 56 56 55 55 Fire Spin ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 03 03 Swords Dance 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 23 23 Dragon Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H1 H1 H1 H1 Cut H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Bite - Breed Defense Curl - TM40 Fire Punch - TM48 Headbutt - TM02 Rock Slide - Breed ________________ #006: Charizard ________________ - Pokedex Data Type: Fire/Flying Species: Flame Height: 5'7" Weight: 200 lbs Red/Blue: Spits fire that is hot enough to melt boulders. Known to cause forest fires unintentionally. Yellow: When expelling a blast of super hot fire, the red flame at the tip of its tail burns more intensely. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1/2 1/2 1 1 1/4 0 2 1 1 1 4 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 78 84 78 109 85 100 425 534 Max 359 266 254 326 268 298 RBY GSC - Evolution Chain #004: Charmander --> #005: Charmeleon (Level 16) --> #006: Charizard (Level 36) - Miscellaneous Data Base Exp: 209 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Growl -- -- -- -- Ember -- -- Leer -- -- SmokeScreen 9 9 7 7 Ember 13 13 SmokeScreen 15 15 Leer 24 24 20 20 Rage 36 36 Slash 46 46 34 34 Flamethrower 36 36 Wing Attack 44 44 Slash 54 54 Dragon Rage 55 55 64 64 Fire Spin ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 03 03 Swords Dance 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 23 23 Dragon Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H1 H1 H1 H1 Cut H2 H2 H2 Fly H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Bite - Breed Defense Curl - TM40 Fire Punch - TM48 Headbutt - TM02 Roar - TM05 Rock Slide - Breed Wing Attack - L36 ________________ #007: Squirtle ________________ - Pokedex Data Type: Water Species: Tinyturtle Height: 1'8" Weight: 20 lbs Red/Blue: After birth, its back swells and hardens into a shell. Powerfully sprays foam from its mouth. Yellow: Shoots water at prey while in the water. Withdraws into its shell when in danger. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 44 48 65 50 64 43 250 314 Max 291 194 228 198 226 184 RBY GSC - Evolution Chain #007: Squirtle --> #008: Wartortle (Level 16) --> #009: Blastoise (Level 36) - Miscellaneous Data Base Exp: 66 Capture Rate: 45 Growth Rate: Medium Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- 4 4 Tail Whip 8 8 7 7 Bubble 10 10 Withdraw 15 15 13 13 Water Gun 22 22 18 18 Bite 28 28 Withdraw 35 35 40 40 Skull Bash 42 42 47 47 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Confusion - Breed Defense Curl - TM40 Haze - Breed Headbutt - TM02 Ice Punch - TM33 Mist - Breed Waterfall - HM07 - Illegal Moveset Combinations Confusion/Haze Confusion/Mist ________________ #008: Wartortle ________________ - Pokedex Data Type: Water Species: Turtle Height: 3'3" Weight: 50 lbs Red/Blue: Often hides in water to stalk unwary prey. For swimming fast, it moves its ears to maintain balance. Yellow: When tapped, this Pokemon will pull in its head, but its tail will still stick out a little bit. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 59 63 80 65 80 58 325 405 Max 321 224 258 228 258 214 RBY GSC - Evolution Chain #007: Squirtle --> #008: Wartortle (Level 16) --> #009: Blastoise (Level 36) - Miscellaneous Data Base Exp: 143 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Tail Whip -- -- -- -- Bubble 4 4 Tail Whip 8 8 7 7 Bubble 10 10 Withdraw 15 15 13 13 Water Gun 24 24 19 19 Bite 31 31 Withdraw 39 39 45 45 Skull Bash 47 47 53 53 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Confusion - Breed Defense Curl - TM40 Haze - Breed Headbutt - TM02 Ice Punch - TM33 Mist - Breed Waterfall - HM07 - Illegal Moveset Combinations Confusion/Haze Confusion/Mist ________________ #009: Blastoise ________________ - Pokedex Data Type: Water Species: Shellfish Height: 5'3" Weight: 189 lbs Red/Blue: A brutal Pokemon with pressurized water jets on its shell. They are used for high speed tackles. Yellow: Once it takes aim at its enemy, it blasts out water with even more force than a fire hose. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 79 83 100 85 105 78 425 530 Max 361 264 298 268 308 254 RBY GSC - Evolution Chain #007: Squirtle --> #008: Wartortle (Level 16) --> #009: Blastoise (Level 36) - Miscellaneous Data Base Exp: 210 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Tail Whip -- -- -- -- Bubble -- -- Water Gun -- -- Withdraw 4 4 Tail Whip 8 8 7 7 Bubble 10 10 Withdraw 15 15 13 13 Water Gun 24 24 19 19 Bite 31 31 Withdraw 42 42 55 55 Skull Bash 52 52 68 68 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Confusion - Breed Defense Curl - TM40 Haze - Breed Headbutt - TM02 Ice Punch - TM33 Mist - Breed Roar - TM05 Waterfall - HM07 - Illegal Moveset Combinations Confusion/Haze Confusion/Mist ________________ #010: Caterpie ________________ - Pokedex Data Type: Bug Species: Worm Height: 1'0" Weight: 6 lbs Red/Blue: Its short feet are tipped with suction pads that enable it to tirelessly climb slopes and walls. Yellow: If you touch the feeler on top of its head, it will release a horrible stink to protect itself. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 1/2 2 2 1 1/2 1/2 1 1 2 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 45 30 35 20 20 45 175 195 Max 293 158 168 138 138 188 RBY GSC - Evolution Chain #010: Caterpie --> #011: Metapod (Level 7) --> #012: Butterfree (Level 10) - Miscellaneous Data Base Exp: 53 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- String Shot ____________________________ - TMs/HMs None - Tradeback Moves None ________________ #011: Metapod ________________ - Pokedex Data Type: Bug Species: Cocoon Height: 2'4" Weight: 22 lbs Red/Blue: This Pokemon is vulnerable to attack while its shell is soft, exposing its weak and tender body. Yellow: Hardens its shell to protect itself. However, a large impact may cause it to pop out of its shell. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 1/2 2 2 1 1/2 1/2 1 1 2 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 50 20 55 25 25 30 180 205 Max 303 138 208 148 148 158 RBY GSC - Evolution Chain #010: Caterpie --> #011: Metapod (Level 7) --> #012: Butterfree (Level 10) - Miscellaneous Data Base Exp: 72 Capture Rate: 120 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Harden 7 7 7 Harden ____________________________ - TMs/HMs None - Tradeback Moves None ________________ #012: Butterfree ________________ - Pokedex Data Type: Bug/Flying Species: Butterfly Height: 3'7" Weight: 71 lbs Red/Blue: In battle, it flaps its wings at high speed to release highly toxic dust into the air. Yellow: Its wings, covered with poisonous powders, repel water. This allows it to fly in the rain. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1/4 2 2 1 1/4 0 2 1 2 1 4 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 60 45 50 80 80 70 305 385 Max 323 188 198 258 258 238 RBY GSC - Evolution Chain #010: Caterpie --> #011: Metapod (Level 7) --> #012: Butterfree (Level 10) - Miscellaneous Data Base Exp: 160 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Confusion 12 10 10 10 Confusion 15 13 13 13 PoisonPowder 16 14 14 14 Stun Spore 17 15 15 15 Sleep Powder 21 18 18 18 Supersonic 26 23 23 23 Whirlwind 28 28 28 Gust 32 34 34 34 Psybeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H5 H5 H5 Flash ____________________________ - Tradeback Moves None ________________ #013: Weedle ________________ - Pokedex Data Type: Bug/Poison Species: Hairy Bug Height: 1'0" Weight: 7 lbs Red/Blue: Often found in forests, eating leaves. It has a sharp venomous stinger on its head. Yellow: Beware of the sharp stinger on its head. It hides in grass and bushes where it eats leaves. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/4 2 2 1 1/4 1 1 1 1 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 35 30 20 20 50 175 195 Max 283 168 158 138 138 198 RBY GSC - Evolution Chain #013: Weedle --> #014: Kakuna (Level 7) --> #015: Beedrill (Level 10) - Miscellaneous Data Base Exp: 52 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Poison Sting -- -- -- -- String Shot ____________________________ - TMs/HMs None - Tradeback Moves None ________________ #014: Kakuna ________________ - Pokedex Data Type: Bug/Poison Species: Cocoon Height: 2'0" Weight: 22 lbs Red/Blue: Almost incapable of moving, this Pokemon can only harden its shell to protect itself from predators. Yellow: Able to move only slightly. When endangered, it may stick out its stinger and poison its enemy. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/4 2 2 1 1/4 1 1 1 1 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 45 25 50 25 25 35 180 205 Max 293 148 198 148 148 168 RBY GSC - Evolution Chain #013: Weedle --> #014: Kakuna (Level 7) --> #015: Beedrill (Level 10) - Miscellaneous Data Base Exp: 71 Capture Rate: 120 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Harden 7 7 7 Harden ____________________________ - TMs/HMs None - Tradeback Moves None ________________ #015: Beedrill ________________ - Pokedex Data Type: Bug/Poison Species: Poison Bee Height: 3'3" Weight: 65 lbs Red/Blue: Flies at high speed and attacks using its large venomous stingers on its forelegs and tail. Yellow: It has 3 poisonous stingers on its forelegs and its tail. They are used to jab its enemy repeatedly. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/4 2 2 1 1/4 1 1 1 1 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 80 40 45 80 75 305 385 Max 333 258 178 188 258 248 RBY GSC - Evolution Chain #013: Weedle --> #014: Kakuna (Level 7) --> #015: Beedrill (Level 10) - Miscellaneous Data Base Exp: 159 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Fury Attack 12 12 10 10 Fury Attack 16 16 15 15 Focus Energy 20 20 20 20 Twineedle 25 25 25 25 Rage 30 30 35 35 Pin Missile 35 35 40 40 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut ____________________________ - Tradeback Moves None ________________ #016: Pidgey ________________ - Pokedex Data Type: Normal/Flying Species: Tiny Bird Height: 1'0" Weight: 4 lbs Red/Blue: A common sight in forests and woods. It flaps its wings at ground level to kick up blinding sand. Yellow: Very docile. If attacked, it will often kick up sand to protect itself rather than fight back. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 45 40 35 35 56 216 251 Max 283 188 178 168 168 210 RBY GSC - Evolution Chain #016: Pidgey --> #017: Pidgeotto (Level 18) --> #018: Pidgeot (Level 36) - Miscellaneous Data Base Exp: 55 Capture Rate: 255 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Gust -- -- Tackle 5 5 5 5 Sand-Attack 9 9 Gust 12 12 15 15 Quick Attack 19 19 21 21 Whirlwind 28 28 29 29 Wing Attack 36 36 37 37 Agility 44 44 47 47 Mirror Move ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Tackle - L-- ________________ #017: Pidgeotto ________________ - Pokedex Data Type: Normal/Flying Species: Bird Height: 3'7" Weight: 66 lbs Red/Blue: Very protective of its sprawling territorial area, this Pokemon will fiercely peck at any intruder. Yellow: This Pokemon is full of vitality. It constantly flies around its large territory in search of prey. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 63 60 55 50 50 71 299 349 Max 329 218 208 198 198 240 RBY GSC - Evolution Chain #016: Pidgey --> #017: Pidgeotto (Level 18) --> #018: Pidgeot (Level 36) - Miscellaneous Data Base Exp: 113 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Gust -- -- Tackle -- -- -- -- Sand-Attack -- -- Gust 5 5 5 5 Sand-Attack 9 9 Gust 12 12 15 15 Quick Attack 21 21 23 23 Whirlwind 31 31 33 33 Wing Attack 40 40 43 43 Agility 49 49 55 55 Mirror Move ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Tackle - L-- ________________ #018: Pidgeot ________________ - Pokedex Data Type: Normal/Flying Species: Bird Height: 4'11" Weight: 87 lbs Red/Blue: When hunting, it skims the surface of water at high speed to pick off unwary prey such as Magikarp. Yellow: This Pokemon flies at Mach 2 speed, seeking prey. Its large talons are feared as wicked weapons. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 83 80 75 70 70 91 399 469 Max 369 258 248 238 238 280 RBY GSC - Evolution Chain #016: Pidgey --> #017: Pidgeotto (Level 18) --> #018: Pidgeot (Level 36) - Miscellaneous Data Base Exp: 172 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Gust -- -- Tackle -- -- -- -- Sand-Attack -- -- Gust -- -- -- -- Quick Attack 5 5 5 5 Sand-Attack 9 9 Gust 12 12 15 15 Quick Attack 21 21 23 23 Whirlwind 31 31 33 33 Wing Attack 44 44 46 46 Agility 54 54 61 61 Mirror Move ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Tackle - L-- ________________ #019: Rattata ________________ - Pokedex Data Type: Normal Species: Rat Height: 1'0" Weight: 8 lbs Red/Blue: Bites anything when it attacks. Small and very quick, it is a common sight in many places. Yellow: Will chew on anything with its fangs. If you see one, it is certain that 40 more live in the area. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 30 56 35 25 35 72 218 253 Max 263 210 168 148 168 242 RBY GSC - Evolution Chain #019: Rattata --> #020: Raticate (Level 20) - Miscellaneous Data Base Exp: 57 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Tail Whip 7 7 7 7 Quick Attack 14 14 13 13 Hyper Fang 23 23 20 20 Focus Energy 34 34 34 34 Super Fang ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 14 14 14 14 Blizzard 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Bite - Breed Counter - Breed Defense Curl - TM40 Fury Swipes - Breed Headbutt - TM02 Screech - Breed ________________ #020: Raticate ________________ - Pokedex Data Type: Normal Species: Rat Height: 2'4" Weight: 41 lbs Red/Blue: It uses its whiskers to maintain its balance. It apparently slows down if they are cut off. Yellow: Its hind feet are webbed. They act as flippers, so it can swim in rivers and hunt for prey. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 55 81 60 50 70 97 343 413 Max 313 260 218 198 238 292 RBY GSC - Evolution Chain #019: Rattata --> #020: Raticate (Level 20) - Miscellaneous Data Base Exp: 116 Capture Rate: 90 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Tail Whip -- -- -- -- Quick Attack 7 7 7 7 Quick Attack 14 14 13 13 Hyper Fang 27 27 Focus Energy 41 41 40 40 Super Fang ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H1 H1 Cut H4 H4 Strength ____________________________ - Tradeback Moves Bite - Breed Counter - Breed Cut - HM01 Defense Curl - TM40 Fury Swipes - Breed Headbutt - TM02 Roar - TM05 Screech - Breed Strength - HM04 ________________ #021: Spearow ________________ - Pokedex Data Type: Normal/Flying Species: Tiny Bird Height: 1'0" Weight: 4 lbs Red/Blue: Eats bugs in grassy areas. It has to flap its short wings at high speed to stay airborne. Yellow: Inept at flying high. However, it can fly around very fast to protect its territory. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 60 30 31 31 70 231 262 Max 283 218 158 160 160 238 RBY GSC - Evolution Chain #021: Spearow --> #022: Fearow (Level 20) - Miscellaneous Data Base Exp: 58 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck -- -- -- -- Growl 9 9 7 7 Leer 15 15 13 13 Fury Attack 22 22 31 31 Mirror Move 29 29 37 37 Drill Peck 36 36 43 43 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Quick Attack - Breed SonicBoom - NYPC Tri Attack - Breed - Illegal Moveset Combinations Quick Attack/SonicBoom SonicBoom/Tri Attack ________________ #022: Fearow ________________ - Pokedex Data Type: Normal/Flying Species: Beak Height: 3'11" Weight: 84 lbs Red/Blue: With its huge and magnificent wings, it can keep aloft without ever having to land for rest. Yellow: A Pokemon that dates back many years. If it senses danger, it flies high and away, instantly. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 65 90 65 61 61 100 381 442 Max 333 278 228 220 220 298 RBY GSC - Evolution Chain #021: Spearow --> #022: Fearow (Level 20) - Miscellaneous Data Base Exp: 162 Capture Rate: 90 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck -- -- -- -- Growl -- -- -- -- Leer -- -- Fury Attack 9 9 7 7 Leer 15 15 13 13 Fury Attack 25 25 32 32 Mirror Move 34 34 40 40 Drill Peck 43 43 47 47 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Quick Attack - Breed SonicBoom - NYPC Tri Attack - Breed - Illegal Moveset Combinations Quick Attack/SonicBoom SonicBoom/Tri Attack ________________ #023: Ekans ________________ - Pokedex Data Type: Poison Species: Snake Height: 6'7" Weight: 15 lbs Red/Blue: Moves silently and stealthily. Eats the eggs of birds, such as Pidgey and Spearow, whole. Yellow: The older it gets, the longer it grows. At night, it wraps its long body around tree branches to rest. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 35 60 44 40 54 55 234 288 Max 273 218 186 178 206 208 RBY GSC - Evolution Chain #023: Ekans --> #024: Arbok (Level 22) - Miscellaneous Data Base Exp: 62 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Wrap -- -- -- -- Leer 10 10 9 9 Poison Sting 17 17 15 15 Bite 24 24 23 23 Glare 31 31 29 29 Screech 38 38 37 37 Acid 43 43 Haze ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Haze - L43 Headbutt - TM02 Slam - Breed ________________ #024: Arbok ________________ - Pokedex Data Type: Poison Species: Cobra Height: 11'6" Weight: 143 lbs Red/Blue: It is rumored that the ferocious warning markings on its belly differ from area to area. Yellow: The frightening patterns on its belly have been studied. Six variations have been confirmed. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 85 69 65 79 80 359 438 Max 323 268 236 228 256 258 RBY GSC - Evolution Chain #023: Ekans --> #024: Arbok (Level 22) - Miscellaneous Data Base Exp: 147 Capture Rate: 90 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Wrap -- -- -- -- Leer -- -- -- -- Poison Sting -- -- Bite 10 10 9 9 Poison Sting 17 17 15 15 Bite 27 27 25 25 Glare 36 36 33 33 Screech 47 47 43 43 Acid 51 51 Haze ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Haze - L51 Headbutt - TM02 Slam - Breed ________________ #025: Pikachu ________________ - Pokedex Data Type: Electric Species: Mouse Height: 1'4" Weight: 13 lbs Red/Blue: When several of these Pokemon gather, their electricity could build and cause lightning storms. Yellow: It keeps its tail raised to monitor its surroundings. If you yank its tail, it will try to bite you. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 35 55 30 50 40 90 260 300 Max 273 208 158 198 178 278 RBY GSC - Evolution Chain #025: Pikachu --> #026: Raichu (Thunderstone) - Miscellaneous Data Base Exp: 82 Capture Rate: 190 Growth Rate: Medium Held Item: Berry (R/B), Light Ball (Y) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- ThunderShock -- -- -- -- Growl 6 6 6 Tail Whip 9 8 8 8 Thunder Wave 16 11 11 11 Quick Attack 15 15 15 Double Team 20 20 20 Slam 26 Swift 26 26 26 Thunderbolt 33 33 33 33 Agility 43 41 41 41 Thunder 50 50 50 Light Screen ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 16 16 Pay Day 17 17 Submission 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Defense Curl - TM40 Dizzy Punch - Odd Egg (Crystal)/NYPC DoubleSlap - Breed Headbutt - TM02 Petal Dance - NYPC Sing - NYPC Strength - HM04 ThunderPunch - TM41 - Stadium Moves Surf - Using a non-rental Pikachu at least once in EVERY battle and without using any continues, beat the Prime Cup Master Ball R-2. - Illegal Moveset Combinations Dizzy Punch/Petal Dance Dizzy Punch/Sing DoubleSlap/Petal Dance DoubleSlap/Sing Petal Dance/Sing ________________ #026: Raichu ________________ - Pokedex Data Type: Electric Species: Mouse Height: 2'7" Weight: 66 lbs Red/Blue: Its long tail serves as a ground to protect itself from its own high voltage power. Yellow: When electricity builds up inside its body, it becomes feisty. It also glows in the dark. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 90 55 90 80 100 395 475 Max 323 278 208 278 258 298 RBY GSC - Evolution Chain #025: Pikachu --> #026: Raichu (Thunderstone) - Miscellaneous Data Base Exp: 122 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- ThunderShock -- -- Growl -- -- Thunder Wave -- -- Tail Whip -- -- Quick Attack -- -- Thunderbolt ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dizzy Punch - Odd Egg (Crystal)/NYPC Defense Curl - TM40 DoubleSlap - Breed Headbutt - TM02 Petal Dance - NYPC Sing - NYPC Strength - HM04 ThunderPunch - TM41 - Stadium Moves Surf - Using a non-rental Pikachu at least once in EVERY battle and without using any continues, beat the Prime Cup Master Ball R-2. - Illegal Moveset Combinations Dizzy Punch/Petal Dance Dizzy Punch/Sing DoubleSlap/Petal Dance DoubleSlap/Sing Petal Dance/Sing ________________ #027: Sandshrew ________________ - Pokedex Data Type: Ground Species: Mouse Height: 2'0" Weight: 26 lbs Red/Blue: Burrows deep underground in arid locations far from water. It only emerges to hunt for food. Yellow: Its body is dry. When it gets cold at night, its hide is said to become coated with a fine dew. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 1 1 1 1 2 1 2 1 1/2 1 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 50 75 85 20 30 40 280 300 Max 303 248 268 138 158 178 RBY GSC - Evolution Chain #027: Sandshrew --> #028: Sandslash (Level 22) - Miscellaneous Data Base Exp: 93 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch 6 6 Defense Curl 10 10 11 11 Sand-Attack 17 17 Poison Sting 17 17 23 23 Slash 24 24 Poison Sting 31 31 30 30 Swift 38 38 37 37 Fury Swipes ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H1 H1 H1 H1 Cut H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Counter - Breed Defense Curl - L6, TM40 Headbutt - TM02 ________________ #028: Sandslash ________________ - Pokedex Data Type: Ground Species: Mouse Height: 3'3" Weight: 65 lbs Red/Blue: Curls up into a spiny ball when threatened. It can roll while curled up to attack or escape. Yellow: It is skilled at slashing enemies with its claws. If broken, they start to grow back in a day. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 1 1 1 1 2 1 2 1 1/2 1 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 75 100 110 45 55 65 405 450 Max 353 298 318 188 208 228 RBY GSC - Evolution Chain #027: Sandshrew --> #028: Sandslash (Level 22) - Miscellaneous Data Base Exp: 163 Capture Rate: 90 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- Defense Curl -- -- -- -- Sand-Attack 6 6 Defense Curl 10 10 11 11 Sand-Attack 17 17 Poison Sting 17 17 24 24 Slash 27 27 Poison Sting 36 36 33 33 Swift 47 47 42 42 Fury Swipes ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H1 H1 H1 H1 Cut H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Counter - Breed Defense Curl - L--, L6, TM40 Headbutt - TM02 ________________ #029: Nidoran F ________________ - Pokedex Data Type: Poison Species: Poison Pin Height: 1'4" Weight: 15 lbs Red/Blue: Although small, its venomous barbs render this Pokemon dangerous. The female has smaller horns. Yellow: A mild-mannered Pokemon that does not like to fight. Beware, its small horns secrete venom. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 55 47 52 40 40 41 235 275 Max 313 192 202 178 178 180 RBY GSC - Evolution Chain #029: Nidoran F --> #030: Nidorina (Level 16) --> #031: Nidoqueen (Moon Stone) - Miscellaneous Data Base Exp: 59 Capture Rate: 235 Growth Rate: Medium Slow Held Item: TM43 (Detect) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Growl -- -- -- -- Tackle 8 8 8 8 Scratch 12 12 12 Double Kick 14 17 17 17 Poison Sting 21 23 23 23 Tail Whip 29 30 30 30 Bite 36 38 38 38 Fury Swipes 43 Double Kick ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 14 14 14 14 Blizzard 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Counter - Breed Defense Curl - TM40 Disable - Breed Focus Energy - Breed Headbutt - TM02 Lovely Kiss - NYPC Supersonic - Breed - Illegal Moveset Combinations Counter/Lovely Kiss Disable/Lovely Kiss Focus Energy/Lovely Kiss Lovely Kiss/Supersonic ________________ #030: Nidorina ________________ - Pokedex Data Type: Poison Species: Poison Pin Height: 2'7" Weight: 44 lbs Red/Blue: The female's horn develops slowly. Prefers physical attacks such as clawing and biting. Yellow: When resting deep in its burrow, its thorns always retract. This is proof that it is relaxed. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 70 62 67 55 55 56 310 365 Max 343 222 232 208 208 210 RBY GSC - Evolution Chain #029: Nidoran F --> #030: Nidorina (Level 16) --> #031: Nidoqueen (Moon Stone) - Miscellaneous Data Base Exp: 117 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Growl -- -- -- -- Tackle -- -- 8 8 Scratch 8 8 Scratch 12 12 12 Double Kick 14 19 19 19 Poison Sting 23 27 27 27 Tail Whip 32 36 36 36 Bite 41 46 46 46 Fury Swipes 50 Double Kick ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H4 H4 Strength ____________________________ - Tradeback Moves Counter - Breed Defense Curl - TM40 Disable - Breed Focus Energy - Breed Headbutt - TM02 Lovely Kiss - NYPC Strength - HM04 Supersonic - Breed - Illegal Moveset Combinations Counter/Lovely Kiss Disable/Lovely Kiss Focus Energy/Lovely Kiss Lovely Kiss/Supersonic ________________ #031: Nidoqueen ________________ - Pokedex Data Type: Poison/Ground Species: Drill Height: 4'3" Weight: 132 lbs Red/Blue: Its hard scales provide strong protection. It uses its hefty bulk to execute powerful moves. Yellow: Tough scales cover the sturdy body of this Pokemon. It appears that the scales grow in cycles. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 0 1/2 1 1 1 1 2 2 1 1/4 2 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 90 82 87 75 85 76 410 495 Max 383 262 272 248 268 250 RBY GSC - Evolution Chain #029: Nidoran F --> #030: Nidorina (Level 16) --> #031: Nidoqueen (Moon Stone) - Miscellaneous Data Base Exp: 194 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- Body Slam -- -- -- -- Scratch -- -- Tail Whip -- Body Slam 8 8 Scratch 12 -- -- Double Kick -- -- Tail Whip 14 Poison Sting 23 23 23 23 Body Slam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 Earthquake 27 27 Fissure 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Defense Curl - TM40 Disable - Breed Fire Punch - TM48 Flamethrower - Crystal Move Tutor Focus Energy - Breed Headbutt - TM02 Ice Punch - TM33 Lovely Kiss - NYPC Roar - TM05 Supersonic - Breed ThunderPunch - TM41 - Illegal Moveset Combinations Disable/Lovely Kiss Focus Energy/Lovely Kiss Lovely Kiss/Supersonic ________________ #032: Nidoran M ________________ - Pokedex Data Type: Poison Species: Poison Pin Height: 1'8" Weight: 20 lbs Red/Blue: Stiffens its ears to sense danger. The larger its horns, the more powerful its secreted venom. Yellow: Its large ears are always kept upright. If it senses danger, it will attack with a poisonous sting. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 46 57 40 40 40 50 233 273 Max 295 212 178 178 178 198 RBY GSC - Evolution Chain #032: Nidoran M --> #033: Nidorino (Level 16) --> #034: Nidoking (Moon Stone) - Miscellaneous Data Base Exp: 60 Capture Rate: 235 Growth Rate: Medium Slow Held Item: TM43 (Detect) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Leer -- -- -- -- Tackle 8 8 8 8 Horn Attack 12 12 12 Double Kick 14 17 17 17 Poison Sting 21 23 23 23 Focus Energy 29 30 30 30 Fury Attack 36 38 38 38 Horn Drill 43 Double Kick ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 14 14 14 14 Blizzard 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Amensia - Breed Confusion - Breed Counter - Breed Defense Curl - TM40 Disable - Breed Headbutt - TM02 Lovely Kiss - NYPC Supersonic - Breed - Illegal Moveset Combinations Amnesia/Lovely Kiss Confusion/Lovely Kiss Counter/Lovely Kiss Disable/Lovely Kiss Lovely Kiss/Supersonic ________________ #033: Nidorino ________________ - Pokedex Data Type: Poison Species: Poison Pin Height: 2'11" Weight: 43 lbs Red/Blue: An aggressive Pokemon that is quick to attack. The horn on its head secretes a powerful venom. Yellow: Its horns contain venom. If they are stabbed into an enemy, the impact makes the poison leak out. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 61 72 57 55 55 65 310 365 Max 325 242 212 208 208 228 RBY GSC - Evolution Chain #032: Nidoran M --> #033: Nidorino (Level 16) --> #034: Nidoking (Moon Stone) - Miscellaneous Data Base Exp: 118 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Leer -- -- -- -- Tackle -- -- 8 8 Horn Attack 8 8 Horn Attack 12 12 12 Double Kick 14 19 19 19 Poison Sting 23 27 27 27 Focus Energy 32 36 36 36 Fury Attack 41 46 46 46 Horn Drill 50 Double Kick ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 50 50 Substitute H4 H4 Strength ____________________________ - Tradeback Moves Amensia - Breed Confusion - Breed Counter - Breed Defense Curl - TM40 Disable - Breed Headbutt - TM02 Lovely Kiss - NYPC Strength - HM04 Supersonic - Breed - Illegal Moveset Combinations Amnesia/Lovely Kiss Confusion/Lovely Kiss Counter/Lovely Kiss Disable/Lovely Kiss Lovely Kiss/Supersonic ________________ #034: Nidoking ________________ - Pokedex Data Type: Poison Species: Drill Height: 4'7" Weight: 137 lbs Red/Blue: It uses its powerful tail in battle to smash, constrict, then break the prey's bones. Yellow: Its steel-like hide adds to its powerful tackle. Its horns are so hard, they can pierce a diamond. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 0 1/2 1 1 1 1 2 2 1 1/4 2 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 81 92 77 85 75 85 410 495 Max 365 282 252 268 248 268 RBY GSC - Evolution Chain #032: Nidoran M --> #033: Nidorino (Level 16) --> #034: Nidoking (Moon Stone) - Miscellaneous Data Base Exp: 195 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Horn Attack -- -- Poison Sting -- -- Thrash 8 8 Horn Attack 12 -- -- Double Kick 14 -- -- Poison Sting 23 23 23 23 Thrash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Amensia - Breed Confusion - Breed Defense Curl - TM40 Disable - Breed Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Lovely Kiss - NYPC Roar - TM05 Supersonic - Breed ThunderPunch - TM41 - Illegal Moveset Combinations Amnesia/Lovely Kiss Confusion/Lovely Kiss Counter/Lovely Kiss Disable/Lovely Kiss Fury Attack/Thrash (Gen I) Lovely Kiss/Supersonic ________________ #035: Clefairy ________________ - Pokedex Data Type: Normal Species: Fairy Height: 2'0" Weight: 17 lbs Red/Blue: Its magical and cute appeal has many admirers. It is rare and found only in certain areas. Yellow: Adored for their cute looks and playfulness. They are thought to be rare, as they do not appear often. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 70 45 48 60 65 35 263 323 Max 343 188 194 218 228 168 RBY GSC - Evolution Chain #035: Clefairy --> #036: Clefable (Moon Stone) - Miscellaneous Data Base Exp: 68 Capture Rate: 150 Growth Rate: Fast Held Item: MysteryBerry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Pound -- -- -- -- Growl 13 13 8 8 Sing 18 18 13 13 DoubleSlap 24 24 19 19 Minimize 26 26 Defense Curl 31 31 34 34 Metronome 39 39 Defense Curl 48 48 53 53 Light Screen ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Amnesia - Breed Dizzy Punch - Odd Egg (Crystal) Dream Eater - TM42 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Petal Dance - NYPC Splash - Breed Swift - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Amnesia/Dizzy Punch Amnesia/Petal Dance Amnesia/Swift Dizzy Punch/Petal Dance Dizzy Punch/Splash Dizzy Punch/Swift Petal Dance/Splash Petal Dance/Swift Splash/Swift ________________ #036: Clefable ________________ - Pokedex Data Type: Normal Species: Fairy Height: 4'3" Weight: 88 lbs Red/Blue: A timid fairy Pokemon that is rarely seen. It will run and hide the moment it senses people. Yellow: They appear to be very protective of their own world. It is a kind of fairy, rarely seen by people. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 95 70 73 85 90 60 388 473 Max 393 238 244 268 278 218 RBY GSC - Evolution Chain #035: Clefairy --> #036: Clefable (Moon Stone) - Miscellaneous Data Base Exp: 129 Capture Rate: 25 Growth Rate: Fast Held Item: Leftovers - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Sing -- -- -- -- DoubleSlap -- -- Minimize -- -- -- -- Metronome ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Amnesia - Breed Dream Eater - TM42 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Petal Dance - NYPC Splash - Breed Swift - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Amnesia/Dizzy Punch Amnesia/Petal Dance Amnesia/Swift Dizzy Punch/Petal Dance Dizzy Punch/Splash Dizzy Punch/Swift Petal Dance/Splash Petal Dance/Swift Splash/Swift ________________ #037: Vulpix ________________ - Pokedex Data Type: Fire Species: Fox Height: 2'0" Weight: 22 lbs Red/Blue: At the time of birth, it has just one tail. The tail splits from its tip as it grows older. Yellow: Both its fur and its tails are beautiful. As it grows, the tails split and form more tails. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 38 41 40 50 65 65 249 299 Max 279 180 178 198 228 228 RBY GSC - Evolution Chain #037: Vulpix --> #038: Ninetales (Fire Stone) - Miscellaneous Data Base Exp: 63 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Ember -- -- -- -- Tail Whip 16 16 7 7 Quick Attack 21 21 13 13 Roar 28 28 19 19 Confuse Ray 35 35 31 31 Flamethrower 42 42 37 37 Fire Spin ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Disable - Breed Headbutt - TM02 Hypnosis - Breed ________________ #038: Ninetales ________________ - Pokedex Data Type: Fire Species: Fox Height: 3'7" Weight: 44 lbs Red/Blue: Very smart and very vengeful. Grabbing one of its many tails could result in a 1000-year curse. Yellow: According to an enduring legend, 9 noble saints were united and reincarnated as this Pokemon. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 73 76 75 81 100 100 424 505 Max 349 250 248 260 298 298 RBY GSC - Evolution Chain #037: Vulpix --> #038: Ninetales (Fire Stone) - Miscellaneous Data Base Exp: 178 Capture Rate: 75 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Ember -- -- Tail Whip -- -- -- -- Quick Attack -- -- Roar -- -- Confuse Ray 43 43 Fire Spin ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Disable - Breed Headbutt - TM02 Hypnosis - Breed ________________ #039: Jigglypuff ________________ - Pokedex Data Type: Normal Species: Balloon Height: 1'8" Weight: 12 lbs Red/Blue: When its huge eyes light up, it sings a mysteriously soothing melody that lulls its enemies to sleep. Yellow: Uses its alluring eyes to enrapture its foe. It then sings a pleasing melody that lulls the foe to sleep. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 115 45 20 45 25 20 225 270 Max 433 188 138 188 148 138 RBY GSC - Evolution Chain #039: Jigglypuff --> #040: Wigglytuff (Moon Stone) - Miscellaneous Data Base Exp: 76 Capture Rate: 170 Growth Rate: Fast Held Item: Polkadot Bow - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Sing 4 4 Defense Curl 9 9 9 9 Pound 14 14 14 14 Disable 19 19 Defense Curl 24 24 24 24 DoubleSlap 29 29 29 29 Rest 34 34 34 34 Body Slam 39 39 39 39 Double-Edge ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dizzy Punch - Odd Egg (Crystal) Dream Eater - TM42 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Petal Dance - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Dizzy Punch/Petal Dance ________________ #040: Wigglytuff ________________ - Pokedex Data Type: Normal Species: Balloon Height: 3'3" Weight: 26 lbs Red/Blue: The body is soft and rubbery. When angered, it will suck in air and inflate itself to an enormous size. Yellow: Its body is full of elasticity. By inhaling deeply, it can continue to inflate itself without limit. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 140 70 45 75 50 45 350 425 Max 483 238 188 248 198 188 RBY GSC - Evolution Chain #039: Jigglypuff --> #040: Wigglytuff (Moon Stone) - Miscellaneous Data Base Exp: 109 Capture Rate: 50 Growth Rate: Fast Held Item: Gold Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Sing -- -- -- -- Disable -- -- -- -- Defense Curl -- -- -- -- DoubleSlap ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dizzy Punch - Odd Egg (Crystal) Dream Eater - TM42 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Petal Dance - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Dizzy Punch/Petal Dance ________________ #041: Zubat ________________ - Pokedex Data Type: Poison/Flying Species: Bat Height: 2'7" Weight: 17 lbs Red/Blue: Forms colonies in perpetually dark places. Uses ultrasonic waves to identify and approach targets. Yellow: Emits ultrasonic cries while it flies. They act as a sonar used to check for objects in its way. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1/4 1 1 1 1/4 0 2 1 1/2 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 40 45 35 30 40 55 215 245 Max 283 188 168 158 178 208 RBY GSC - Evolution Chain #041: Zubat --> #042: Golbat (Level 22) - Miscellaneous Data Base Exp: 54 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Leech Life 10 10 6 6 Supersonic 15 15 12 12 Bite 21 21 19 19 Confuse Ray 28 28 27 27 Wing Attack 36 36 46 46 Haze ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Gust - Breed Quick Attack - Breed ________________ #042: Golbat ________________ - Pokedex Data Type: Poison/Flying Species: Bat Height: 5'3" Weight: 121 lbs Red/Blue: Once it strikes, it will not stop draining energy from the victim even if it gets too heavy to fly. Yellow: It attacks in a stealthy manner, without warning. Its sharp fangs are used to bite and suck blood. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1/4 1 1 1 1/4 0 2 1 1/2 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 75 80 70 65 75 90 390 455 Max 353 258 238 228 248 278 RBY GSC - Evolution Chain #041: Zubat --> #042: Golbat (Level 22) - Miscellaneous Data Base Exp: 171 Capture Rate: 90 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Leech Life -- -- -- -- Screech -- -- Bite -- -- Leech Life 10 10 -- -- Supersonic 6 6 Supersonic 15 15 12 12 Bite 21 21 19 19 Confuse Ray 32 32 30 30 Wing Attack 43 43 55 55 Haze ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Gust - Breed Quick Attack - Breed ________________ #043: Oddish ________________ - Pokedex Data Type: Grass/Poison Species: Weed Height: 1'8" Weight: 12 lbs Red/Blue: During the day, it keeps its face buried in the ground. At night, it wanders around sowing its seeds. Yellow: It may be mistaken for a clump of weeds. If you try to yank it out of the ground, it shrieks horribly. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 45 50 55 75 65 30 255 320 Max 293 198 208 248 228 158 RBY GSC - Evolution Chain #043: Oddish --> #044: Gloom (Level 21) --> #045: Vileplume (Leaf Stone) - Miscellaneous Data Base Exp: 78 Capture Rate: 255 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Absorb 15 15 14 14 PoisonPowder 17 17 16 16 Stun Spore 19 19 18 18 Sleep Powder 24 24 23 23 Acid 33 33 39 39 Petal Dance 46 46 SolarBeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Flash - HM05 Leech Seed - NYPC Razor Leaf - Breed - Illegal Moveset Combinations Leech Seed/Razor Leaf ________________ #044: Gloom ________________ - Pokedex Data Type: Grass/Poison Species: Weed Height: 2'7" Weight: 19 lbs Red/Blue: The fluid that oozes from its mouth isn't drool. It is a nectar that is used to attract prey. Yellow: Smells incredibly foul! However, around 1 out of 1,000 people enjoy sniffing its nose-bending stink. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 65 70 85 75 40 320 395 Max 323 228 238 268 248 178 RBY GSC - Evolution Chain #043: Oddish --> #044: Gloom (Level 21) --> #045: Vileplume (Leaf Stone) - Miscellaneous Data Base Exp: 132 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Absorb -- -- -- -- PoisonPowder -- -- Stun Spore 15 15 14 14 PoisonPowder 17 17 16 16 Stun Spore 19 19 18 18 Sleep Powder 28 28 24 24 Acid 38 38 44 44 Petal Dance 52 52 SolarBeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Flash - HM05 Leech Seed - NYPC Razor Leaf - Breed - Illegal Moveset Combinations Leech Seed/Razor Leaf ________________ #045: Vileplume ________________ - Pokedex Data Type: Grass/Poison Species: Flower Height: 3'11" Weight: 41 lbs Red/Blue: The larger its petals, the more toxic pollen it contains. Its big head is heavy and hard to hold up. Yellow: Flaps its broad flower petals to scatter its poisonous pollen. The flapping sound is very loud. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 75 80 85 100 90 50 390 480 Max 353 258 268 298 278 198 RBY GSC - Evolution Chain #043: Oddish --> #044: Gloom (Level 21) --> #045: Vileplume (Leaf Stone) - Miscellaneous Data Base Exp: 184 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Absorb -- -- -- -- Stun Spore -- -- Sleep Powder -- -- Acid -- -- -- -- Petal Dance 15 15 PoisonPowder 17 17 Stun Spore 19 19 Sleep Powder ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Flash - HM05 Leech Seed - NYPC Razor Leaf - Breed - Illegal Moveset Combinations Leech Seed/Razor Leaf ________________ #046: Paras ________________ - Pokedex Data Type: Bug/Grass Species: Mushroom Height: 1'0" Weight: 12 lbs Red/Blue: Burrows to suck tree roots. The mushrooms on its back grow by drawing nutrients from the bug host. Yellow: Burrows under the ground to gnaw on tree roots. The mushrooms on its back absorb most of the nutrition. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1/2 1/2 4 4 1 1/4 1/4 2 1 4 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 35 70 55 45 55 25 240 285 Max 273 238 208 188 208 148 RBY GSC - Evolution Chain #046: Paras --> #047: Parasect (Level 24) - Miscellaneous Data Base Exp: 70 Capture Rate: 190 Growth Rate: Medium Held Item: MysteryBerry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch 13 13 7 7 Stun Spore 13 13 PoisonPowder 20 20 19 19 Leech Life 27 27 25 25 Spore 34 34 31 31 Slash 41 41 37 37 Growth ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Counter - Breed Flash - HM05 Light Screen - Breed PoisonPowder - L13 Psybeam - Breed Screech - Breed - Illegal Moveset Combinations Counter/Psybeam Counter/Screech Light Screen/Screech ________________ #047: Parasect ________________ - Pokedex Data Type: Bug/Grass Species: Mushroom Height: 3'3" Weight: 65 lbs Red/Blue: A host-parasite pair in which the parasite mushroom has taken over the host bug. Prefers damp places. Yellow: The bug host is drained of energy by the mushrooms on its back. They appear to do all the thinking. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1/2 1/2 4 4 1 1/4 1/4 2 1 4 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 60 95 80 60 80 30 345 405 Max 323 288 258 218 258 158 RBY GSC - Evolution Chain #046: Paras --> #047: Parasect (Level 24) - Miscellaneous Data Base Exp: 128 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Stun Spore -- -- PoisonPowder -- -- Leech Life 13 13 7 7 Stun Spore 13 13 PoisonPowder 20 20 19 19 Leech Life 30 30 28 28 Spore 39 39 37 37 Slash 48 48 46 46 Growth ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Counter - Breed Flash - HM05 Light Screen - Breed PoisonPowder - L13 Psybeam - Breed Screech - Breed - Illegal Moveset Combinations Counter/Psybeam Counter/Screech Light Screen/Screech ________________ #048: Venonat ________________ - Pokedex Data Type: Bug/Poison Species: Insect Height: 3'3" Weight: 66 lbs Red/Blue: Lives in the shadows of tall trees where it eats insects. It is attracted by light at night. Yellow: Its large eyes act as radars. In a bright place, you can see that they are clusters of many tiny eyes. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/4 2 2 1 1/4 1 1 1 1 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 55 50 40 55 45 250 305 Max 323 208 198 178 208 188 RBY GSC - Evolution Chain #048: Venonat --> #049: Venomoth (Level 31) - Miscellaneous Data Base Exp: 75 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Disable 11 9 9 Supersonic 19 17 17 Confusion 24 22 20 20 PoisonPowder 27 27 25 25 Leech Life 30 30 28 28 Stun Spore 35 35 33 33 Psybeam 38 38 36 36 Sleep Powder 43 43 41 41 Psychic ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 Swift 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H5 Flash ____________________________ - Tradeback Moves Screech - Breed Swift - TM39 ________________ #049: Venomoth ________________ - Pokedex Data Type: Bug/Poison Species: Poisonmoth Height: 4'11" Weight: 28 lbs Red/Blue: The dust-like scales covering its wings are color coded to indicate the kinds of poison it has. Yellow: The powdery scales on its wings are hard to remove. They also contain poison that leaks out on contact. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/4 2 2 1 1/4 1 1 1 1 2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 70 65 60 90 75 90 375 450 Max 343 228 218 278 248 278 RBY GSC - Evolution Chain #048: Venonat --> #049: Venomoth (Level 31) - Miscellaneous Data Base Exp: 138 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Disable -- -- -- Supersonic 9 9 Supersonic -- 17 17 Confusion -- 22 20 20 PoisonPowder -- 27 25 25 Leech Life 24 PoisonPowder 27 Leech Life 30 30 28 28 Stun Spore 31 31 Gust 38 38 36 36 Psybeam 43 43 42 42 Sleep Powder 50 50 52 52 Psychic ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H5 H5 H5 Flash ____________________________ - Tradeback Moves Screech - Breed ________________ #050: Diglett ________________ - Pokedex Data Type: Ground Species: Mole Height: 0'8" Weight: 2 lbs Red/Blue: Lives about one yard underground where it feeds on plant roots. It sometimes appears above ground. Yellow: It prefers dark places. It spends most of its time underground, though it may pop up in caves. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 1 1 1 1 2 1 2 1 1/2 1 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 10 55 25 35 45 95 230 265 Max 223 208 148 168 188 288 RBY GSC - Evolution Chain #050: Diglett --> #051: Dugtrio (Level 26) - Miscellaneous Data Base Exp: 81 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch 15 15 5 5 Growl 19 19 17 17 Dig 24 24 25 25 Sand-Attack 31 31 33 33 Slash 40 40 41 41 Earthquake 49 49 Fissure ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H1 H1 H1 Cut ____________________________ - Tradeback Moves Screech - Breed ________________ #051: Dugtrio ________________ - Pokedex Data Type: Ground Species: Mole Height: 2'4" Weight: 73 lbs Red/Blue: A team of Diglett triplets. It triggers huge earthquakes by burrowing 60 miles underground. Yellow: A team of triplets that can burrow over 60 MPH. Due to this, some people think it's an earthquake. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 1 1 1 1 2 1 2 1 1/2 1 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 35 80 50 50 70 120 355 405 Max 273 258 198 198 238 338 RBY GSC - Evolution Chain #050: Diglett --> #051: Dugtrio (Level 26) - Miscellaneous Data Base Exp: 153 Capture Rate: 50 Growth Rate: Medium Held Item: Gold Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- Tri Attack -- -- -- -- Scratch -- -- -- -- Growl -- -- Dig 15 15 5 5 Growl 19 19 17 17 Dig 24 24 25 25 Sand-Attack 35 35 37 37 Slash 47 47 49 49 Earthquake 61 61 Fissure ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H1 H1 H1 Cut ____________________________ - Tradeback Moves Screech - Breed Tri Attack - L-- (Crystal Only) ________________ #052: Meowth ________________ - Pokedex Data Type: Normal Species: Scratchcat Height: 1'4" Weight: 9 lbs Red/Blue: Adores circular objects. Wanders the streets on a nightly basis to look for dropped loose change. Yellow: Appears to be more active at night. It loves round and shiny things. It can't stop from picking them up. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 45 35 40 40 90 250 290 Max 283 188 168 178 178 278 RBY GSC - Evolution Chain #052: Meowth --> #053: Persian (Level 28) - Miscellaneous Data Base Exp: 69 Capture Rate: 255 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Growl 12 12 11 11 Bite 17 17 20 20 Pay Day 24 24 35 35 Screech 33 33 41 41 Fury Swipes 44 44 46 46 Slash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 16 16 Pay Day 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 42 42 Dream Eater 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Amnesia - Breed Defense Curl - TM40 Dream Eater - TM42 Headbutt - TM02 Hypnosis - Breed ________________ #053: Persian ________________ - Pokedex Data Type: Normal Species: Classy Cat Height: 3'3" Weight: 71 lbs Red/Blue: Although its fur has many admirers, it is tough to raise as a pet because of its fickle meanness. Yellow: The gem in its forehead glows on its own! It walks with all the grace and elegance of a proud queen. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 65 70 60 65 65 115 375 440 Max 333 238 218 228 228 328 RBY GSC - Evolution Chain #052: Meowth --> #053: Persian (Level 28) - Miscellaneous Data Base Exp: 148 Capture Rate: 90 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Growl -- -- -- -- Bite -- -- Screech 12 12 11 11 Bite 17 17 20 20 Pay Day 24 24 38 38 Screech 37 37 46 46 Fury Swipes 51 51 53 53 Slash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 15 15 15 15 Hyper Beam 16 16 Pay Day 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 42 42 Dream Eater 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Amnesia - Breed Defense Curl - TM40 Dream Eater - TM42 Headbutt - TM02 Hypnosis - Breed Roar - TM05 ________________ #054: Psyduck ________________ - Pokedex Data Type: Water Species: Duck Height: 2'7" Weight: 43 lbs Red/Blue: While lulling its enemies with its vacant look, this wily Pokemon will use psychokinetic powers. Yellow: Always tormented by headaches. It uses psychic powers, but it is not known if it intends to do so. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 50 52 48 65 50 55 255 320 Max 303 202 194 228 198 208 RBY GSC - Evolution Chain #054: Psyduck --> #055: Golduck (Level 33) - Miscellaneous Data Base Exp: 80 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch 28 28 5 5 Tail Whip 31 31 10 10 Disable 36 36 16 16 Confusion 23 23 Screech 43 43 40 40 Fury Swipes 52 52 50 50 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 Blizzard 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H5 H5 Flash H7 H7 Waterfall ____________________________ - Tradeback Moves Flash - HM05 Headbutt - TM02 Hypnosis - Breed Ice Punch - TM33 Light Screen - Breed Petal Dance - NYPC Psybeam - Breed Psychic - Breed Screech - L23 Tri Attack - NYPC Waterfall - HM07 - Stadium Moves Amnesia - Get all 151 Pokemon in the Hall of Fame. - Illegal Moveset Combinations Amnesia/Hypnosis Amnesia/Light Screen Amnesia/Petal Dance Amnesia/Psybeam Amnesia/Psychic Amnesia/Tri Attack Hypnosis/Petal Dance Hypnosis/Tri Attack Light Screen/Petal Dance Light Screen/Tri Attack Petal Dance/Psybeam Petal Dance/Psychic Petal Dance/Tri Attack Psybeam/Tri Attack Psychic/Tri Attack ________________ #055: Golduck ________________ - Pokedex Data Type: Water Species: Duck Height: 5'7" Weight: 169 lbs Red/Blue: Often seen swimming elegantly by lake shores. It is often mistaken for the Japanese monster, Kappa. Yellow: Its slim and long limbs end in broad flippers. They are used for swimming gracefully in lakes. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 80 82 78 95 80 85 405 500 Max 363 262 254 288 258 268 RBY GSC - Evolution Chain #054: Psyduck --> #055: Golduck (Level 33) - Miscellaneous Data Base Exp: 174 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Tail Whip -- -- -- -- Disable -- -- Confusion 28 28 5 5 Tail Whip 31 31 10 10 Disable 39 39 16 16 Confusion 23 23 Screech 48 48 44 44 Fury Swipes 59 59 58 58 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H5 H5 Flash H7 H7 Waterfall ____________________________ - Tradeback Moves Flash - HM05 Headbutt - TM02 Hypnosis - Breed Ice Punch - TM33 Light Screen - Breed Petal Dance - NYPC Psybeam - Breed Psychic - Breed Screech - L23 Tri Attack - NYPC Waterfall - HM07 - Stadium Moves Amnesia - Get all 151 Pokemon in the Hall of Fame. - Illegal Moveset Combinations Amnesia/Hypnosis Amnesia/Light Screen Amnesia/Petal Dance Amnesia/Psybeam Amnesia/Psychic Amnesia/Tri Attack Hypnosis/Petal Dance Hypnosis/Tri Attack Light Screen/Petal Dance Light Screen/Tri Attack Petal Dance/Psybeam Petal Dance/Psychic Petal Dance/Tri Attack Psybeam/Tri Attack Psychic/Tri Attack ________________ #056: Mankey ________________ - Pokedex Data Type: Fighting Species: Pig Monkey Height: 1'8" Weight: 62 lbs Red/Blue: Extremely quick to anger. It could be docile one moment then thrashing away the next instant. Yellow: An agile Pokemon that lives in trees. It angers easily and will not hesitate to attack anything. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 40 80 35 35 45 70 260 305 Max 283 258 168 168 188 238 RBY GSC - Evolution Chain #056: Mankey --> #057: Primeape (Level 28) - Miscellaneous Data Base Exp: 74 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Leer 9 9 9 Low Kick 15 15 15 15 Karate Chop 21 21 21 21 Fury Swipes 27 27 27 27 Focus Energy 33 33 33 33 Seismic Toss 39 39 Thrash 45 45 45 Screech 51 51 Thrash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Defense Curl - TM40 Fire Punch - TM48 Headbutt - TM02 Ice Punch - TM33 Meditate - Breed ThunderPunch - TM41 ________________ #057: Primeape ________________ - Pokedex Data Type: Fighting Species: Pig Monkey Height: 3'3" Weight: 71 lbs Red/Blue: Always furious and tenacious to boot. It will not abandon chasing its quarry until it is caught. Yellow: It stops being angry only when nobody else is around. To view this moment is very difficult. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 105 60 60 70 95 385 455 Max 333 308 218 218 238 288 RBY GSC - Evolution Chain #056: Mankey --> #057: Primeape (Level 28) - Miscellaneous Data Base Exp: 149 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Leer -- Karate Chop -- -- -- Low Kick -- -- Rage -- Fury Swipes -- Karate Chop 9 9 9 Low Kick 15 15 15 15 Karate Chop 21 21 21 21 Fury Swipes 27 27 27 27 Focus Energy 28 28 28 Rage 37 37 36 36 Seismic Toss 45 54 54 Screech 46 46 63 63 Thrash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Defense Curl - TM40 Fire Punch - TM48 Headbutt - TM02 Ice Punch - TM33 Meditate - Breed ThunderPunch - TM41 ________________ #058: Growlithe ________________ - Pokedex Data Type: Fire Species: Puppy Height: 2'4" Weight: 42 lbs Red/Blue: Very protective of its territory. It will bark and bite to repel intruders from its space. Yellow: A Pokemon with a friendly nature. However, it will bark fiercely at anything invading its territory. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 55 70 45 70 50 60 280 350 Max 313 238 188 238 198 218 RBY GSC - Evolution Chain #058: Growlithe --> #059: Arcanine (Fire Stone) - Miscellaneous Data Base Exp: 91 Capture Rate: 190 Growth Rate: Slow Held Item: Ice Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bite -- -- -- -- Roar 18 18 9 9 Ember 23 23 18 18 Leer 30 30 26 26 Take Down 39 39 42 42 Agility 50 50 50 50 Flamethrower ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 23 23 Dragon Rage 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Fire Spin - Breed Headbutt - TM02 Thrash - Breed ________________ #059: Arcanine ________________ - Pokedex Data Type: Fire Species: Legendary Height: 6'3" Weight: 342 lbs Red/Blue: A Pokemon that has been admired since the past for its beauty. It runs agilely as if on wings. Yellow: A legendary Pokemon in China. Many people are charmed by its grace and beauty while running. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 90 110 80 100 80 95 455 555 Max 383 318 258 298 258 288 RBY GSC - Evolution Chain #058: Growlithe --> #059: Arcanine (Fire Stone) - Miscellaneous Data Base Exp: 213 Capture Rate: 75 Growth Rate: Slow Held Item: Ice Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Roar -- -- Ember -- -- -- -- Leer -- -- -- -- Take Down ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 23 23 Dragon Rage 28 28 28 28 Dig 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Fire Spin - Breed Headbutt - TM02 Thrash - Breed ________________ #060: Poliwag ________________ - Pokedex Data Type: Water Species: Tadpole Height: 2'0" Weight: 27 lbs Red/Blue: Its newly grown legs prevent it from running. It appears to prefer swimming than trying to stand. Yellow: The direction of the spiral on the belly differs by area. It is more adept at swimming than walking. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 50 40 40 40 90 260 300 Max 283 198 178 178 178 278 RBY GSC - Evolution Chain #060: Poliwag --> #061: Poliwhirl (Level 25) --> #062: Poliwrath (Water Stone) - Miscellaneous Data Base Exp: 77 Capture Rate: 255 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bubble 16 16 7 7 Hypnosis 19 19 13 13 Water Gun 25 25 19 19 DoubleSlap 31 31 31 31 Body Slam 38 38 Amnesia 45 45 43 43 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Defense Curl - TM40 Growth - NYPC Haze - Breed Headbutt - TM02 Lovely Kiss - NYPC Mist - Breed Splash - Breed Waterfall - HM07 - Illegal Moveset Combinations Haze/Lovely Kiss Haze/Splash Lovely Kiss/Mist Lovely Kiss/Splash Mist/Splash ________________ #061: Poliwhirl ________________ - Pokedex Data Type: Water Species: Tadpole Height: 3'3" Weight: 44 lbs Red/Blue: Capable of living in or out of water. When out of water, it sweats to keep its body slimy. Yellow: Under attack, it uses its belly spiral to put the foe to sleep. It then makes its escape. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 65 65 65 50 50 90 335 385 Max 333 228 228 198 198 278 RBY GSC - Evolution Chain #060: Poliwag --> #061: Poliwhirl (Level 25) --> #062: Poliwrath (Water Stone) - Miscellaneous Data Base Exp: 131 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bubble -- -- -- -- Hypnosis -- -- -- -- Water Gun 16 16 7 7 Hypnosis 19 19 13 13 Water Gun 26 26 19 19 DoubleSlap 33 33 35 35 Body Slam 41 41 Amnesia 49 49 51 51 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Defense Curl - TM40 Growth - NYPC Haze - Breed Headbutt - TM02 Ice Punch - TM33 Lovely Kiss - NYPC Mist - Breed Splash - Breed Waterfall - HM07 - Illegal Moveset Combinations Haze/Lovely Kiss Haze/Splash Lovely Kiss/Mist Lovely Kiss/Splash Mist/Splash ________________ #062: Poliwrath ________________ - Pokedex Data Type: Water/Fighting Species: Tadpole Height: 4'3" Weight: 119 lbs Red/Blue: An adept swimmer at both the front crawl and breast stroke. Easily overtakes the best human swimmers. Yellow: Swims powerfully using all the muscles in its body. It can even overtake champion swimmers. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1/2 2 1 2 1 1/2 1 1 2 1/2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 90 85 95 70 90 70 410 500 Max 383 268 288 238 278 238 RBY GSC - Evolution Chain #060: Poliwag --> #061: Poliwhirl (Level 25) --> #062: Poliwrath (Water Stone) - Miscellaneous Data Base Exp: 185 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Hypnosis -- -- -- -- Water Gun -- -- Hypnosis -- -- -- -- DoubleSlap -- -- Body Slam -- -- Submission 16 16 Hypnosis 19 19 Water Gun 35 35 Submission ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 40 40 Defense Curl 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Defense Curl - TM40 Growth - NYPC Haze - Breed Headbutt - TM02 Ice Punch - TM33 Lovely Kiss - NYPC Mist - Breed Splash - Breed Waterfall - HM07 - Illegal Moveset Combinations Haze/Lovely Kiss Haze/Splash Lovely Kiss/Mist Lovely Kiss/Splash Mist/Splash ________________ #063: Abra ________________ - Pokedex Data Type: Psychic Species: Psi Height: 2'11" Weight: 43 lbs Red/Blue: Using its ability to read minds, it will identify impending danger and Teleport to safety. Yellow: Sleeps 18 hours a day. If it senses danger, it will teleport to safety even as it sleeps. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 25 20 15 105 55 90 255 310 Max 253 138 128 308 208 278 RBY GSC - Evolution Chain #063: Abra --> #064: Kadabra (Level 16) --> #065: Alakazam (Trade) - Miscellaneous Data Base Exp: 73 Capture Rate: 200 Growth Rate: Medium Slow Held Item: TM09 (Psych Up) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Teleport ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Barrier - Breed Dream Eater - TM42 Fire Punch - TM48 Headbutt - TM02 Ice Punch - TM33 Light Screen - Breed ThunderPunch - TM41 ________________ #064: Kadabra ________________ - Pokedex Data Type: Psychic Species: Psi Height: 4'3" Weight: 125 lbs Red/Blue: It emits special alpha waves from its body that induce headaches just by being close by. Yellow: Many odd things happen if this Pokemon is close by. For example, it makes clocks run backwards. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 40 35 30 120 70 105 330 400 Max 283 168 158 338 238 308 RBY GSC - Evolution Chain #063: Abra --> #064: Kadabra (Level 16) --> #065: Alakazam (Trade) - Miscellaneous Data Base Exp: 145 Capture Rate: 100 Growth Rate: Medium Slow Held Item: Berry (R/B), TwistedSpoon (Y) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Teleport -- -- -- Kinesis -- 16 16 16 Confusion -- 20 18 18 Disable 16 Confusion 20 Disable 27 27 21 21 Psybeam 31 31 26 26 Recover 38 38 38 38 Psychic 42 42 45 45 Reflect ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 28 28 28 28 Dig 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Barrier - Breed Dream Eater - TM42 Fire Punch - TM48 Headbutt - TM02 Ice Punch - TM33 Light Screen - Breed ThunderPunch - TM41 ________________ #065: Alakazam ________________ - Pokedex Data Type: Psychic Species: Psi Height: 4'11" Weight: 106 lbs Red/Blue: Its brain can outperform a super-computer. Its intelligence quotient is said to be 5,000. Yellow: A Pokemon that can memorize anything. It never forgets what it learns -- that's why this Pokemon is so smart. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 55 50 45 135 85 120 405 490 Max 313 198 188 368 268 338 RBY GSC - Evolution Chain #063: Abra --> #064: Kadabra (Level 16) --> #065: Alakazam (Trade) - Miscellaneous Data Base Exp: 186 Capture Rate: 50 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Teleport -- -- -- Kinesis -- 16 16 16 Confusion -- 20 18 18 Disable 16 Confusion 20 Disable 27 27 21 21 Psybeam 31 31 26 26 Recover 38 38 38 38 Psychic 42 42 45 45 Reflect ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 28 28 28 28 Dig 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Barrier - Breed Dream Eater - TM42 Fire Punch - TM48 Headbutt - TM02 Ice Punch - TM33 Light Screen - Breed ThunderPunch - TM41 ________________ #066: Machop ________________ - Pokedex Data Type: Fighting Species: Superpower Height: 2'7" Weight: 43 lbs Red/Blue: Loves to build its muscles. It trains in all styles of martial arts to become even stronger. Yellow: Very powerful in spite of its small size. Its mastery of many martial arts makes it very tough. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 70 80 50 35 35 35 270 305 Max 343 258 198 168 168 168 RBY GSC - Evolution Chain #066: Machop --> #067: Machoke (Level 28) --> #068: Machamp (Trade) - Miscellaneous Data Base Exp: 88 Capture Rate: 180 Growth Rate: Medium Slow Held Item: Stardust - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Karate Chop 20 20 -- -- Low Kick 25 25 -- -- Leer 32 32 7 7 Focus Energy 13 13 Karate Chop 39 39 19 19 Seismic Toss 46 46 49 49 Submission ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Light Screen - Breed Meditate - Breed Rolling Kick - Breed Thrash - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Light Screen/Thrash Meditate/Thrash Rolling Kick/Thrash ________________ #067: Machoke ________________ - Pokedex Data Type: Fighting Species: Superpower Height: 4'11" Weight: 155 lbs Red/Blue: Its muscular body is so powerful, it must wear a power save belt to be able to regulate its motions. Yellow: The belt around its waist holds back its energy. Without it, this Pokemon would be unstoppable. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 80 100 70 50 60 45 345 405 Max 363 298 238 198 218 188 RBY GSC - Evolution Chain #066: Machop --> #067: Machoke (Level 28) --> #068: Machamp (Trade) - Miscellaneous Data Base Exp: 146 Capture Rate: 90 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Karate Chop -- -- -- -- Low Kick -- -- -- -- Leer -- -- Focus Energy 20 20 Low Kick 25 25 Leer 36 36 8 8 Focus Energy 15 15 Karate Chop 44 44 19 19 Seismic Toss 52 52 61 61 Submission ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Light Screen - Breed Meditate - Breed Rolling Kick - Breed Thrash - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Light Screen/Thrash Meditate/Thrash Rolling Kick/Thrash ________________ #068: Machamp ________________ - Pokedex Data Type: Fighting Species: Superpower Height: 5'3" Weight: 287 lbs Red/Blue: Using its heavy muscles, it throws powerful punches that can send the victim clear over the horizon. Yellow: One arm alone can move mountains. Using all four arms, this Pokemon fires off awesome punches. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 90 130 80 65 85 55 420 505 Max 383 358 258 228 268 208 RBY GSC - Evolution Chain #066: Machop --> #067: Machoke (Level 28) --> #068: Machamp (Trade) - Miscellaneous Data Base Exp: 193 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Karate Chop -- -- -- -- Low Kick -- -- -- -- Leer -- -- Focus Energy 20 20 Low Kick 25 25 Leer 36 36 8 8 Focus Energy 15 15 Karate Chop 44 44 19 19 Seismic Toss 52 52 61 61 Submission ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Light Screen - Breed Meditate - Breed Rolling Kick - Breed Thrash - NYPC ThunderPunch - TM41 - Illegal Moveset Combinations Light Screen/Thrash Meditate/Thrash Rolling Kick/Thrash ________________ #069: Bellsprout ________________ - Pokedex Data Type: Grass/Poison Species: Flower Height: 2'4" Weight: 9 lbs Red/Blue: A carnivorous Pokemon that traps and eats bugs. It uses its root feet to soak up needed moisture. Yellow: Prefers hot and humid places. It ensnares tiny insects with its vines and devours them. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 50 75 35 70 30 40 270 300 Max 303 248 168 238 158 178 RBY GSC - Evolution Chain #069: Bellsprout --> #070: Weepinbell (Level 21) --> #071: Victreebel (Leaf Stone) - Miscellaneous Data Base Exp: 84 Capture Rate: 255 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Vine Whip -- -- 6 6 Growth 13 13 11 11 Wrap 15 15 Sleep Powder 15 15 17 17 PoisonPowder 18 18 Sleep Powder 21 21 19 19 Stun Spore 26 26 23 23 Acid 33 33 37 37 Razor Leaf 42 42 45 45 Slam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Flash - HM05 Leech Life - Breed Lovely Kiss - NYPC - Illegal Moveset Combinations Leech Life/Lovely Kiss ________________ #070: Weepinbell ________________ - Pokedex Data Type: Grass/Poison Species: Flycatcher Height: 3'3" Weight: 14 lbs Red/Blue: It spits out PoisonPowder to immobilize the enemy and then finishes it with a spray of Acid. Yellow: When hungry, it swallows anything that moves. Its hapless prey is melted inside by strong acids. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 90 50 85 45 55 345 390 Max 333 278 198 268 188 208 RBY GSC - Evolution Chain #069: Bellsprout --> #070: Weepinbell (Level 21) --> #071: Victreebel (Leaf Stone) - Miscellaneous Data Base Exp: 151 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Vine Whip -- -- -- -- Growth -- -- -- -- Wrap 6 6 Growth 13 13 11 11 Wrap 15 15 Sleep Powder 15 15 17 17 PoisonPowder 18 18 Sleep Powder 23 23 19 19 Stun Spore 29 29 24 24 Acid 38 38 42 42 Razor Leaf 49 49 54 54 Slam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Flash - HM05 Leech Life - Breed Lovely Kiss - NYPC - Illegal Moveset Combinations Leech Life/Lovely Kiss ________________ #071: Victreebel ________________ - Pokedex Data Type: Grass/Poison Species: Flycatcher Height: 5'7" Weight: 34 lbs Red/Blue: Said to live in huge colonies deep in jungles, although no one has ever returned from there. Yellow: Lures prey with the sweet aroma of honey. Swallowed whole, the prey is melted in a day, bones and all. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 1 1/4 1 2 1 1 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 80 105 65 100 60 70 420 480 Max 363 308 228 298 218 238 RBY GSC - Evolution Chain #069: Bellsprout --> #070: Weepinbell (Level 21) --> #071: Victreebel (Leaf Stone) - Miscellaneous Data Base Exp: 191 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Vine Whip -- -- -- -- Sleep Powder -- -- Stun Spore -- -- Acid -- -- -- -- Razor Leaf 13 13 Wrap 15 15 PoisonPowder 18 18 Sleep Powder ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Flash - HM05 Leech Life - Breed Lovely Kiss - NYPC - Illegal Moveset Combinations Leech Life/Lovely Kiss ________________ #072: Tentacool ________________ - Pokedex Data Type: Water/Poison Species: Jellyfish Height: 2'11" Weight: 100 lbs Red/Blue: Drifts in shallow seas. Anglers who hook them by accident are often punished by its stinging acid. Yellow: It can sometimes be found all dry and shriveled up on a beach. Toss it back into the sea to revive it. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 2 1/2 1/2 1 1 1 2 1/2 1 1/2 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 40 40 35 50 100 70 285 335 Max 283 178 168 198 298 238 RBY GSC - Evolution Chain #072: Tentacool --> #073: Tentacruel (Level 30) - Miscellaneous Data Base Exp: 105 Capture Rate: 190 Growth Rate: Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Acid -- -- Poison Sting 7 7 6 6 Supersonic 13 13 Wrap 18 18 Poison Sting 22 22 Water Gun 27 27 12 12 Constrict 19 19 Acid 25 25 BubbleBeam 30 30 Wrap 33 33 36 36 Barrier 40 40 43 43 Screech 48 48 49 49 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 21 21 Mega Drain 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Aurora Beam - Breed Confuse Ray - NYPC Haze - Breed ________________ #073: Tentacruel ________________ - Pokedex Data Type: Water/Poison Species: Jellyfish Height: 5'3" Weight: 121 lbs Red/Blue: The tentacles are normally kept short. On hunts, they are extended to ensnare and immobilize prey. Yellow: Its 80 tentacles can stretch and contract freely. They wrap around prey and weaken it with poison. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 2 1/2 1/2 1 1 1 2 1/2 1 1/2 2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 80 70 65 80 120 100 435 515 Max 363 238 228 258 338 298 RBY GSC - Evolution Chain #072: Tentacool --> #073: Tentacruel (Level 30) - Miscellaneous Data Base Exp: 205 Capture Rate: 60 Growth Rate: Slow Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Acid -- -- Poison Sting -- -- -- -- Supersonic -- -- Wrap -- -- Constrict 7 7 6 6 Supersonic 13 13 Wrap 18 18 Poison Sting 22 22 Water Gun 27 27 12 12 Constrict 19 19 Acid 25 25 BubbleBeam 30 30 Wrap 35 35 38 38 Barrier 43 43 47 47 Screech 50 50 55 55 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Aurora Beam - Breed Confuse Ray - NYPC Haze - Breed ________________ #074: Geodude ________________ - Pokedex Data Type: Rock/Ground Species: Rock Height: 1'4" Weight: 44 lbs Red/Blue: Found in fields and mountains. Mistaking them for boulders, people often step or trip on them. Yellow: Commonly found near mountain trails, etc. If you step on one by accident, it gets angry. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 2 1/2 1/2 1 4 2 2 1/2 1/4 1 1/2 4 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 80 100 30 30 20 270 300 Max 283 258 298 158 158 138 RBY GSC - Evolution Chain #074: Geodude --> #075: Graveler (Level 25) --> #076: Golem (Trade) - Miscellaneous Data Base Exp: 86 Capture Rate: 255 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle 11 11 6 6 Defense Curl 16 16 11 11 Rock Throw 21 21 21 21 Selfdestruct 26 26 26 26 Harden 31 31 36 36 Earthquake 36 36 41 41 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 38 38 38 38 Fire Blast 40 40 Defense Curl 44 44 44 44 Rest 47 47 Explosion 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 ________________ #075: Graveler ________________ - Pokedex Data Type: Rock/Ground Species: Rock Height: 3'3" Weight: 232 lbs Red/Blue: Rolls down slopes to move. It rolls over any obstacle without slowing or changing its direction. Yellow: Often seen rolling down mountain trails. Obstacles are just things to roll over, not avoid. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 2 1/2 1/2 1 4 2 2 1/2 1/4 1 1/2 4 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 55 95 115 45 45 35 345 390 Max 313 288 328 188 188 168 RBY GSC - Evolution Chain #074: Geodude --> #075: Graveler (Level 25) --> #076: Golem (Trade) - Miscellaneous Data Base Exp: 134 Capture Rate: 120 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Defense Curl 11 11 6 6 Defense Curl 16 16 11 11 Rock Throw 21 21 21 21 Selfdestruct 29 29 27 27 Harden 36 36 41 41 Earthquake 43 43 48 48 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 38 38 38 38 Fire Blast 40 40 Defense Curl 44 44 44 44 Rest 47 47 Explosion 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 ________________ #076: Golem ________________ - Pokedex Data Type: Rock/Ground Species: Megaton Height: 4'7" Weight: 662 lbs Red/Blue: Its boulder-like body is extremely hard. It can easily withstand dynamite blasts without damage. Yellow: Once it sheds its skin, its body turns tender and whitish. Its hide hardens when exposed to air. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 2 1/2 1/2 1 4 2 2 1/2 1/4 1 1/2 4 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 80 110 130 55 65 45 420 485 Max 363 318 358 208 228 188 RBY GSC - Evolution Chain #074: Geodude --> #075: Graveler (Level 25) --> #076: Golem (Trade) - Miscellaneous Data Base Exp: 177 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Defense Curl 11 11 6 6 Defense Curl 16 16 11 11 Rock Throw 21 21 21 21 Selfdestruct 29 29 27 27 Harden 36 36 41 41 Earthquake 43 43 48 48 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 38 38 38 38 Fire Blast 40 40 Defense Curl 44 44 44 44 Rest 47 47 Explosion 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 ________________ #077: Ponyta ________________ - Pokedex Data Type: Fire Species: Fire Horse Height: 3'3" Weight: 66 lbs Red/Blue: Its hooves are 10 times harder than diamonds. It can trample anything completely flat in little time. Yellow: Capable of jumping incredibly high. Its hooves and sturdy legs absorb the impact of a hard landing. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 50 85 55 65 65 90 345 410 Max 303 268 208 228 228 278 RBY GSC - Evolution Chain #077: Ponyta --> #078: Rapidash (Level 40) - Miscellaneous Data Base Exp: 152 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Ember -- -- Tackle 4 4 Growl 30 30 8 8 Tail Whip 13 13 Ember 32 32 19 19 Stomp 35 35 Growl 39 39 26 26 Fire Spin 43 43 34 34 Take Down 48 48 43 43 Agility 53 53 Fire Blast ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Double Kick - Breed Flamethrower - Crystal Move Tutor Headbutt - TM02 Hypnosis - Breed Low Kick - NYPC Quick Attack - Breed Tackle - L-- Thrash - Breed - Illegal Moveset Combinations Double Kick/Low Kick Hypnosis/Low Kick Low Kick/Quick Attack Low Kick/Thrash ________________ #078: Rapidash ________________ - Pokedex Data Type: Fire Species: Fire Horse Height: 5'7" Weight: 209 lbs Red/Blue: Very competitive, this Pokemon will chase anything that moves fast in the hopes of racing it. Yellow: Just loves to run! If it sees something faster than itself, it will give chase at top speed. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 65 100 70 80 80 105 420 500 Max 333 298 238 258 258 308 RBY GSC - Evolution Chain #077: Ponyta --> #078: Rapidash (Level 40) - Miscellaneous Data Base Exp: 192 Capture Rate: 60 Growth Rate: Medium Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Ember -- -- Tackle -- -- Growl -- -- -- -- Tail Whip -- -- Stomp -- -- Ember -- -- 4 4 Growl 30 30 8 8 Tail Whip 13 13 Ember 32 32 19 19 Stomp 35 35 Growl 39 39 26 26 Fire Spin 47 47 34 34 Take Down 40 40 Fury Attack 55 55 47 47 Agility 61 61 Fire Blast ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Double Kick - Breed Flamethrower - Crystal Move Tutor Fury Attack - L40 Headbutt - TM02 Hypnosis - Breed Low Kick - NYPC Quick Attack - Breed Tackle - L-- Thrash - Breed - Illegal Moveset Combinations Double Kick/Low Kick Hypnosis/Low Kick Low Kick/Quick Attack Low Kick/Thrash ________________ #079: Slowpoke ________________ - Pokedex Data Type: Water/Psychic Species: Dopey Height: 3'11" Weight: 79 lbs Red/Blue: Incredibly slow and dopey. It takes 5 seconds for it to feel pain when under attack. Yellow: Incredibly slow and sluggish. It is quite content to loll about without worrying about the time. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 2 1/2 1/2 1 0 2 1 1/2 1 1 1/2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 90 65 65 40 40 15 275 315 Max 383 228 228 178 178 128 RBY GSC - Evolution Chain #079: Slowpoke --> #080: Slowbro (Level 37) - Miscellaneous Data Base Exp: 99 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Tackle 6 6 Growl 15 15 Water Gun -- -- 20 20 Confusion 18 18 29 29 Disable 22 22 34 34 Headbutt 27 27 Growl 33 33 Water Gun 40 40 43 43 Amnesia 48 48 48 48 Psychic ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 49 49 Tri Attack 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dream Eater - TM42 Flamethrower - Crystal Move Tutor Stomp - Breed Tackle - L-- ________________ #080: Slowbro ________________ - Pokedex Data Type: Water/Psychic Species: Hermitcrab Height: 5'3" Weight: 173 lbs Red/Blue: The Shellder that is latched onto Slowpoke's tail is said to feed on the host's left over scraps. Yellow: Lives lazily by the sea. If the Shellder on its tail comes off, it becomes a Slowpoke again. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 2 1/2 1/2 1 0 2 1 1/2 1 1 1/2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 95 75 110 100 80 30 390 490 Max 393 248 318 298 258 158 RBY GSC - Evolution Chain #079: Slowpoke --> #080: Slowbro (Level 37) - Miscellaneous Data Base Exp: 164 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Confusion -- -- Disable -- -- Headbutt -- -- Tackle -- -- Growl -- -- Water Gun 6 6 Growl 15 15 Water Gun 20 20 Confusion 18 18 29 29 Disable 22 22 34 34 Headbutt 27 27 Growl 33 33 Water Gun 37 37 37 37 Withdraw 44 44 46 46 Amnesia 55 55 54 54 Psychic ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 49 49 Tri Attack 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dream Eater - TM42 Flamethrower - Crystal Move Tutor Ice Punch - TM33 Stomp - Breed Tackle - L-- ________________ #081: Magnemite ________________ - Pokedex Data Type: Electric Species: Magnet Height: 1'0" Weight: 13 lbs Red/Blue: Uses anti-gravity to stay suspended. Appears without warning and uses Thunder Wave and similar moves. Yellow: It is born with the ability to defy gravity. It floats in air on powerful electro-magnetic waves. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 25 35 70 95 55 45 270 325 Max 253 168 238 288 208 188 RBY GSC - Evolution Chain #081: Magnemite --> #082: Magneton (Level 30) - Miscellaneous Data Base Exp: 89 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle 21 21 SonicBoom 25 25 6 6 ThunderShock 29 29 11 11 Supersonic 16 16 SonicBoom 35 35 21 21 Thunder Wave 41 41 33 33 Swift 47 47 39 39 Screech ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Agility - NYPC ________________ #082: Magneton ________________ - Pokedex Data Type: Electric Species: Magnet Height: 3'3" Weight: 132 lbs Red/Blue: Formed by several Magnemites linked together. They frequently appear when sunspots flare up. Yellow: Generates strange radio signals. It raises the temperature by 3.6F degrees within 3,300 feet. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 50 60 95 120 70 70 395 465 Max 303 218 288 338 238 238 RBY GSC - Evolution Chain #081: Magnemite --> #082: Magneton (Level 30) - Miscellaneous Data Base Exp: 161 Capture Rate: 60 Growth Rate: Medium Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- SonicBoom -- -- -- -- ThunderShock -- -- Supersonic 21 21 -- -- SonicBoom 25 25 6 6 ThunderShock 29 29 11 11 Supersonic 16 16 SonicBoom 38 38 21 21 Thunder Wave 46 46 35 Swift 35 Tri Attack 54 54 43 43 Screech ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Agility - NYPC Tri Attack - L35 (Crystal) ________________ #083: Farfetch'd ________________ - Pokedex Data Type: Normal/Flying Species: Wild Duck Height: 2'7" Weight: 33 lbs Red/Blue: The spring of green onions it holds is its weapon. It is used much like a metal sword. Yellow: Lives where reedy plants grow. They are rarely seen, so it's thought that their numbers are decreasing. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 52 65 55 58 62 60 290 352 Max 307 228 208 214 222 218 RBY GSC - Evolution Chain #083: Farfetch'd - Miscellaneous Data Base Exp: 94 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck -- -- 7 7 Sand-Attack 7 7 13 13 Leer 15 15 19 19 Fury Attack 23 23 25 25 Swords Dance 31 31 31 31 Agility 39 39 37 37 Slash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 02 02 Headbutt 03 03 Swords Dance 04 04 Whirlwind 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Gust - Breed Headbutt - TM02 Mirror Move - Breed Quick Attack - Breed ________________ #084: Doduo ________________ - Pokedex Data Type: Normal/Flying Species: Twin Bird Height: 4'7" Weight: 86 lbs Red/Blue: A bird that makes up for its poor flying with its fast foot speed. Leaves giant footprints. Yellow: Its short wings make flying difficult. Instead, this Pokemon runs at high speeds on developed legs. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 35 85 45 35 35 75 275 310 Max 273 268 188 168 168 248 RBY GSC - Evolution Chain #084: Doduo --> #085: Dodrio (Level 31) - Miscellaneous Data Base Exp: 96 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck 20 20 -- -- Growl 24 24 13 13 Fury Attack 21 21 Tri Attack 25 25 Rage 30 30 33 33 Drill Peck 36 36 Rage 40 40 Tri Attack 44 44 37 37 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 04 04 Whirlwind 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 43 43 Sky Attack 44 44 44 44 Rest 49 49 Tri Attack 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Haze - Breed Low Kick - NYPC Quick Attack - Breed Supersonic - Breed - Illegal Moveset Combinations Haze/Low Kick Low Kick/Quick Attack Low Kick/Supersonic ________________ #085: Dodrio ________________ - Pokedex Data Type: Normal/Flying Species: Triplebird Height: 5'11" Weight: 188 lbs Red/Blue: Uses its three brains to execute complex plans. While two heads sleep, one head stays awake. Yellow: One of Doduo's 2 heads splits to form a unique species. It runs close to 40 MPH in prairies. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1 1 0 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 60 110 70 60 60 100 400 460 Max 323 318 238 218 218 298 RBY GSC - Evolution Chain #084: Doduo --> #085: Dodrio (Level 31) - Miscellaneous Data Base Exp: 158 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck -- -- -- -- Growl -- -- -- -- Fury Attack 20 20 Growl 24 24 13 13 Fury Attack 21 21 Tri Attack 25 25 Rage 30 30 38 38 Drill Peck 39 39 Rage 45 45 Tri Attack 51 51 47 47 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 04 04 Whirlwind 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 43 43 Sky Attack 44 44 44 44 Rest 49 49 Tri Attack 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Haze - Breed Low Kick - NYPC Quick Attack - Breed Supersonic - Breed - Illegal Moveset Combinations Haze/Low Kick Low Kick/Quick Attack Low Kick/Supersonic ________________ #086: Seel ________________ - Pokedex Data Type: Water Species: Sea Lion Height: 3'7" Weight: 198 lbs Red/Blue: The protruding horn on its head is very hard. It is used for bashing through thick ice. Yellow: Loves freezing cold conditions. Relishes swimming in a frigid climate of around 14 degrees. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 65 45 55 45 70 45 280 325 Max 338 188 208 188 238 188 RBY GSC - Evolution Chain #086: Seel --> #087: Dewgong (Level 34) - Miscellaneous Data Base Exp: 100 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Headbutt 30 30 5 5 Growl 35 35 16 16 Aurora Beam 40 40 21 21 Rest 45 45 32 32 Take Down 50 50 37 37 Ice Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 16 16 Pay Day 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Disable - Breed Lick - Breed Peck - Breed Slam - Breed Waterfall - HM07 ________________ #087: Dewgong ________________ - Pokedex Data Type: Water/Ice Species: Sea Lion Height: 5'7" Weight: 265 lbs Red/Blue: Stores thermal energy in its body. Swims at a steady 8 knots even in intensely cold waters. Yellow: Its entire body is a snowy-white. Unharmed by even intense cold, it swims powerfully in icy waters. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1 1 1 2 1 1/4 1 1 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 90 70 80 70 95 70 405 475 Max 383 238 258 238 288 238 RBY GSC - Evolution Chain #086: Seel --> #087: Dewgong (Level 34) - Miscellaneous Data Base Exp: 176 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Headbutt -- -- -- -- Growl -- -- -- -- Aurora Beam 30 30 5 5 Growl 35 35 16 16 Aurora Beam 44 44 21 21 Rest 50 50 32 32 Take Down 56 56 43 43 Ice Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Disable - Breed Lick - Breed Peck - Breed Slam - Breed Waterfall - HM07 ________________ #088: Grimer ________________ - Pokedex Data Type: Poison Species: Sludge Height: 2'11" Weight: 66 lbs Red/Blue: Appears in filthy areas. Thrives by sucking up polluted sludge that is pumped out of factories. Yellow: Made of hardened sludge. It smells too putrid to touch. Even weeds don't grow in its path. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 80 80 50 40 50 25 275 325 Max 363 258 198 178 198 148 RBY GSC - Evolution Chain #088: Grimer --> #089: Muk (Level 38) - Miscellaneous Data Base Exp: 90 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Poison Gas -- -- -- -- Pound 5 5 Harden -- -- 10 10 Disable 30 30 Poison Gas 16 16 Sludge 33 33 23 23 Minimize 37 37 Sludge 42 42 Harden 48 48 31 31 Screech 55 55 40 40 Acid Armor ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 08 08 Body Slam 20 20 Rage 21 21 Mega Drain 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 36 36 Selfdestruct 38 38 38 38 Fire Blast 41 41 ThunderPunch 44 44 44 44 Rest 47 47 Explosion 48 48 Fire Punch 50 50 Substitute ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Haze - Breed Ice Punch - TM33 Lick - Breed ThunderPunch - TM41 ________________ #089: Muk ________________ - Pokedex Data Type: Poison Species: Sludge Height: 3'11" Weight: 66 lbs Red/Blue: Thickly covered with a filthy, vile sludge. It is so toxic, even its footprints contain poison. Yellow: Smells so awful, it can cause fainting. Through degeneration, it lost its sense of smell. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 105 105 75 65 100 50 400 500 Max 413 308 248 228 298 198 RBY GSC - Evolution Chain #088: Grimer --> #089: Muk (Level 38) - Miscellaneous Data Base Exp: 157 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Poison Gas -- -- -- -- Pound -- -- Disable -- -- Poison Gas 30 30 Poison Gas -- -- Harden 33 33 23 23 Minimize 31 31 Screech 33 33 Harden 37 37 Disable 37 37 45 45 Sludge 45 45 Harden 53 53 Screech 60 60 45 45 Acid Armor ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 08 08 Body Slam 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 36 36 Selfdestruct 38 38 38 38 Fire Blast 41 41 ThunderPunch 44 44 44 44 Rest 47 47 Explosion 48 48 Fire Punch 50 50 Substitute ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Haze - Breed Ice Punch - TM33 Lick - Breed ThunderPunch - TM41 ________________ #090: Shellder ________________ - Pokedex Data Type: Water Species: Bivalve Height: 1'0" Weight: 9 lbs Red/Blue: Its hard shell repels any kind of attack. It is vulnerable only when its shell is open. Yellow: The shell can withstand any attack. However, when it is open, the tender body is exposed. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 30 65 100 45 25 40 280 305 Max 263 228 298 188 148 178 RBY GSC - Evolution Chain #090: Shellder --> #091: Cloyster (Water Stone) - Miscellaneous Data Base Exp: 97 Capture Rate: 190 Growth Rate: Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Withdraw 18 18 9 9 Supersonic 23 23 Clamp 30 30 17 17 Aurora Beam 39 39 33 33 Leer 41 41 Clamp 50 50 49 49 Ice Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 36 36 Selfdestruct 39 39 39 39 Swift 44 44 44 44 Rest 47 47 Explosion 49 49 Tri Attack 50 50 Substitute H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Barrier - Breed Screech - Breed ________________ #091: Cloyster ________________ - Pokedex Data Type: Water/Ice Species: Bivalve Height: 4'11" Weight: 292 lbs Red/Blue: When attacked, it launches its horns in quick volleys. Its innards have never been seen. Yellow: For protection, it uses its harder-than-diamonds shell. It also shoots spikes from the shell. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1 1 1 2 1 1/4 1 1 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 50 95 180 85 45 70 480 525 Max 303 288 458 268 188 238 RBY GSC - Evolution Chain #090: Shellder --> #091: Cloyster (Water Stone) - Miscellaneous Data Base Exp: 203 Capture Rate: 60 Growth Rate: Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Withdraw -- -- -- -- Supersonic -- -- Clamp -- -- -- -- Aurora Beam 50 50 41 41 Spike Cannon ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 36 36 Selfdestruct 39 39 39 39 Swift 44 44 44 44 Rest 47 47 Explosion 49 49 Tri Attack 50 50 Substitute H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Barrier - Breed Screech - Breed ________________ #092: Gastly ________________ - Pokedex Data Type: Ghost/Poison Species: Gas Height: 4'3" Weight: 0.2 lbs Red/Blue: Almost invisible, this gaseous Pokemon cloaks the target and puts it to sleep without notice. Yellow: Said to appear in decrepit, deserted buildings. It has no real shape as it appears to be made out of gas. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 0 1 1 2 1/2 2 1 0 1/4 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 30 35 30 100 35 80 275 310 Max 263 168 158 298 168 258 RBY GSC - Evolution Chain #092: Gastly --> #093: Haunter (Level 25) --> #094: Gengar (Trade) - Miscellaneous Data Base Exp: 95 Capture Rate: 190 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Hypnosis -- -- -- -- Lick -- -- Confuse Ray -- -- 21 21 Night Shade 27 27 Hypnosis 28 28 Confuse Ray 35 35 33 33 Dream Eater ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 20 20 Rage 21 21 Mega Drain 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 36 36 Selfdestruct 42 42 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 47 47 Explosion 50 50 Substitute ____________________________ - Tradeback Moves Haze - Breed ________________ #093: Haunter ________________ - Pokedex Data Type: Ghost/Poison Species: Gas Height: 5'3" Weight: 0.2 lbs Red/Blue: Because of its ability to slip through block walls, it is said to be from another dimension. Yellow: By licking, it saps the victim's life. It causes shaking that won't stop until the victim's demise. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 0 1 1 2 1/2 2 1 0 1/4 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 45 50 45 115 55 95 350 405 Max 293 198 188 328 208 288 RBY GSC - Evolution Chain #092: Gastly --> #093: Haunter (Level 25) --> #094: Gengar (Trade) - Miscellaneous Data Base Exp: 126 Capture Rate: 90 Growth Rate: Medium Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Hypnosis -- -- -- -- Lick -- -- Confuse Ray -- -- 21 21 Night Shade 29 29 Hypnosis 31 31 Confuse Ray 38 38 39 39 Dream Eater ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 20 20 Rage 21 21 Mega Drain 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 36 36 Selfdestruct 42 42 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 47 47 Explosion 50 50 Substitute ____________________________ - Tradeback Moves Haze - Breed ________________ #094: Gengar ________________ - Pokedex Data Type: Ghost/Poison Species: Shadow Height: 4'11" Weight: 89 lbs Red/Blue: Under a full moon, this Pokemon likes to mimic the shadows of people and laugh at their fright. Yellow: A Gengar is close by if you feel a sudden chill. It may be trying to lay a curse on you. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 0 1 1 2 1/2 2 1 0 1/4 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 65 60 130 75 110 425 500 Max 323 228 218 358 248 318 RBY GSC - Evolution Chain #092: Gastly --> #093: Haunter (Level 25) --> #094: Gengar (Trade) - Miscellaneous Data Base Exp: 190 Capture Rate: 45 Growth Rate: Medium Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Hypnosis -- -- -- -- Lick -- -- Confuse Ray -- -- 21 21 Night Shade 29 29 Hypnosis 31 31 Confuse Ray 38 38 39 39 Dream Eater ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 21 21 Mega Drain 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 40 40 Skull Bash 41 41 ThunderPunch 42 42 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 47 47 Explosion 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Haze - Breed Headbutt - TM02 Ice Punch - TM33 ThunderPunch - TM41 ________________ #095: Onix ________________ - Pokedex Data Type: Rock/Ground Species: Rock Snake Height: 28'10" Weight: 463 lbs Red/Blue: As it grows, the stone portions of its body harden to become similar to diamond, but colored black. Yellow: Burrows at high speed in search of food. The tunnels it leaves are used as homes by Digletts. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 2 1/2 1/2 1 4 2 2 1/2 1/4 1 1/2 4 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 35 45 160 30 45 70 270 385 Max 273 188 418 158 188 238 RBY GSC - Evolution Chain #095: Onix - Miscellaneous Data Base Exp: 108 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Screech 15 15 10 10 Bind 19 19 14 14 Rock Throw 23 23 Harden 25 25 27 27 Rage 33 33 40 40 Slam 43 43 Harden ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 36 36 Selfdestruct 40 40 Skull Bash 44 44 44 44 Rest 47 47 Explosion 48 48 Rock Slide 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Headbutt - TM02 Roar - TM05 Sharpen - NYPC ________________ #096: Drowzee ________________ - Pokedex Data Type: Psychic Species: Hypnosis Height: 3'3" Weight: 71 lbs Red/Blue: Puts enemies to sleep then eats their dreams. Occasionally gets sick from eating bad dreams. Yellow: If you sleep by it all the time, it will sometimes show you dreams it has eaten in the past. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 60 48 45 43 90 42 285 328 Max 323 194 188 184 278 182 RBY GSC - Evolution Chain #096: Drowzee --> #097: Hypno (Level 26) - Miscellaneous Data Base Exp: 102 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Pound -- -- -- -- Hypnosis 12 12 10 10 Disable 17 17 18 18 Confusion 24 24 25 25 Headbutt 29 29 31 31 Poison Gas 36 36 Meditate 32 32 40 40 Psychic 37 37 Meditate ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 41 41 ThunderPunch 42 42 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Amnesia - NYPC Barrier - Breed Fire Punch - TM48 Ice Punch - TM33 Light Screen - Breed ThunderPunch - TM41 - Illegal Moveset Combinations Amnesia/Barrier Amnesia/Light Screen ________________ #097: Hypno ________________ - Pokedex Data Type: Psychic Species: Hypnosis Height: 5'3" Weight: 167 lbs Red/Blue: When it locks eyes with an enemy, it will use a mix of psi moves such as Hypnosis and Confusion. Yellow: Avoid eye contact if you come across one. It will try to put you to sleep by using its pendulum. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 85 73 70 73 115 67 410 483 Max 373 244 238 244 328 232 RBY GSC - Evolution Chain #096: Drowzee --> #097: Hypno (Level 26) - Miscellaneous Data Base Exp: 165 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Pound -- -- -- -- Hypnosis -- -- -- -- Disable -- -- -- -- Confusion 12 12 10 10 Disable 17 17 18 18 Confusion 24 24 25 25 Headbutt 33 33 33 33 Poison Gas 40 40 Meditate 37 37 49 49 Psychic 43 43 Meditate ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 41 41 ThunderPunch 42 42 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Amnesia - NYPC Barrier - Breed Fire Punch - TM48 Ice Punch - TM33 Light Screen - Breed ThunderPunch - TM41 - Illegal Moveset Combinations Amnesia/Barrier Amnesia/Light Screen ________________ #098: Krabby ________________ - Pokedex Data Type: Water Species: River Crab Height: 1'4" Weight: 14 lbs Red/Blue: Its pincers are not only powerful weapons, they are used for balance when walking sideways. Yellow: Its pincers are superb weapons. They sometimes break off during battle, but they grow back fast. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 30 105 90 25 25 50 300 325 Max 263 308 278 148 148 198 RBY GSC - Evolution Chain #098: Krabby --> #099: Kingler (Level 28) - Miscellaneous Data Base Exp: 115 Capture Rate: 225 Growth Rate: Medium Held Item: TM33 (Ice Punch) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bubble -- -- 5 5 Leer 20 20 12 12 ViceGrip 16 16 Harden 23 23 Stomp 25 25 27 27 Guillotine 30 30 Stomp 35 35 41 41 Crabhammer 40 40 Harden ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Amnesia - Breed Dig - Breed Haze - Breed Slam - Breed - Illegal Moveset Combinations Amnesia/Dig Amnesia/Haze Amnesia/Slam Dig/Haze Dig/Slam ________________ #099: Kingler ________________ - Pokedex Data Type: Water Species: Pincer Height: 4'3" Weight: 132 lbs Red/Blue: The large pincer has 10000 hp of crushing power. However, its huge size makes it unwieldy to use. Yellow: One claw grew massively and as hard as steel. It has 10,000-HP strength. However, it is too heavy. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 55 130 115 50 50 75 425 475 Max 313 358 328 198 198 248 RBY GSC - Evolution Chain #098: Krabby --> #099: Kingler (Level 28) - Miscellaneous Data Base Exp: 206 Capture Rate: 60 Growth Rate: Medium Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bubble -- -- -- -- Leer -- -- -- -- ViceGrip 5 5 Leer 20 20 12 12 ViceGrip 16 16 Harden 23 23 Stomp 25 25 27 27 Guillotine 34 34 Stomp 42 42 49 49 Crabhammer 49 49 Harden ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Amnesia - Breed Dig - Breed Haze - Breed Slam - Breed - Illegal Moveset Combinations Amnesia/Dig Amnesia/Haze Amnesia/Slam Dig/Haze Dig/Slam ________________ #100: Voltorb ________________ - Pokedex Data Type: Electric Species: Ball Height: 1'8" Weight: 23 lbs Red/Blue: Usually found in power plants. Easily mistaken for a Poke Ball, they have zapped many people. Yellow: It is said to camouflage itself as a Poke Ball. It will self-destruct with very little stimulus. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 40 30 50 55 55 100 275 330 Max 283 158 198 208 208 298 RBY GSC - Evolution Chain #100: Voltorb --> #101: Electrode (Level 30) - Miscellaneous Data Base Exp: 103 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- 9 9 Screech 17 17 17 17 SonicBoom 22 22 23 23 Selfdestruct 29 29 33 33 Light Screen 36 36 37 37 Swift 43 43 39 39 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 09 09 Take Down 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 36 36 Selfdestruct 39 39 39 39 Swift 44 44 44 44 Rest 45 45 Thunder Wave 47 47 Explosion 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Agility - NYPC Headbutt - TM02 ________________ #101: Electrode ________________ - Pokedex Data Type: Electric Species: Ball Height: 3'11" Weight: 147 lbs Red/Blue: It stores electric energy under very high pressure. It often explodes with little or no provocation. Yellow: Stores electrical energy in its body. Even the slightest shock could trigger a huge explosion. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 60 50 70 80 80 140 400 480 Max 323 198 238 258 258 378 RBY GSC - Evolution Chain #100: Voltorb --> #101: Electrode (Level 30) - Miscellaneous Data Base Exp: 150 Capture Rate: 60 Growth Rate: Medium Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- -- Screech -- -- -- -- SonicBoom -- -- Selfdestruct 9 9 Screech 17 17 17 17 SonicBoom 22 22 23 23 Selfdestruct 29 29 34 34 Light Screen 40 40 40 40 Swift 50 50 44 44 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 09 09 Take Down 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 36 36 Selfdestruct 39 39 39 39 Swift 44 44 44 44 Rest 45 45 Thunder Wave 47 47 Explosion 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Agility - NYPC Headbutt - TM02 ________________ #102: Exeggcute ________________ - Pokedex Data Type: Grass/Psychic Species: Egg Height: 1'4" Weight: 6 lbs Red/Blue: Often mistaken for eggs. When disturbed, they quickly gather and attack in swarms. Yellow: The heads attract each other and spin around. There must be 6 heads for it to maintain balance. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 0 1/2 1/2 2 1 2 1/2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 40 80 60 45 40 280 325 Max 323 178 258 218 188 178 RBY GSC - Evolution Chain #102: Exeggcute --> #103: Exeggutor (Leaf Stone) - Miscellaneous Data Base Exp: 98 Capture Rate: 90 Growth Rate: Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Barrage -- -- -- -- Hypnosis 25 25 7 7 Reflect 28 28 13 13 Leech Seed 19 19 Confusion 32 32 25 25 Stun Spore 37 37 31 31 PoisonPowder 37 37 Sleep Powder 42 42 43 43 SolarBeam 48 48 Sleep Powder ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 20 20 Rage 22 22 SolarBeam 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 36 36 Selfdestruct 37 37 Egg Bomb 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 47 47 Explosion 50 50 Substitute H4 H4 Strength H5 H5 Flash ____________________________ - Tradeback Moves Confusion - L19 Dream Eater - TM42 Flash - HM05 Mega Drain - Breed Strength - HM04 ________________ #103: Exeggutor ________________ - Pokedex Data Type: Grass/Psychic Species: Coconut Height: 6'7" Weight: 265 lbs Red/Blue: Legend has it that on rare occasions, one of its heads will drop off and continue on as an Exeggcute. Yellow: Its cries are very noisy. This is because each of the 3 heads thinks about whatever it likes. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 4 1 1/2 1/2 2 2 0 1/2 1/2 2 1 2 1/2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 95 95 85 125 65 55 455 520 Max 393 288 268 348 228 208 RBY GSC - Evolution Chain #102: Exeggcute --> #103: Exeggutor (Leaf Stone) - Miscellaneous Data Base Exp: 212 Capture Rate: 45 Growth Rate: Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Barrage -- -- -- -- Hypnosis -- -- Confusion 28 28 19 19 Stomp 31 31 Egg Bomb ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 36 36 Selfdestruct 37 37 Egg Bomb 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 47 47 Explosion 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 Flash ____________________________ - Tradeback Moves Confusion - L-- Dream Eater - TM42 Flash - HM05 Headbutt - TM02 ________________ #104: Cubone ________________ - Pokedex Data Type: Ground Species: Lonely Height: 1'4" Weight: 14 lbs Red/Blue: Because it never removes its skull helmet, no one has ever seen this Pokemon's real face. Yellow: Wears the skull of its deceased mother. Its cries echo inside the skull and come out as a sad melody. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 1 1 1 1 2 1 2 1 1/2 1 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 50 50 95 40 50 35 270 320 Max 303 198 288 178 198 168 RBY GSC - Evolution Chain #104: Cubone --> #105: Marowak (Level 28) - Miscellaneous Data Base Exp: 87 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- Bone Club -- -- -- -- Growl 5 5 Tail Whip 10 9 9 Bone Club 13 Tail Whip 18 13 13 Headbutt 25 25 17 17 Leer 31 31 21 21 Focus Energy 38 38 Thrash 43 43 25 25 Bonemerang 46 46 29 29 Rage 37 37 Thrash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Fury Attack - NYPC Rock Slide - Breed Screech - Breed Swords Dance - Breed (Crystal) ThunderPunch - TM41 - Illegal Moveset Combinations Fury Attack/Rock Slide Fury Attack/Screech Fury Attack/Swords Dance Screech/Swords Dance ________________ #105: Marowak ________________ - Pokedex Data Type: Ground Species: Bonekeeper Height: 3'3" Weight: 99 lbs Red/Blue: The bone it holds is its key weapon. It throws the bone skillfully like a boomerang to KO targets. Yellow: Small and weak, this Pokemon is adept with its bone club. It has grown more vicious over the ages. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 1 1 1 1 2 1 2 1 1/2 1 1/2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 80 110 50 80 45 345 425 Max 323 258 318 198 258 188 RBY GSC - Evolution Chain #104: Cubone --> #105: Marowak (Level 28) - Miscellaneous Data Base Exp: 124 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Bone Club -- -- -- Growl -- Leer -- Focus Energy -- -- -- Tail Whip 10 -- -- Bone Club -- -- Headbutt 13 5 5 Tail Whip 9 9 Bone Club 18 13 13 Headbutt 25 25 17 17 Leer 33 33 21 21 Focus Energy 41 41 Thrash 48 48 25 25 Bonemerang 55 55 32 32 Rage 46 46 Thrash ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Fury Attack - NYPC Rock Slide - Breed Screech - Breed Swords Dance - Breed (Crystal) ThunderPunch - TM41 - Illegal Moveset Combinations Fury Attack/Rock Slide Fury Attack/Screech Fury Attack/Swords Dance Screech/Swords Dance ________________ #106: Hitmonlee ________________ - Pokedex Data Type: Fighting Species: Kicking Height: 4'11" Weight: 110 lbs Red/Blue: When in a hurry, its legs lengthen progressively. It runs smoothly with extra long, loping strides. Yellow: When kicking, the sole of its foot turns as hard as a diamond on impact and destroys its enemy. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 50 120 53 35 110 87 345 455 Max 303 338 204 168 318 272 RBY GSC - Evolution Chain #106: Hitmonlee (Note that in GSC, Hitmonlee can breed a Tyrogue, which can evolve into either Hitmonlee or Hitmonchan) - Miscellaneous Data Base Exp: 139 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Double Kick -- -- 6 6 Meditate 33 33 11 11 Rolling Kick 38 38 16 16 Jump Kick 43 43 21 21 Focus Energy 48 48 26 26 Hi Jump Kick 53 53 46 46 Mega Kick ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 35 35 Metronome 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Dizzy Punch - Odd Egg (Crystal)/NYPC Headbutt - TM02 Tackle - Learned by Tyrogue ________________ #107: Hitmonchan ________________ - Pokedex Data Type: Fighting Species: Punching Height: 4'7" Weight: 111 lbs Red/Blue: While apparently doing nothing, it fires punches in lightning fast volleys that are impossible to see. Yellow: Punches in cork-screw fashion. It can punch its way through a concrete wall in the same way as a drill. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1/2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 50 105 79 35 110 76 345 455 Max 303 308 256 168 318 250 RBY GSC - Evolution Chain #107: Hitmonlee (Note that in GSC, Hitmonchan can breed a Tyrogue, which can evolve into either Hitmonlee or Hitmonchan) - Miscellaneous Data Base Exp: 140 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Comet Punch -- -- 7 7 Agility 26 26 ThunderPunch 26 26 Ice Punch 33 33 26 26 Fire Punch 38 38 Ice Punch 43 43 ThunderPunch 48 48 38 38 Mega Punch 53 53 50 50 Counter ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 35 35 Metronome 39 39 39 39 Swift 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Dizzy Punch - Odd Egg (Crystal)/NYPC Headbutt - TM02 Hi Jump Kick - Breed Tackle - Learned by Tyrogue Illegal Combinations Dizzy Punch/Hi Jump Kick ________________ #108: Lickitung ________________ - Pokedex Data Type: Normal Species: Licking Height: 3'11" Weight: 144 lbs Red/Blue: Its tongue can be extended like a chameleon's. It leaves a tingling sensation when it licks enemies. Yellow: Its tongue spans almost 7 feet and moves more freely than its forelegs. Its licks can cause paralysis. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 90 55 75 60 75 30 310 385 Max 383 208 248 218 248 158 RBY GSC - Evolution Chain #108: Lickitung - Miscellaneous Data Base Exp: 127 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Wrap -- -- Lick -- -- 7 7 Supersonic 13 13 Defense Curl 7 7 19 19 Stomp 25 25 Wrap 15 15 31 31 Disable 23 23 Defense Curl 31 31 37 37 Slam 39 39 43 43 Screech ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 03 03 Swords Dance 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 48 48 Fire Punch 50 50 Substitute H1 H1 H1 H1 Cut H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves DoubleSlap - NYPC Dream Eater - TM42 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Lick - L-- ThunderPunch - TM41 ________________ #109: Koffing ________________ - Pokedex Data Type: Poison Species: Poison Gas Height: 2'0" Weight: 2 lbs Red/Blue: Because it stores several kinds of toxic gases in its body, it is prone to exploding without warning. Yellow: In hot places, its internal gases could expand and explode without any warning. Be very careful! - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 40 65 95 60 45 35 295 340 Max 283 228 288 218 188 168 RBY GSC - Evolution Chain #109: Koffing --> #110: Weezing (Level 35) - Miscellaneous Data Base Exp: 114 Capture Rate: 190 Growth Rate: Medium Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Poison Gas -- -- -- -- Tackle -- -- 9 9 Smog 17 17 Selfdestruct 32 32 21 21 Sludge 37 37 25 25 SmokeScreen 40 40 Selfdestruct 45 45 33 33 Haze 48 48 41 41 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 36 36 Selfdestruct 38 38 38 38 Fire Blast 44 44 44 44 Rest 47 47 Explosion 50 50 Substitute ____________________________ - Tradeback Moves Flamethrower - Crystal Move Tutor Poison Gas - L-- Psybeam - Breed Psywave - Breed Screech - Breed ________________ #110: Weezing ________________ - Pokedex Data Type: Poison Species: Poison Gas Height: 3'11" Weight: 21 lbs Red/Blue: Where two kinds of poison gases meet, 2 Koffings can fuse into a Weezing over many years. Yellow: It lives and grows by absorbing dust, germs and poison gases that are contained in toxic waste and garbage. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 1 1/2 2 1 1 1/2 2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 90 120 85 70 60 420 490 Max 333 278 338 268 238 218 RBY GSC - Evolution Chain #109: Koffing --> #110: Weezing (Level 35) - Miscellaneous Data Base Exp: 173 Capture Rate: 60 Growth Rate: Medium Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Poison Gas -- -- -- -- Tackle -- -- -- -- Smog -- -- Sludge -- -- Selfdestruct 9 9 Smog 17 17 Selfdestruct 32 32 21 21 Sludge 39 39 25 25 SmokeScreen 43 43 Selfdestruct 49 49 33 33 Haze 53 53 44 44 Explosion ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 36 36 Selfdestruct 38 38 38 38 Fire Blast 44 44 44 44 Rest 47 47 Explosion 50 50 Substitute ____________________________ - Tradeback Moves Flamethrower - Crystal Move Tutor Poison Gas - L-- Psybeam - Breed Psywave - Breed Screech - Breed ________________ #111: Rhyhorn ________________ - Pokedex Data Type: Ground/Rock Species: Spikes Height: 3'3" Weight: 254 lbs Red/Blue: Its massive bones are 1000 times harder than human bones. It can easily knock a trailer flying. Yellow: A Pokemon with a one-track mind. Once it charges, it won't stop running until it falls asleep. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 2 1/2 1/2 1 4 2 2 1/2 1/4 1 1/2 4 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 80 85 95 30 30 25 315 345 Max 363 268 288 158 158 148 RBY GSC - Evolution Chain #111: Rhyhorn --> #112: Rhydon (Level 42) - Miscellaneous Data Base Exp: 135 Capture Rate: 120 Growth Rate: Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Horn Attack 30 -- Stomp 35 -- -- -- Tail Whip 40 -- Fury Attack 30 13 13 Stomp 35 Tail Whip 40 19 19 Fury Attack 45 45 37 37 Horn Drill 50 50 Leer 55 55 49 49 Take Down 55 55 Earthquake ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 44 44 44 44 Rest 48 48 Rock Slide 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Counter - Breed Flamethrower - Crystal Move Tutor Headbutt - TM02 Roar - TM05 Thrash - Breed ________________ #112: Rhydon ________________ - Pokedex Data Type: Ground/Rock Species: Drill Height: 6'3" Weight: 265 lbs Red/Blue: Protected by an armor-like hide, it is capable of living in molten lava of 3,600 degrees. Yellow: Walks on its hind legs. Shows signs of intelligence. Its armor-like hide even repels molten lava. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 0 2 1/2 1/2 1 4 2 2 1/2 1/4 1 1/2 4 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 105 130 120 45 45 40 440 485 Max 413 358 338 188 188 178 RBY GSC - Evolution Chain #111: Rhyhorn --> #112: Rhydon (Level 42) - Miscellaneous Data Base Exp: 204 Capture Rate: 60 Growth Rate: Slow Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Horn Attack -- 30 Stomp -- 35 -- -- Tail Whip -- -- Stomp -- 40 -- -- Fury Attack 30 13 13 Stomp 35 Tail Whip 40 19 19 Fury Attack 48 48 37 37 Horn Drill 55 55 Leer 64 64 54 54 Take Down 65 65 Earthquake ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Counter - Breed Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Roar - TM05 Thrash - Breed ThunderPunch - TM41 ________________ #113: Chansey ________________ - Pokedex Data Type: Normal Species: Egg Height: 3'7" Weight: 76 lbs Red/Blue: A rare and elusive Pokemon that is said to bring happiness to those who manage to get it. Yellow: A gentle and kind-hearted Pokemon that shares its nutritious eggs if it sees an injured Pokemon. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 250 5 5 35 105 50 415 450 Max 703 108 108 168 308 198 RBY GSC - Evolution Chain #113: Chansey - Miscellaneous Data Base Exp: 255 Capture Rate: 30 Growth Rate: Fast Held Item: Lucky Punch - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Pound 5 5 Growl -- 9 9 Tail Whip 13 13 Softboiled -- 12 17 17 DoubleSlap 23 23 Minimize 24 24 29 29 Sing 30 30 Growl 38 38 Minimize 35 35 Egg Bomb 44 44 41 41 Defense Curl 48 48 49 49 Light Screen 54 54 57 57 Double-Edge ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 35 35 Metronome 37 37 Egg Bomb 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 Softboiled 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 49 49 Tri Attack 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dream Eater - TM42 Flamethrower - Crystal Move Tutor Headbutt - TM02 ________________ #114: Tangela ________________ - Pokedex Data Type: Grass Species: Vine Height: 3'3" Weight: 77 lbs Red/Blue: The whole body is swathed with wide vines that are similar to seaweed. Its vines shake as it walks. Yellow: Its identity is obscured by masses of thick, blue vines. The vines are said to never stop growing. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1/2 1 2 2 1 1/2 1/2 2 1 2 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 55 115 100 40 60 395 435 Max 338 208 328 298 178 218 RBY GSC - Evolution Chain #114: Tangela - Miscellaneous Data Base Exp: 166 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Constrict 4 4 Sleep Powder 10 10 Absorb 13 13 PoisonPowder 19 19 Vine Whip -- 24 25 25 Bind 29 27 Absorb 29 Vine Whip 32 32 PoisonPowder 31 31 Mega Drain 36 36 34 34 Stun Spore 39 39 Sleep Powder 45 45 40 40 Slam 49 48 46 46 Growth ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H5 H5 Flash ____________________________ - Tradeback Moves Amnesia - Breed Confusion - Breed Flash - HM05 Headbutt - TM02 Reflect - Breed - Illegal Moveset Combinations Amnesia/Confusion ________________ #115: Kangaskhan ________________ - Pokedex Data Type: Normal Species: Parent Height: 7'3" Weight: 176 lbs Red/Blue: The infant rarely ventures out of its mother's protective pouch until it is 3 years old. Yellow: Raises its young in its belly pouch. Won't run from any fight to keep its young protected. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 105 95 80 40 80 90 410 490 Max 413 288 258 178 258 278 RBY GSC - Evolution Chain #115: Kangaskhan - Miscellaneous Data Base Exp: 175 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Comet Punch -- -- Rage 7 7 Leer 26 26 13 13 Bite 31 31 19 19 Tail Whip 36 36 25 25 Mega Punch 41 41 Leer 31 31 Rage 46 46 43 43 Dizzy Punch ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 31 31 Mimic 32 32 32 32 Double Team 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Disable - Breed Fire Punch - TM48 Flamethrower - Crystal Move Tutor Focus Energy - Breed Headbutt - TM02 Ice Punch - TM33 Roar - TM05 Stomp - Breed ThunderPunch - TM41 - Illegal Moveset Combinations Focus Energy/Stomp ________________ #116: Horsea ________________ - Pokedex Data Type: Water Species: Dragon Height: 1'4" Weight: 18 lbs Red/Blue: Known to shoot down flying bugs with precision blasts of ink from the surface of the water. Yellow: If it senses danger, it will vigorously spray water or a special type of ink from its mouth. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 30 40 70 70 25 60 270 295 Max 263 178 238 238 148 218 RBY GSC - Evolution Chain #116: Horsea --> #117: Seadra (Level 32) - Miscellaneous Data Base Exp: 83 Capture Rate: 225 Growth Rate: Medium Held Item: TM33 (Ice Punch) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bubble 19 19 8 8 SmokeScreen 24 24 15 15 Leer 30 30 22 22 Water Gun 37 37 36 36 Agility 45 45 43 43 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Aurora Beam - Breed Disable - Breed Dragon Rage - Breed Haze - NYPC Headbutt - TM02 Splash - Breed Waterfall - HM07 - Illegal Moveset Combinations Aurora Beam/Dragon Rage/Splash Disable/Dragon Rage Disable/Splash ________________ #117: Seadra ________________ - Pokedex Data Type: Water Species: Dragon Height: 3'11" Weight: 55 lbs Red/Blue: Capable of swimming backwards by rapidly flapping its wing-like pectoral fins and stout tail. Yellow: Touching the back fin causes numbness. It hooks its tail to coral to stay in place while sleeping. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 55 65 95 95 45 85 395 440 Max 313 228 288 288 188 268 RBY GSC - Evolution Chain #116: Horsea --> #117: Seadra (Level 32) - Miscellaneous Data Base Exp: 155 Capture Rate: 75 Growth Rate: Medium Held Item: Gold Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Bubble -- -- -- -- SmokeScreen -- -- Leer -- -- Water Gun 19 19 8 8 SmokeScreen 24 24 15 15 Leer 30 30 22 22 Water Gun 41 41 40 40 Agility 52 52 51 51 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Aurora Beam - Breed Disable - Breed Dragon Rage - Breed Haze - NYPC Headbutt - TM02 Splash - Breed Waterfall - HM07 - Illegal Moveset Combinations Aurora Beam/Dragon Rage/Splash Disable/Dragon Rage Disable/Splash ________________ #118: Goldeen ________________ - Pokedex Data Type: Water Species: Goldfish Height: 2'0" Weight: 33 lbs Red/Blue: Its tail fin billows like an elegant ballroom dress, giving it the nickname of the Water Queen. Yellow: When it is time for them to lay their eggs, they can be seen swimming up rivers and falls in large groups. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 45 67 60 35 50 63 295 320 Max 293 232 218 168 198 224 RBY GSC - Evolution Chain #118: Goldeen --> #119: Seaking (Level 33) - Miscellaneous Data Base Exp: 111 Capture Rate: 225 Growth Rate: Medium Held Item: TM33 (Ice Punch) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck -- -- -- -- Tail Whip 19 19 10 10 Supersonic 24 24 15 15 Horn Attack 30 30 29 29 Fury Attack 37 37 38 38 Waterfall 45 45 43 43 Horn Drill 54 54 52 52 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 07 07 Horn Drill 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Haze - Breed Hydro Pump - Breed Psybeam - Breed Swords Dance - NYPC - Illegal Moveset Combinations Haze/Swords Dance Hydro Pump/Psybeam Hydro Pump/Swords Dance Psybeam/Swords Dance ________________ #119: Seaking ________________ - Pokedex Data Type: Water Species: Goldfish Height: 4'3" Weight: 86 lbs Red/Blue: In the autumn spawning season, they can be seen swimming powerfully up rivers and creeks. Yellow: It is the male's job to make a nest by carving out boulders in a stream using the horn on its head. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 80 92 65 65 80 68 385 450 Max 293 232 218 168 198 224 RBY GSC - Evolution Chain #118: Goldeen --> #119: Seaking (Level 33) - Miscellaneous Data Base Exp: 170 Capture Rate: 60 Growth Rate: Medium Held Item: Silver Leaf - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Peck -- -- -- -- Tail Whip -- -- 10 10 Supersonic 19 19 Supersonic 24 24 15 15 Horn Attack 30 30 29 29 Fury Attack 39 39 41 41 Waterfall 48 48 49 49 Horn Drill 54 54 61 61 Agility ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 07 07 Horn Drill 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Haze - Breed Hydro Pump - Breed Psybeam - Breed Swords Dance - NYPC - Illegal Moveset Combinations Haze/Swords Dance Hydro Pump/Psybeam Hydro Pump/Swords Dance Psybeam/Swords Dance ________________ #120: Staryu ________________ - Pokedex Data Type: Water Species: Starshape Height: 2'7" Weight: 76 lbs Red/Blue: An enigmatic Pokemon that can effortlessly regenerate any appendage it loses in battle. Yellow: As long as the center section is unharmed, it can grow back fully even if it is chopped to bits. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 30 45 55 70 55 85 285 340 Max 263 188 208 238 208 268 RBY GSC - Evolution Chain #120: Staryu --> #121: Starmie (Water Stone) - Miscellaneous Data Base Exp: 106 Capture Rate: 225 Growth Rate: Slow Held Item: TM33 (Ice Punch) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- Harden 17 17 7 7 Water Gun 22 22 Harden 27 27 19 19 Recover 32 32 25 25 Swift 31 31 BubbleBeam 37 37 37 37 Minimize 42 42 43 43 Light Screen 47 47 50 50 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 49 49 Tri Attack 50 50 Substitute H3 H3 H3 H3 Surf H5 H5 H5 H5 Flash H7 H7 Waterfall ____________________________ - Tradeback Moves Aurora Beam - Breed (Gold/Silver) Barrier - Breed (Gold/Silver) Supersonic - Breed (Gold/Silver) Waterfall - HM07 Note that the breeding moves are a programming oversight - Staryu and Starmie should not be able to breed with compatible fathers since they are genderless. This was fixed from Crystal onwards. ________________ #121: Starmie ________________ - Pokedex Data Type: Water/Psychic Species: Mysterious Height: 3'7" Weight: 176 lbs Red/Blue: Its central core glows with the seven colors of the rainbow. Some people value the core as a gem. Yellow: The center section is named the core. People think that it is communicating when it glows in 7 colors. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 2 1/2 1/2 1 0 2 1 1/2 1 1 1/2 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 60 75 85 100 85 115 435 520 Max 323 248 268 298 268 328 RBY GSC - Evolution Chain #120: Staryu --> #121: Starmie (Water Stone) - Miscellaneous Data Base Exp: 207 Capture Rate: 60 Growth Rate: Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- Water Gun -- -- Harden -- -- Recover -- -- BubbleBeam 37 37 Confuse Ray ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 49 49 Tri Attack 50 50 Substitute H3 H3 H3 H3 Surf H5 H5 H5 H5 Flash H7 H7 Waterfall ____________________________ - Tradeback Moves Aurora Beam - Breed (Gold/Silver) Barrier - Breed (Gold/Silver) Confuse Ray - L37 Dream Eater - TM42 Supersonic - Breed (Gold/Silver) Waterfall - HM07 Note that the breeding moves are a programming oversight - Staryu and Starmie should not be able to breed with compatible fathers since they are genderless. This was fixed from Crystal onwards. ________________ #122: Mr. Mime ________________ - Pokedex Data Type: Psychic Species: Barrier Height: 4'3" Weight: 120 lbs Red/Blue: If interrupted while it is miming, it will slap around the offender with its broad hands. Yellow: Always practices its pantomime act. It makes enemies believe something exists that really doesn't. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 40 45 65 100 120 90 340 460 Max 283 188 228 298 338 278 RBY GSC - Evolution Chain #063: Abra --> #064: Kadabra (Level 16) --> #065: Alakazam (Trade) - Miscellaneous Data Base Exp: 136 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Confusion -- -- -- -- Barrier 15 15 6 6 Confusion 11 11 Substitute 16 16 Meditate 21 21 DoubleSlap 23 23 26 26 Light Screen 31 31 DoubleSlap 39 39 Meditate 47 47 Substitute 36 36 Psybeam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dream Eater - TM42 Fire Punch - TM48 Headbutt - TM02 Hypnosis - Breed Ice Punch - TM33 Psybeam - L36 ThunderPunch - TM41 ________________ #123: Scyther ________________ - Pokedex Data Type: Bug/Flying Species: Mantis Height: 4'11" Weight: 123 lbs Red/Blue: With ninja-like agility and speed, it can create the illusion that there is more than one. Yellow: Leaps out of tall grass and slices prey with its scythes. The movement looks like that of a ninja. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1/4 2 2 1 1/4 0 2 1 2 1 4 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 70 110 80 55 80 105 420 500 Max 343 318 258 208 258 308 RBY GSC - Evolution Chain #123: Scyther - Miscellaneous Data Base Exp: 187 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Quick Attack 17 17 -- -- Leer 20 20 6 6 Focus Energy 24 24 Double Team 24 24 Agility 30 30 Wing Attack 29 29 36 36 Slash 35 35 42 42 Swords Dance 42 42 Agility 50 Wing Attack 48 48 Double Team ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H1 H1 H1 H1 Cut ____________________________ - Tradeback Moves Counter - Breed Headbutt - TM02 Light Screen - Breed Razor Wind - Breed SonicBoom - NYPC ________________ #124: Jynx ________________ - Pokedex Data Type: Ice/Psychic Species: Humanshape Height: 4'7" Weight: 90 lbs Red/Blue: It seductively wiggles its hips as it walks. It can cause people to dance in unison with it. Yellow: Appears to move to a rhythm of its own, as if it were dancing. It wiggles its hips as it walks. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1 2 1 0 1 1 1/2 1 1 1/2 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 65 50 35 115 95 95 340 455 Max 333 198 168 318 288 288 RBY GSC - Evolution Chain #124: Jynx - Miscellaneous Data Base Exp: 137 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Pound -- -- Lick -- -- -- -- Lovely Kiss 18 18 Lick 9 9 Lovely Kiss 23 23 21 21 DoubleSlap 31 31 25 25 Ice Punch 39 39 41 41 Body Slam 47 47 Thrash 58 58 57 57 Blizzard ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 40 40 Skull Bash 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute ____________________________ - Tradeback Moves Confusion - Learned by Smoochum (pre-evolution) Dizzy Punch - Odd Egg (Crystal) Dream Eater - TM42 Headbutt - TM02 Meditate - Breed Metronome - NYPC Petal Dance - NYPC Sing - Learned by Smoochum (pre-evolution) - Illegal Moveset Combinations Dizzy Punch/Meditate Dizzy Punch/Metronome Dizzy Punch/Petal Dance Meditate/Metronome Meditate/Petal Dance Metronome/Petal Dance ________________ #125: Electabuzz ________________ - Pokedex Data Type: Electric Species: Electric Height: 3'7" Weight: 66 lbs Red/Blue: Normally found near power plants, they can wander away and cause major blackouts in cities. Yellow: If a major power outage occurs, it is certain that this Pokemon has eaten electricity at a power plant. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 65 83 57 95 85 105 395 490 Max 333 264 212 288 268 308 RBY GSC - Evolution Chain #125: Electabuzz - Miscellaneous Data Base Exp: 156 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Quick Attack -- -- -- -- Leer 34 34 ThunderShock 37 37 Screech 42 42 -- -- ThunderPunch 9 9 ThunderPunch 49 49 17 17 Light Screen 25 25 Swift 36 36 Screech 47 47 Thunderbolt 54 54 58 58 Thunder ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Barrier - Breed Dizzy Punch - Odd Egg (Crystal)/NYPC Fire Punch - TM48 Headbutt - TM02 Ice Punch - TM33 Karate Chop - Breed Meditate - Breed Rolling Kick - Breed - Illegal Moveset Combinations Barrier/Dizzy Punch Barrier/Karate Chop Barrier/Rolling Kick Dizzy Punch/Karate Chop Dizzy Punch/Meditate Dizzy Punch/Rolling Kick ________________ #126: Magmar ________________ - Pokedex Data Type: Fire Species: Spitfire Height: 4'3" Weight: 98 lbs Red/Blue: Its body always burns with an orange glow that enables it to hide perfectly among flames. Yellow: Born in a active volcano. Its body is always cloaked in flames, so it looks like a big ball of fire. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 65 95 57 100 85 93 395 495 Max 333 288 212 298 268 284 RBY GSC - Evolution Chain #126: Magmar - Miscellaneous Data Base Exp: 167 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Ember 36 36 -- -- Leer 39 39 Confuse Ray -- -- Smog 43 43 -- -- Fire Punch 7 7 Leer 13 13 Smog 19 19 Fire Punch 48 48 25 25 SmokeScreen 52 52 Smog 55 55 41 41 Flamthrower 49 49 Confuse Ray 57 57 Fire Blast ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 35 35 Metronome 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 46 46 Psywave 48 48 Fire Punch 50 50 Substitute H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Barrier - Breed Dizzy Punch - Odd Egg (Crystal)/NYPC Headbutt - TM02 Karate Chop - Breed Screech - Breed ThunderPunch - TM41 - Illegal Moveset Combinations Barrier/Dizzy Punch Barrier/Karate Chop Dizzy Punch/Karate Chop Dizzy Punch/Screech ________________ #127: Pinsir ________________ - Pokedex Data Type: Bug Species: Stagbeetle Height: 4'11" Weight: 121 lbs Red/Blue: If it fails to crush the victim in its pincers, it will swing it around and toss it hard. Yellow: Grips its prey with its pincers and squeezes hard! It can't move if it's cold, so it lives in warm places. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 1/2 2 2 1 1/2 1/2 1 1 2 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 125 100 55 70 85 430 500 Max 333 348 298 208 238 268 RBY GSC - Evolution Chain #127: Pinsir - Miscellaneous Data Base Exp: 200 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- ViceGrip 7 7 Focus Energy 21 13 13 Bind 25 25 19 19 Seismic Toss 25 25 Harden 30 30 31 31 Guillotine 36 36 Focus Energy 43 43 Harden 49 49 Slash 37 37 Submission 54 54 43 43 Swords Dance ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 03 03 Swords Dance 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 17 17 Submission 19 19 Seismic Toss 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 H1 Cut H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Fury Attack - Breed Headbutt - TM02 Rock Throw - NYPC - Illegal Moveset Combinations Fury Attack/Rock Throw ________________ #128: Tauros ________________ - Pokedex Data Type: Normal Species: Wild Bull Height: 4'7" Weight: 195 lbs Red/Blue: When it targets an enemy, it charges furiously while whipping its body with its long tails. Yellow: A rowdy Pokemon with a lot of stamina. Once running, it won't stop until it hits something. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 75 100 95 40 70 110 450 490 Max 353 298 288 178 238 318 RBY GSC - Evolution Chain #128: Tauros - Miscellaneous Data Base Exp: 211 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle 21 21 Stomp 28 28 4 4 Tail Whip 35 35 Leer 44 44 8 8 Rage 13 13 Horn Attack 34 34 Rest 43 43 Thrash 51 51 53 53 Take Down ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 31 31 Mimic 32 32 32 32 Double Team 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Flamethrower - Crystal Move Tutor Headbutt - TM02 Horn Attack - L13 Quick Attack - NYPC Surf - HM03 Thrash - L43 ________________ #129: Magikarp ________________ - Pokedex Data Type: Water Species: Fish Height: 2'11" Weight: 22 lbs Red/Blue: In the distant past, it was somewhat stronger than the horribly weak descendants that exist today. Yellow: Famous for being very unreliable. It can be found swimming in seas, lakes, rivers and shallow puddles. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 20 10 55 15 20 80 185 200 Max 243 118 208 128 138 258 RBY GSC - Evolution Chain #129: Magikarp --> #130: Gyarados (Level 20) - Miscellaneous Data Base Exp: 20 Capture Rate: 255 Growth Rate: Slow Held Item: Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Splash 15 15 15 15 Tackle ____________________________ - TMs/HMs None - Tradeback Moves Bubble - NYPC ________________ #130: Gyarados ________________ - Pokedex Data Type: Water/Flying Species: Atrocious Height: 21'4" Weight: 518 lbs Red/Blue: Rarely seen in the wild. Huge and vicious, it is capable of destroying entire cities in a rage. Yellow: Brutally vicious and enormously destructive. Known for totally destroying cities in ancient times. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 4 1/2 1/2 1 1 1 0 1 1 1 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 95 125 79 60 100 81 480 540 Max 393 348 256 218 298 260 RBY GSC - Evolution Chain #129: Magikarp --> #130: Gyarados (Level 20) - Miscellaneous Data Base Exp: 214 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- Bite -- Dragon Rage -- Leer -- Hydro Pump -- Tackle -- -- Thrash 20 20 20 20 Bite 25 25 25 25 Dragon Rage 32 32 30 30 Leer 41 41 40 40 Hydro Pump 52 52 50 50 Hyper Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 23 23 Dragon Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Bubble - NYPC Flamethrower - Crystal Move Tutor Headbutt - TM02 Roar - TM05 Thrash - L-- Waterfall - HM07 ________________ #131: Lapras ________________ - Pokedex Data Type: Water/Ice Species: Transport Height: 8'2" Weight: 485 lbs Red/Blue: A Pokemon that has been over hunted almost to extinction. It can ferry people across the water. Yellow: A gentle soul that can read the minds of people. It can ferry people across the sea on its back. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1 1 1 2 1 1/4 1 1 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 130 85 80 85 95 60 450 535 Max 463 238 258 238 288 238 RBY GSC - Evolution Chain #131: Lapras - Miscellaneous Data Base Exp: 219 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Water Gun -- -- -- -- Growl 16 16 -- -- Sing 20 20 8 8 Mist 25 25 15 15 Body Slam 31 31 22 22 Confuse Ray 38 38 36 36 Ice Beam 46 46 57 57 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 22 22 SolarBeam 23 23 Dragon Rage 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 42 42 Dream Eater 44 44 44 44 Rest 46 46 Psywave 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Aurora Beam - Breed Bite - NYPC Dream Eater - TM42 Headbutt - TM02 - Illegal Moveset Combinations Aurora Beam/Bite ________________ #132: Ditto ________________ - Pokedex Data Type: Normal Species: Transform Height: 1'0" Weight: 9 lbs Red/Blue: Capable of copying an enemy's genetic code to instantly transform itself into a duplicate of the enemy. Yellow: When it spots an enemy, its body transfigures into an almost perfect copy of its opponent. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 48 48 48 48 48 48 240 288 Max 299 194 194 194 194 194 RBY GSC - Evolution Chain #132: Ditto - Miscellaneous Data Base Exp: 61 Capture Rate: 35 Growth Rate: Medium Held Item: Metal Powder - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Transform ____________________________ - TMs/HMs None - Tradeback Moves None ________________ #133: Eevee ________________ - Pokedex Data Type: Normal Species: Evolution Height: 1'0" Weight: 14 lbs Red/Blue: Its genetic code is irregular. It may mutate if it is exposed to radiation from element Stones. Yellow: Its genetic code is unstable, so it could evolve in a variety of ways. There are only a few alive. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 55 55 50 45 65 55 260 325 Max 303 208 198 188 228 208 RBY GSC - Evolution Chain #133: Eevee --> #134: Vaporeon (Water Stone) OR--> #135: Jolteon (ThunderStone) OR--> #136: Flareon (Fire Stone) - Miscellaneous Data Base Exp: 92 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- -- Tail Whip -- 8 8 8 Sand-Attack 16 16 16 Growl 27 23 23 23 Quick Attack 31 Tail Whip 37 30 30 30 Bite 36 36 Focus Energy 45 42 42 42 Take Down ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute ____________________________ - Tradeback Moves Growth - NYPC Headbutt - TM02 - Illegal Moveset Combinations Growl/Tackle (Gen I) ________________ #134: Vaporeon ________________ - Pokedex Data Type: Water Species: Bubblejet Height: 3'3" Weight: 64 lbs Red/Blue: Lives close to water. Its long tail is ridged with a fin which is often mistaken for a mermaid's. Yellow: Its structure is similar to water molecules. It will melt away and become invisible in water. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 1 1/2 1 1 2 1 1/2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 130 65 60 110 95 65 430 525 Max 463 228 218 318 288 228 RBY GSC - Evolution Chain #133: Eevee --> #134: Vaporeon (Water Stone) OR--> #135: Jolteon (ThunderStone) OR--> #136: Flareon (Fire Stone) - Miscellaneous Data Base Exp: 196 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- Sand-Attack -- -- -- Tail Whip -- -- Quick Attack -- -- Water Gun 8 8 8 Sand-Attack 16 16 16 Water Gun 27 23 23 23 Quick Attack 31 Water Gun 37 Tail Whip 40 30 30 30 Bite 42 Acid Armor 36 36 36 Aurora Beam 44 42 42 42 Haze 48 42 Mist 47 47 47 Acid Armor 54 52 52 52 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Growth - NYPC Headbutt - TM02 Roar - TM05 Waterfall - HM07 - Illegal Moveset Combinations Growl/Tackle (Gen I) ________________ #135: Jolteon ________________ - Pokedex Data Type: Electric Species: Lightning Height: 2'7" Weight: 54 lbs Red/Blue: It accumulates negative ions in the atmosphere to blast out 10000- volt lightning bolts. Yellow: A sensitive Pokemon that easily becomes sad or angry. Every time its mood changes, it charges power. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1/2 1 1 1/2 1 1 2 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 65 65 60 110 95 130 430 525 Max 333 228 218 318 288 358 RBY GSC - Evolution Chain #133: Eevee --> #134: Vaporeon (Water Stone) OR--> #135: Jolteon (ThunderStone) OR--> #136: Flareon (Fire Stone) - Miscellaneous Data Base Exp: 197 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- Sand-Attack -- -- -- Tail Whip -- -- Quick Attack -- -- ThunderShock 8 8 8 Sand-Attack 16 16 16 ThunderShock 27 23 23 23 Quick Attack 31 ThunderShock 37 Tail Whip 40 Thunder Wave 42 30 30 30 Double Kick 48 36 36 36 Pin Missile 42 42 42 Thunder Wave 44 47 47 47 Agility 54 52 52 52 Thunder ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Growth - NYPC Headbutt - TM02 Roar - TM05 - Illegal Moveset Combinations Focus Energy/ThunderShock (Gen I) Growl/Tackle (Gen I) ________________ #136: Flareon ________________ - Pokedex Data Type: Fire Species: Flame Height: 2'11" Weight: 55 lbs Red/Blue: When storing thermal energy in its body, its temperature could soar to over 1600 degrees. Yellow: It has a flame chamber inside its body. It inhales, then blows out fire that is over 3,000F degrees. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1 1/2 1 1 1/2 2 1 1 1 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 65 130 60 95 110 65 430 525 Max 333 358 218 288 318 228 RBY GSC - Evolution Chain #133: Eevee --> #134: Vaporeon (Water Stone) OR--> #135: Jolteon (ThunderStone) OR--> #136: Flareon (Fire Stone) - Miscellaneous Data Base Exp: 198 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- Sand-Attack -- -- -- Tail Whip -- -- Quick Attack -- -- Ember 8 8 8 Sand-Attack 16 16 16 Ember 27 23 23 23 Quick Attack 31 Ember 37 Tail Whip 40 30 30 30 Bite 42 Leer 44 36 36 36 Fire Spin 48 Rage 42 42 42 Smog 47 47 47 Leer 54 52 52 52 Flamethrower ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 05 05 Roar 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute ____________________________ - Tradeback Moves Growth - NYPC Headbutt - TM02 Roar - TM05 - Illegal Moveset Combinations Focus Energy/Ember (Gen I) Growl/Tackle (Gen I) ________________ #137: Porygon ________________ - Pokedex Data Type: Normal Species: Virtual Height: 2'7" Weight: 80 lbs Red/Blue: A Pokemon that consists entirely of programming code. Capable of moving freely in cyberspace. Yellow: The only Pokemon people anticipate can fly into space. None has managed the feat yet, however. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 65 60 70 85 75 40 310 395 Max 333 218 238 268 248 178 RBY GSC - Evolution Chain #137: Porygon - Miscellaneous Data Base Exp: 130 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Tackle -- -- Sharpen -- -- -- -- Conversion 9 9 Agility 23 23 12 12 Psybeam 28 28 20 20 Recover 35 35 Agility 24 24 Sharpen 42 42 36 36 Tri Attack ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 40 40 Skull Bash 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 49 49 Tri Attack 50 50 Substitute H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Barrier - NYPC Dream Eater - TM42 ________________ #138: Omanyte ________________ - Pokedex Data Type: Rock/Water Species: Spiral Height: 1'4" Weight: 17 lbs Red/Blue: Although long extinct, in rare cases, it can be genetically resurrected from fossils. Yellow: An ancient Pokemon that was recovered from a fossil. It swims by cleverly twisting its 10 tentacles about. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1/4 1/2 1 4 2 1/2 1/2 1/2 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 35 40 100 90 55 35 300 355 Max 273 178 298 278 208 168 RBY GSC - Evolution Chain #138: Omanyte --> #139: Omastar (Level 40) - Miscellaneous Data Base Exp: 120 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Water Gun -- -- Constrict -- -- -- -- Withdraw 34 34 Horn Attack 13 13 Bite 19 19 Water Gun 39 39 31 31 Leer 46 46 Spike Cannon 53 53 55 55 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Aurora Beam - Breed Bite - L13 Constrict - L-- Haze - Breed Headbutt - TM02 Rock Throw - NYPC Slam - Breed Supersonic - Breed - Illegal Moveset Combinations Aurora Beam/Haze/Slam Aurora Beam/Slam/Supersonic Aurora Beam/Rock Throw Haze/Rock Throw Rock Throw/Slam Rock Throw/Supersonic ________________ #139: Omastar ________________ - Pokedex Data Type: Rock/Water Species: Spiral Height: 3'3" Weight: 77 lbs Red/Blue: A prehistoric Pokemon that died out when its heavy shell made it impossible to catch prey. Yellow: Sharp beaks ring its mouth. Its shell was too big for it to move freely, so it became extinct. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1/4 1/2 1 4 2 1/2 1/2 1/2 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 70 60 125 115 70 55 425 495 Max 343 218 348 328 238 208 RBY GSC - Evolution Chain #138: Omanyte --> #139: Omastar (Level 40) - Miscellaneous Data Base Exp: 199 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Water Gun -- -- Constrict -- -- -- -- Withdraw -- -- Horn Attack -- -- Bite 34 34 Horn Attack 13 13 Bite 19 19 Water Gun 39 39 31 31 Leer 44 44 40 40 Spike Cannon 49 49 65 65 Hydro Pump ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 19 19 Seismic Toss 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Aurora Beam - Breed Bite - L13 Constrict - L-- Haze - Breed Headbutt - TM02 Rock Throw - NYPC Slam - Breed Supersonic - Breed - Illegal Moveset Combinations Aurora Beam/Haze/Slam Aurora Beam/Slam/Supersonic Aurora Beam/Rock Throw Haze/Rock Throw Rock Throw/Slam Rock Throw/Supersonic ________________ #140: Kabuto ________________ - Pokedex Data Type: Rock/Water Species: Shellfish Height: 1'8" Weight: 25 lbs Red/Blue: A Pokemon that was resurrected from a fossil found in what was once the ocean floor eons ago. Yellow: A Pokemon that was recovered from a fossil. It uses the eyes on its back while hiding on the sea floor. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1/4 1/2 1 4 2 1/2 1/2 1/2 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 30 80 90 55 45 55 300 355 Max 263 258 278 208 188 208 RBY GSC - Evolution Chain #140: Kabuto --> #141: Kabutops (Level 40) - Miscellaneous Data Base Exp: 119 Capture Rate: 45 Growth Rate: Medium Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Harden 34 34 10 10 Absorb 39 39 Slash 44 44 19 19 Leer 49 49 Hydro Pump 28 28 Sand-Attack 46 46 Mega Drain ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 44 44 44 44 Rest 50 50 Substitute H3 H3 Surf ____________________________ - Tradeback Moves Aurora Beam - Breed Dig - Breed Mega Drain - L46 Rock Throw - NYPC Sand-Attack - L28 - Illegal Moveset Combinations Aurora Beam/Dig Aurora Beam/Rock Throw Dig/Rock Throw ________________ #141: Kabutops ________________ - Pokedex Data Type: Rock/Water Species: Shellfish Height: 4'3" Weight: 89 lbs Red/Blue: Its sleek shape is perfect for swimming. It slashes prey with its claws and drains the body fluids. Yellow: A slim and fast swimmer. It slices its prey with its sharp sickles and drains the body fluids. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 2 2 1/4 1/2 1 4 2 1/2 1/2 1/2 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 60 115 105 65 70 80 430 495 Max 323 328 308 228 238 258 RBY GSC - Evolution Chain #140: Kabuto --> #141: Kabutops (Level 40) - Miscellaneous Data Base Exp: 201 Capture Rate: 45 Growth Rate: Medium Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Scratch -- -- -- -- Harden -- -- -- -- Absorb 34 34 10 10 Absorb 39 39 Slash 46 46 19 19 Leer 53 53 Hydro Pump 28 28 Sand-Attack 40 40 Slash 51 51 Mega Drain ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 02 02 Headbutt 03 03 Swords Dance 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 17 17 Submission 19 19 Seismic Toss 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 40 40 Skull Bash 44 44 44 44 Rest 50 50 Substitute H1 H1 H1 Cut H3 H3 H3 H3 Surf ____________________________ - Tradeback Moves Aurora Beam - Breed Dig - Breed Headbutt - TM02 Mega Drain - L51 Rock Throw - NYPC Sand-Attack - L28 - Illegal Moveset Combinations Aurora Beam/Dig Aurora Beam/Rock Throw Dig/Rock Throw ________________ #142: Aerodactyl ________________ - Pokedex Data Type: Rock/Flying Species: Fossil Height: 5'11" Weight: 130 lbs Red/Blue: A ferocious, prehistoric Pokemon that goes for the enemy's throat with its serrated saw-like fangs. Yellow: A savage Pokemon that died out in ancient times. It was resurrected using DNA taken from amber. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 1/2 1/2 1 1 0 2 1/2 1/2 1 2 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 80 105 65 60 75 130 440 515 Max 363 208 228 218 248 358 RBY GSC - Evolution Chain #142: Aerodactyl - Miscellaneous Data Base Exp: 202 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Wing Attack -- -- 8 8 Agility 15 15 Bite 33 33 22 22 Supersonic 38 38 Bite 45 45 43 43 Take Down 54 54 50 50 Hyper Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 02 02 Headbutt 04 04 Whirlwind 05 05 Roar 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 23 23 Dragon Rage 26 26 Earthquake 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Earthquake - TM26 Flamethrower - Crystal Move Tutor Headbutt - TM02 Roar - TM05 Rock Throw - NYPC ________________ #143: Snorlax ________________ - Pokedex Data Type: Normal Species: Sleeping Height: 6'11" Weight: 1014 lbs Red/Blue: Very lazy. Just eats and sleeps. As its rotund bulk builds, it becomes steadily more slothful. Yellow: Will eat anything, even if the food happens to be a little moldy. It never gets an upset stomach. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 160 110 65 65 110 30 430 540 Max 523 208 248 218 248 158 RBY GSC - Evolution Chain #143: Snorlax - Miscellaneous Data Base Exp: 154 Capture Rate: 25 Growth Rate: Slow Held Item: Leftovers - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Headbutt -- -- Tackle -- -- 8 8 Amnesia 15 15 Defense Curl 29 29 Headbutt -- -- 36 36 Rest 35 35 43 43 Body Slam 41 41 Harden 48 48 Double-Edge 56 56 57 57 Hyper Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 29 29 29 29 Psychic 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 38 38 38 38 Fire Blast 40 40 Skull Bash 40 40 Defense Curl 41 41 ThunderPunch 44 44 44 44 Rest 46 46 Psywave 48 48 Rock Slide 48 48 Fire Punch 50 50 Substitute H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength ____________________________ - Tradeback Moves Defense Curl - L15, TM40 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Ice Punch - TM33 Lick - Breed Lovely Kiss - NYPC Splash - NYPC Tackle - L-- ThunderPunch - TM41 - Illegal Moveset Combinations Lick/Lovely Kiss Lick/Splash Love Kiss/Splash ________________ #144: Articuno ________________ - Pokedex Data Type: Ice/Flying Species: Freeze Height: 5'7" Weight: 122 lbs Red/Blue: A legendary bird Pokemon that is said to appear to doomed people who are lost in icy mountains. Yellow: A legendary bird Pokemon. It freezes water that is contained in winter air and makes it snow. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 2 1 2 1 1 1/2 0 1 1 1 1 4 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD* Spe BST Base 90 85 100 95 125 85 485 580 Max 383 268 298 288 348 268 RBY GSC - Evolution Chain #144: Articuno - Miscellaneous Data Base Exp: 215 Capture Rate: 3 Growth Rate: Slow Held Item: BrightPowder - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Peck -- -- Gust 13 13 Mist 25 25 Agility -- -- 49 49 Ice Beam 51 51 Blizzard 55 55 Agility 60 60 Mist 61 61 Reflect 73 73 Blizzard ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 05 05 Roar 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Gust - L-- Roar - TM05 ________________ #145: Zapdos ________________ - Pokedex Data Type: Electric/Flying Species: Electric Height: 5'3" Weight: 116 lbs Red/Blue: A legendary bird Pokemon that is said to appear from clouds while dropping enormous lightning bolts. Yellow: This legendary bird Pokemon is said to appear when the sky turns dark and the lightning showers down. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 1 1 1/2 1 1/2 1 1/2 0 2 1 1 1 2 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 90 90 85 125 90 100 490 580 Max 383 278 268 348 278 298 RBY GSC - Evolution Chain #145: Zapdos - Miscellaneous Data Base Exp: 216 Capture Rate: 3 Growth Rate: Slow Held Item: BrightPowder - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Peck -- -- -- -- ThunderShock 13 13 Thunder Wave 25 25 Agility -- -- 49 49 Drill Peck 51 51 Thunder 55 55 Agility 60 60 61 61 Light Screen 73 73 Thunder ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 05 05 Roar 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H2 H2 H2 H2 Fly H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Peck - L-- Roar - TM05 ________________ #146: Moltres ________________ - Pokedex Data Type: Fire/Flying Species: Flame Height: 6'7" Weight: 132 lbs Red/Blue: Known as the legendary bird of fire. Every flap of its wings creates a dazzling flash of flames. Yellow: A legendary bird Pokemon. As it flaps its flaming wings, even the night sky will turn red. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/4 1 2 1/2 1/2 1 1 1/4 0 2 1 1 1 4 2 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 90 100 90 125 85 90 495 580 Max 383 298 278 348 268 278 RBY GSC - Evolution Chain #146: Moltres - Miscellaneous Data Base Exp: 217 Capture Rate: 3 Growth Rate: Slow Held Item: BrightPowder - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- Peck -- -- Wing Attack -- -- Ember -- -- 13 13 Fire Spin 51 51 Leer 55 55 25 25 Agility 49 49 Flamethrower 60 60 73 73 Sky Attack ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 04 04 Whirlwind 05 05 Roar 06 06 06 06 Toxic 09 09 Take Down 10 10 Double-Edge 15 15 15 15 Hyper Beam 20 20 Rage 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 43 43 Sky Attack 44 44 44 44 Rest 50 50 Substitute H2 H2 H2 H2 Fly ____________________________ - Tradeback Moves Ember - L-- Flamethrower - L49, Crystal Move Tutor Roar - TM05 Wing Attack - L-- ________________ #147: Dratini ________________ - Pokedex Data Type: Dragon Species: Dragon Height: 5'11" Weight: 7 lbs Red/Blue: Long considered a mythical Pokemon until recently when a small colony was found living underwater. Yellow: The existence of this mythical Pokemon was only recently confirmed by a fisherman who caught one. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 2 1/2 1 1/2 1 1 1/2 1 2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 41 64 45 50 50 50 250 300 Max 285 226 188 198 198 198 RBY GSC - Evolution Chain #147: Dratini --> #148: Dragonair (Level 30) --> #149: Dragonite (Level 55) - Miscellaneous Data Base Exp: 67 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Wrap -- -- -- -- Leer 10 10 8 8 Thunder Wave 22 22 Dragon Rage 29 29 Slam 20 20 36 36 Agility 30 30 Slam 40 40 Dragon Rage 50 50 57 57 Hyper Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 23 23 Dragon Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Flamethrower - Crystal Move Tutor Haze - Breed Headbutt - TM02 Hydro Pump - NYPC Light Screen - Breed Mist - Breed Supersonic - Breed Waterfall - HM07 - Illegal Moveset Combinations Haze/Hydro Pump Haze/Light Screen Hydro Pump/Light Screen Hydro Pump/Mist Hydro Pump/Supersonic Light Screen/Mist Light Screen/Supersonic Mist/Supersonic ________________ #148: Dragonair ________________ - Pokedex Data Type: Dragon Species: Dragon Height: 13'1" Weight: 36 lbs Red/Blue: A mystical Pokemon that exudes a gentle aura. Has the ability to change climate conditions. Yellow: According to a witness, its body was surrounded by a strange aura that gave it a mystical look. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1 2 1/2 1 1/2 1 1 1/2 1 2 1 1 1 1 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 61 84 65 70 70 70 350 420 Max 325 266 228 238 238 238 RBY GSC - Evolution Chain #147: Dratini --> #148: Dragonair (Level 30) --> #149: Dragonite (Level 55) - Miscellaneous Data Base Exp: 144 Capture Rate: 45 Growth Rate: Slow Held Item: Bitter Berry (R/B), Protein (Y) - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Wrap -- -- -- -- Leer -- -- -- -- Thunder Wave 10 10 8 8 Thunder Wave 22 22 Dragon Rage 29 29 Slam 20 20 38 38 Agility 35 35 Slam 45 45 Dragon Rage 55 55 65 65 Hyper Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 20 20 Rage 23 23 Dragon Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 44 44 44 44 Rest 45 45 Thunder Wave 50 50 Substitute H3 H3 H3 H3 Surf H7 H7 Waterfall ____________________________ - Tradeback Moves Flamethrower - Crystal Move Tutor Haze - Breed Headbutt - TM02 Hydro Pump - NYPC Light Screen - Breed Mist - Breed Supersonic - Breed Waterfall - HM07 - Illegal Moveset Combinations Haze/Hydro Pump Haze/Light Screen Hydro Pump/Light Screen Hydro Pump/Mist Hydro Pump/Supersonic Light Screen/Mist Light Screen/Supersonic Mist/Supersonic ________________ #149: Dragonite ________________ - Pokedex Data Type: Dragon Species: Dragon Height: 7'3" Weight: 463 lbs Red/Blue: An extremely rarely seen marine Pokemon. Its intelligence is said to match that of humans. Yellow: It is said that this Pokemon lives somewhere in the sea and that it flies. However, it is only a rumor. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 1/2 2 1 1/2 1/2 1 1 1/4 0 4 1 1 1 2 1/2 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 91 134 95 100 100 80 500 600 Max 385 366 288 298 298 258 RBY GSC - Evolution Chain #147: Dratini --> #148: Dragonair (Level 30) --> #149: Dragonite (Level 55) - Miscellaneous Data Base Exp: 218 Capture Rate: 45 Growth Rate: Slow Held Item: None - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Wrap -- -- -- -- Thunder Wave -- -- -- -- Leer -- -- Agility 10 10 8 8 Thunder Wave 22 22 Dragon Rage 29 29 Slam 20 20 38 38 Agility 35 35 Slam 45 45 Dragon Rage 55 55 Wing Attack 60 60 75 75 Hyper Beam ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 02 02 Razor Wind 02 02 Headbutt 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 20 20 Rage 23 23 Dragon Rage 24 24 Thunderbolt 25 25 25 25 Thunder 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 41 41 ThunderPunch 44 44 44 44 Rest 45 45 Thunder Wave 48 48 Fire Punch 50 50 Substitute H2 H2 Fly H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H7 H7 Waterfall ____________________________ - Tradeback Moves Fire Punch - TM48 Flamethrower - Crystal Move Tutor Fly - HM02 Haze - Breed Headbutt - TM02 Hydro Pump - NYPC Ice Punch - TM33 Light Screen - Breed Mist - Breed Supersonic - Breed ThunderPunch - TM41 Waterfall - HM07 Wing Attack - L55 - Illegal Moveset Combinations Haze/Hydro Pump Haze/Light Screen Hydro Pump/Light Screen Hydro Pump/Mist Hydro Pump/Supersonic Light Screen/Mist Light Screen/Supersonic Mist/Supersonic ________________ #150: Mewtwo ________________ - Pokedex Data Type: Psychic Species: Genetic Height: 6'7" Weight: 269 lbs Red/Blue: It was created by a scientist after years of horrific gene splicing and DNA engineering experiments. Yellow: Its DNA is almost the same as Mew's. However, its size and disposition are vastly different. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA* SpD Spe BST Base 106 110 90 154 90 130 590 680 Max 415 318 278 406 278 358 RBY GSC - Evolution Chain #150: Mewtwo - Miscellaneous Data Base Exp: 220 Capture Rate: 3 Growth Rate: Slow Held Item: BrightPowder - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Confusion -- -- -- -- Disable -- -- Swift -- -- Psychic 63 63 11 11 Barrier 22 22 Swift 55 55 Mist 66 66 66 66 Psychic 70 70 Recover 75 75 Mist 81 81 77 77 Amnesia 88 88 Recover ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Headbutt 05 05 Mega Kick 06 06 06 06 Toxic 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 22 22 22 22 SolarBeam 24 24 Thunderbolt 25 25 25 25 Thunder 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 38 38 38 38 Fire Blast 39 39 Swift 40 40 Skull Bash 41 41 ThunderPunch 42 42 Dream Eater 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash ____________________________ - Tradeback Moves Dream Eater - TM42 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 ThunderPunch - TM41 ________________ #151: Mew ________________ - Pokedex Data Type: Psychic Species: New Specie Height: 1'4" Weight: 9 lbs Red/Blue: So rare that it is still said to be a mirage by many experts. Only a few people have seen it worldwide. Yellow: When viewed through a microscope, this Pok?mon's short, fine, delicate hair is seen. - Damage Received ___________________________________________________________ BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR ----------------------------------------------------------- 2 1 1 1/2 1 1 0 1 1 1 1 1 1/2 1 1 ___________________________________________________________ - Stats Stat HP Atk Def SpA SpD Spe BST Base 100 100 100 100 100 100 500 600 Max 403 298 298 298 298 298 RBY GSC - Evolution Chain #151: Mew - Miscellaneous Data Base Exp: 64 Capture Rate: 45 Growth Rate: Medium Slow Held Item: Bitter Berry - Natural Moves ____________________________ RB Y GS C Move ---------------------------- -- -- -- -- Pound 10 10 10 10 Transform 20 20 20 20 Mega Punch 30 30 30 30 Metronome 40 40 40 40 Psychic ____________________________ - TMs/HMs ____________________________ RB Y GS C Move ---------------------------- 01 01 Mega Punch 02 02 Razor Wind 02 02 Headbutt 03 03 Swords Dance 04 04 Whirlwind 05 05 Mega Kick 05 05 Roar 06 06 06 06 Toxic 07 07 Horn Drill 08 08 Body Slam 09 09 Take Down 10 10 Double-Edge 11 11 BubbleBeam 12 12 Water Gun 13 13 Ice Beam 14 14 14 14 Blizzard 15 15 15 15 Hyper Beam 16 16 Pay Day 17 17 Submission 18 18 Counter 19 19 Seismic Toss 20 20 Rage 21 21 Mega Drain 22 22 22 22 SolarBeam 23 23 Dragon Rage 24 24 Thunderbolt 25 25 25 25 Thunder 26 26 26 26 Earthquake 27 27 Fissure 28 28 28 28 Dig 29 29 29 29 Psychic 30 30 Teleport 31 31 Mimic 32 32 32 32 Double Team 33 33 Reflect 33 33 Ice Punch 34 34 Bide 35 35 Metronome 36 36 Selfdestruct 37 37 Egg Bomb 38 38 38 38 Fire Blast 39 39 39 39 Swift 40 40 Skull Bash 40 40 Defense Curl 41 41 Softboiled 41 41 ThunderPunch 42 42 42 42 Dream Eater 43 43 Sky Attack 44 44 44 44 Rest 45 45 Thunder Wave 46 46 Psywave 47 47 Explosion 48 48 Rock Slide 48 48 Fire Punch 49 49 Tri Attack 50 50 Substitute H1 H1 H1 H1 Cut H2 H2 H2 H2 Fly H3 H3 H3 H3 Surf H4 H4 H4 H4 Strength H5 H5 H5 H5 Flash H7 H7 Waterfall ____________________________ - Tradeback Moves Defense Curl - TM40 Fire Punch - TM48 Flamethrower - Crystal Move Tutor Headbutt - TM02 Ice Punch - TM33 Roar - TM05 ThunderPunch - TM41 Waterfall - HM07 _________________________________________________ [L06] TM/HM Compatibility _________________________________________________ What follows is a list of the TMs and HMs followed by which Pokemon are compatible with the move. I've also included the TMs from Gold, Silver and Crystal that Pokemon from RBY can learn in those games and then come back to RBY with. Some TMs and HMs are common to both games and are marked with [RBY/GSC], while TMs and Hms only available in GSC are marked [GSC]. Sometimes, a Pokemon can only learn moves in a certain version; the versions it can learn the move in will be in brackets next to it--see Rhyhorn and TM14 (Blizzard), for example. If there are no brackets next to a Pokemon's name, then the Pokemon can learn that move in all the games that TM or HM appears in. - TM01 (Mega Punch) Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu, Raichu; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Snorlax; Mewtwo; Mew. - TM02 (Razor Wind) Butterfree; Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Zubat, Golbat; Venomoth; Farfetch'd; Kabutops; Aerodactyl; Articuno; Zapdos; Moltres; Dragonite; Mew. - TM02 (Headbutt) [GSC] Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Rattata, Raticate; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Farfetch'd; Seel, Dewgong; Gengar; Onix; Drowzee, Hypno; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Omanyte, Omastar; Kabutops; Aerodactyl; Snorlax; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM03 (Swords Dance) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Beedrill; Sandshrew, Sandslash; Oddish, Gloom, Vileplume; Paras, Parasect; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Farfetch'd; Krabby, Kingler; Lickitung; Tangela; Scyther; Pinsir; Kabutops; Mew. - TM04 (Whirlwind) Butterfree; Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Zubat, Golbat; Venomoth; Farfetch'd; Doduo, Dodrio; Aerodactyl; Articuno; Zapdos; Moltres; Mew. - TM05 (Mega Kick) Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu, Raichu; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Kabutops; Snorlax; Mewtwo; Mew. - TM05 (Roar) [GSC] Venusaur; Charizard; Blastoise; Raticate; Nidoqueen; Nidoking; Ninetales; Persian; Growlithe, Arcanine; Golem; Onix; Rhyhorn, Rhydon; Kangaskhan; Gyarados; Vaporeon, Jolteon, Flareon; Aerodactyl; Articuno; Zapdos; Moltres; Mew. - TM06 (Toxic) [RBY/GSC] Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM07 (Horn Drill) Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Ponyta, Rapidash; Seel, Dewgong; Rhyhorn, Rhydon; Goldeen, Seaking; Tauros; Lapras; Omastar; Dragonair, Dragonite; Mew. - TM08 (Body Slam) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Rattata, Raticate; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Vileplume; Paras, Parasect; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Victreebel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM09 (Take Down) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Shellder, Cloyster; Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM10 (Double-Edge) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Shellder, Cloyster; Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM11 (BubbleBeam) Squirtle, Wartortle, Blastoise; Rattata, Raticate; Nidorina, Nidoqueen; Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth, Persian; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby, Kingler; Cubone, Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Gyarados; Lapras; Vaporeon; Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Articuno; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM12 (Water Gun) Squirtle, Wartortle, Blastoise; Rattata, Raticate; Nidorina, Nidoqueen; Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth, Persian; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby, Kingler; Cubone, Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Gyarados; Lapras; Vaporeon; Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Articuno; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM13 (Ice Beam) Squirtle, Wartortle, Blastoise; Raticate; Nidorina, Nidoqueen; Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby, Kingler; Cubone, Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Tauros; Gyarados; Lapras; Vaporeon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Articuno; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM14 (Blizzard) [RBY/GSC] Squirtle, Wartortle, Blastoise; Rattata, Raticate; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby, Kingler; Cubone, Marowak; Lickitung; Rhyhorn (GSC), Rhydon; Chansey; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Tauros; Gyarados; Lapras; Vaporeon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Articuno; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM15 (Hyper Beam) [RBY/GSC] Venusaur; Charizard; Blastoise; Butterfree; Beedrill; Pidgeot; Raticate; Fearow; Arbok; Raichu; Sandslash; Nidoqueen; Nidoking; Clefable; Ninetales; Wigglytuff; Golbat; Vileplume; Parasect; Venomoth; Dugtrio; Persian; Golduck; Primeape; Arcanine; Poliwrath; Alakazam; Machamp; Victreebel; Tentacruel; Golem; Rapidash; Slowbro; Magneton; Dodrio; Dewgong; Muk; Cloyster; Gengar; Hypno; Kingler; Electrode; Exeggutor; Marowak; Lickitung; Weezing; Rhydon; Chansey; Tangela; Kangaskhan; Seadra; Seaking; Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Vaporeon, Jolteon, Flareon; Porygon; Omastar; Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dragonite; Mewtwo; Mew. - TM16 (Pay Day) Pikachu, Raichu; Nidoqueen; Nidoking; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Slowpoke, Slowbro; Seel, Dewgong; Rhydon; Snorlax; Mewtwo (RB); Mew. - TM17 (Submission) Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu, Raichu; Sandshrew, Sandslash; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Pinsir; Omastar; Kabutops; Snorlax; Mewtwo; Mew. - TM18 (Counter) Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Snorlax; Mewtwo; Mew. - TM19 (Seismic Toss) Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu, Raichu; Sandshrew, Sandslash; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Pinsir; Omastar; Kabutops; Snorlax; Mewtwo; Mew. - TM20 (Rage) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM21 (Mega Drain) Bulbasaur, Ivysaur, Venusaur; Butterfree; Beedrill; Ekans, Arbok; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Grimer, Muk; Gastly, Haunter, Gengar; Exeggutor; Tangela; Mew. - TM22 (SolarBeam) [RBY/GSC] Bulbasaur, Ivysaur, Venusaur; Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Bellsprout, Weepinbell, Victreebel; Exeggcute (GSC), Exeggutor; Chansey; Tangela; Mr. Mime; Lapras (RBY); Snorlax; Mewtwo; Mew. - TM23 (Dragon Rage) Charmander, Charmeleon, Charizard; Growlithe, Arcanine; Gyarados; Lapras; Aerodactyl; Dratini, Dragonair, Dragonite; Mew. - TM24 (Thunderbolt) Rattata, Raticate; Pikachu, Raichu; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth, Persian; Mankey, Primeape; Magnemite, Magneton; Grimer, Muk; Gastly, Haunter, Gengar; Voltorb, Electrode; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Kangaskhan; Staryu, Starmie; Mr. Mime; Electabuzz; Tauros; Gyarados; Lapras; Jolteon; Porygon; Snorlax; Zapdos; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM25 (Thunder) [RBY/GSC] Rattata, Raticate; Pikachu, Raichu; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth, Persian; Mankey, Primeape; Magnemite, Magneton; Grimer, Muk; Gastly, Haunter, Gengar; Voltorb, Electrode; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Kangaskhan; Staryu, Starmie; Mr. Mime; Electabuzz; Tauros; Gyarados; Lapras; Jolteon; Porygon; Snorlax; Zapdos; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM26 (Earthquake) [RBY/GSC] Charizard; Blastoise; Ekans, Arbok; Sandshrew, Sandslash; Nidoqueen; Nidoking; Diglett, Dugtrio; Poliwhirl, Poliwrath; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowpoke, Slowbro; Onix; Cubone, Marowak; Lickitung; Rhyhorn, Rhydon; Kangaskhan; Tauros; Aerodactyl (GSC); Snorlax; Mew. - TM27 (Fissure) Charizard; Blastoise; Ekans, Arbok; Sandshrew, Sandslash; Nidoqueen; Nidoking; Diglett, Dugtrio; Poliwhirl, Poliwrath; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowpoke, Slowbro; Onix; Cubone, Marowak; Lickitung; Rhyhorn, Rhydon; Kangaskhan; Tauros; Snorlax; Mew. - TM28 (Dig) [RBY/GSC] Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Rattata, Raticate; Ekans, Arbok; Sandshrew, Sandslash; Vulpix, Ninetales; Paras, Parasect; Diglett, Dugtrio; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowpoke, Slowbro; Onix; Cubone, Marowak; Rhyhorn, Rhydon; Mew. - TM29 (Psychic) [RBY/GSC] Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Venonat, Venomoth; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Slowpoke, Slowbro; Gastly, Haunter, Gengar; Drowzee, Hypno; Exeggcute, Exeggutor; Chansey; Staryu, Starmie; Mr. Mime; Jynx; Electabuzz; Magmar; Lapras; Porygon; Snorlax; Mewtwo; Mew. - TM30 (Teleport) Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Venomoth; Arcanine; Abra, Kadabra, Alakazam; Slowpoke, Slowbro; Magnemite, Magneton; Shellder, Cloyster; Drowzee, Hypno; Voltrob, Electrode; Exeggcute, Exeggutor; Chansey; Staryu, Starmie; Mr. Mime; Jynx; Electabuzz; Magmar; Porygon; Mewtwo; Mew. - TM31 (Mimic) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM32 (Double Team) [RBY/GSC] Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM33 (Ice Punch) [GSC] Squirtle, Wartortle, Blastoise; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Slowbro; Grimer, Muk; Gengar; Drowzee, Hypno; Hitmonchan; Lickitung; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Snorlax; Dragonite; Mewtwo; Mew. - TM33 (Reflect) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Pikachu, Raichu; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Growlithe, Arcanine; Abra, Kadabra, Alakazam; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Shellder, Cloyster; Drowzee, Hypno; Voltorb, Electrode; Exeggcute, Exeggutor; Chansey; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM34 (Bide) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM35 (Metronome) Clefairy, Clefable; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Gengar; Drowzee, Hypno; Hitmonlee; Hitmonchan; Chansey; Mr. Mime; Jynx; Electabuzz; Magmar; Snorlax; Mewtwo; Mew. - TM36 (Selfdestruct) Geodude, Graveler, Golem; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Voltorb, Electrode; Exeggcute, Exeggutor; Koffing, Weezing; Snorlax; Mewtwo; Mew. - TM37 (Egg Bomb) Exeggcute, Exeggutor; Chansey; Mew. - TM38 (Fire Blast) Charmander, Charmeleon, Charizard; Nidoqueen; Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Growlithe, Arcanine; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Grimer, Muk; Cubone, Marowak; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Kangaskhan; Magmar; Tauros; Gyarados; Flareon; Aerodactyl; Snorlax; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM39 (Swift) [RBY/GSC] Charmander, Charmeleon, Charizard; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Pikachu, Raichu; Sandshrew, Sandslash; Vulpix, Ninetales; Zubat, Golbat; Venonat (GSC), Venomoth; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo (GSC), Dodrio (GSC); Shellder, Cloyster; Voltorb, Electrode; Hitmonlee; Hitmonchan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Scyther; Electabuzz; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Aerodactyl; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo (GSC); Mew. - TM40 (Skull Bash) Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Beedrill; Rattata, Raticate; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Paras, Parasect; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Tentacool, Tentacruel; Ponyta, Rapidash; Slowpoke, Slowbro; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Gengar; Onix; Drowzee, Hypno; Electrode; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omastar; Kabutops; Snorlax; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM40 (Defense Curl) [GSC] Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Rattata, Raticate; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth, Persian; Mankey, Primeape; Poliwag, Poliwhirl, Poliwrath; Geodude, Graveler, Golem; Lickitung; Chansey; Snorlax; Mew. - TM41 (Softboiled) Chansey; Mew. - TM41 (ThunderPunch) [GSC] Pikachu, Raichu; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Mankey, Primeape; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Grimer, Muk; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonchan; Lickitung; Rhydon; Kangaskhan; Mr. Mime; Electabuzz; Magmar; Snorlax; Dragonite; Mewtwo; Mew. - TM42 (Dream Eater) [RBY/GSC] Clefairy (GSC), Clefable (GSC); Jigglypuff (GSC), Wigglytuff (GSC); Meowth (GSC), Persian (GSC); Abra (GSC), Kadabra (GSC), Alakazam (GSC); Slowpoke (GSC), Slowbro (GSC); Gastly, Haunter, Gengar; Drowzee, Hypno; Exeggcute (GSC), Exeggutor (GSC); Lickitung (GSC); Chansey (GSC); Starmie (GSC); Mr. Mime (GSC); Jynx (GSC); Lapras (GSC); Porygon (GSC); Mewtwo (GSC); Mew. - TM43 (Sky Attack) Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Doduo, Dodrio; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Mew. - TM44 (Rest) [RBY/GSC] Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM45 (Thunder Wave) Pikachu, Raichu; Clefairy, Clefable; Jigglypuff, Wigglytuff; Abra, Kadabra, Alakazam; Slowpoke, Slowbro; Magnemite, Magneton; Drowzee, Hypno; Voltorb, Electrode; Chansey; Staryu, Starmie; Mr. Mime; Electabuzz; Jolteon; Porygon; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - TM46 (Psywave) Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Venonat, Venomoth; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Slowpoke, Slowbro; Gastly, Haunter, Gengar; Drowzee, Hypno; Exeggcute, Exeggutor; Chansey; Staryu, Starmie; Mr. Mime; Jynx; Electabuzz; Magmar; Lapras; Porygon; Snorlax; Mewtwo; Mew. - TM47 (Explosion) Geodude, Graveler, Golem; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Voltorb, Electrode; Exeggcute, Exeggutor; Koffing, Weezing; Mew. - TM48 (Rock Slide) Ekans, Arbok; Sandshrew, Sandslash; Nidoqueen; Nidoking; Diglett, Dugtrio; Mankey, Primeape; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Onix; Rhyhorn, Rhydon; Kangaskhan; Snorlax; Mew. - TM48 (Fire Punch) [GSC] Charmander, Charmeleon, Charizard; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Mankey, Primeape; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Grimer, Muk; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonchan; Lickitung; Rhydon; Kangaskhan; Mr. Mime; Electabuzz; Magmar; Snorlax; Dragonite; Mewtwo; Mew. - TM49 (Tri Attack) Clefairy, Clefable; Jigglypuff, Wigglytuff; Abra, Kadabra, Alakazam; Slowpoke, Slowbro; Doduo, Dodrio; Shellder, Cloyster; Drowzee, Hypno; Chansey; Staryu, Starmie; Porygon; Mewtwo; Mew. - TM50 (Substitute) Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew. - HM01 (Cut) [RBY/GSC] Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Beedrill; Raticate (GSC); Sandshrew, Sandslash; Oddish, Gloom, Vileplume; Paras, Parasect; Diglett (Y/GSC), Dugtrio (Y/GSC); Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Farfetch'd; Krabby, Kingler; Lickitung; Tangela; Scyther; Pinsir; Kabutops (Y/GSC); Mew. - HM02 (Fly) [RBY/GSC] Charizard (Y/GSC); Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Farfetch'd; Doduo, Dodrio; Aerodactyl; Articuno; Zapdos; Moltres; Dragonite (GSC); Mew. - HM03 (Surf) [RBY/GSC] Squirtle, Wartortle, Blastoise; Nidoqueen; Nidoking; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby, Kingler; Lickitung; Rhydon; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Tauros (GSC); Gyarados; Lapras; Eevee, Vaporeon; Omanyte, Omastar; Kabuto (RBY), Kabutops; Snorlax; Dratini, Dragonair, Dragonite; Mew. - HM04 (Strength) [RBY/GSC] Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Raticate (GSC); Ekans, Arbok; Pikachu (GSC), Raichu (GSC); Sandshrew, Sandslash; Nidorina (GSC), Nidoqueen; Nidorino (GSC), Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowpoke, Slowbro; Seel (RBY), Dewgong (RBY); Gengar; Onix; Krabby, Kingler; Exeggcute (GSC), Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Kangaskhan; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Snorlax; Dragonite; Mewtwo; Mew. - HM05 (Flash) [RBY/GSC] Bulbasaur (GSC), Ivysaur (GSC), Venusaur (GSC); Butterfree (Y/GSC); Pikachu, Raichu; Clefairy, Clefable; Jigglypuff, Wigglytuff; Oddish (GSC), Gloom (GSC), Vileplume (GSC); Paras (GSC), Parasect (GSC); Venonat (Y), Venomoth (Y/GSC); Psyduck (GSC), Golduck (GSC); Abra, Kadabra, Alakazam; Bellsprout (GSC), Weepinbell (GSC), Victreebel (GSC); Slowpoke, Slowbro; Magnemite, Magneton; Drowzee, Hypno; Voltorb, Electrode; Exeggcute (GSC), Exeggutor (GSC); Chansey; Tangela (GSC); Staryu, Starmie; Mr. Mime; Electabuzz; Jolteon; Porygon; Zapdos; Mewtwo; Mew. - HM07 (Waterfall) [GSC] Squirtle, Wartortle, Blastoise; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Seel, Dewgong; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Gyarados; Vaporeon; Dratini, Dragonair, Dragonite; Mew. _________________________________________________ [L07] In-Game Trades _________________________________________________ If you want to fully complete the Pokemon RPG experience, then you'll want to know about all the in-game trades. This is where people swap Pokemon with you within the game and the game treats it as if you've traded with a real-world person. While this sounds amazing, it's not really. The in-game characters will only trade on their terms, asking for a specific Pokemon in exchange for a specific Pokemon. No negotiation can be done. It is essentially a fetch quest. Anyway, here's the list. Note that all traded Pokemon are nicknamed and cannot be renamed, much like an actual traded Pokemon. If a Pokemon is labelled as unique, that means that you will not be able to find it elsewhere *in that version*. Any other Pokemon games are still alright. For example, it is possible to get wild Farfetch'd in Gold. _______________________________________________________________ Receive Nickname Trade Location Unique? - Red/Blue Versions: ------------------------------------------ Jynx LOLA Poliwhirl Cerulean City House Yes Seel SAILOR Ponyta Cinnabar Island Lab No Electrode DORIS Raichu Cinnabar Island Lab No Tangela CRINKLES Venonat Cinnabar Island Lab No Mr. Mime MARCEL Abra Route 2 House Yes Nidoran F SPOT Nidoran M Route 5 House No Nidorina TERRY Nidorino Route 11 Guardhouse No Lickitung MARC Slowbro Route 18 Guardhouse Yes Farfetch'd DUX Spearow Vermilion City House Yes - Yellow Version: --------------------------------------------- Dewgong CEZANNE Growlithe Cinnabar Island Lab No Muk STICKY Kangaskhan Cinnabar Island Lab No Rhydon BUFFY Golduck Cinnabar Island Lab No Mr. Mime MILES Clefairy Route 2 House Yes Machoke RICKY Cubone Route 5 House No* Dugtrio GURIO Lickitung Route 11 Guardhouse No Parasect SPIKE Tangela Route 18 Guardhouse No _______________________________________________________________ *Machoke is not unqiue, but by performing this trade, he will evolve into Machamp; you will not be able to get Machamp in any other way, short of performing a real-world trade or by using a glitch. _________________________________________________ [L08] Pokemon Locations Checklist _________________________________________________ This shows how to get the Pokemon legitimately in RBY only, i.e. I shall not be covering where to obtain them in GSC. Look up a GSC guide if you want to do that. [ ] #001: Bulbasaur / R B Y - Obtained as a Starter from Prof. Oak in Pallet Town--choose either Bulbasaur, Charmander or Squirtle (R/B, L5) - Recieved from a girl in a house in Cerulean City when Pikachu has 147 out of 255 happiness (Y, L10) [ ] #002: Ivysaur / R B Y - Evolve Bulbasaur at L16 [ ] #003: Venusaur / R B Y - Evolve Ivysaur at L32 [ ] #004: Charmander / R B Y - Obtained as a Starter from Prof. Oak in Pallet Town--choose either Bulbasaur, Charmander or Squirtle (R/B, L5) - Given to you by the boy at the top of Route 24 (Y, L10) [ ] #005: Charmeleon / R B Y - Evolve Charmander at L16 [ ] #006: Charizard / R B Y - Evolve Charmeleon at L36 [ ] #007: Squirtle / R B Y - Obtained as a Starter from Prof. Oak in Pallet Town--choose either Bulbasaur, Charmander or Squirtle (R/B, L5) - Recieved from Officer Jenny in Vermilion City after obtaining the Thunderbadge (Y, L10) [ ] #008: Wartortle / R B Y - Evolve Squirtle at L16 [ ] #009: Blastoise / R B Y - Evolve Wartortle at L16 [ ] #010: Caterpie / R B Y - Route 2 (B, 15%, L3-5) - Route 24 (B, 20%, L7) - Route 25 (R, 1%, L8) (B, 20%, L8) - Viridian Forest (R, 5%, L3) (B, 45%, L3-5) (Y, 50%, L3-6) [ ] #011: Metapod / R B Y - Evolve Caterpie at L7 - Route 24 (B, 20%, L8) - Route 25 (R, 4%, L7) (B, 20%, L9) - Viridian Forest (R, 5%, L4) (B, 40%, L4-6) (Y, 25%, L4-6) [ ] #012: Butterfree / R B Y - Evolve Metapod at L10 [ ] #013: Weedle / R B - - Route 2 (R, 15%, L3-5) - Route 24 (R, 20%, L7) - Route 25 (R, 20%, L8) (B, 1%, L8) - Viridian Forest (R, 45%, L3-5) (B, 5%, L3) [ ] #014: Kakuna / R B - - Evolve Weedle at L7 - Route 24 (R, 20%, L8) - Route 25 (R, 20%, L9) (B, 4%, L7) - Viridian Forest (R, 40%, L4-6) (B, 5%, L4) [ ] #015: Beedrill / R B - - Evolve Kakuna at L10 [ ] #016: Pidgey / R B Y - Route 1 (R/B, 50%, L2-5) (Y, 70%, L2-7) - Route 2 (R/B, 45%, L3-5) (Y, 35%, L3-7) - Route 3 (R/B, 45%, L6-8) - Route 5 (R/B, 40%, L13-16) (Y, 40%, L15-17) - Route 6 (R/B, 40%, L13-16) (Y, 40%, L15-17) - Route 7 (R/B, 30%, L19-22) (Y, 40%, L20-22) - Route 8 (R/B, 30%, L18-20) (Y, 40%, L20-22) - Route 11 (Y, 35%, L16-18) - Route 12 (R/B, 40%, L23-27) (Y, 15%, L28) - Route 13 (R/B, 35%, L25-27) (Y, 10%, L28) - Route 14 (R/B, 20%, L26) - Route 15 (R/B, 15%, L23) - Sea Route 21 (R/B, 30%, L21-23) (Y, 55%, L11-17) - Route 24 (R/B, 24%, L12-13) (Y, 29%, L13-17) - Route 25 (R/B, 15%, L13) (Y, 29%, L13-17) - Viridian Forest (Y, 24%, L4-8) [ ] #017: Pidgeotto / R B Y - Evolve Pidgey at L18 - Route 5 (Y, 5%, L17) - Route 6 (Y, 5%, L17) - Route 7 (Y, 10%, L24) - Route 8 (Y, 10%, L24) - Route 11 (Y, 10%, L18-20) - Route 12 (Y, 10%, L28) - Route 13 (Y, 15%, L28) - Route 14 (R/B, 5%, L28-30) (Y, 10%, L30) - Route 15 (R/B, 5%, L28-30) (Y, 10%, L32) - Sea Route 21 (R/B, 15%, L30-32) (Y, 10%, L15-19) - Route 24 (Y, 1%, L17) - Route 25 (Y, 1%, L17) - Viridian Forest (Y, 1%, L9) [ ] #018: Pidgeot / R B Y - Evolve Pidgeotto at L36 [ ] #019: Rattata / R B Y - Pokemon Mansion 1F (Y, 30%, L34-37) - Pokemon Mansion 2F (Y, 30%, L37-40) - Pokemon Mansion 3F (Y, 30%, L40-43) - Route 1 (R/B, 50%, L2-4) (Y, 30%, L2-4) - Route 2 (R/B, 40% L2-5) (Y, 35%, L3-4) - Route 3 (Y, 15%, L10-12) - Route 4 (R/B, 40%, L8-12) (Y, 15%, L10-12) - Route 5 (Y, 30%, L14-16) - Route 6 (Y, 30%, L14-16) - Route 7 (Y, 15%, L20) - Route 8 (Y, 15%, L20) - Route 9 (R/B, 40%, L14-17) (Y, 15%, L18) - Route 10 (Y, 20%, L18) - Route 11 (Y, 30%, L15-17) - Route 16 (R/B, 30%, L18-22) (Y, 25%, L23-24) - Route 18 (Y, 25%, L23-24) - Sea Route 21 (R/B, 30%, L21-23) (Y, 30%, L13-15) - Route 22 (R/B, 45%, L2-4) (Y, 10%, L3) [ ] #020: Raticate / R B Y - Evolve Rattata at L20 - Pokemon Mansion 1F (Y, 30%, L34-37) - Pokemon Mansion 2F (Y, 30%, L37-40) - Pokemon Mansion 3F (Y, 30%, L40-43) - Pokemon Mansion B1F (Y, 30%, L37-46) - Route 9 (Y, 4%, L20) - Route 10 (Y, 5%, L20) - Route 11 (Y, 1%, L17) - Route 16 (R/B, 5%, L23-25) (Y, 5%, L25-26) - Route 17 (R/B, 30%, L25-29) - Route 18 (R/B, 20%, L25-29) (Y, 5%, L25-26) - Sea Route 21 (R/B, 15%, L30) (Y, 5%, L15) [ ] #021: Spearow / R B Y - Route 3 (R/B, 45%, L5-8) (Y, 55%, L8-12) - Route 4 (R/B, 35%, L8-12) (Y, 55%, L8-12) - Route 9 (R/B, 35%, L13-17) (Y, 10%, L17) - Route 10 (R/B, 35%, L13-17) - Route 11 (R/B, 35%, L13-17) - Route 16 (R/B, 40%, L20-22) (Y, 25%, L22-23) - Route 17 (R/B, 40%, L20-22) - Route 18 (R/B, 40%, L20-22) (Y, 25%, L22-23) - Route 22 (R/B, 10%, L3-5) (Y, 10%, L2-6) - Route 23 (R/B, 15%, L26) [ ] #022: Fearow / R B Y - Evolve Spearow at L20 - Route 9 (Y, 1%, L19) - Route 16 (Y, 5%, L24) - Route 17 (R/B, 25%, L25-27) (Y, 25%, L27-29) - Route 18 (R/B, 15%, L25-29) (Y, 5%, L24) - Route 23 (R/B, 25%, L38-43) (Y, 15%, L40-45) [ ] #023: Ekans / R - - - Route 4 (R, 25%, L6-12) - Route 8 (R, 20%, L17-19) - Route 9 (R, 25%, L11-17) - Route 10 (R, 25%, L11-17) - Route 11 (R, 40%, L12-15) - Route 23 (R, 20%, L26) [ ] #024: Arbok / R - - - Evolve Ekans at L22 - Cerulean Cave 1F (R, 10%, L52) - Cerulean Cave B1F (R, 5%, L57) - Route 23 (R, 5%, L41) [ ] #025: Pikachu / R B Y - Obtained as a starter from Prof. Oak in Pallet Town (Y, L5) - Power Plant (R/B, 25%, L20-24) - Viridian Forest (Y, 5%, L3-5) [ ] #026: Raichu / R B - - Evolve Pikachu via Thunderstone (R/B) - Cerulean Cave 1F (R/B, 4%, L53) - Cerulean Cave B1F (R/B, 10%, L64) - Power Plant (R/B, 5%, L33-36) [ ] #027: Sandshrew / - B Y - Mt. Moon 1F (Y, 4%, L12) - Route 3 (Y, 15%, L8-10) - Route 4 (B, 25%, L6-12) (Y, 15%, L8-10) - Route 8 (B, 20%, L17-19) - Route 9 (B, 25%, L11-17) - Route 10 (B, 25%, L11-17) - Route 11 (B, 40%, L12-15) - Route 23 (B, 20%, L26) [ ] #028: Sandslash / - B Y - Evolve Sandshrew at L22 - Cerulean Cave 1F (B/Y, 10%, L52) - Cerulean Cave 2F (Y, 10%, L56) - Cerulean Cave B1F (B, 5%, L57) - Route 23 (B, 5%, L41) [ ] #029: Nidoran F / R B Y - Trade for Nidoran M in Route 5 Underground entrance (R/B) - Route 2 (Y, 15%, L4-6) - Route 9 (Y, 30%, L16-18) - Route 10 (Y, 10%, L17) - Route 22 (R, 5%, L3-4) (B, 40%, L2-4) (Y, 30%, L2-4) - Safari Zone Entrance (B, 20%, L22) (Y, 20%, L36) - Safari Zone Area 1 (R, 5%, L24) (B, 20%, L24) (Y, 20%, L29) - Safari Zone Area 2 (B, 20%, L22) (Y, 20%, L14) - Safari Zone Area 3 (R, 5%, L25) (B, 20%, L25) (Y, 20%, L21) [ ] #030: Nidorina / R B Y - Trade for Nidorino in Route 11 Lookout house (R/B) - Game Corner prize in Celadon City for 1200 Coins (R, L17) - Evolve Nidoran F at L16 - Route 9 (Y, 5%, L18) - Route 23 (Y, 30%, L41-44) - Safari Zone Entrance (R, 5%, L31) (B, 10%, L31) - Safari Zone Area 1 (B, 10%, L32) (Y, 10%, L33) - Safari Zone Area 2 (R, 5%, L30) (B, 10%, L30) (Y, 10%, L23) - Safari Zone Area 3 (B, 10%, L33) [ ] #031: Nidoqueen / R B Y - Evolve Nidorina via Moon Stone [ ] #032: Nidoran M / R B Y - Route 2 (Y, 15%, L4-6) - Route 9 (Y, 30%, L16-18) - Route 10 (Y, 10%, L17) - Route 22 (R, 40%, L2-4) (B, 5%, L3-4) (Y, 30%, L2-4) - Safari Zone Entrance (R, 20%, L22) (Y, 20%, L14) - Safari Zone Area 1 (R, 20%, L24) (B, 5%, L24) (Y, 20%, L21) - Safari Zone Area 2 (R, 20%, L22) (Y, 20%, L36) - Safari Zone Area 3 (R, 20%, L25) (B, 5%, L25) (Y, 20%, L29) [ ] #033: Nidorino / R B Y - Game Corner prize in Celadon City for 1200 Coins (B, L17) - Evolve Nidoran M at L16 - Route 9 (Y, 5%, L18) - Route 23 (Y, 30%, L41-44) - Safari Zone Entrance (R, 10%, L31) (B, 5%, L31) (Y, 10%, L23) - Safari Zone Area 1 (R, 10%, L33) - Safari Zone Area 2 (R, 10%, L30) (B, 5%, L30) - Safari Zone Area 3 (R, 10%, L33) (Y, 10%, L32) [ ] #034: Nidoking / R B Y - Evolve Nidorino via Moon Stone [ ] #035: Clefairy / R B Y - Game Corner prize in Celadon City for 500 Coins (R, L8) - Game Corner prize in Celadon City for 750 Coins (B, L12) - Mt. Moon 1F (R/B, 1%, L8) (Y, 1%, L11) - Mt. Moon B1F (R/B, 4%, L9) (Y, 5%, L10-12) - Mt. Moon B2F (R/B, 6%, L10-12) (Y, 10%, L9-13) [ ] #036: Clefable / R B Y - Evolve Clefairy via Moon Stone [ ] #037: Vulpix / - B Y - Game Corner prize in Celadon City for 1000 Coins (Y, L18) - Pokemon Mansion 1F (B, 10%, L34) - Pokemon Mansion 2F (B, 20%, L32) - Pokemon Mansion 3F (B, 20%, L33) - Pokemon Mansion B1F (B, 15%, L35) - Route 7 (B, 10%, L18-20) - Route 8 (B, 20%, L15-18) [ ] #038: Ninetales / - B Y - Evolve Vulpix via Fire Stone [ ] #039: Jigglypuff / R B Y - Route 3 (R/B, 10%, L3-7) - Route 5 (Y, 10%, L3-7) - Route 6 (Y, 10%, L3-7) - Route 7 (Y, 10%, L19-24) - Route 8 (Y, 10%, L19-24) [ ] #040: Wigglytuff / R B Y - Game Corner prize in Celadon City for 2680 Coins (Y, L22) - Evolve Jigglypuff via Moon Stone - Cerulean Cave 2F (R/B, 5%, L54) [ ] #041: Zubat / R B Y - Mt. Moon 1F (R/B, 79%, L6-11) (Y, 75%, L6-11) - Mt. Moon B1F (R/B, 60%, L7-11) (Y, 65%, L8-11) - Mt. Moon B2F (R/B, 55%, L10-13) (Y, 49%, L9-12) - Rock Tunnel 1F (R/B, 55%, L15-18) (Y, 50%, L15-21) - Rock Tunnel B1F (R/B, 50%, L16-18) (Y, 40%, L20-22) - Seafoam Islands 1F (R/B, 10%, L21) (Y, 45%, L9-36) - Seafoam Islands B1F (Y, 40%, L18-36) - Seafoam Islands B2F (Y, 35%, L27-36) - Seafoam Islands B3F (Y, 30%, L27-36) - Seafoam Islands B4F (Y, 25%, L36-45) - Victory Road 1F (R/B, 15%, L22) (Y, 20%, L39-44) - Victory Road 2F (R/B, 15%, L26) (Y, 10%, L44) - Victory Road 3F (R/B, 15%, L22) [ ] #042: Golbat / R B Y - Evolve Zubat at L22 - Cerulean Cave 1F (R/B, 20%, L46) (Y, 40%, L50-55) - Cerulean Cave 2F (Y, 40%, L52-57) - Cerulean Cave B1F (Y, 40%, L54-59) - Seafoam Islands 1F (R/B, 5%, L29) (Y, 5%, L27-36) - Seafoam Islands B1F (Y, 10%, L27) - Seafoam Islands B2F (R/B, 4%, L30) (Y, 15%, L27-36) - Seafoam Islands B3F (Y, 20%, L27) - Seafoam Islands B4F (R/B, 1%, L32) (Y, 25%, L27-36) - Victory Road 1F (R/B, 5%, L41) - Victory Road 2F (R/B, 5%, L40) (Y, 10%, L39) - Victory Road 3F (R/B, 5%, L41) (Y, 20%, L44) [ ] #043: Oddish / R - Y - Route 5 (R, 35%, L13-16) - Route 6 (R, 35%, L13-16) - Route 7 (R, 30%, L19-22) - Route 12 (R, 35%, L22-26) (Y, 30%, L25-27) - Route 13 (R, 35%, L22-26) (Y, 30%, L25-27) - Route 14 (R, 35%, L22-26) (Y, 30%, L26-28) - Route 15 (R, 35%, L22-26) (Y, 30%, L26-28) - Route 24 (R, 25%, L12-14) (Y, 30%, L12-14) - Route 25 (R, 25%, L12-14) (Y, 30%, L12-14) [ ] #044: Gloom / R - Y - Evolve Oddish at L21 - Cerulean Cave 1F (Y, 10%, L55) - Cerulean Cave 2F (Y, 5%, L58) - Route 12 (R, 5%, L28-30) (Y, 5%, L29) - Route 13 (R, 5%, L28-30) (Y, 5%, L29) - Route 14 (R/Y, 5%, L30) - Route 15 (R/Y, 5%, L30) [ ] #045: Vileplume / R - Y - Evolve Gloom via Leaf Stone [ ] #046: Paras / R B Y - Mt. Moon 1F (R/B, 5%, L8) - Mt. Moon B1F (R/B, 10%, L10) (Y, 10%, L9-11) - Mt. Moon B2F (R/B, 15%, L10-12) (Y, 15%, L13) - Safari Zone Entrance (Y, 5%, L27) - Safari Zone Area 1 (R/B, 15%, L22) - Safari Zone Area 2 (R/B, 15%, L23) [ ] #047: Parasect / R B Y - Trade for Tangela at the Route 18 Lookout (Y) - Evolve Paras at L24 - Cerulean Cave 1F (R/B, 5%, L52) (Y, 5%, L54) - Cerulean Cave B1F (R/B, 10%, L64) - Safari Zone Entrance (R/B, 5%, L30) (Y, 15%, L27-32) - Safari Zone Area 1 (R/B, 5%, L25) [ ] #048: Venonat / R B Y - Route 12 (R/B, 20%, L24-26) - Route 13 (R/B, 20%, L24-26) - Route 14 (R/B, 20%, L24-26) (Y, 19%, L24-27) - Route 15 (R/B, 20%, L24-26) (Y, 19%, L24-27) - Route 24 (Y, 10%, L13-16) - Route 25 (Y, 10%, L13-16) - Safari Zone Entrance (R/B, 15%, L22) - Safari Zone Area 3 (R/B, 15%, L23) [ ] #049: Venomoth / R B Y - Evolve Venonat at L31 - Cerulean Cave 1F (R/B, 10%, L49) (Y, 5%, L54) - Cerulean Cave 2F (R/B, 20%, L51) - Route 14 (Y, 1%, L30) - Route 15 (Y, 1%, L30) - Safari Zone Area 2 (R/B, 5%, L32) - Safari Zone Area 3 (R/B, 10%, L32) - Victory Road 3F (R/B, 10%. L40) [ ] #050: Diglett / R B Y - Diglett's Cave (R/B/Y, 95%, L15-22) [ ] #051: Dugtrio / R B Y - Trade for Lickitung at the Route 11 Lookout (Y) - Evolve Diglett at L26 - Diglett's Cave (R/B/Y, 5%, L29-31) [ ] #052: Meowth / - B - - Route 5 (B, 25%, L10-16) - Route 6 (B, 25%, L10-16) - Route 7 (B, 30%, L17-20) - Route 8 (B, 30%, L18-20) [ ] #053: Persian / - B - - Evolve Meowth at L28 [ ] #054: Psyduck / R B Y - Seafoam Islands 1F (R, 5%, L28) (B, 20%, L30) - Seafoam Islands B1F (B, 15%, L28-30) - Seafoam Islands B2F (B, 30%, L30-32) - Seafoam Islands B3F (B, 35%, L31-33) - Seafoam Islands B4F (B, 15%, L29-31) Super Rod: - Cerulean City (R/B, 33%, L15) - Route 24 (R/B, 33%, L15) - Route 25 (R/B, 33%, L15) - Safari Zone Entrance (R/B, 25%, L15) - Safari Zone Area 1 (R/B, 25%, L15) - Safari Zone Area 2 (R/B, 25%, L15) - Safari Zone Area 3 (R/B, 25%, L15) Surfing: - Route 6 (Y, 95%, L15) [ ] #055: Golduck / R B Y - Evolve Psyduck at L33 - Seafoam Islands 1F (R, 1%, L38) - Seafoam Islands B2F (B, 1%, L37) - Seafoam Islands B4F (B, 4%, L39) Surfing: - Route 6 (Y, 5%, L15-20) [ ] #056: Mankey / R - Y - Route 3 (Y, 15%, L9) - Route 4 (Y, 15%, L9) - Route 5 (R, 25%, L10-16) - Route 6 (R, 25%, L10-16) - Route 7 (R, 30%, L17-20) - Route 8 (R, 30%, L18-20) - Route 22 (Y, 20%, L3-5) - Route 23 (Y, 20%, L36-41) [ ] #057: Primeape / R - Y - Evolve Mankey at L28 - Route 23 (Y, 5%, L41-46) [ ] #058: Growlithe / R - Y - Pokemon Mansion 1F (R, 10%, L34) (Y, 20%, L26-38) - Pokemon Mansion 2F (R, 20%, L32) - Pokemon Mansion 3F (R, 20%, L33) - Pokemon Mansion B1F (R, 15%, L35) - Route 7 (R, 10%, L18-20) - Route 8 (R, 20%, L15-18) [ ] #059: Arcanine / R - Y - Evolve Growlithe via Fire Stone [ ] #060: Poliwag / R B Y Good Rod: - Celadon City (R/B/Y, 50%, L10) - Cerulean Cave 1F (R/B/Y, 50%, L10) - Cerulean Cave B1F (R/B/Y, 50%, L10) - Cerulean City (R/B/Y, 50%, L10) - Cinnabar Island (R/B/Y, 50%, L10) - Fuchsia City (R/B/Y, 50%, L10) - Indigo Plateau (R/B/Y, 50%, L10) - Pallet Town (R/B/Y, 50%, L10) - Route 6 (R/B/Y, 50%, L10) - Route 10 (R/B/Y, 50%, L10) - Route 11 (R/B/Y, 50%, L10) - Route 12 (R/B/Y, 50%, L10) - Route 13 (R/B/Y, 50%, L10) - Route 17 (R/B/Y, 50%, L10) - Route 18 (R/B/Y, 50%, L10) - Sea Route 19 (R/B/Y, 50%, L10) - Sea Route 20 (R/B/Y, 50%, L10) - Sea Route 21 (R/B/Y, 50%, L10) - Route 22 (R/B/Y, 50%, L10) - Route 23 (R/B/Y, 50%, L10) - Route 24 (R/B/Y, 50%, L10) - Route 25 (R/B/Y, 50%, L10) - Safari Zone Entrance (R/B/Y, 50%, L10) - Safari Zone Area 1 (R/B/Y, 50%, L10) - Safari Zone Area 2 (R/B/Y, 50%, L10) - Safari Zone Area 3 (R/B/Y, 50%, L10) - Seafoam Islands B3F (R/B/Y, 50%, L10) - Seafoam Islands B4F (R/B/Y, 50%, L10) - S.S. Anne Harbour (R/B, 50%, L10) - Vermilion City (R/B/Y, 50%, L10) - Viridian City (R/B/Y, 50%, L10) Super Rod: - Pallet Town (R/B, 50%, L15) - Route 22 (R/B, 50%, L15) (Y, 90%, L5-15) - Route 23 (Y, 70%, L25-30) - Viridian City (R/B, 50%, L15) (Y, 100%, L5-15) [ ] #061: Poliwhirl / R B Y - Evolve Poliwag at L25 Super Rod: - Celadon City (R/B, 50%, L23) - Route 10 (R/B, 50%, L23) - Route 22 (Y, 10%, L15) - Route 23 (Y, 30%, L30-40) [ ] #062: Poliwrath / R B Y - Evolve Poliwhirl via Water Stone [ ] #063: Abra / R B Y - Game Corner prize in Celadon City for 180 Coins (R, L9) - Game Corner prize in Celadon City for 120 Coins (B, L6) - Game Corner prize in Celadon City for 180 Coins (Y, L15) - Route 5 (Y, 15%, L7) - Route 6 (Y, 15%, L7) - Route 7 (Y, 25%, L15-26) - Route 8 (Y, 20%, L15-19) - Route 24 (R/B, 15%, L8-12) - Route 25 (R/B, 15%, L10-12) [ ] #064: Kadabra / R B Y - Evolve Abra at L16 - Cerulean Cave 1F (R/B, 5%, L49) - Cerulean Cave 2F (R/B, 15%, L51) - Route 8 (Y, 5%, L20-27) [ ] #065: Alakazam / - - - - Evolve Kadabra via trade [ ] #066: Machop / R B Y - Rock Tunnel 1F (R/B, 15%, L15-17) (Y, 10%, L17-21) - Rock Tunnel B1F (R/B, 15%, L15-17) (Y, 20%, L18-20) - Route 10 (Y, 5%, L16-18) - Victory Road 1F (R/B, 20%, L24) - Victory Road 2F (R/B, 20%, L22) - Victory Road 3F (R/B, 20%, L24) [ ] #067: Machoke / R B Y - Trade for Cubone in Route 5 Underground entrance (R/B) - Evolve Machop at L28 - Victory Road 1F (R/B, 4%, L42) - Victory Road 2F (R/B, 5%, L41) (Y, 5%, L39-42) - Victory Road 3F (R/B, 5%, L42-45) (Y, 10%, L42-45) [ ] #068: Machamp / - - Y - Evolve Machoke via trade [ ] #069: Bellsprout / - B Y - Route 5 (B, 35%, L13-16) - Route 6 (B, 35%, L13-16) - Route 7 (B, 30%, L19-22) - Route 12 (B, 35%, L22-26) (Y, 30%, L25-27) - Route 13 (B, 35%, L22-26) (Y, 30%, L25-27) - Route 14 (B, 35%, L22-26) (Y, 30%, L26-28) - Route 15 (B, 35%, L22-26) (Y, 30%, L26-28) - Route 24 (B, 25%, L12-14) (Y, 30%, L12-14) - Route 25 (B, 25%, L12-14) (Y, 30%, L12-14) [ ] #070: Weepinbell / - B Y - Evolve Bellsprout at L21 - Cerulean Cave 1F (Y, 10%, L55) - Cerulean Cave 2F (Y, 5%, L58) - Route 12 (B, 5%, L28-30) (Y, 5%, L29) - Route 13 (B, 5%, L28-30) (Y, 5%, L29) - Route 14 (B/Y, 5%, L30) - Route 15 (B/Y, 5%, L30) [ ] #071: Victreebel / - B Y - Evolve Weepinbell via Leaf Stone [ ] #072: Tentacool / R B Y Super Rod: - Cinnabar Island (Y, 40%, L15-30) - Pallet Town (R/B, 50%, L15) (Y, 4%, L10-20) - Route 11 (Y, 90%, L10-20) - Route 12 (R/B, 25%, L5) - Route 13 (R/B, 25%, L5) (Y, 20%, L10) - Route 17 (R/B, 25%, L5) (Y, 70%, L5-15) - Route 18 (R/B, 25%, L5) (Y, 40%, L15) - Sea Route 19 (Y, 60%, L15-30) - Sea Route 20 (Y, 40%, L20) - Sea Route 21 (Y, 60%, L15-30) - S.S. Anne Harbour (Y, 70%, L10-15) - Vermilion City (Y, 60%, L10-20) - Viridian City (R/B, 50%, L15) Surfing: - Sea Route 19 (R/B/Y, 100%, L5-40) - Sea Route 20 (R/B/Y, 100%, L5-40) - Sea Route 21 (R/B/Y, 100%, L5-40) - Seafoam Islands B3F (Y, 70%, L20-40) - Seafoam Islands B4F (Y, 70%, L20-40) [ ] #073: Tentacruel / R B Y - Evolve Tentacool at L30 Super Rod: - Sea Route 19 (Y, 10%, L30) - Sea Route 20 (Y, 40%, L20-40) - Sea Route 21 (Y, 10%, L30) [ ] #074: Geodude / R B Y - Mt. Moon 1F (R/B, 15%, L8-10) (Y, 20%, L10) - Mt. Moon B1F (R/B, 26%, L7-9) (Y, 20%, L10-11) - Mt. Moon B2F (R/B, 30%, L9-10) (Y, 20%, L11) - Rock Tunnel 1F (R/B, 25%, L16-17) (Y, 40%, L16-20) - Rock Tunnel B1F (R/B, 26%, L16-18) (Y, 30%, L17-21) - Victory Road 1F (R/B, 20%, L26) (Y, 65%, L26-41) - Victory Road 2F (R/B, 20%, L24) (Y, 55%, L31-41) - Victory Road 3F (R/B, 20%, L26) (Y, 45%, L36-46) [ ] #075: Graveler / R B Y - Evolve Geodude at L25 - Cerulean Cave 1F (Y, 15%, L45) - Cerulean Cave 2F (Y, 15%, L50) - Cerulean Cave B1F (Y, 15%, L55) - Victory Road 1F (R/B, 5%, L41) (Y, 5%, L41-47) - Victory Road 2F (R/B, 1%, L43) (Y, 10%, L44) - Victory Road 3F (R/B, 5%, L43) (Y, 15%, L41-47) [ ] #076: Golem / - - - - Evolve Graveler via trade [ ] #077: Ponyta / R B Y - Pokemon Mansion 1F (R/B, 40%, L28-34) - Pokemon Mansion 2F (R/B, 25%, L28-32) - Pokemon Mansion 3F (R, 24%, L32-36) (B, 14%, L32-36) - Pokemon Mansion B1F (R/B, 15%, L32-34) - Route 17 (Y, 24%, L28-32) [ ] #078: Rapidash / R B Y - Evolve Ponyta at L40 [ ] #079: Slowpoke / R B Y - Seafoam Islands 1F (R, 20%, L30) (B, 5%, L28) (Y, 15%, L28-30) - Seafoam Islands B1F (R, 15%, L28-30) (Y, 10%, L29) - Seafoam Islands B2F (R, 30%, L30-32) (Y, 4%, L31) - Seafoam Islands B3F (R, 35%, L31-33) - Seafoam Islands B4F (R, 15%, L29-31) Super Rod: - Celadon City (R/B, 50%, L15) - Route 10 (R/B, 50%, L15) - Safari Zone Entrance (R/B, 25%, L15) - Safari Zone Area 1 (R/B, 25%, L15) - Safari Zone Area 2 (R/B, 25%, L15) - Safari Zone Area 3 (R/B, 25%, L15) Surfing: - Route 12 (Y, 95%, L15) - Route 13 (Y, 95%, L15) [ ] #080: Slowbro / R B Y - Evolve Slowpoke at L37 - Seafoam Islands 1F (B, 1%, L38) - Seafoam Islands B2F (R, 1%, L37) (Y, 1%, L31) - Seafoam Islands B4F (R, 4%, L39) Super Rod: - Cerulean Cave 1F (R/B, 25%, L23) - Cerulean Cave B1F (R/B, 25%, L23) - Route 23 (R/B, 25%, L23) Surfing: - Route 12 (Y, 5%, L15-20) - Route 13 (Y, 5%, L15-20) [ ] #081: Magnemite / R B Y - Power Plant (R/B, 30%, L21-23) (Y, 40%, L30-35) - Route 10 (Y, 50%, L16-22) [ ] #082: Magneton / R B Y - Evolve Magnemite at L30 - Cerulean Cave 1F (R/B, 15%, L46) - Power Plant (R/B, 10%, L32-35) (Y, 20%, L33-38) [ ] #083: Farfetch'd / R B Y - Trade for Spearow in a house in the west of Vermilion City (R/B) - Route 12 (Y, 5%, L26-31) - Route 13 (Y, 5%, L26-31) [ ] #084: Doduo / R B Y - Route 16 (R/B, 25%, L18-22) (Y, 40%, L22-26) - Route 17 (R/B, 25%, L24-28) (Y, 50%, L26-28) - Route 18 (R/B, 25%, L24-28) (Y, 40%, L22-26) - Safari Zone Area 1 (R/B, 20%, L26) - Safari Zone Area 3 (R/B, 20%, L26) [ ] #085: Dodrio / R B Y - Evolve Doduo at L31 - Cerulean Cave 1F (R/B, 10%, L49) - Cerulean Cave 2F (R/B, 20%, L51) - Route 17 (Y, 1%, L29) [ ] #086: Seel / R B Y - Trade for Ponyta at Cinnabar Island Pokemon Lab (R/B) - Seafoam Islands 1F (R/B, 20%, L30) - Seafoam Islands B1F (R/B, 15%, L28-30) (Y, 5%, L22-26) - Seafoam Islands B2F (R/B, 35%, L30-32) (Y, 10%, L24) - Seafoam Islands B3F (R/B, 30%, L31-33) (Y, 15%, L26-30) - Seafoam Islands B4F (R/B, 15%, L29-31) (Y, 20%, L28-32) [ ] #087: Dewgong / R B Y - Trade for Growlithe at Cinnabar Island Pokemon Lab (Y) - Evolve Seel at L34 - Seafoam Islands B1F (R/B, 4%, L38) - Seafoam Islands B3F (R/B, 1%, L37) (Y, 5%, L28-32) - Seafoam Islands B4F (Y, 5%, L30-34) [ ] #088: Grimer / R B Y - Pokemon Mansion 1F (R, 5%, L30) (B, 40%, L30-32) (Y, 20%, L23-26) - Pokemon Mansion 2F (R, 5%, L30) (B, 45%, L30-34) (Y, 35%, L26-35) - Pokemon Mansion 3F (R, 5%, L34) (B, 35%, L31-35) (Y, 35%, L32-38) - Pokemon Mansion B1F (R, 5%, L35) (B, 50%, L31-33) (Y, 40%, L35-38) - Power Plant (Y, 15%, L33-37) [ ] #089: Muk / R B Y - Trade for Kangaskhan at Cinnabar Island Pokemon Lab (Y) - Evolve Grimer at L38 - Pokemon Mansion 1F (R, 1%, L39) (B, 4%, L37) - Pokemon Mansion 2F (R, 1%, L37) (B, 4%, L39) (Y, 5%, L35-38) - Pokemon Mansion 3F (R, 1%, L42) (B, 15%, L38-40) (Y, 5%, L38-41) - Pokemon Mansion B1F (R, 1%, L42) (B, 10%, L40) (Y, 10%, L41) - Power Plant (Y, 5%, L33-37) [ ] #090: Shellder / R B Y - Seafoam Islands 1F (R, 19%, L28-30) - Seafoam Islands B1F (R, 15%, L32) (B, 20%, L30) - Seafoam Islands B2F (R, 5%, L28) (B, 10%, L30) - Seafoam Islands B3F (R, 15%, L29-31) - Seafoam Islands B4F (R, 30%, L31-33) Super Rod: - Cinnabar Island (R/B, 25%, L15) - Route 6 (R/B, 50%, L15) - Route 11 (R/B, 50%, L15) - Route 17 (Y, 30%, L25-35) - Route 18 (Y, 60%, L20-40) - Sea Route 19 (R/B, 25%, L15) - Sea Route 20 (R/B, 25%, L15) - Sea Route 21 (R/B, 25%, L15) - Seafoam Islands B3F (R/B, 25%, L15) - Seafoam Islands B4F (R/B, 25%, L15) - S.S. Anne Harbour (R/B, 50%, L15) (Y, 10%, L10) - Vermilion City (R/B, 25%, L15) [ ] #091: Cloyster / R B Y - Evolve Shellder via Water Stone [ ] #092: Gastly / R B Y - Pokemon Tower 3F (R/B, 90%, L18-24) (Y, 95%, L18-25) - Pokemon Tower 4F (R/B, 86%, L18-24) (Y, 95%, L18-25) - Pokemon Tower 5F (R/B, 86%, L18-24) (Y, 90%, L21-27) - Pokemon Tower 6F (R/B, 85%, L19-24) (Y, 90%, L21-27) - Pokemon Tower 7F (R/B, 75%, L20-24) (Y, 90%, L23-29) [ ] #093: Haunter / R B Y - Evolve Gastly at L25 - Pokemon Tower 3F (R/B, 1%, L25) (Y, 5%, L20-25) - Pokemon Tower 4F (R/B, 5%, L25) (Y, 5%, L20-25) - Pokemon Tower 5F (R/B, 5%, L25) (Y, 5%, L22-27) - Pokemon Tower 6F (R/B, 6%, L26-28) (Y, 5%, L22-27) - Pokemon Tower 7F (R/B, 15%, L28-30) (Y, 5%, L24-29) [ ] #094: Gengar / - - - - Evolve Haunter via trade [ ] #095: Onix / R B Y - Rock Tunnel 1F (R/B, 5%, L13-15) - Rock Tunnel B1F (R/B, 9%, L13-17) (Y, 10%, L14-22) - Victory Road 1F (R/B, 30%, L36-42) (Y, 10%, L43-45) - Victory Road 2F (R/B, 30%, L36-42) (Y, 10%, L45-47) - Victory Road 3F (R/B, 20%, L42-45) (Y, 10%, L49) [ ] #096: Drowzee / R B Y - Route 11 (R/B, 25%, L9-15) (Y, 24%, L15-19) [ ] #097: Hypno / R B Y - Evolve Drowzee at L26 - Cerulean Cave 1F (R/B, 20%, L46) [ ] #098: Krabby / R B Y - Seafoam Islands 1F (B, 20%, L28-30) - Seafoam Islands B1F (B, 30%, L30-32) (Y, 30%, L26-28) - Seafoam Islands B2F (B, 15%, L28-30) (Y, 25%, L27-29) - Seafoam Islands B3F (B, 15%, L29-31) (Y, 20%, L29-31) - Seafoam Islands B4F (B, 35%, L31-33) (Y, 15%, L30) Super Rod: - Cerulean City (R/B, 33%, L15) - Fuchsia City (R/B, 25%, L15) - Route 6 (R/B, 50%, L15) - Route 10 (Y, 70%, L15-20) - Route 11 (R/B, 50%, L15) - Route 12 (R/B, 25%, L15) - Route 13 (R/B, 25%, L15) - Route 17 (R/B, 25%, L15) - Route 18 (R/B, 25%, L15) - Route 24 (R/B, 33%, L15) - Route 25 (R/B, 33%, L15) (Y, 70%, L10-15) - Safari Zone Entrance (R/B, 25%, L15) - Safari Zone Area 1 (R/B, 25%, L15) - Safari Zone Area 2 (R/B, 25%, L15) - Safari Zone Area 3 (R/B, 25%, L15) - Seafoam Islands B3F (Y, 40%, L25) - Seafoam Islands B4F (Y, 40%, L25) - S.S. Anne Harbour (R/B, 50%, L15) - Vermilion City (R/B, 50%, L15) [ ] #099: Kingler / R B Y - Evolve Krabby at L28 - Seafoam Islands B1F (B, 1%, L37) (Y, 5%, L28) - Seafoam Islands B2F (Y, 10%, L28) - Seafoam Islands B3F (B, 4%, L39) (Y, 10%, L30) - Seafoam Islands B4F (Y, 10%, L32) Super Rod: - Cerulean Cave 1F (R/B, 25%, L23) - Cerulean Cave B1F (R/B, 25%, L23) - Route 10 (Y, 10%, L25) - Route 23 (R/B, 25%, L23) - Route 25 (Y, 30%, L15-25) - Seafoam Islands B3F (Y, 20%, L35) - Seafoam Islands B4F (Y, 20%, L35) [ ] #100: Voltorb / R B Y - Six fake item balls in Power Plant (R/B/Y, L40) - Power Plant (R/B, 30%, L21-23) (Y, 20%, L33-37) - Route 10 (R/B, 40%, L14-17) [ ] #101: Electrode / R B Y - Trade for Raichu at Cinnabar Island Pokemon Lab (R/B) - Two fake item balls in Power Plant (R/B/Y, L43) - Evolve Voltorb at L30 - Cerulean Cave 2F (R/B, 10%, L52) - Cerulean Cave B1F (R/B, 15%, L55) [ ] #102: Exeggcute / R B Y - Safari Zone Entrance (R/B, 20%, L24-25) (Y, 15%, L24) - Safari Zone Area 1 (R/B, 20%, L23-25) (Y, 20%, L22-26) - Safari Zone Area 2 (R/B, 20%, L25-27) (Y, 15%, L20) - Safari Zone Area 3 (R/B, 20%, L24-26) (Y, 20%, L22-26) [ ] #103: Exeggutor / R B Y - Evolve Exeggcute via Leaf Stone [ ] #104: Cubone / R B Y - Pokemon Tower 3F (R/B, 9%, L20-22) - Pokemon Tower 4F (R/B, 9%, L20-22) - Pokemon Tower 5F (R/B, 9%, L20-22) (Y, 5%, L20) - Pokemon Tower 6F (R/B, 9%, L22-24) (Y, 5%, L22) - Pokemon Tower 7F (R/B, 10%, L22-24) (Y, 5%, L24) - Safari Zone Area 1 (Y, 10%, L19) - Safari Zone Area 2 (Y, 5%, L16) - Safari Zone Area 3 (Y, 10%, L19) [ ] #105: Marowak / R B Y - Evolve Cubone at L28 - Cerulean Cave 2F (R/B, 10%, L52) - Cerulean Cave B1F (R/B, 20%, L55) - Safari Zone Area 1 (Y, 5%, L24) - Safari Zone Area 3 (Y, 5%, L24) - Victory Road 1F (R/B, 1%, L43) - Victory Road 2F (R/B, 4%, L40) [ ] #106: Hitmonlee / R B Y - Win this or Hitmonchan from Saffron City Dojo (R/B/Y, L30) [ ] #107: Hitmonchan / R B Y - Win this or Hitmonlee from Saffron City Dojo (R/B/Y, L30) [ ] #108: Lickitung / R B Y - Trade for Slowbro at the Route 18 Lookout (R/B) - Cerulean Cave B1F (Y, 5%, L50-55) [ ] #109: Koffing / R B - - Pokemon Mansion 1F (R, 40%, L30-32) (B, 5%, L30) - Pokemon Mansion 2F (R, 45%, L30-34) (B, 5%, L30) - Pokemon Mansion 3F (R, 35%, L31-35) (B, 5%, L34) - Pokemon Mansion B1F (R, 50%, L31-33) (B, 5%, L35) [ ] #110: Weezing / R B - - Evolve Koffing at L35 - Pokemon Mansion 1F (R, 4%, L37) (B, 1%, L39) - Pokemon Mansion 2F (R, 4%, L39) (B, 1%, L37) - Pokemon Mansion 3F (R, 15%, L38-40) (B, 1%, L42) - Pokemon Mansion B1F (R, 14%, L40-42) (B, 1%, L42) [ ] #111: Rhyhorn / R B Y - Cerulean Cave 2F (Y, 10%, L50) - Cerulean Cave B1F (Y, 10%, L52) - Safari Zone Entrance (R/B, 20%, L25) (Y, 10%, L20) - Safari Zone Area 2 (R/B, 20%, L26) (Y, 10%, L25) [ ] #112: Rhydon / R B Y - Trade for Golduck at Cinnabar Island Pokemon Lab (Y) - Evolve Rhyhorn at L42 - Cerulean Cave 2F (R/B, 10%, L52) (Y, 5%, L58-60) - Cerulean Cave B1F (R/B, 20%, L55) (Y, 10%, L62) [ ] #113: Chansey / R B Y - Cerulean Cave 2F (R/B, 5%, L56) - Cerulean Cave B1F (R/B, 10%, L64) (Y, 5%, L56) - Safari Zone Entrance (R/B, 1%, L23) (Y, 1%, L7) - Safari Zone Area 1 (Y, 4%, L21) - Safari Zone Area 2 (R/B, 4%, L26) [ ] #114: Tangela / R B Y - Trade for Venonat at Cinnabar Island Pokemon Lab (R/B) - Sea Route 21 (R/B, 10%, L28-32) - Safari Zone Entrance (Y, 4%, L22) - Safari Zone Area 3 (Y, 1%, L27) [ ] #115: Kangaskhan / R B Y - Safari Zone Area 1 (R/B, 4%, L25) - Safari Zone Area 2 (Y, 15%, L28-33) - Safari Zone Area 3 (R/B, 1%, L28) [ ] #116: Horsea / R B Y - Seafoam Islands 1F (R, 20%, L28-30) - Seafoam Islands B1F (R, 30%, L30-32) - Seafoam Islands B2F (R, 15%, L28-30) - Seafoam Islands B3F (R, 15%, L29-31) - Seafoam Islands B4F (R, 35%, L31-33) Super Rod: - Cinnabar Island (R/B, 25%, L15) - Route 10 (Y, 20%, L10) - Route 11 (Y, 10%, L5) - Route 12 (Y, 70%, L20-25) - Route 13 (Y, 70%, L15-20) - Sea Route 19 (R/B, 25%, L15) - Sea Route 20 (R/B, 25%, L15) - Sea Route 21 (R/B, 25%, L15) - Seafoam Islands B3F (R/B, 25%, L15) - Seafoam Islands B4F (R/B, 25%, L15) - Vermilion City (Y, 10%, L5) [ ] #117: Seadra / R B Y - Evolve Horsea at L32 - Seafoam Islands B1F (R, 1%, L37) - Seafoam Islands B3F (R, 4%, L39) Super Rod: - Cerulean Cave 1F (R/B, 25%, L23) - Cerulean Cave B1F (R/B, 25%, L23) - Route 12 (Y, 30%, L25-35) - Route 13 (Y, 10%, L20) - Route 23 (R/B, 25%, L23) [ ] #118: Goldeen / R B Y Good Rod: - Celadon City (R/B/Y, 50%, L10) - Cerulean Cave 1F (R/B/Y, 50%, L10) - Cerulean Cave B1F (R/B/Y, 50%, L10) - Cerulean City (R/B/Y, 50%, L10) - Cinnabar Island (R/B/Y, 50%, L10) - Fuchsia City (R/B/Y, 50%, L10) - Indigo Plateau (R/B/Y, 50%, L10) - Pallet Town (R/B/Y, 50%, L10) - Route 6 (R/B/Y, 50%, L10) - Route 10 (R/B/Y, 50%, L10) - Route 11 (R/B/Y, 50%, L10) - Route 12 (R/B/Y, 50%, L10) - Route 13 (R/B/Y, 50%, L10) - Route 17 (R/B/Y, 50%, L10) - Route 18 (R/B/Y, 50%, L10) - Sea Route 19 (R/B/Y, 50%, L10) - Sea Route 20 (R/B/Y, 50%, L10) - Sea Route 21 (R/B/Y, 50%, L10) - Route 22 (R/B/Y, 50%, L10) - Route 23 (R/B/Y, 50%, L10) - Route 24 (R/B/Y, 50%, L10) - Route 25 (R/B/Y, 50%, L10) - Safari Zone Entrance (R/B/Y, 50%, L10) - Safari Zone Area 1 (R/B/Y, 50%, L10) - Safari Zone Area 2 (R/B/Y, 50%, L10) - Safari Zone Area 3 (R/B/Y, 50%, L10) - Seafoam Islands B3F (R/B/Y, 50%, L10) - Seafoam Islands B4F (R/B/Y, 50%, L10) - S.S. Anne Harbour (R/B, 50%, L10) - Vermilion City (R/B/Y, 50%, L10) - Viridian City (R/B/Y, 50%, L10) Super Rod: - Celadon City (Y, 100%, L5-20) - Cerulean Cave 1F (Y, 40%, L25) - Cerulean Cave B1F (Y, 40%, L30) - Cerulean City (R/B, 34%, L15) (Y, 70%, L25-30) - Cinnabar Island (R/B, 25%, L15) - Fuchsia City (R/B, 25%, L15) - Route 6 (Y, 100%, L5-20) - Route 10 (R/B, 25%, L15) - Route 12 (R/B, 25%, L15) - Route 13 (R/B, 25%, L15) - Route 17 (R/B, 25%, L15) - Route 18 (R/B, 25%, L15) - Sea Route 19 (R/B, 25%, L15) - Sea Route 20 (R/B, 25%, L15) - Sea Route 21 (R/B, 25%, L15) - Route 22 (R/B, 50%, L15) - Route 24 (R/B, 34%, L15) (Y, 90%, L20-30) - Route 25 (R/B, 34%, L15) - Seaforam Islands B3F (R/B, 25%, L15) - Seaforam Islands B4F (R/B, 25%, L15) - Viridian City (R/B, 50%, L15) (Y, 100%, L5-15) [ ] #119: Seaking / R B Y - Evolve Goldeen at L33 Super Rod: - Cerulean Cave 1F (R/B, 25%, L23) (Y, 60%, L35-55) - Cerulean Cave B1F (R/B, 25%, L23) (Y, 60%, L40-60) - Cerulean City (Y, 30%, L30-40) - Fuchsia City (R/B, 25%, L23) - Route 23 (R/B, 25%, L23) - Route 24 (Y, 10%, L30) [ ] #120: Staryu / R B Y - Seafoam Islands 1F (B, 19%, L28-30) - Seafoam Islands B1F (R, 20%, L30) (B, 15%, L32) - Seafoam Islands B2F (R, 10%, L30) (B, 5%, L28) - Seafoam Islands B3F (B, 15%, L29-31) - Seafoam Islands B4F (B, 30%, L31-33) Super Rod: - Cinnabar Island (R/B, 25%, L15) (Y, 60%, L10-15) - Pallet Town (Y, 60%, L5-10) - Sea Route 19 (R/B, 25%, L15) (Y, 30%, L20) - Sea Route 20 (R/B, 25%, L15) (Y, 20%, L30) - Sea Route 21 (R/B, 25%, L15) (Y, 30%, L20) - Seafoam Islands B3F (R/B, 25%, L15) (Y, 40%, L20-40) - Seafoam Islands B4F (R/B, 25%, L15) (Y, 40%, L20-40) - S.S. Anne Harbour (Y, 20%, L15) Surfing: - Seafoam Islands B3F (Y, 30%, L30) - Seafoam Islands B4F (Y, 30%, L30) [ ] #121: Starmie / R B Y - Evolve Staryu via Water Stone [ ] #122: Mr. Mime / R B Y - Trade for Abra in a house in the east of Route 2 (R/B) - Trade for Clefairy in a house in the east of Route 2 (Y) [ ] #123: Scyther / R - Y - Game Corner prize in Celadon City for 5500 Coins (R, L25) - Game Corner prize in Celadon City for 6500 Coins (Y, L30) - Safari Zone Entrance (R, 4%, L23) - Safari Zone Area 1 (R, 1%, L28) (Y, 1%, L15) - Safari Zone Area 2 (Y, 4%, L25) [ ] #124: Jynx / R B - - Trade for Poliwhirl in a house in Cerulean City (R/B) [ ] #125: Electabuzz / R - - - Power Plant (R, 5%, L33-36) [ ] #126: Magmar / - B - - Pokemon Mansion 3F (B, 10%, L34) - Pokemon Mansion B1F (B, 4%, L38) [ ] #127: Pinsir / - B Y - Game Corner prize in Celadon City for 2500 Coins (B, L20) - Game Corner prize in Celadon City for 6500 Coins (Y, L30) - Safari Zone Entrance (B, 4%, L23) - Safari Zone Area 1 (B, 1%, L28) - Safari Zone Area 2 (Y, 1%, L15) - Safari Zone Area 3 (Y, 4%, L25) [ ] #128: Tauros / R B Y - Safari Zone Area 1 (Y, 10%, L21) - Safari Zone Area 2 (R/B, 1%, L28) - Safari Zone Area 3 (R/B, 4%, L26) (Y, 10%, L21) [ ] #129: Magikarp / R B Y - Buy from a man in the Route 4 Poke Center for $500 (R/B/Y, L5) Old Rod: - Celadon City (R/B/Y, 100%, L5) - Cerulean Cave 1F (R/B/Y, 100%, L5) - Cerulean Cave B1F (R/B/Y, 100%, L5) - Cerulean City (R/B/Y, 100%, L5) - Cinnabar Island (R/B/Y, 100%, L5) - Fuchsia City (R/B/Y, 100%, L5) - Indigo Plateau (R/B/Y, 100%, L5) - Pallet Town (R/B/Y, 100%, L5) - Route 6 (R/B/Y, 100%, L5) - Route 10 (R/B/Y, 100%, L5) - Route 11 (R/B/Y, 100%, L5) - Route 12 (R/B/Y, 100%, L5) - Route 13 (R/B/Y, 100%, L5) - Route 17 (R/B/Y, 100%, L5) - Route 18 (R/B/Y, 100%, L5) - Sea Route 19 (R/B/Y, 100%, L5) - Sea Route 20 (R/B/Y, 100%, L5) - Sea Route 21 (R/B/Y, 100%, L5) - Route 22 (R/B/Y, 100%, L5) - Route 23 (R/B/Y, 100%, L5) - Route 24 (R/B/Y, 100%, L5) - Route 25 (R/B/Y, 100%, L5) - Safari Zone Entrance (R/B/Y, 100%, L5) - Safari Zone Area 1 (R/B/Y, 100%, L5) - Safari Zone Area 2 (R/B/Y, 100%, L5) - Safari Zone Area 3 (R/B/Y, 100%, L5) - Seafoam Islands B3F (R/B/Y, 100%, L5) - Seafoam Islands B4F (R/B/Y, 100%, L5) - S.S. Anne Harbour (R/B, 100%, L5) - Vermilion City (R/B/Y, 100%, L5) - Viridian City (R/B/Y, 100%, L5) Super Rod: - Fuchsia City (R/B, 25%, L15) (Y, 90%, L5-15) - Route 12 (R/B, 25%, L15) - Route 13 (R/B, 25%, L15) - Route 17 (R/B, 25%, L15) - Route 18 (R/B, 25%, L15) - Safari Zone Entrance (Y, 70%, L5-10) - Safari Zone Area 1 (Y, 90%, L5-15) - Safari Zone Area 2 (Y, 90%, L5-15) - Safari Zone Area 3 (Y, 90%, L5-15) [ ] #130: Gyarados / R B Y - Evolve Magikarp at L20 Super Rod: - Fuchsia City (Y, 10%, L15) [ ] #131: Lapras / R B Y - Recieved from a man in Silph Co. after you beat your Rival (R/B/Y, L15) [ ] #132: Ditto / R B Y - Cerulean Cave 1F (R/B, 1%, L53) (Y, 5%, L55-60) - Cerulean Cave 2F (R/B, 5%, L55-60) (Y, 10%, L60) - Cerulean Cave B1F (R/B, 10%, L63-67) (Y, 15%, L60-65) - Pokemon Manison B1F (Y, 10%, L12-24) - Route 13 (R/B, 5%, L25) - Route 14 (R/B, 15%, L23) - Route 15 (R/B, 20%, L26) - Route 23 (R/B, 35%, L33-43) [ ] #133: Eevee / R B Y - Inside an item ball at the top of Celadon Mansion, to the north of Celadon City (R/B/Y, L25) [ ] #134: Vaporeon / R B Y - Evolve Eevee via Water Stone [ ] #135: Jolteon / R B Y - Evolve Eevee via Thunderstone [ ] #136: Flareon / R B Y - Evolve Eevee via Fire Stone [ ] #137: Porygon / R B Y - Game Corner prize in Celadon City for 9999 Coins (R/Y, L26) - Game Corner prize in Celadon City for 6500 Coins (B, L18) [ ] #138: Omanyte / R B Y - Ressurect Helix Fossil at Cinnabar Island Pokemon Lab (R/B/Y, L30) [ ] #139: Omastar / R B Y - Evolve Omanyte at L40 [ ] #140: Kabuto / R B Y - Ressurect Dome Fossil at Cinnabar Island Pokemon Lab (R/B/Y, L30) [ ] #141: Kabutops / R B Y - Evolve Kabuto at L40 [ ] #142: Aerodactyl / R B Y - Ressurect Old Amber at Cinnabar Island Pokemon Lab (R/B/Y, L30) [ ] #143: Snorlax / R B Y - Fated Encounter; Route 12 (R/B/Y, L30) - Fated Encounter; Route 16 (R/B/Y, L30) [ ] #144: Articuno / R B Y - Fated Encounter; Seafoam Islands B4F (R/B/Y, L50) [ ] #145: Zapdos / R B Y - Fated Encounter; Power Plant (R/B/Y, L50) [ ] #146: Moltres / R B Y - Fated Encounter; Victory Road 2F (R/B/Y, L50) [ ] #147: Dratini / R B Y - Game Corner prize in Celadon City for 2800 Coins (R, L18) - Game Corner prize in Celadon City for 4600 Coins (B, L24) - Safari Zone Entrance (R/B, 25%, L15) (Y, 20%, L10) - Safari Zone Area 1 (R/B, 25%, L15) (Y, 10%, L15) - Safari Zone Area 2 (R/B, 25%, L15) (Y, 10%, L15) - Safari Zone Area 3 (R/B, 25%, L15) (Y, 10%, L15) [ ] #148: Dragonair / R B Y - Evolve Dratini at L30 - Safari Zone Entrance (Y, 10%, L15) [ ] #149: Dragonite / R B Y - Evolve Dragonair at L55 [ ] #150: Mewtwo / R B Y - Fated Encounter; Cerulean Cave B1F (R/B/Y, L70) [ ] #151: Mew / - - - - Available via glitches, cheating or long-gone Nintendo events only Maximum Pokemon in one Playthrough ---------------------------------- Out of a potential 151 Pokemon, a certain number of them can not be gotten in one playthrough without help--another Pokemon game, a cheat cartridge or abuse of in-game glitches. The following Pokemon cannot be caught legitimately in one playthrough (without trading): Totally unobtainable without external help or glitches: - Mew You must choose one out of the following Pokemon groups: - Bulbasaur, Ivysaur, Venusaur OR Charmander, Charmeleon, Charizard OR Squirtle, Wartortle, Blastoise - Hitmonlee OR Hitmonchan - Vaporeon OR Jolteon OR Flareon - Omanyte, Omastar OR Kabuto, Kabutops Three or four Pokemon only available via trade evolution: - Alakazam - Machamp (available via in-game trade in Yellow) - Golem - Gengar Version exclusives: Certain Pokemon cannot be obtained in Red, some cannot be obtained in Blue and some cannot be obtained in Yellow. Red players need only trade with Blue players to complete their collection and vice-versa--Yellow players will need to trade with both Red and Blue versions to complete their collection. See section L01; 'Red, Blue and Yellow Version Differences' for the full list of version exclusive Pokemon. This cuts it down to 129 Pokemon in Yellow or 124 in Red and Blue. _______________________________________________________________________________ IV. Mechanics and Formulae _______________________________________________________________________________ _________________________________________________ [M00] Preliminaries _________________________________________________ The following sections detail the inner workings of the game. I'll warn you that a fair amount of maths is involved, so I hope you're able to follow formulae. To understand these mathematical mechanics, you should know the following things: Order of Operations ------------------- Brackets, Indices (Powers), Multiplication/Division, Addition/Subtraction. () ^ * / + - - Example 3 + (2*4)^3 = 3 + 8^3 = 3 + 512 = 515. If you have several indentical operations in a row, perform them from left to right: - Example 60/6/2 = 10/2 = 5, NOT 60/3 = 20. Integer Division ---------------- Video games in general are terrible with decimal values and most older games-- Pokemon RBY included--do not store them at all. Instead, they simply lop off the digits after the decimal point, always rounding down. For example, 199/100 = 1.99 = 1 in video game maths. To remind you to do this, all formulae with integer division involved (i.e. any division performed by the game) will have the 'int' function preceeding it (see below). Any formulae involving division that are not taken from the game code-- that is, a formula I have come up with to simplify an algorithm--will not have the 'int' function, so you can tell the difference between the two. Functions --------- Functions are just ways to manipulate calculations. These are the functions I will be using (but it's far from a definitive list of mathematical functions, if such a thing exists): sqrt(x) Take the non-negative square root of the value in the brackets. int(x) Round down the number in the brackets. min(a,b) Takes the least of the comma-seperated values in the brackets. max(a,b) Takes the greatest of the comma-seperated values in the brackets. a mod b Divides a by b and returns the remainder. Stands for 'modulo'. Conceptually, a mod b = a - b*(int(a/b)). - Examples sqrt(25) = 5. int(4.999999) = 4. min(17,12,49) = 12. max(int(15.4),min(sqrt(49),42)) = 15. Try to see why. Work out brackets first! 7 mod 3 = 1 (since 7/3 = 2 remainder 1). An alternative way to work out 'mod' is to repeatedly minus b from a until you hit the lowest non-negative integer possible. For example, 17 mod 4 = 17 - 4 - 4 - 4 - 4 = 17 - 4*4 = 17 - 16 = 1, or via the equation a mod b = a - b*(int(a/b)), 17 mod 4 = 17 - 4*(int(17/4)) = 17 - 4*(4) = 17 - 16 = 1. Note: Occasionally, 'mod' can be written '%' e.g. 14 % 4 = 2. I will not use this notation because I find it ambiguous (Is that 14 mod 4? Or 14% with a random four floating around?). Typically, however, mod is written this way in computer code. _________________________________________________ [M01] AI Mechanics _________________________________________________ Ah, the moronic Artificial Intelligence (AI). It acts rather strangely-- sometimes unfairly--so I'll detail how it works here. AI Behaviour Types ------------------ When in battle against an in-game opponent, the AI has three behaviours depending on the type of Pokemon you are fighting: 1. Wild Pokemon Wild Pokemon will attack randomly with one move of their moveset, with each move having the same chance of being chosen. 2. Trainer-owned Pokemon Trainer-owned Pokemon will attack randomly with one move of their moveset, but any move type which is deemed to be 'not very effective'--even if that move does not do damage--is removed from the random selection. The only time a Pokemon will use a 'not very effective move' is if it has no other choice; for instance if it has no moves that are at least neutrally effective or if any moves that are viable are disabled etc. For example, a trainer-owned Pokemon will not use Rest (Psychic type move) against a Psychic Pokemon, unless forced to (its other moves are Psychic or Fighting type, for example). 3. 'Expert' Trainer-owned Pokemon This group is reserved for Gym Leaders, encounters with Giovanni and the Elite Four. Not only are they programmed to ignore 'not very effective' moves, but they will always choose a 'super-effective' move if available, even if that move does not do damage. Of course, this is very easy to exploit. If the foe has Rest and no other Psychic (or Flying) moves, you are safe to send in a Fighting type--the enemy will just Rest all day long. Priority -------- When YOU perform an action in battle that is not an attack, that action will be given a priority, which means it ignores all Speed stats. An action of a higher priority will always go first. From highest to lowest, the priorities of actions are: Running > Switching Pokemon > Using an Item > Quick Attack (move) > All other moves > Counter (move). So if you switch your Pokemon, you will switch out before the opponent attacks, even if their Speed is higher than yours. However, the AI does not have this privelige. It respects move priority (Quick Attack > all others > Counter) but does not respect the other priorties. Therefore, if your Pokemon has a higher Speed stat than the foe, your opponent will go second in that round for any action (besides Quick Attack). Thus, you can attack first in a round and the foe will use their Hyper Potion LAST in that round. If YOU were to use an item, you would always go first. The Juggler trainer type likes to switch his Pokemon around. Again, this does not respect priority and the switch will occur AFTER you perform an action in that round (so long as you have a higher Speed stat than the foe). PP Usage -------- All AI-controlled Pokemon do not use PP when they perform a move. This quirk does not apply in Pokemon Stadium. Trainer-owned Pokemon Stats --------------------------- All trainer-owned Pokemon have 0 Stat Experience and 8 DVs in every stat, except Attack in which they have 9 DVs. Therefore, it is very easy to work out an enemy Pokemon's stats via stat calculation--for more details (as well as information on Stat Experience and DVs) see section M03; 'Stat Calculation'. _________________________________________________ [M02] Status Effects _________________________________________________ Status effects are negative conditions that your Pokemon can be affected with when in battle. There are two types of status and for lack of an official name I shall call them 'major' effects and 'minor' effects. Their differences are as follows. _______________________________________________________________________________ 'Major' effects 'Minor' effects ------------------------------------------------------------------------------- - Linger until they are cured. Sleep - Are removed when the Pokemon will be cured after a number of turns switches or the battle ends. spent in battle. - Are not stackable; only one major - Are stackable; a Pokemon can be effect can be on a Pokemon at any affected by one major effect and one time, granting them full multiple minor effects at any one immunity to any further major effects time. until the original major effect is cured. - Are shown in your Pokemon's status - Are not shown in your Pokemon's display with an abbreviation. status display. _______________________________________________________________________________ A note on secondary effects --------------------------- Secondary effects are the effects of moves that may happen with a given percentage chance. e.g. when Ice Beam says 'Freezes target (10%)', that means that the Freezing chance of 10% is the secondary effect. This is important to note because in RBY, a Pokemon is immune to any secondary effects caused by moves of its own type. In this example, a Cloyster (Ice and Water type) would be immune to the secondary Freezing effect of Ice Beam, since Cloyster is part Ice type itself. Secondary effects are not just limited to status effects. Some secondary effects include dropping the opponent's stats as well, so bear that in mind. Stadium Differences ------------------- In Pokemon Stadium, statuses might work slightly differently. Universally, Haze cures all status effects--both yours and your opponent's--and Substitute will protect against all status effects. Status Effects -------------- These are the status effects of Pokemon. All 'major' status effects have their in-game abbreviation next to their name. 'Minor' status effects do not have abbreviations, so you can differentiate between the two. __________ Burn (BRN) __________ A Pokemon under burn status loses 1/16th of its max HP after each turn, rounded down. If a Pokemon has less than 16HP, it loses 1HP per turn. In addition, that Pokemon's Attack is redueced by 50% (after applying any current modifiers on Attack, e.g. Growl). To negate this latter effect, burn must first be cured *and* the Pokemon must switch out and back in. Alternatively, Attack stat boosting moves such as Swords Dance negate this effect. For example, a burnt Pokemon with an Attack of 200 originally would now only have 100, but Swords Dancing would negate this effect and bring the Pokemon's attack to 400. However, subsequently lowering the stat modification-- via Growl, for instance--will reinstate the Attack drop. Lastly, critical hits ignore the burn modifier. If a Pokemon is inflicted with burn on the turn it switches in, it will only be affected by the HP loss if it is slower than the opponent. If a burnt Pokemon knocks out an opponent, they will not lose HP for that round. Using Haze will nullify the Attack drop until the burnt Pokemon switches out and back in again. Substitute blocks secondary and thus all Burns. Since Burn can only be caused by a secondary effect of moves and all burning moves are of the Fire type, Fire type Pokemon are immune to burn. In-game: Modifying a Pokemon's Attack stages will negate the Attack-reducing effect of burn. Stadium: When a burn is inflicted, the reduced Attack remains in effect until burn is cured and stacks with other modifiers, so you do not need to switch out after curing to negate the drop. Thus, a burnt 100 Attack Pokemon would have 50 Attack and Swords Dancing would bring it back to 100. Using Haze cures burn. Also, burn damage will not occur on the switch-in turn. Causes: Ember (9.8%), Fire Blast (29.7%), Fire Punch (9.8%), Flamethrower (9.8%). Cures: Burn Heal, Full Heal, Rest, opponent's Haze, Haze (Stadium). _________ Confusion _________ A confused Pokemon will attack itself instead of the opponent 50% of the time. The Pokemon will not use one of its four moves; it will instead use a 40 base power, typeless, non-critical hit, non-random (i.e. the random number in the damage forumla is 255) unSTABed move which uses no PP. The damage is based on the Attack and Defense stats of the Pokemon, since the confusion damage is physical. Confusion damage ignores the Defense boost granted by Reflect. Confusion lasts between 1 to 4 turns inclusive, but this does not take into account turns spent flinching, asleep, fully paralysed, frozen, partially- trapped or recharging Hyper Beam. In addition, all multi-turn moves except Rage and Hyper Beam will be cancelled mid-sequence if the user hits itself in confusion. A substitute will block primary confusion (i.e. moves that deal no damage and only inflict confusion). Haze will cure the user of confusion. If a Pokemon hits itself in confusion in the charge up turn for Dig or Fly, that Pokemon will remain that semi-invulnerable state until it switches out or uses Dig/Fly again. All its moves will be available for use still. Stadium: A substitute will block all but self-inflicted confsuion. Causes: Confuse Ray, Confusion (9.8%), Petal Dance (self-inflicted), Psybeam (9.8%), Supersonic, Thrash (self-inflicted). Cures: Wait it out, switch Pokemon, end battle, Haze. ______ Flinch ______ A Pokemon can only be affected by a flinch if moves second in a round. A flinched Pokemon cannot perform its selected move on its turn. A substitute will protect Pokemon from being flinched. Being flinched cancels the recharge turn required for Hyper Beam, but does not interrupt the sequences of Petal Dance/Thrash, multi-turn moves and confusion duration. Causes: Bite (9.8%), Bone Club (9.8%), Headbutt (29.7%), Hyper Fang (9.8%), Rolling Kick (29.7%), Stomp (29.7%). Cures: None, since the next turn starts immediately afterwards, by which time flinch's effects will be gone. ____________ Freeze (FRZ) ____________ A frozen Pokemon becomes immobile and cannot use any moves. In later generations, a frozen Pokemon will eventually thaw but this does not hold true for RBY, making it totally broken. In competitive play there is usually a Freeze clause, meaning that only *one* of the opponent's Pokemon can be frozen at any point in the battle or you will be disqualified. A frozen Pokemon can only defrost by geting hit with a Fire type move or Haze. If a Pokemon uses Hyper Beam and gets frozen before it can recharge, then thawed out via Haze, that Pokemon will be TOTALLY immoble--even unable to switch--until it faints. If a Pokemon thaws out via Haze or being the target of a Fire type move and it is slower than the opponent, it will automatically attack with its last selected move. If this is not applicable or the Pokemon has since switched out and back in, the topmost move is chosen instead. Because the move is automatically selected in this case, a glitch occurs if the move has 0PP left-- it will still be used and the current PP will roll over to 63. In addition, the move will now have Max PP as though three PP Ups had been applied to it. Since Freeze can only be caused by a secondary effect of moves and all freezing moves are of the Ice type, Ice type Pokemon are immune to freeze and a substitute will block the Freeze status. Stadium: You get to select a move each turn, meaning that if you thaw and are slower than the opponent, you will automatically attack with your last selected move. Causes: Blizzard (9.8%), Ice Beam (9.8%), Ice Punch (9.8%). Cures: Ice Heal, Full Heal, get hit by a Fire-type move, opponent's Haze. __________ Leech Seed __________ See the move entry for Leech Seed in section L04; 'Movedex +' for the full story. Causes: Leech Seed Cures: Switch Pokemon, end battle, opponent's Haze. _______________ Paralysis (PAR) _______________ When under Paralysis status, a Pokemon will have a 25% chance to become fully paralysed on each of its subsequent turns, which renders it immobile for that turn only. A paralysed Pokemon's Speed stat is also set to 25% of its current value (after applying any current modifiers on Speed, e.g. String Shot). To negate this latter effect, Paralysis must first be cured *and* the Pokemon must switch out and back in. Alternatively, Speed stat boosting moves such as Agility negate this speed- dropping effect. For example, a Pokemon with 100 Speed that has been paralysed would now have only 25 Speed, but if that Pokemon used Agility (which doubles Speed), the paralysis speed-lowering effect would be negated and the Pokemon would have 200 Speed. However, subsequently lowering the stat modification--via Bubble, for instance--will reinstate the Speed drop. Using Haze will nullify the Speed drop until the paralysed Pokemon switches out and back in again. If a Pokemon becomes fully paralysed in the charge up turn for Dig or Fly, that Pokemon will remain that semi-invulnerable state until it switches out or uses Dig/Fly again. All its moves will be available for use still. In-game: Modifying a Pokemon's Speed stages will negate the Speed-reducing effect of paralysis. Stadium: The Speed reducing effect remains until the Pokemon is cured, stacking with other Speed modifiers (so a Pokemon with 100 Speed that is Paralyzed and has used Agility will still have 100 Speed). When the Pokemon is cured, the Speed drop will be negated. Using Haze cures paralysis and a substitute will protect the user from paralysis. Causes: Body Slam (29.7%), Glare, Lick (29.7%), Stun Spore, Thunder (9.8%), Thunder Wave, Thunderbolt (19.8%), ThunderPunch (9.8%), ThunderShock (9.8%). Cures: Parlyz Heal, Full Heal, Rest, opponent's Haze, Haze (Stadium). ____________ Poison (PSN) ____________ A poisoned Pokemon loses 1/16th of its Max HP (rounded down) at the end of each turn. If a Pokemon has less than 16HP, it loses 1HP per turn. Poison type Pokemon are immune to poison. If a Pokemon is inflicted with poison on the turn it switches in, it will only be affected by the HP loss if it is slower than the opponent. If a poisoned Pokemon knocks out an opponent, they will not lose HP for that round. In-game: If the poison effect lingers after battle, the Pokemon affected will take 1HP damage for every four steps the player takes until it is cured. Pokemon can faint as a result of out-of-battle Poison. Resetting the game will reset the number of steps taken back to zero. Stadium: Pokemon do not take poison damage upon switching in. Using Haze cures posion. Causes: Poison Gas, Poison Sting (19.8%), PoisonPowder, Sludge (29.7%), Smog (39.8%), Twineedle (19.8%). Cures: Antidote, Full Heal, Rest, opponent's Haze, Haze (Stadium). ___________ Sleep (SLP) ___________ Under sleep status, a Pokemon is unable to attack. In RBY, a Pokemon cannot wake up and attack on the same turn, meaning that a faster opponent can send you right back to sleep. Sleep lasts between 1 and 7 (!) turns inclusive, except for Rest, which always lasts one turn. In competitive play there is usually a Sleep Clause, meaning that only *one* of the opponent's Pokemon can be asleep at any point in the battle or you will be disqualified. This rule does not apply for self induced sleep via Rest. Being asleep cancels the recharge turn required for Hyper Beam, but does not interrupt the sequences of Petal Dance/Thrash, multi-turn moves and confusion duration. Stadium: Sleep lasts 1-3 turns. Substitute will totally protect the user from being put to sleep. Causes: Hypnosis, Lovely Kiss, Rest (self-inflicted), Sing, Sleep Powder, Spore. Cures: Wait it out, Awakening, Full Heal, Poke Flute (both Pokemon), opponent's Haze. __________________ Toxic Poison (PSN) __________________ Works in the same way as poison. The 'badly' poisoned Pokemon will lose 1/16th of its Max HP (rounded down) at the end of the first turn, then 2/16ths on the next turn, then 3/16ths, 4/16ths... etc. If the amount of HP lost would be less than 1, it becomes 1 instead. Poison type Pokemon are immune to bad poison. It will revert to normal poison status if the affected Pokemon switches out and back in or the battle finishes. Can also be used in tandem with Leech Seed to increase damage per turn (see the move entry for Leech Seed in section L04; 'Movedex +'). Curing bad poison within a battle will not reset the damage multiplier--if you get badly poisoned again, the damage will continue at whichever rate it left off from. Apart from the cumulative nature of its effects and the means by which it is removed, bad poison is functionally identical to normal poison. In-game: Similar to poison. Stadium: Similar to poison. Causes: Toxic Cures: Antidote, Full Heal, Rest, switch Pokemon (reverts to normal poison), end battle (reverts to normal poison), opponent's Haze, Haze (Stadium). _________________________________________________ [M03] Stat Calculation _________________________________________________ Stat Calculation ---------------- As you are probably well aware, your Pokemon's battle prowess is largely determined by their stats, which are: HP The highest possible current HP value of your Pokemon. Current HP ranges from 0 to the Pokemon's HP stat (often referred to as Max HP). If Current HP = 0, the Pokemon faints and cannot be used in battle. Field HM-usage is still fair game, however. Attack (Atk) How much damage your Pokemon deals with physical type attacks - Bug, Fighting, Flying, Ghost, Ground, Normal, Poison and Rock. Defense (Def) How much damage is reduced from physical type attacks. Speed (Spe) The Pokemon with a higher Speed stat acts first in a turn (if no priority modifications are in play). Special (Spc) How much damage your Pokemon deals with special attacks *and* how much damage is reduced from special attacks--Dragon, Electric, Fire, Grass, Ice, Psychic and Water. The stats of your Pokemon are determined by the following formulae. For HP: HP = int((2*B + 2*D + min(int((int(sqrt(max(S - 1,0))) + 1)/4),63))*L/100) + L + 10. For Atk, Def, Spe and Spc: Stat = int((2*B + 2*D + min(int((int(sqrt(max(S - 1,0))) + 1)/4),63))*L/100) + 5. L Level of your Pokemon. B The base stat of the Pokemon for that stat, as found in my Pokedex. D The DV value of that Pokemon for that stat, see below for explanations. S The Stat Experience total of that Pokemon for that stat; again, see below. Base Stats ---------- Base stats are set in stone among a species. Every Venusaur has 100 base Special for example, and you can find every Pokemon's base stats in my Pokedex here. The higher the base stat, the more proficient in that area that Pokemon is statisically. Here is a rough guideline to what the values mean: _________________ Stat Ranking ----------------- <50 Abysmal 65 Poor 80 Average 95 Good 110 Brilliant 125 Amazing 140+ Godly _________________ I've also added 'BST' to my Pokedex, which stands for Base Stat Total. This is simply the stats added up and is a crude way of judging a Pokemon's overall strength. I say crude because the stats may not be ideally placed, or the Pokemon may have a terrible typing or movepool. Mewtwo's BST is the highest at 590 (!), but most Pokemon flounder at around 400. Determinant Values (DV) ----------------------- Determinant values are what make each Pokemon within a species fairly unique. For each stat, a Pokemon has a hidden value known as the DV, which is set as soon as you encounter it. This value ranges from 0 to 15 and cannot be changed once it is set, except by using a cheat cartridge. How exactly it affects your stat is shown in the above formula. It measures a Pokemon's stat 'potential', because the higher the DV, the better the stat will be. Only a Pokemon with a DV of 15 in its stat can reach the highest maximum in that stat. At L50, each DV is worth one stat point. At L100, each DV is worth two points. Let's take an example. Assume we have a L100 Venusaur with a DV of only 7 in his Special stat. In general, Venusaur's max Special stat is 298, but that is assuming he has a DV of 15. With a DV of 7, we conclude that this particular Venusaur's potential max Special is merely 282. How? Since we have Max Special stat is 298, but the DV is only 7, we minus *two* points for each lost DV, since Venusaur is L100. We lose 8 DVs, so 298 - 8 * 2 = 298 - 16 = 282. Each DV is randomly assigned upon encounter except HP. The HP DV is determined by the other stat DVs and can be found like so: - Start with HP DV = 0. - If the Attack DV is odd, then add 8 to the HP DV, or 0 otherwise. - If the Defense DV is odd, then add 4 to the HP DV, or 0 otherwise. - If the Speed DV is odd, then add 2 to the HP DV, or 0 otherwise. - If the Special DV is odd, then add 1 to the HP DV, or 0 otherwise. Thankfully, we find it is certainly possible to have a Pokemon with 15 DVs across the board. But what are the chances? Well, the chance of getting a perfect DV in one stat is 1/16, since it can take any value between 0 and 15 inclusive. Take that to the power of 4 (we only need calculate it for four stats; if Atk, Def, Spe and Spc are all 15, HP must be 15 also) to find the chance. Hence, Chance of getting a maxgene Pokemon = (1/16)^4 = 1/65536. On average, you'll need to capture 65536 Pokemon to have one with perfect DVs (also known as a maxgene Pokemon). Good luck! To work out a Pokemon's DVs (which you will want to do to work out its potential as a competitive battler), you simply fill in all the other undetermined values in the formula. You'll notice that the higher a Pokemon's level, the easier it is to determine their DVs. There are also many good DV calculators out there, which will work the DVs out for you once you enter the relevant data. - Example I have a L31, freshly caught (i.e. no stat experience) Seel with a Special stat of 56 and I want to work out how many DVs it has. I input the known values into the formula above and isolate D to work out the Special DV. - Stat = 56: Seel's Special stat. - L = 31: Seel's Level. - B = 70: Seel's base Special stat is 70; I looked it up in my Pokedex. - S = 0: Freshly caught Pokemon do not have any stat experience. Thus, Stat = int((2*B + 2*D + min(int((int(sqrt(max(S - 1,0))) + 1)/4),63))*L/100) + 5 implies that 56 = int((2*70 + 2*D + min(int((int(sqrt(max(0 - 1,0))) + 1)/4),63))*31/100) + 5 = int((140 + 2*D + min(int((0 + 1)/4),63))*31/100) + 5 = int((140 + 2*D + min(int(1/4),63))*31/100) + 5 = int((140 + 2*D + 0)*31/100) + 5 = int((4340 + 62*D)/100) + 5 = int(43.4 + 0.62*D) + 5 implies that 51 = int(43.4 + 0.62*D). This is where it gets a bit fuzzy. 43.4 + 0.62*D can be anywhere from 51 to 51.9999... and the formula will work. Hence, we must work out the minimum and maximum values of D. D can only be a whole number and we require 51 <= 43.4 + 0.62*D < 52, 7.6 <= 0.62*D < 8.6, (- 43.4 from all) ~12.26 <= D < ~13.87. (divide by 0.62) D must be a whole number and the only number that fits is 13. Huzzah! Seel has a Special DV of 13. Admittedly, the formula loses its appeal when you have to do it four times over for a single Pokemon and it doesn't always give you an exact answer. Sometimes, two or three whole numbers fit the result, so you have to level your Pokemon up and rerun the numbers. Still, if you love maths and hate online calculators, it's always an option. It's worth remembering that if you want to Google an online DV calculator, you should be sure that your calculator is designed for Red, Blue, Yellow, Gold, Silver or Crystal versions. Ruby/Sapphire onwards use a different system and will give you skewed numbers. Stat Experience --------------- When you defeat a Pokemon in battle, your Pokemon gains Exp. to boost its level. However, you also get hidden Stat Experience that slowly begins to increase your stats on the sly. This is why levelling by fighting is much better than levelling by Rare Candies. Calculating how much Stat Experience you get from a Pokemon is easy. Each stat for your Pokemon (HP, Atk, etc.) has a Stat Experience pool which starts at zero. Each time you defeat a Pokemon, you get Stat Experience equal to the defeated Pokemon's base stats, for their respective stat pools on your Pokemon. This is totally regardless of the opponent's level. A L2 Rattata and a L100 Rattata will both surrender 30 HP, 56 Atk, 35 Def, 72 Spe and 25 Spc Stat Experience to your Pokemon, since those are its base stats. Naturally, this would take a while, but you can use vitamins to speed this process up. Vitamins boost stat experience by 2560 for its corresponding stat (Protein for Attack, Iron for Defense, etc.), up to a maximum of 25600 points. If adding 2560 to your stat experience would take the total past 25600, then only enough is added to be at exactly 25600. Thus, the most vitamins you can use per stat is 10. The Stat Experience value maxes out at 65535, so your Pokemon have a long way to go. However, because of the way the game's data is stored, the formula min(int((max(int(sqrt(S - 1)),0) + 1)/4),63) can never give us any more than 63 Stat Points. Hm. So what's the minimum amount of Stat Experience necessary to get the maximum 63 stat points? With a little rounding involved (you can plug the result back in to ensure its accuracy), we see that we want (sqrt(S - 1) + 1)/4 >= 63, sqrt(S - 1) + 1 >= 252, sqrt(S - 1) >= 251, S - 1 >= 251^2, S >= 251^2 + 1, S >= 63001 + 1, S >= 63002. So, since 63 extra points per stat is the max bonus you can get from Stat Experience, it is only necessary to get 63002 Stat Experience per stat to max it out, shaving a cool 2533 points off what the game would like us to obtain. If we get 25600 per stat from vitamins and we only need 63002, then we only need to grind out 37402 points per stat manually, or about 20 Elite Four runthroughs per Pokemon. Hm. Maybe you'd be better off Sharking your perfect 'Mons... Competitive Battling -------------------- When battling in a competitive environment, the Pokemon will pretty much always have everything maxed out; Level, DVs and Stat Experience. Thus, to calculate their absolute max stats, we get: For HP: HP = int((2*B + 2*D + min(int((max(int(sqrt(S - 1)),0) + 1)/4),63))*L/100) + L + 10 = = int((2*B + 2*15 + min(int((max(int(sqrt(65535 - 1)),0) + 1)/4),63))*100/100) + 100 + 10 = int((2*B + 30 + min(int((int(sqrt(65534)) + 1)/4),63))*1) + 110 = int((2*B + 30 + min(int((255 + 1)/4),63))) + 110 = int((2*B + 30 + min(64,63))) + 110 = int(2*B + 30 + 63) + 110 = 2*B + 203. For Atk, Def, Spe and Spc: Stat = int((2*B + 2*D + min(int((max(int(sqrt(S - 1)),0) + 1)/4),63))*L/100) + 5 = 2*B + 30 + 63 + 5 = 2*B + 98. For those who find the maths a bit intimidating, the short version is that a Pokemon's max stat is its base stat * 2 + 98 or its base stat * 2 + 203 for HP. When are Stats Calculated? -------------------------- Good question, figment of my imagination. It would nice to imagine that the game keeps an accurate record of your stats, but unfortunately this is not the case. If you look above, you might notice that there is one 'static' variable in that formula--DVs, which never change--and three 'dynamic' variables--Base Stats which change upon evolution; Level which changes as you, er, level up; and Stat Experience, which changes upon, well, gaining Stat Experience. The game re-calculates your Pokemon's stats when one of the following things happens: - Level Up - Evolve - Use a vitamin - Withdraw from PC As you can see, two of our 'dynamic' variables are taken care of; Level and Base Stats, which are re-calculated the instant they change. Stat Experience, however, is not constantly re-calculated--only when you use a vitamin but NOT when you battle normally--meaning that if you gain a bunch of Stat Experience without doing one of the above four things, your stats still won't reflect this change. This could become problematic for L100 Pokemon, as the first two options are then out-of-bounds (unless it's a Stone-induced or trade-induced evolution). Luckily, you can always deposit a Pokemon in the PC, then withdraw it again instantly to get its 'true' stat values. This is fondly known by gamers as 'The Box Trick'. _________________________________________________ [M04] Stat Modifiers _________________________________________________ When you were young and foolish, you thought stat modifying moves--Swords Dance, Amnesia and Agility, for example--were for losers. This section is here to prove you wrong and show you exactly what the game means when it says 'X's Speed greatly rose!' In the Movedex, when I talk about a stat being risen by one 'stage', for example, this is what I am referring to. When a Pokemon is sent into battle, each stat starts at 'stage' zero. All stats except HP can be raised or lowered by one or two stages at a time--given you use the correct moves--up to a minimum of -6 stages or a maximum of +6 stages. Each stage multiplies that corresponding stat by the following amounts: ___________________________________________________________________________ Stage -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 --------------------------------------------------------------------------- Value 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2 Approx 0.25 0.29 0.33 0.4 0.5 0.67 1 1.5 2 2.5 3 3.5 4 ___________________________________________________________________________ Moves which affect the Stat Modifier ------------------------------------ Any moves which lower stats are used against the enemy and any which raise stats are used on yourself. Rage gets +1 Attack every time the user is hit by the foe. For more information, check out the Movedex. Also, whenever the text says 'X's [stat] *greatly* rose/fell', it means that the stat has risen/fallen by two stages. If there is no 'greatly', then it only means one stage. Attack: Aurora Beam -1, Growl -1, Meditate +1, Rage +1, Sharpen +1, Swords Dance +2. Defense: Acid -1, Acid Armor +2, Barrier +2, Defense Curl +1, Harden +1, Leer -1, Screech -2, Tail Whip -1, Withdraw +1. Speed: Agility +2, Bubble -1, BubbleBeam -1, Constrict -1, String Shot -1. Special: Amnesia +2, Growth +1, Psychic -1. Stat Limit ---------- It is important to note that no stat can pass beyond 999 by using modifiers. For example, a max stat Mewtwo has no need to use Amnesia (Spc +2) more than twice, for it has 406 Special. One Amnesia rockets it to 812 Special and another takes it to 999. That's as far as it goes. Check out the damage formula, two sections below, for the correct way to implement this maximum into damage calculations. Cancelling Stat Modifiers ------------------------- Stat modifiers are reset to zero if either Pokemon uses Haze or the affected Pokemon switches out or is KOed. Stat Modifier Glitch -------------------- Having *any* stat lowered will reset all other stats to stage zero temporarily. However, if the stat that got reset is boosted again, it will return to its correct value. For example, if Psyduck uses Amnesia for a +2 Special Boost and gets hit by Growl for a -1 Attack drop, Psyduck's Special stage will be reset to zero. However, if Psyduck then uses Amnesia again, it will correctly calculate as having a +4 Special boost (along with the -1 Attack drop from before). _________________________________________________ [M05] Accuracy and Evade _________________________________________________ Accuracy Algorithm ------------------ If R < int(int(B*A)/E), the move connects. If not, the move misses. R A random number between 0 and 255 inclusive. B The Base Accuracy of the move you are using, see below. A Your Accuracy modifier, see below. E Your foe's Evade modifier. You might have noticed that, despite your favourite move being nearly 100% accurate, it occasionally misses. The problem lies in that the random number must be *strictly* less than the Accuracy of the move. A '100%' accurate move has the value of 255. A random number is pulled and it must be strictly less than 255. However, there is a 1/256 chance that the number *is* 255, meaning there is a 1/256 chance for any '100%' accurate move to miss. This 1/256 quirk applies to all accuracy values, meaning that a '75%' accurate move is only 191/256ths accurate, or ~74.6% accurate, for example. Base Accuracy ------------- Each move has a set 'accuracy' that I have provided for you in my Movedex. The Base Accuracy of a move is determined as a number between 0 and 255 inclusive. For example, a move listed in my Movedex as 74.6% accurate move has a Base Accuracy of 191. You can see it in the conversion chart below: ___________________________________________________________________________ Accuracy 29.7% 54.7% 59.8% 64.7% 69.5% 74.6% 79.7% 84.4% 89.5% 94.5% 99.6% Base 76 140 153 165 178 191 204 217 229 242 255 ___________________________________________________________________________ To find the true accuracy of the move, take the Base Accuracy and divide by 256. Accuracy and Evade Modifiers ---------------------------- The Accuracy and Evade modifiers work in a similar manner to the stat modifiers in the previous section. To recap, a Pokemon freshly sent into battle will have their Accuracy and Evade modifiers both at stage zero. Certain moves can raise or lower this stage by one, up to a minimum of -6 stages or a maximum of +6 stages. The lower your Accuracy modifier, the less likely you are to hit and the higher your Evade, the less likely you are to *be* hit. ___________________________________________________________________________ Stage -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 --------------------------------------------------------------------------- Value 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2 Approx 0.25 0.29 0.33 0.4 0.5 0.67 1 1.5 2 2.5 3 3.5 4 ___________________________________________________________________________ Thus, if your Accuracy is lowered by two stages, substitute A = 2/4 into the Accuracy Formula. If your foe's Evade is raised by, say, 4 stages, then substitute E = 6/2. - Moves affecting Accuracy and Evade modifiers: You can lower your foe's Accuracy and raise your own Evade. In RBY, there is no way to raise your own Accuracy or lower your foe's Evade. Accuracy: Flash -1, Kinesis -1, Sand-Attack -1, SmokeScreen -1. Evade: Double Team +1, Minimize +1. Cancelling Accuracy and Evade Modifiers --------------------------------------- Accuracy and Evade modifiers are reset to zero if either Pokemon uses Haze or the affected Pokemon switches out or is KOed. Stat Modifier Glitch -------------------- Having *any* stat lowered will reset all other stats to stage zero temporarily. However, if the stat that got reset is boosted again, it will return to its correct value. For example, if Psyduck uses Double Team for a +1 Evade boost and gets hit by Growl for a -1 Attack drop, Psyduck's Evade stage will be reset to zero. However, if Psyduck then uses Double Team again, it will correctly calculate as having a +2 Evade boost (along with the -1 Attack drop from before). Chance of Hitting ----------------- We see that R < int(int(B*A)/E) implies an accurate hit, as seen above. Okay, but this isn't exactly a nice formula, is it? So we work with something a bit more managable--what are the chances of R being strictly less than int(int (B*A)/E), thus scoring us our accurate hit? Well, the chace of R being strictly less than int(int(B*A)/E) is precisely int(int(B*A)/E)/256. Consider that R takes a possible 256 values, namely 0...255. Then the chance that R is strictly less than n is n/256. For example, if n = 102, then R has to be 0...101 to hit, which is a total of 102 values out of a possible 256. Thus, we have our formula: Overall Accuracy = int(int(B*A)/E)/256. Example ------- Say I have a Rhydon with Rock Slide, an 89.5% accurate move. Rhydon has had Flash used against him twice, lowering his Accuracy stage to -2, and his foe has used Double Team three times, raising his Evade to +3. Thus our values for our formula are: - B = 229: The Base Accuracy value for a 74.6% accurate move. - A = 2/4: Rhydon's Accuracy modifier is -2. - E = 5/2: The foe's Evade modifier is +3. So what are Rhydon's chances of hitting his elusive foe? Overall Accuracy = int(int(B*A)/E)/256 = int(int(229*2/4)/(5/2))/256 = int(int(114.5)/2.5)/256 = int(114/2.5)/256 = int(45.6)/256 = 45/256 ~= 17.58%. _________________________________________________ [M06] The Damage Formula _________________________________________________ I'm not going to try to attempt to teach mathematics here, since that's probably beyond my capability. If maths isn't your strong suit, I'd advise you to do something else with your time. Let Attack (A) = min(int(int(int(O*M)*B)*E),999) where O Original Attack/Special stat of the attacking Pokemon, depending on the type of the move used: Physical--Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock. Special--Dragon, Electric, Fire, Grass, Ice, Psychic, Water. M Application of any stat modifiers as seen in section M04 above, such as Swords Dance or Amnesia. B Badge bonus. If in cartridge in-game battles, this is equal to 1.125 if using a physical attack while in possession of the BoulderBadge, or equal to 1.125 if using a special attack while in possession of the VolcanoBadge, 1 otherwise. E Burn modifier. 0.5 if the attacking Pokemon is under BRN status and uses a physical attack, 0.5 if the attacking Pokemon has been cured of BRN status but hasn't switched out since it has been cured and it is using a physical attack, 1 if the attacking Pokemon has used an Attack boosting move like Swords Dance since it's been on the field, 1 otherwise. If a critical hit is scored while attacking, the original Attack stat remains unmodified by M, B and E (i.e. M, B and E are all equal to 1). Let Defense (D) = min(int(int(int(O*M)*B)*K),999) where O Original Defense/Special stat of the defending Pokemon, depending on the type of the move used: Physical--Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock. Special--Dragon, Electric, Fire, Grass, Ice, Psychic, Water. M Application of any stat modifiers as seen in section M04 above, such as Acid Armor or Amnesia. B Badge bonus. If in cartridge in-game battles, this is equal to 1.125 if the opponent is using a physical attack while you are possession of the Soul Badge, or equal to 1.125 if the opponent is using a special attack while you are in possession of the VolcanoBadge, or 1 otherwise. K Self-KO modifier. 0.5 if the attacking Pokemon uses Selfdestruct or Explosion, 1 otherwise. If a critical hit is scored while attacking, the original Defense stat remains unmodified by M and B (i.e. M and B and are equal to 1). If, after calculating A and D, either or both is strictly greater than 255, then both A and D are divided by four, rounded down and reduced mod 255. Example: 349 is greater than 255, so 349 becomes int(349/4) mod 255 = 87. From what I can gather, the RBY damage formula looks something like this: int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int (D*E),1))/50),997) + 2)*S)*T)*R/255) where L Level of the attacking Pokemon. C Critical hit modifier: 2 if a critical hit is scored, 1 otherwise. A Attack/Special value of the attacking Pokemon dependant on move type as described above. To calculate A, please see above. B 0.25 if Reflect (for physical attacks) or Light Screen (for special attacks) is up on the opponent, 1 otherwise. Yes, it quarters your Attack, but it also halves the opponent's Defense, for some reason. P Base power of the attacking move. D Defense/Special value of the defending Pokemon, see above. E 0.5 if Reflect (for physical attacks) or Light Screen (for special attacks) is up on the opponent, 1 otherwise. S Same-Type-Attack-Bonus (STAB). 1.5 if the attacker uses a move of the same type as itself, 1 otherwise. T The type effectiveness of the move; super effective = 2, neutral = 1, etc. as seen in the Type Effectiveness Chart. R A randomly determined number between 217 and 255. R is always 255 if the formula up to this point is strictly greater than 767. Let's run an example: In my theoretical battle, I own a L100 Rhydon with max stats, because I love Rhydon. Here are Rhydon's max stats: HP: 413, Atk: 358, Def: 378, Spe: 178, Spc: 188. Let's assume I'm up against a pesky L100 max stat Charizard, whose stats are: HP: 359, Atk: 266, Def: 254, Spe: 298, Spc: 268. Then our theoretical battle might play out like this: Charizard has a higher Speed stat, so it will go first. It uses Fire Blast and gets the burn on my unfortunate Rhydon, but how much damage does it dish out? We'll calculate Charizard's attack power (A) now: Attack (A) = min(int(int(int(O*M)*B)*E),999). - O = 268: Since it's coming off Charizard's 268 Special. - M = 1: Charizard hasn't got any stat modifiers. - B = 1: No badge bonus, since this is competitive play. - E = 1: Charizard isn't burnt. Attack (A) = min(int(int(int(268*1)*1)*1),999) = 268. Rhydon's defense power (D) is: Defense (D) = min(int(int(int(O*M)*B)*K),999). - O = 188: I'm fending off a Special attack. - M = 1: No defense modifiers up. - B = 1: No badge bonus since this is competitive play. - K = 1: Charizard isn't exploding on me. Defense (D) = min(int(int(int(188*1)*1)*1),999) = 1. Since A > 255, we must quarter both A and D, then round them down and reduce by mod 255. Thus, A = 67 and D = 47. Then plug it into the formula: int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int (D*E),1))/50),997) + 2)*S)*T)*R/255). - L = 100: Charizard is L100. - C = 1: Thankfully, it didn't score a critical hit. - A = 67: As seen above. - B = 1: No screens in play. - P = 120: Fire Blast's power is 120. - D = 47: My poor Rhydon's defense. - E = 1: No screens in play. - S = 1.5: Charizard is using a Fire move, the same type as itself. - T = 0.5: Fire isn't very effective against Rock types. - R = 228: For our example, a random number between 217 and 255 can be 228. So in our example we have int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int (D*E),1))/50),997) + 2)*S)*T)*R/255) = int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*min(int(67*1),1)* 120/min(int(47*1),1))/50),997) + 2)*1.5)*0.5)*228/255) = int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*67*120/47)/50),997) + 2)*1.5)*0.5)*228/255) = int(int((min(int(int((int(100*0.4) + 2)*67*120/47)/50),997) + 2)*1.5)*0.5)* 228/255) = int(int(int((min(int(int(42*67*120/47)/50),997) + 2)*1.5)*0.5)*228/255) = int(int(int((min(int(7184/50),997) + 2)*1.5)*0.5)*228/255) = int(int(int((143 + 2)*1.5)*0.5)*228/255) = int(int(int(145*1.5)*0.5)*228/255) = int(int(217*0.5)*228/255) = int(108*228/255) = 96. So there you have it. Charizard does 96 damage with Fire Blast, barely enough to scratch Rhydon. Even with the random modifier at its max of 255, Charizard would do 108 damage, 4HKOing Rhydon at best. But say that Fire Blast burns poor Rhydon. Can Rhydon now defeat Charizard with one Rock Slide? Attack (A) = min(int(int(int(O*M)*B)*E),999) - O = 358: Since it's coming off Rhydon's massive 358 Attack. - M = 1: Rhydon can't Swords Dance :(. - B = 1: No badge bonus, since this is competitive play. - E = 0.5: Rhydon is burnt, unfortunately. Attack (A) = min(int(int(int(358*1)*1)*0.5),999) = 179. Charizard's defense power (D) is: Defense (D) = min(int(int(int(O*M)*B)*K),999). - O = 254: Since Charizard is eating a physical attack. - M = 1: No defense modifiers up. - B = 1: No badge bonus since this is competitive play. - K = 1: Rhydon doesn't get Explosion either :(. Defense (D) = min(int(int(int(254*1)*1)*1),999) = 254. Then plug it into the formula: int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int (D*E),1))/50),997) + 2)*S)*T)*R/255). - L = 100: Rhydon is L100. - C = 1: Assume I don't get a critical hit, since Rhydon is SLOW. - A = 179: As above. - B = 1: No screens in play. - P = 75: Rock Slide's power is only 75. - D = 254: Charizard's Defense. - E = 1: No screens in play. - S = 1.5: Rhydon is a Rock type and so is Rock Slide, so we get STAB. - T = 4: Now we're talking. Rock is effective against both Fire and Flying! - R = 255: Rhydon needs all the help he can get if he's burnt. So in our example we have int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int (D*E),1))/50),997) + 2)*S)*T)*R/255) = int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*min(int(179*1),1)* 75/min(int(254*1),1))/50),997) + 2)*1.5)*0.5)*228/255) = int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*179*75/254)/50),997) + 2)*1.5)*4)*255/255) = int(int((min(int(int((int(100*0.4) + 2)*179*75/254)/50),997) + 2)*1.5)*4)* 255/255) = int(int(int((min(int(int(42*179*75/254)/50),997) + 2)*1.5)*4)*255/255) = int(int(int((min(int(2219/50),997) + 2)*1.5)*4)*255/255) = int(int(int((44 + 2)*1.5)*4)*255/255) = int(int(int(46*1.5)*4)*255/255) = int(int(69*4)*255/255) = int(276*255/255) = 276. Unfortunately, 276 is not quite Charizard's 359 HP stat. This goes to show that Burn is a powerful status--Rhydon's gargantuan Attack, STAB and 4x effectiveness still weren't enough to bring down something with mediocre defenses, all because of one little status condition. Feel the burn! Thank you. I hope you learned something there, least of all that Burn is a killer status for physically orientated Pokemon. I'm pretty sure it's okay, but let me know if there's a mistake in my maths somewhere. And yes, we say maths in England, not math. _________________________________________________ [M07] Critical Hits _________________________________________________ The algorithm to determine whether you get a critical hit goes like this. If min(int(int(S/2)*M),255) < R, a critical hit is scored. Otherwise, the attack does not score a critical hit. S The Pokemon's *base* Speed i.e. the value as seen in my Pokedex which cannot be altered by status conditions, for example. M Move modifier. Starts at 1, then multplied by the following conditions: - Focus Energy/Dire Hit is used in RBY *= 0.25 and then rounded down. Yes, it quarters the critical hit rate; this is due to a glitch. - Focus Energy/Dire Hit is used in Pokemon Stadium *= 4. - Crabhammer, Karate Chop, Razor Leaf or Slash is used *= 8. R A random number between 0 and 255 inclusive. This is how the game works it out, so lets rework it into something more meaningful which we derive from the above algorithm. If R takes a potential 256 values, 0...255, then we see the chance of getting a critical hit is as follows. Crit chance = min(int(int(S/2)*M),255)/256 where S and M are as above. So, the faster the Pokemon, the better its chances. It ranges from Electrode's whopping ~27.34% chance to critical hit (140 base Speed) to Snorlax's pitiful ~ 5.86% chance (30 base Speed). Also worthy of note is that a Pokemon need only have greater than 64 base Speed inclusive to ALWAYS critical hit with high critical hit ratio moves... well, nearly always. The chance of a critical hit here would be ~99.6%, given that since C must be *strictly* less than R. Note that critical hits in GSC are set at a base rate of 6.25% and you should totally ignore RBY mechanics when dealing with Generation II. I would say more but this is an RBY guide, so look it up elsewhere if you're interested. _________________________________________________ [M08] Catch Rate Formula _________________________________________________ Simple Catch Formula -------------------- If your target Pokemon is in the low HP range (less than 1/2 if you're using a Great Ball or less than 1/3 for any other Ball) then the chance to catch it is: Catch% = (S + C + 1)/B where B Ball modifier. - Poke Ball = 256. - Great Ball = 201. - Ultra Ball/Safari Ball = 151. S Status modifier. - Defending Pokemon is asleep or frozen = 25. - Defending Pokemon is poisoned, burnt or paralysed = 12. - Otherwise = 4. C Defending Pokemon's catch rate, as found in my Pokedex. Any value above or equal to 100% is a guaranteed catch. For Mathematicians only! ------------------------ The Catch Formula is actually an algorithm set in RBY (a set of checks performed by the game), which you can see here. Be aware that the maths is just a *tad* convoluted. Determine Successful Catch Algorithm ------------------------------------ Check 1: If the defending Pokemon belongs to a trainer or is the Pokemon Tower ghost Marowak, that Pokemon is not caught. If not, move on to check 2. Check 2: If the Master Ball is used, the defending Pokemon is caught. If not, move on to check 3. Check 3: X Random number generated dependant on Ball type. - Poke Ball = random number between 0 and 255 inclusive. - Great Ball = random number between 0 and 200 inclusive. - Ultra/Safari Ball = random number between 0 and 150 inclusive. S Status modifier. - Defending Pokemon is asleep or frozen = 25. - Defending Pokemon is poisoned, burnt or paralysed = 12. - Otherwise = 0. If X < S, the defending Pokemon is caught. Otherwise, move on to check 4. Check 4: C Defending Pokemon's catch rate, as found in my Pokedex. If X > S + C, the defending Pokemon is not caught. If X <= S + C, move on to check 5. Check 5: M Defending Pokemon's Max HP. G Great Ball modifier. - Great Ball = 8. - All others = 12. H Defending Pokemon's current HP. R Random number between 0 and 255 inclusive. If min(255,int(int(M*255/G)/max(1,int(H/4)))) < R, the defending Pokemon is not caught. Otherwise, the Pokemon is caught. Notice that there's no check for Pokemon using Dig and Fly; this really doesn't matter and you CAN attempt to catch them while underground/in the air. Percentage Chance of Capture ---------------------------- X Random number generated dependant on Ball type. - Poke Ball = random number between 0 and 255 inclusive. - Great Ball = random number between 0 and 200 inclusive. - Ultra/Safari Ball = random number between 0 and 150 inclusive. B Ball modifier. - Poke Ball = 256. - Great Ball = 201. - Ultra Ball/Safari Ball = 151. S Status modifier. - Defending Pokemon is asleep or frozen = 25. - Defending Pokemon is poisoned, burnt or paralysed = 12. - Otherwise = 0. C Defending Pokemon's catch rate, as found in my Pokedex. M Defending Pokemon's Max HP. G Great Ball modifier. - Great Ball = 8. - All others = 12. H Defending Pokemon's current HP. R Random number between 0 and 255 inclusive. The 'chance' comes from our two random variables. The algorithm first checks for X--wherever X falls determines whether or not the Pokemon is caught: 151 <----- B -----> 256 0 <--------------- X ---------------> 256 S S+C Condition X < S | S <= X <= S + C | X > S + C Result Caught | Maybe caught | Not caught So what are the chances of this happening overall? It will be the chance that X < S, plus the chances that S <= X <= S + C AND this results in a successful catch, namely when min(255,int(int(M*255/G)/max(1,int(H/4))))) >= R. In other words: Catch Chance = (Chance that X < S) + (Chance that S <= X <= S + C)*(Chance that min(255,int(int(M*255/G)/max(1,int(H/4)))) >= R). - Chance that X < S: S/B. - Chance that S <= X <= S + C: The probability that X falls between two values inclusive, say a and b, is equal to (b - a + 1)/(range of X). Consider that X could take values a, a2, a3, ..., b. That's precisely b - a + 1 values that X could take. Thus, the probability that S <= X <= S + C is precisely (S + C - S + 1)/(range of X) = (C + 1)/B. However, S + C might be higher than B since S + C can be up to 280. X can never exceed B, instead giving it B - S + 1 possibilities for the same reasons as demonstrated above. X would have to take this value if S + C > B, so X will stop at S + C or B, whichever comes first. Thus, X has min(C + 1,B - S + 1) possibilities: min(C + 1,B - S + 1)/B. - Chance that min(255,int(int(M*255/G)/max(1,int(H/4)))) >= R: Due to it being greater than or equal to, we have to include the extra +1 possibility that it is *equal* to R, giving us: (1 + min(255,int(int(M*255/G)/max(1,int(H/4)))))/256. Thus we have, (S/B) + (min(C + 1,B - S + 1)/B)*((1 + min(255,int(int(M*255/G)/max(1,int (H/4)))))/256) which simplifies to: Catch% = (S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int (H/4)))))/256))/B. As an example, we'll have a 1HP/249 Max HP Sleeping Mewtwo, with an Ultra Ball: Catch% = (25 + min(3 + 1, 151 - 25 + 1)*((1 + min(255,int(int(249*255/12)/max (1,int(1/4)))))/256))/151 = (25 + min(4,137)*((1 + min(255,int(5291/max(1,0))))/256))/151 = (25 + 4*((1 + min(255,5291))/256))/151 = (25 + 4*((1 + 255)/256))/151 = (25 + 4*(256/256))/151 = (25 + 4*1)/151 = 29/151 ~= 19.21%. Important Notes about Catching Pokemon -------------------------------------- 1. Status effects add a base chance to any capture. _____________________________________________ Ball PSN/PAR/BRN SLP/FRZ --------------------------------------------- Poke Ball 12/256 = ~4.69% 25/256 = ~9.77% Great Ball 12/201 = ~5.97% 25/201 = ~12.44% Ultra Ball 12/151 = ~7.95% 25/151 = ~16.56% _____________________________________________ As you can see, using an Ultra Ball with Sleep/Freeze in effect instantly has a minimum ~16.56% chance of capture. My capture rate with Mewtwo was ~19.21%. If I quickly punch in Mewtwo with full HP, let's have a look what returns: Catch% = (25 + min(3 + 1,151 - 25 + 1)*((1 + min(255,int(int(249*255/12)/max (1,int(249/4)))))/256))/151 = (25 + min(4,137)*((1 + min(255,int(5291/max(1,62))))/256))/151 = (25 + 4*(1 + min(255,85))/256))/151 = (25 + 4*((1 + 85)/256))/151 = (25 + 4*(86/256))/151 = (25 + 344/256)/151 ~= 17.45%. Yippee. So if I chip away all of Mewtwo's health bar 1HP, I get an extra ~1.76% chance to catch him? Great. So there; status Mewtwo at all costs, because lowering his health barely does anything. You're probably better off *not* attacking him at all, but rather using those turns to lob Ultra Balls. Even better, just reload your save if you don't get him straight away, since, statisically, you should capture him at full health roughly every one in six tries if you Sleep or Freeze him. 2. You need only get a Pokemon to a third of its Max HP to have the optimum chance of catching it or half of its Max HP if you use a Great Ball. 'min(255,int(int(M*255/G)/max(1,int(H/4))))' need not be any higher than 255-- because of the 'min(255 ,' before it, any efforts to raise it above 255 are wasted. So what does this mean? We want to keep it at or above 255 with minimal effort. We can't influence our target's Max HP (M), but we can influence its current HP and the ball we use (G and H), so if we look at and reorganise the formula as such... Note: If H < 4 then H = 4, because of 'max(1,int(H/4))'. We want int(int(M*255/G)/max(1,int(H/4))) >= 255. Then, with some generous rounding (or else it gets rather difficult), M*255/G/H >= 63.75, M*255 >= 63.75*H*G, M >= 0.25*G*H. This is a little bit crude since the rounding is ignored, but it's still pretty accurate. G is either 8 or 12, right? In case of a Great Ball: M >= 2*H, H <= M/2. Yep, you read right. In case you can't see what's happening, by setting a limit of 255, the game limits how effective HP reduction is. In case of a Great Ball, you need only get your foe's HP down to halfway or less before *any further HP reduction is useless*. Yes, that's right--if your foe is below half maximum health, any further damage to it is USELESS. Using any other ball, we have G = 12. Thus, M >= 3*H, H <= M/3. Holy moly--using any ball but a Great Ball, there is still *no need to reduce your foe's health farther than a third of its maximum*. So yes, it's not necessary to get a foe to 1HP. It's totally pointless. This also allows us to use a much more simple formula as long as your foe's HP is low enough: Catch% = (S + min(C + 1,B - S + 1))/B = min(S + C + 1, B + 1)/B. If we get rid of the 'min' function, we see that we may get values over 100%, but this is fine--we know that values over 100% are definite catches. Hence, Catch% = (S + C + 1)/B. 3. Great Balls are better than Ultra Balls in certain situations. Have another look at the catching chance formula: (S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int (H/4)))))/256))/B. Notice that 'min(C + 1,B - S + 1)' bit there? It takes the smallest of the two entries, either C + 1 or B - S + 1, but we want it to be as high as possible. If C + 1 > B - S + 1, which it can easily be in the case of say Caterpie with C = 255, then we want B - S + 1 as high as possible, but since they crop up elsewhere in the formula (we want B low and S high), this seems counter- productive. If, on a L13 16HP Caterpie at full HP, we use an Ultra Ball and Sleep, for instance, we're cutting that potential 255 into a measly 127, resulting in: Catch% = (S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int (H/4)))))/256))/B = (25 + 127*((1 + min(255,int(int(16*255/12)/max(1,int(16/4)))))/256))/151 = (25 + 127*((1 + min(255,int(340/max(1,4))))/256))/151 = (25 + 127*((1 + min(255,85))/256))/151 = (25 + 127*((1 + 85)/256))/151 = (25 + 127*86/256)/151 ~= 44.81%. A Poke Ball will get a lower result. But remember that G that was 8 for Great Balls and 12 for others? Try a Great Ball with no status and see: Catch% = (S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int (H/4)))))/256))/B = (202*((1 + min(255,int(int(16*255/8)/max(1,int(16/4)))))/256))/201 = (202*((1 + min(255,int(510/max(1,4))))/256))/201 = (202*((1 + min(255,127))/256))/201 = (202*((1 + 127)/256))/201 = (202*128/256)/201 ~= 50.25%. Yep, an Ultra Ball and status is less effective than a Great Ball with no status. Of course, either one results in 100% if Caterpie is at low health, but it always pays to punch the numbers into the formula to test your chances, just to see what you should be doing. If you play around with it, you'll find that Great Balls are better used for Pokemon with high catch rates and Ultra Balls for Pokemon with low catch rates. Determine Number of Wobbles upon Failed Capture ----------------------------------------------- If the catch fails, the ball will wobble a certain number of times as an estimate of the chance the game thinks you have of catching the Pokemon (if you were to try again under the same circumstances). C Defending Pokemon's catch rate, as found in my Pokedex. B Ball modifier. - Poke Ball = 255. - Great Ball = 200. - Ultra Ball/Safari Ball = 150. M Pokemon's Max HP. G Great Ball modifier. - Great Ball = 8. - All others = 12. H Defending Pokemon's current HP. S Status modifier. - Defending Pokemon is asleep or frozen = 10. - Defending Pokemon is poisoned, burnt or paralysed = 5. - Otherwise = 0. If int(C*100/B) > 255, the ball will wobble three times. If not, the game creates the formula: Wobble% = int(C*100*min(255,int(int(M*255/G)/max(1,int(H/4))))/255) + S. ______________________________________________ Wobble% Number of wobbles ---------------------------------------------- 0....9 0 - 'The ball missed the Pokemon!' 10...29 1 - 'Darn! The Pokemon broke free!' 30...69 2 - 'Aww! It appeared to be caught!' 70...100 3 - 'Shoot! It was so close too!' ______________________________________________ In other words, if the ball wobbles three times, the game estimates your chances at between 70 and 100%; twice, it thinks 30 to 69%... etc. Note that these approximations are made by the game and are not totally accurate themselves. Also, there is no random factor here, so if the ball wobbles once and you immediately throw another ball without changing anything (type of ball, foe's HP, foe's status), you know it will always wobble once if you fail to capture it. If the ball then wobbles twice, you know you've got it before the animation even finishes. _________________________________________________ [M09] Safari Zone Catching Mechanics _________________________________________________ Ah, the Safari Zone--bane of many. Here, you cannot catch Pokemon by traditional means. You have four options here: Throw a Rock, throw some Bait, throw a Safari Ball or Run (which will always succeed). Consider: C Defending Pokemon's catch rate, as found in my Pokedex. B Bait counter, starts at zero. R Rock counter, starts at zero. S Pokemon's Speed stat *2. X Random number between 0 and 255 inclusive. - Action: Throw Rock Double C. Set B = 0. Increase R by a random number between 1-5, up to a maximum of 255. - Action: Throw Bait Halve C and round it down. Set R = 0. Increase B by a random number between 1-5, up to a maximum of 255. - Action: Throw Ball Chance of success ~= min(C + 1,152)*86/256/151 (Derived from the formula above for a Pokemon with full HP and using a Safari Ball. *Approximately* equal since I ignored some rounding, but it should be accurate enough for our purposes.) - End of turn: If B > 0, the Pokemon is eating. Decrease B by 1. Divide S by 4 and round it down. If R > 0, the Pokemon is angry. Decrease R by 1. If R becomes zero this way, then C reverts to its original value. Double S. If X < S, or the Pokemon's Speed stat is greater than or equal to 128, the Pokemon will run away. You'll notice that the best chance you can hope to get is 152*86/256/151 ~= 33.82%, which is just over once every three tries. No wonder everyone hates the Safari Zone. _________________________________________________ [M10] Experience Formulae _________________________________________________ I've given you some nice easy ones here. Stat Experience Gained from Battle ---------------------------------- Check section M03; 'Stat Calculation' for the basics of Stat Experience. Your Pokemon will gain stat experience for EACH stat equal to: Stat Experience gained per stat = int(B/(N*E)) B Base Stat of opposing Pokemon, as seen in my Pokedex. The stat used is the one you will gain stat experience in. N Number of Pokemon who saw the defeated opposing Pokemon and are not fainted. E 2 if carrying the Exp. All item, 1 otherwise. If you are carrying the Exp. All item AND the Pokemon saw the defeated opposing Pokemon and is not fainted, that Pokemon has this formula multiplied by 2. Example ------- I am holding the Exp. All, and send my Pokemon, a Magikarp (why not?) into battle. Somehow, it wins, defeating a Rattata. How much stat Exp. does it gain? - B = ?: Whatever Rattata's base stat is for each stat. - N = 1: Magikarp is the only participant. - E = 2: I'm carrying the Exp. All. Also, we must multiply the end result by 2 since I am carrying the Exp. All item, and Magikarp saw the defeated opposing Pokemon and is not fainted. HP = 2*int(B/(N*E)) = 2*int(30/(1*2)) = 30. Attack = 2*int(56/(1*2)) = 56. Defense = 2*int(35/(1*2)) = 34. Etcetera for Sp. Atk, Sp. Def and Speed. Note that Rattata's Base Defense is 35, and we only received 34 stat experience. Due to rounding, Exp. All sometimes gives slightly less stat experience when it is used, and this is the same for standard Experience points, as seen below. Exp. Gained from Battle ----------------------- Each Pokemon that participates in the defeat of one opponent will gain the following amount of Exp: Exp. gained = int(int(int(L*int(X/(N*E))/7)*T)*U) X Base Exp. of defeated Pokemon, as seen below. L Level of defeated Pokemon. N Number of Pokemon who saw the defeated opposing Pokemon and are not fainted. E 2 if carrying the Exp. All item, 1 otherwise. T Trainer bonus. 1.5 if the defeated Pokemon belongs to a trainer, 1 otherwise. U Trade bonus. 1.5 if the victorious Pokemon has a different Trainer ID to the Trainer using it (i.e. it was recieved in a trade), 1 otherwise. If you are carrying the Exp. All item AND the Pokemon saw the defeated opposing Pokemon and is not fainted, that Pokemon has this formula multiplied by 2. Base Exp. of Defeated Pokemon ----------------------------- _______________ Pokemon Exp --------------- Bulbasaur 64 Ivysaur 141 Venusaur 208 Charmander 65 Charmeleon 142 Charizard 209 Squirtle 66 Wartortle 143 Blastoise 210 Caterpie 53 Metapod 72 Butterfree 160 Weedle 52 Kakuna 71 Beedrill 159 Pidgey 55 Pidgeotto 113 Pidgeot 172 Rattata 57 Raticate 116 Spearow 58 Fearow 162 Ekans 62 Arbok 147 Pikachu 82 Raichu 122 Sandshrew 93 Sandslash 163 Nidoran F 59 Nidorina 117 Nidoqueen 194 Nidoran M 60 Nidorino 118 Nidoking 195 Clefairy 68 Clefable 129 Vulpix 63 Ninetales 178 Jigglypuff 76 Wigglytuff 109 Zubat 54 Golbat 171 Oddish 78 Gloom 132 Vileplume 184 Paras 70 Parasect 128 Venonat 75 Venomoth 138 Diglett 81 Dugtrio 153 Meowth 69 Persian 148 Psyduck 80 Golduck 174 Mankey 74 Primeape 149 Growlthe 91 Arcanine 213 Poliwag 77 Poliwhirl 131 Poliwrath 185 Abra 73 (75 from Gen IV) Kadabra 145 Alakazam 186 Machop 88 (75 from Gen IV) Machoke 146 Machamp 193 Bellsprout 84 Weepinbell 151 Victreebel 191 Tentacool 105 Tentacruel 205 Geodude 86 (73 from Gen IV) Graveler 134 Golem 177 Ponyta 152 Rapidash 192 Slowpoke 99 Slowbro 164 Magnemite 89 Magneton 161 Farfetch'd 94 Doduo 96 Dodrio 158 Seel 100 Dewgong 176 Grimer 90 Muk 157 Shellder 97 Cloyster 203 Gastly 95 Haunter 126 Gengar 190 Onix 108 Drowzee 102 Hypno 165 Krabby 115 Kingler 206 Voltorb 103 Electrode 150 Exeggcute 98 Exeggutor 212 Cubone 87 Marowak 124 Hitmonlee 139 Hitmonchan 140 Lickitung 127 Koffing 114 Weezing 173 Rhyhorn 135 Rhydon 204 Chansey 255 Tangela 166 Kangaskhan 175 Horsea 83 Seadra 155 Goldeen 111 Seaking 170 Staryu 106 Starmie 207 Mr. Mime 136 Scyther 187 Jynx 137 Electabuzz 156 Magmar 167 Pinsir 200 Tauros 211 Magikarp 20 Gyarados 214 Lapras 219 Ditto 61 Eevee 92 Vaporeon 196 Jolteon 197 Flareon 198 Porygon 130 Omanyte 120 (99 from Gen IV) Omastar 199 Kabuto 119 (99 from Gen IV) Kabutops 201 (199 from Gen IV) Aerodactyl 202 Snorlax 154 Articuno 215 Zapdos 216 Moltres 217 Dratini 67 Dragonair 144 Dragonite 218 Mewtwo 220 Mew 64 _______________ Example ------- I use a traded Farfetch'd and a non-traded Slowpoke against a L96 trainer-owned Mewtwo in the same battle and they both, somehow, manage to beat it. How much Exp. does Farfetch'd get? For Farfetch'd, who was received in a trade: - X = 220: Mewtwo's Base Exp. - L = 96: Mewtwo is L96. - N = 2: I used two Pokemon and neither has fainted, miraculously. - E = 1: No Exp. All. - T = 1.5: This Mewtwo is trainer-owned. - U = 1.5: Farfetch'd was traded to me. Exp. gained = int(int(int(L*int(X/(N*E))/7)*T)*U) = int(int(int(96*int(220/(2*1))/7)*1.5)*1.5) = int(int(int(96*int(220/2)/7)*1.5)*1.5) = int(int(96*110/7)*1.5)*1.5) = int(int(1508*1.5)*1.5) = int(2262*1.5) = 3393. Total Exp. Needed to Achieve a Level ------------------------------------ The total amount of Exp. needed to achieve a particular level depends on the Pokemon that is levelling up. Each Pokemon belongs to one of the following experience groups: Fast, Medium, Medium Slow or Slow. The list is given below and can also be found in my Pokedex. Fast: Total Required Exp. = int(0.8*L^3) Medium: Total Required Exp. = L^3 Medium Slow: Total Required Exp. = int(1.2*L^3) - 15*L^2 + 100*L - 140 Slow: Total Required Exp. = int(1.25*L^3) where L is the level you wish to reach. For a level-by-level Exp. count, check out section L02; 'Experience Charts'. A useful corollary of this (fancy maths talk for 'a useful byproduct of this') is that we can work out how much Exp. we'll need to go from our Pokemon's current total Exp. (found in its Pokemon 'Stats' page), E, to a desired level, L. Simply use the formulae above, but plonk '- E' on the end. Example ------- I have a L42 Venusaur with 69524 Exp and I wish to know how much Exp. it will take before I get to L55, so he can learn Sleep Powder. Thus we have: - L = 55: Our desired level is L55. - E = 69524: My Venusaur's total current Exp. Venusaur is in the Medium Slow group. Thus, we have: Required Exp. = int(1.2*L^3) - 15*L^2 + 100*L - 140 - E = int(1.2*55^3) - 15*55^2 + 100*55 - 140 - 69524 = int(1.2*166375) - 15*3025 + 5500 - 140 - 69524 = 199650 - 45375 + 5500 - 140 - 69524 = 90111. So if I'm killing Pokemon that give out 1000 Exp. a pop, I'll need to waste 91 of them. Ouch. Experience Groups ----------------- - Fast Clefairy, Clefable; Jigglypuff, Wigglytuff; Chansey. - Medium Caterpie, Metapod, Butterfree; Weedle, Kakuna, Beedrill; Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Vulpix, Ninetales; Zubat, Golbat; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio; Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing; Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Mr. Mime; Scyther; Jynx; Electabuzz; Magmar; Ditto; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops. - Medium Slow Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pidgey, Pidgeotto, Pidgeot; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Oddish, Gloom, Vileplume; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Geodude, Graveler, Golem; Gastly, Haunter, Gengar; Mew. - Slow Growlithe, Arcanine; Tentacool, Tentacruel; Shellder, Cloyster; Exeggcute, Exeggutor; Rhyhorn, Rhydon; Staryu, Starmie; Pinsir; Tauros; Magikarp, Gyarados; Lapras; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo. _________________________________________________ [M11] Pikachu's Happiness _________________________________________________ In Yellow, Pikachu's happiness is stored as a variable betwen 0 and 255 inclusive, and starts at zero. It will revert to zero if you trade him, but it can be raised or lowered by doing the following things. Note that depending on the value of Pikachu's current happiness, your actions might have different effects on his happiness, as outlined below. ____________________________________________________ Happiness Range 0...99 100...199 200...255 ---------------------------------------------------- Gain a Level +5 +3 +2 Use an Item +5 +3 +2 Challenge a Gym Leader +3 +2 +1 Deposit in the PC -3 -3 -5 Faint -1 -1 -1 ____________________________________________________ Raising Pikachu's Happiness --------------------------- Thankfully, raising happiness is easy, because you can use an item on Pikachu and it will give him the happiness points *even if the item has no effect*. So you can ram a Potion down his throat when he has full HP and you'll get the points without using the Potion up. Awesome. Happiness is mostly useless; it's for novelty. The only useful application it has is for acquiring Bulbasaur--the girl in Cerulean City who gives him away will only do so if Pikachu's happiness is greater than or equal to 147. _________________________________________________ [M12] Colour of HP Bar Formulae _________________________________________________ A nice easy one for the last chapter of the Mechanics section. You'll have noticed that your Pokemon's HP Bar changes colour as its health decreases, going from green to yellow to red to represent healthy to weak to near- fainting. Quite obviously, the colour depends on how much HP the Pokemon has left in relation to its Max HP, but how much exactly is detailed for you below. Remember to round down after every operation, like always. If M stands for Max HP then we have: - Green If current HP is greater than or equal to int((9*int(M/4) + 3)/4) but, obviously, less than or equal to M. - Yellow If current HP is greater than or equal to int(int((M + 1)/5)*265/256) + 2 but less than the cutoff point for the green range. - Red If current HP is greater than zero but less than the cutoff point for the yellow range. If I ignore rounding down, I can get you some approximate HP percentage ranges for the colours. I take the current HP range out of (divided by) Max HP: Green range = int((9*int(M/4) + 3)/4)/M ~= (9*M/4 + 3)/4/M ~= (2.25*M + 0.75)/4/M ~= 0.5625 + 0.75/M. Since that 0.75/M is negligible, We see that a Pokemon will have health in the green range from ~56.25% to 100% of its maximum health. Likewise... Yellow range = (int(int((M + 1)/5)*265/256) + 2)/M ~= (((M + 1)/5*265/256) + 2)/M ~= ((53*(M + 1)/256) + 2)/M ~= (53*M/256 + 53/256 + 2)/M ~= (53/256 + 53/256/M + 2/M As M gets larger we approach... Yellow range = 53/256 ~= 20.7%. I can illustrate it like so: HP Bar .---------.-----------------.---------------------. | Red | Yellow | Green | '---------'-----------------'---------------------' | | | | 0% ~20.7% ~56.25% 100% _________________________________________________ [M13] Running Success Formula _________________________________________________ Running Success Algorithm ------------------------- If R < int(32*S/(int(T/4) mod 256)) + 30*A, the 'Run' command in a wild Pokemon battle is successful. R A random number between 0 and 255 inclusive. S Your Pokemon's Speed stat. T Your opponent's Speed stat. A The number of attempts you have made to Run, starting at 1 the first time and increasing by one for every attempt thereafter. Chance of Successful Run ------------------------ This is simply the chance that the random number generated (R) is less than that horrible formula above. This is Success Chance = (int(32*S/(int(T/4) mod 256)) + 30*A)/256. Example ------- I have a Golem with 79 Speed against a Rattata with 165 Speed. This is the first time I have selected the 'Run' command. - S = 79: Golem's Speed. - T = 165: Rattata's Speed. - A = 1: First attempt. Here goes... Success Chance = (int(32*S/(int(T/4) mod 256)) + 30*A)/256 = (int(32*79/(int(165/4) mod 256)) + 30*1)/256 = (int(2528/41) + 30*1)/256 = (65 + 30)/256 = 95/256 ~= 37.11%. You'll notice that each successive attempt adds a 30/256 chance to escape, which is + ~11.72% each turn. This means my Golem can definitely escape on his seventh attempt. It also means that all Pokemon, regardless of Speed, can escape from battle in nine or fewer attempts, because (30/256)*9 = 270/256 which is certain to escape. _________________________________________________ [M14] Type Effectiveness Message Display _________________________________________________ Consider a situation in which you attack the dual-type foe with a move type that is super-effective against one of their types and not very effective against the other. For example, a Razor Leaf (Grass) against Tentacool (Water/Poison) is super effective against Water and ineffective against Poison. Naturally, the damage modifier remains neutral as each type cancels out the other. But the message is displayed as 'not very effective'. Why not? The following list was compiled by a forum user named Captain Mofocious and was obtained from The Cave of Dragonflies, a fantastic website about all things Pokemon which I highly recommend visiting. This list details the order in which type effectiveness was implemented into this game--a type matchup farther down the list gives its type effectiveness message priority over a matchup that comes before. Look and you'll find Grass vs. Poison farther down than Grass vs. Water. Low Priority -------------------------- Water 2x vs. Fire Fire 2x vs. Grass Fire 2x vs. Ice Grass 2x vs. Water Electric 2x vs. Water Water 2x vs. Rock Ground 0x vs. Flying Water 1/2x vs. Water Fire 1/2x vs. Fire Electric 1/2x vs. Electric Ice 1/2x vs. Ice Grass 1/2x vs. Grass Psychic 1/2x vs. Psychic Fire 1/2x vs. Water Grass 1/2x vs. Fire Water 1/2x vs. Grass Electric 1/2x vs. Grass Normal 1/2x vs. Rock Normal 0x vs. Ghost Ghost 2x vs. Ghost Fire 2x vs. Bug Fire 1/2x vs. Rock Water 2x vs. Ground Electric 0x vs. Ground Electric 2x vs. Flying Grass 2x vs. Ground Grass 1/2x vs. Flying Grass 1/2x vs. Poison Grass 2x vs. Rock Grass 1/2x vs. Flying Ice 1/2x vs. Water Ice 2x vs. Grass Ice 2x vs. Ground Ice 2x vs. Flying Fighting 2x vs. Normal Fighting 1/2x vs. Poison Fighting 1/2x vs. Flying Fighting 1/2x vs. Psychic Fighting 1/2x vs. Bug Fighting 2x vs. Rock Fighting 2x vs. Ice Fighting 0x vs. Ghost Poison 2x vs. Grass Poison 1/2x vs. Poison Poison 1/2x vs. Ground Poison 2x vs. Bug Poison 1/2x vs. Rock Poison 1/2x vs. Ghost Ground 2x vs. Fire Ground 2x vs. Electric Ground 1/2x vs. Grass Ground 1/2x vs. Bug Ground 2x vs. Rock Ground 2x vs. Poison Flying 1/2x vs. Electric Flying 2x vs. Fighting Flying 2x vs. Bug Flying 2x vs. Grass Flying 1/2x vs. Rock Psychic 2x vs. Fighting Psychic 2x vs. Poison Bug 1/2x vs. Fire Bug 2x vs. Grass Bug 1/2x vs. Fighting Bug 1/2x vs. Flying Bug 2x vs. Psychic Bug 1/2x vs. Ghost Bug 2x vs. Poison Rock 2x vs. Fire Rock 1/2x vs. Fighting Rock 1/2x vs. Ground Rock 2x vs. Flying Rock 2x vs. Bug Rock 2x vs. Ice Ghost 0x vs. Normal Ghost 0x vs. Psychic Fire 1/2x vs. Dragon Water 1/2x vs. Dragon Electric 1/2x vs. Dragon Grass 1/2x vs. Dragon Ice 2x vs. Dragon Dragon 2x vs. Dragon -------------------------- High Priority _________________________________________________ [M15] Obedience Mechanics _________________________________________________ If you have a Pokemon with a different Trainer ID to you (which can be obtained via trading), you will need the following Badges to control it or it may disobey you. Each Badge is obtained by beating the respective Gym Leader and grants you control over traded Pokemon up to and including the following levels: Step 1: ------- If L > B, move to step 2. Otherwise, the Pokemon obeys. L Level of Pokemon. B Badge modifier. - None = 10. - CascadeBadge = 30. - RainbowBadge = 50. - MarshBadge = 70. - EarthBadge = 100. Step 2: ------- If X >= B, move to step 3. Otherwise, the Pokemon obeys. X Random number between 0 and L + B - 1 inclusive. Step 3: ------- If Y >= B, go to step 4. Otherwise, the Pokemon will try to use a move different to the one selected (even if that move has zero PP). PP will be deducted from the move you ordered the Pokemon to use, rather than the one it actually DOES use. If this is not possible, one of the following messages is used: 'X ignored orders!' 'X is loafing around!' 'X turned away!' 'X won't obey!' Y Random number between 0 and L - B + 1 inclusive. Note that X does not equal Y; i.e. calculate a second random number in the same manner as the first. Step 4: ------- If R - L + B >= 0, go to step 5. Otherwise, the Pokemon falls asleep and the message 'X began to nap!' is used. R Random number between 0 and 255 inclusive. Step 5: ------- If R - L + B >= L - B, the Pokemon does nothing and one of the aforementioned messages is used. Otherwise, the Pokemon deals confusion damage to itself and the message 'X won't obey!' is used. Note that obedience is not checked in the middle of multi-turn moves such as Thrash. Obedience is also only checked in in-game battles (i.e. not against other people via link cables). Chances and Outcomes -------------------- I have constructed a tree to display the chances of each outcome occuring. We'll ignore step 1 since there is no chance factor occuring here, so starting with step 2 we get: Step Outcome 1 Chance Outcome 2 Chance 2 Obeys B/(L + B) Go to step 3 L/(L + B) 3 Uses random move B/(L + B) Go to step 4 L/(L + B) 4 Falls asleep (L - B)/256 Go to step 5 (256 - L + B)/256 5 Hurts itself (2*L - 2*B)/256 Does nothing (256 - 2*L + 2*B)/256 Thus we have the chance that: Obeys: B/(L + B). Uses random move: L*B/(L + B)^2. Falls asleep: L^2*(L - B)/256/(L + B)^2. Hurts itself: L^2*(256 - L + B)*(2*L - 2*B)/65536/(L + B)^2. Does nothing: L^2*(256 - L + B)*(256 - 2*L + 2*B)/65536/(L + B)^2. (I have checked this is correct since the sum of these chances is indeed 1). Example ------- Let's have a check with my freshly traded L70 Mewtwo. I have the CascadeBadge: Thus: - B = 30. - L = 70. Chance that Mewtwo... Obeys: B/(L + B) = 30/(70 + 30) = 3/10 = 30%. Uses random move: L*B/(L + B)^2 = 70*30/(70 + 30)^2 = 2100/100^2 = 21/100 = 21%. Falls asleep: L^2*(L - B)/256/(L + B)^2 = 70^2*(70 - 30)/256/(70 + 30)^2 = 4900*(40)/256/100^2 = 196000/256/10000 = 49/640 ~= 7.66%. Hurts itself: L^2*(256 - L + B)*(2*L - 2*B)/65536/(L + B)^2 = 70^2*(256 - 70 + 30)*(2*70 - 2*30)/65536/(70 + 30)^2 = 4900*216*80/65536/100^2 = 84672000/65536/10000 = 1323/10240 ~= 12.92%. Does nothing: L^2*(256 - L + B)*(256 - 2*L + 2*B)/65536/(L + B)^2 = 70^2*(256 - 70 + 30)*(256 - 2*70 + 2*30)/65536/(70 + 30)^2 = 4900*216*176/65536/100^2 = 186278400/65536/10000 = 14553/51220 ~= 28.42%. _______________________________________________________________________________ V. Team Building _______________________________________________________________________________ _________________________________________________ [T01] Type Evaluations _________________________________________________ When building a team--be it within the cartridge RPG or in a competitive, player-vs.-player scenario--it's very important to know which types to use. Pokemon is heavily based around types, with certain type matchups instantly granting double or even quadruple damage. For example, Water does double damage against Fire. For the full chart, please refer to section B03; 'Types'. I would evaluate each of the fifteen types here, but Ghost and Dragon only have one Pokemon family each (Gengar and Dragonite respectively) and no good moves, so I'll skip those since you can refer to their individual analyses for information. The point of this is so you know exactly which types to choose when creating a team. The Pokemon have their secondary type listed within brackets next to their name, and category refers to which stat (Attack for Physical, Special for Special) is used to calculate the attack's damage with. I'm also going to evaluate the types in order of how 'good' they are, from best to worst (don't quote me on this; it's a rough guide). For information about tiers (Uber, OU, BL, UU and NU), please read the section T03; 'Competitive Battling: An Overview'. Psychic ------- Psychic types are just game-breakingly powerful. With a weakness only to the Bug type, possibly the worst type in the game and definitely one of the rarest attacking types, Psychics can sweep almost unhindered. The only problem (or benefit, I suppose) is that other Psychics resist their moves. Otherwise, Psychic is resisted by absolutely nothing. High Special and Speed stats are common among these guys and it's no surprise that the two Uber Pokemon are both Psychic types. Category: Special - Offense Super-effective vs. Fighting, Poison Not very effective vs. Psychic - Defence Weak vs. Bug Resistant vs. Fighting, Psychic Immune vs. Ghost - Best offensive move Psychic - 90 power, 99.6% accuracy, 10PP. - 29.7% chance to lower foe's Special by 1 stage. Psychic is a powerful, reliable weapon, with a horrific chance to lower the foe's Special and make them even more vulnerable to Psychic onslaughts. - Pokemon of this type Uber - Mew, Mewtwo OU - Alakazam, Exeggutor (Grass), Jynx (Ice), Slowbro (Water), Starmie (Water) BL - Hypno, Kadabra, Mr. Mime Normal ------ With Psychic types flying around everywhere, it's important to be able to fight them back--enter the Normal type. Normal type sweepers use physical attacks to smash Psychics on their lower Defense, and some Normal Pokemon with high Special can pack BoltBeam to stall Psychics and other special attackers. Normal type Pokemon have great movesets and a pair of powerful STAB moves, and lack any common weaknesses (only Fighting, which doesn't appear due to being weak to Psychic). The only flaws with Normal types is they resist next to nothing and cannot deal damage to Ghost and Rock types. Ah well. Category: Physical - Offense Not very effective vs. Rock Does not affect vs. Ghost - Defence Weak vs. Fighting Immune vs. Ghost - Best offensive moves Hyper Beam - 150 power, 89.5% accuracy, 5PP. - Requires a recharge turn afterwards unless opponent faints as a result or Hyper Beam misses. Always requires recharge under Pokemon Stadium rules. Body Slam - 85 power, 99.6% accuracy, 15PP. - 29.7% chance to PAR. Hyper Beam is incredibly powerful when used correctly. If the opponent faints as a result of this attack, no recharge is required. Awesome. Body Slam is also wicked for its Paralysis chance. They're both good, so why not have both of them? - Pokemon of this type OU - Chansey, Persian, Snorlax, Tauros BL - Clefable, Dodrio (Flying), Kangaskhan UU - Raticate NU - Ditto, Farfetch'd, Fearow (Flying), Lickitung, Pidgeot (Flying), Porygon, Wigglytuff Ice --- After Psychic, Ice attacks are the go-to Special type, dealing massive neutral damage to most things in the game, besides Water and other Ice types. The most powerful move is 120 power and 89.5% accuracy, which is beyond ridiculous. Ice is a fantastic offensive type and can always aim for the freeze status effect, which is totally broken. Ice types are themselves immune to this horrible condition. Defensively, Ice is always paired with either Water, Flying or Psychic, giving most of these Pokemon an Electric weakness, but Ice itself has very rare weaknesses and resists only itself. Pity. Category: Special - Offense Super-effective vs. Dragon, Flying, Grass, Ground Not very effective vs. Ice, Water - Defence Weak vs. Fighting, Fire, Rock Resistant vs. Ice - Best offensive moves Blizzard - 120 power, 89.5% accuracy, 5PP. - 9.8% chance to FRZ. Ice Beam - 95 power, 100% accuracy, 15PP. - 9.8% chance to FRZ. Blizzard tends to be better because of the power, but if you want more PP and more reliability then go for Ice Beam. If you're aiming to stall and freeze opponents, then Ice Beam is better in the long run. - Pokemon of this type OU - Cloyster (Water), Jynx (Psychic), Lapras (Water) BL - Articuno (Flying) UU - Dewgong (Water) Electric -------- Electric types rose to prominence due to a combination of largely great Speed, wide access to paralysing moves, a powerful STAB attack and being mostly unresisted by most common types. In tandem with Ice Beam or Blizzard, Thunderbolt gains perfect neutral coverage on every Pokemon in the game. They only have one weakness as well in the Ground type, which farthers their usefulness--however, the ubiquity of the Electric type has led to the Ground type emerging as a popular team member, simply because Electric types would rule otherwise. Ground types are totally immune to Electric attacks, so be sure to have a good Ground type counter to let your Electric type wreak some havoc. Their defenses are also lower than average and they have poor resistances, so make sure they don't take too many hits. Category: Special - Offense Super-effective vs. Flying, Water Not very effective vs. Dragon, Electric, Grass Does not affect vs. Ground - Defence Weak vs. Ground Resistant vs. Electric, Flying - Best offensive moves Thunderbolt - 95 power, 99.6% accuracy, 15PP. - 10% chance to PAR. Thunder - 120 power, 69.5% accuracy, 10PP. - 10% chance to PAR. Since both are available via TM, Thunder just isn't worth it at ~70% accuracy. Thunderbolt all the way--consistent, reliable and powerful. - Pokemon of this type OU - Zapdos (Flying) BL - Raichu, Jolteon UU - Electabuzz NU - Magneton, Electrode Ground ------ Ground types are essential on a team simply because they fill a niche role-- they completely wall the rampaging Electric types. They are backed up by being physical powerhouses, with good Attack stats and mostly good Defense besides Dugtrio. Their STAB move of choice is powerful and reliable and they are generally able to deal decent damage. Besides those pros, Grounds are often pummelled heavily by Special attacks--their low Special stats and weaknesses to Water, Grass and Ice bear them no favours. Use them to ward off Electrics and occasionally to fight off something that is using physical attacks against you. Most have access to Rock Slide, giving them perfect neutral coverage--but Rock Slide has only half the power of Earthquake when you factor in STAB, so it's only really useful against Flying types. Category: Physical - Offense Super-effective vs. Electric, Fire, Poison, Rock Not very effective vs. Bug, Grass Does not affect vs. Flying - Defence Weak vs. Grass, Ice, Water Resistant vs. Poison, Rock Immune vs. Electric - Best offensive move Earthquake - 100 power, 100% accuracy, 10PP. Earthquake has no frills attached--just straight-up, heavy damage. Great for taking out Electrics. Dig is basically the same, but requires a charge turn (although you are invulnerable on this charge turn) so becomes useless since the opponent can predict it. Earthquake is a staple move on any physical Pokemon that can access it and available via TM (yes!). - Pokemon of this type OU - Golem (Rock), Rhydon (Rock) BL - Sandslash, Nidoqueen (Poison), Nidoking (Poison), Dugtrio NU - Onix (Rock), Marowak Water ----- Water types have a decent role in RBY. They're only weak to Grass and Electric, have access to fantastic Ice moves and can scare off Rock and Ground types that might otherwise wall you. Outside of Rock, Ground and Fire, though, they aren't super-effective against anything common, which is why you should supplement their movepools with Ice moves. It's somewhat due to how common these Water types are that Electric types are so popular. Any decent RBY team packs at least one Electric type, so always be wary of that. The hardest part here is picking one--there are so many to choose from. Hint: The dual-types are generally better. Category: Special - Offense Super-effective vs. Fire, Ground, Rock Not very effective vs. Dragon, Grass, Water - Defence Weak vs. Electric, Grass Resistant vs. Fire, Ice, Water - Best offensive moves Hydro Pump - 120 power, 79.7% accuracy, 5PP. Surf - 95 power, 99.6% accuracy, 15PP. Surf is way more reliable and has more PP. Hydro Pump is statistically better, but only just, so I'd go for Surf. - Pokemon of this type OU - Slowbro (Psychic), Cloyster (Ice), Starmie (Psychic), Lapras (Ice) BL - Tentacruel (Poison), Gyarados (Flying) UU - Blastoise, Golduck, Poliwrath (Fighting), Dewgong (Ice), Kingler, Vaporeon, Kabutops (Rock) NU - Seadra, Seaking, Omastar (Rock) Rock ---- These guys have the game's only resistance to Normal (besides Ghost's immunity) which is nice, but other than that they have a massive range of weaknesses. Rock types have great Defense and Attack, but atrocious Special and Speed. This would imply a physical staller, but physical attacks are fairly rare and Rock is weak to Ground anyway. But Normal types are so common and if you don't have room for Gengar, a Rock type is all but necessary to absorb incoming Explosions. Rock is a great type when paired with Ground (see Rhydon or Golem) because of their Normal resistance and Electric immunity, as well as 100% neutral coverage and great range of super-effective coverage (seven types!). Rock Slide needs the power boost from STAB, since it's a bit lacking otherwise. - Offense Super-effective vs. Bug, Fire, Flying, Ice Not very effective vs. Fighting, Ground - Defence Weak vs. Fighting, Grass, Ground, Water Resistant vs. Fire, Flying, Normal, Poison - Best offensive move Rock Slide - 75 power, 89.5% accuracy, 10PP. Straight-up damage again, but with a poor accuracy and decent-not-great power. Only put it on things that get STAB or the damage output will be a bit lacklustre. - Pokemon of this type OU - Golem (Ground), Rhydon (Ground) UU - Kabutops (Water) NU - Onix (Ground), Omastar (Water), Aerodactyl (Flying) Grass ----- They're decent team players, but Grass types have too many types who resist their STAB attacks: A grand total of 6 out of 15 types. Only Venusaur and Victreebel get the amazing Razor Leaf and the rest are doomed the the pretty powerless Mega Drain. Grass types are usually lumped with the Poison type as well, further depleting their usefulness. Only Exeggutor has a great second type in Psychic. Being super-effective against the common Water and Ground types certainly helps though, and Grass Pokemon usually get Sleep Powder which can definitely be abused by a savvy player. If you must have a Grass type, stick with the three mentioned Pokemon--the rest are mostly garbage. Category: Special - Offense Super-effective vs. Ground, Rock, Water Not very effective vs. Bug, Dragon, Fire, Flying, Grass, Poison - Defence Weak vs. Bug, Fire, Flying, Ice, Poison Resistant vs. Electric, Grass, Ground, Water - Best offensive moves Razor Leaf - 55 power, 94.5% accuracy, 25PP. - Has an 8x critical hit rate. Mega Drain - 40 power, 99.6% accuracy, 10PP. - Recovers HP equal to half the damage dealt. With an effective 110 power, Razor Leaf is incredibly powerful and boasts loads of PP for such a clearly overpowered move. Mega Drain is nowhere near as good, but is more widely available and at least heals the user. Don't even consider SolarBeam--it gives your opponent a chance to switch into something that resists Grass moves. - Pokemon of this type OU - Exeggutor (Psychic) BL - Venusaur (Poison), Victreebel (Poison) UU - Tangela NU - Vileplume (Poison), Parasect (Bug) Flying ------ Flying is a secondary type on all the Pokemon who have it and unfortunately it is always usually a detriment to the owner. They are only good offensively against some fairly uncommon types and pack a bunch of weaknesses to common types in Electric, Ice and Rock. The only saving grace is that Drill Peck is a great STAB move and can really hammer Exeggutor. They are also immune to Ground type attacks, which is nice. Flying isn't really that useful, but it helps Zapdos make itself into a great mixed sweeper with Drill Peck and adds some versatility to Dodrio. - Offense Super-effective vs. Bug, Fighting, Grass Not very effective vs. Electric, Rock - Defence Weak vs. Electric, Ice, Rock Resistant vs. Bug, Fighting, Grass Immune vs. Ground - Best offensive move Drill Peck - 80 power, 99.6% accuracy, 20PP. Basically the only Flying move you should consider using, since Fly works like Dig and has less power and accuracy anyway. Unfortunately, Zapdos and Dodrio are the only worthwhile Pokemon that get it--they should hang on to it for dear life. For Zapdos, it makes him a fierce hybrid (physical and special) sweeper. - Pokemon of this type OU - Zapdos (Electric) BL - Charizard (Fire), Dodrio (Normal), Gyarados (Water), Articuno (Ice), Moltres (Fire) NU - Butterfree (Bug), Pidgeot (Normal), Fearow (Normal), Golbat (Poison), Farfetch'd (Normal), Scyther (Bug), Aerodactyl (Rock) Fire ---- Fire types, despite their coolness, don't see much love in RBY. They're good against Grass types, which are rarely seen outside of Exeggutor; Bug types, who are never used; and Ice types, who usually have a Water type to negate their weakness. They're powerful special attackers, sure, but so are other, better types. Try using Fire Blast on a Pokemon with high Attack for the best results with a Fire type. Category: Special - Offense Super-effective vs. Bug, Grass, Ice Not very effective vs. Dragon, Fire, Rock, Water - Defence Weak vs. Ground, Rock, Water Resistant vs. Bug, Fire, Grass - Best offensive moves Fire Blast - 120 power, 84.5% accuracy, 5PP. - 30% chance to BRN. Flamethrower - 95 power, 99.6% accuracy, 15PP. - 10% chance to BRN. Technically Fire Blast is better, especially factoring in the BRN chance against Pokemon with huge Attack like Rhydon and such. It's also widely available as a TM, but Flamethrower is good for those who like to play it safe and prefer the accuracy more. - Pokemon of this type BL - Charizard (Flying), Moltres (Flying) UU - Ninetales, Arcanine NU - Rapidash, Magmar, Flareon Fighting -------- These guys are tricky because they're good, but have two glaring faults. One; they're weak to Psychic and two; most Fighting types are restricted to a STAB move that causes horrendous recoil damage. They really shine when using their great Attack stats to batter the ever-popular Normal types, since Fighting types are the only ones to hit those guys super-effectively. You've just got to play carefully to avoid those Psychics. Category: Physical - Offense Super-effective vs. Ice, Normal, Rock Not very effective vs. Bug, Flying, Poison, Psychic Does not affect vs. Ghost - Defence Weak vs. Flying, Psychic Resistant vs. Bug, Rock - Best offensive moves Hi Jump Kick - 85 power, 89.5% accuracy, 20PP. - User takes 1HP damage if they miss. Submission - 80 power, 79.7% accuracy, 25PP. - User takes 25% recoil damage. Hi Jump Kick is obviously better, but Submission is more widely available since it's a TM. Go for Hi Jump Kick on anything that can get it though. That would be Hitmonlee and nothing else, by the way. - Pokemon of this type UU - Poliwrath (Water), Machamp NU - Primeape, Hitmonlee, Hitmonchan Poison ------ Poison types have nothing much going for them. They're strong against Grass types, but this is negated since most Grass types are part Poison. They're strong against Bug types... which are never used. And they're weak against Psychic types, the most powerful and overused type in the game. So yeah. They suck. Well, at least they're immune to PSN status... which is never used in competitive battling since PRZ, FRZ, SLP and even BRN are all much better and being poisoned means you can't apply these status effects. Oh, and their best damaging move clocks in at 65 base power. Avoid this type like the posionous plague they are, unless they have a dual-type that somewhat compensates for it. Category: Physical - Offense Super-effective vs. Bug, Grass Not very effective vs. Ghost, Ground, Poison, Rock - Defence Weak vs. Bug, Ground, Psychic Resistant vs. Fighting, Grass, Poison - Best offensive move Sludge - 65 power, 99.6% accuracy, 20PP. - 29.7% chance to PSN. This is the best you've got, so live with it. - Pokemon of this type OU - Gengar (Ghost) BL - Venusaur (Grass), Nidoqueen (Ground), Nidoking (Ground), Victreebel (Grass), Tentacruel (Water) UU - Venomoth (Bug) NU - Beedrill (Bug), Arbok, Golbat (Flying), Vileplume (Grass), Muk, Weezing Bug --- Easily the worst type in the game, Bug types are unfortunately lumbered with a poor selection of Pokemon and next to no STAB moves. Their one potential saving grace--being super-effective against Psychic types--is wasted because the limited variety of Bug moves are pathetic, meaning a strong neutral attack often gets the job done better. The only semi-decent Bug Pokemon are good for other reasons--their Bug typing actually prevents them from being any better. Probably one to avoid. Category: Physical - Offense Super-effective vs. Grass, Poison, Psychic Not very effective vs. Fighting, Fire, Flying, Ghost - Defence Weak vs. Fire, Flying, Poison, Rock Resistant vs. Fighting, Grass, Ground - Best offensive moves Twineedle - 25 power, 99.6% accuracy, 20PP. - Hits twice. 19.8% chance to PSN. Pin Missle - 14 power, 84.5% accuracy, 20PP. - Hits two to five times. Statisically, Twineedle is better, with a whopping power output of 50 base damage per turn. Woo. Pin Missile is mentioned because Jolteon can get it and he is vastly superior to Beedrill, the only one to get Twineedle. - Pokemon of this type UU - Venomoth (Poison), Pinsir NU - Butterfree (Flying), Beedrill (Poison), Parasect (Grass), Scyther (Flying) _________________________________________________ [T02] In-Game (Elite Four) Teams _________________________________________________ When you first start up a fresh game of Pokemon, you'll want to ask yourself what kind of team you'll ultimately want to face the Elite Four--the game's main challenge--with. With that in mind, here are my recommendations for good team players--be sure to pick a wide range of types. Note that these are subjective observations and as such you will always get conflicting advice over whether a certain Pokemon is 'good' or not--my advice is to not deliberate too much over team-building and simply go for a nice range of types. Almost any team of Pokemon can beat the Elite Four if you invest the time in training them, so don't lose too much sleep over it. I'm going to rank Pokemon with a few factors taken into account--namely: - How soon they can be obtained. - If the level they are obtained at roughly matches your current party levels. - How powerful they are. - What kind of moves they can learn. - How long they take to train. - How useful they are for certain Gyms. - How useful they are against the Elite Four. Essentially, the best Pokemon are those who require little effort and a short amount of time to be turned into powerhouses--those Pokemon who take a lot of time and effort to bulk up in time for the Elite Four will most certainly be ranked lower. Within these in-game tiers, as they are known online, I'm assuming no cheats or glitches are involved. I'm also assuming you get no outside help--that is, no trading with other players. The exception to this is Pokemon who need to be traded to evolve into their final forms (Alakazam, Machamp, Golem and Gengar) who will be evaluated. Their unevolved counterparts (Kadabra, Machoke, Graveler and Haunter) will also be evaluated for those of you who cannot obtain them. So here are the tiers I'm using for this: ***** - Almost always useful, very highly recommended. **** - Really good, but just a few flaws that keep it from being on top. *** - Solid Pokemon, but their moves, stats or availability aren't great. ** - Only dedicated trainers should attempt to train them up. * - Laughably bad; HM-slave material. Note: I know a lot of you will want to contest this listing, but I'm keeping it more-or-less fixed, mainly because person A wants X Pokemon moved up, while person B wants it moved down. I'm not fussing around with all of that unless I get a mountain of emails all saying X should be moved up. A few notes on movesets ----------------------- In-game it is almost always better to run Flamethrower/Thunderbolt/Surf over their respective more-powerful-but-less-accurate moves Fire Blast/Thunder/Hydro Pump. Unless a Pokemon has no other choice, these moves are better in-game, simply because of their increased PP. The 99.6% accuracy is also a nice bonus. Blizzard over Ice Beam is a viable option though, simply because it has ~90% accuracy and is a nice coverage move. I'm never going to recommend Rest nor any healing moves like Recover, since Poke Centers are readily available, and in-game items are much more efficient and don't waste a moveslot. Put it this way: A Full Restore will do much more to help than any of these moves and there is no shortage of money in this game. Some people also suggest using Rest and the Poke Flute... which takes two turns to heal instead of the one turn that using, say, a Full Restore would. I'm also never going to recommend Double Team, because every Pokemon can learn it and its a great filler move, so it would be on almost every set otherwise. It raises your Evade stat so can increase the survivability of your Pokemon if you don't mind relying on luck and cheap strategies to win :). A note on TMs ------------- If you're not abusing the Missingno. glitch, most TMs are a one-time-only deal. Thus, if a certain Pokemon needs it for its moveset, these exclusive TMs will be marked with an '(E)' for 'exclusive'. Some TMs are not exclsuive though, and can be bought repeatedly from the Celadon Department Store or won from the Celadon Game Corner. These are: TM01 (Mega Punch), TM02 (Razor Wind), TM05 (Mega Kick), TM07 (Horn Drill), TM09 (Take Down), TM15 (Hyper Beam), TM17 (Submission), TM23 (Dragon Rage), TM32 (Double Team), TM33 (Reflect), TM37 (Egg Bomb), TM50 (Substitute). Therefore, these TMs are assumed to be able to be used on more than one Pokemon, and there is no competition for them unlike the exclusive ones. A note on OHKO moves -------------------- If you boost your Pokemon's accuracy with an X Accuracy, it boosts their accuracy to 99.6% for all moves, which is pretty handy. Of course, if there is a glitch there is a way to abuse it, and in this way we have the somewhat infamous OHKO + X Accuracy trick. Simply put, you buff up your Pokemon with an X Accuracy and use either Horn Drill, Guillotine or Fissure until you win. However, these moves don't work if you move second in a turn, so this isn't as much of a viable strategy for slow Pokemon who can otherwise learn these moves. One example is Lickitung who can learn Fissure, but has a pathetic base 30 Speed so often won't be fast enough to use it. Thus, I won't recommend OHKO moves for him and other slow Pokemon. _______ Summary _______ So here's a preliminary look at the ratings list, which will be followed by in- depth evaluations. Not Rated --------- Mewtwo Mew Rating: ***** ------------- Bulbasaur -> Ivysaur -> Venusaur (RB) Charmander -> Charmeleon -> Charizard (RB) Squirtle -> Wartortle -> Blastoise (RB) Nidoran F -> Nidorina -> Nidoqueen Nidoran M -> Nidorino -> Nidoking Diglett -> Dugtrio Abra -> Kadabra -> Alakazam (Trade) Articuno Zapdos Rating: **** ------------ Spearow -> Fearow Sandshrew -> Sandslash Abra -> Kadabra (No trade) Bellsprout -> Weepinbell -> Victreebel Doduo -> Dodrio Seel -> Dewgong (RB) Gastly -> Haunter -> Gengar (Trade) Drowzee -> Hypno Staryu -> Starmie Jynx Eevee -> Vaporeon Eevee -> Jolteon Snorlax Rating: *** ----------- Bulbasaur -> Ivysaur -> Venusaur (Y) Charmander -> Charmeleon -> Charizard (Y) Squirtle -> Wartortle -> Blastoise (Y) Rattata -> Raticate Pikachu -> Raichu (RB) Clefairy -> Clefable Meowth -> Persian Psyduck -> Golduck (RB) Mankey -> Primeape (Y) Growlithe -> Arcanine Poliwag -> Poliwhirl -> Poliwrath Machop -> Machoke -> Machamp (Trade) Tentacool -> Tentacruel Geodude -> Graveler -> Golem (Trade) Magnemite -> Magneton Gastly -> Haunter (No trade) Voltorb -> Electrode Exeggcute -> Exeggutor Hitmonlee Horsea -> Seadra Mr. Mime Electabuzz Tauros Magikarp -> Gyarados Omanyte -> Omastar Kabuto -> Kabutops Rating: ** ---------- Caterpie -> Metapod -> Butterfree Pidgey -> Pidgeotto -> Pidgeot Pikachu (Y) Vulpix -> Ninetales Oddish -> Gloom -> Vileplume Venonat -> Venomoth (Y) Psyduck -> Golduck (Y) Mankey -> Primeape (RB) Machop -> Machoke (No trade) Geodude -> Graveler (No trade) Ponyta -> Rapidash (Y) Slowpoke -> Slowbro Seel -> Dewgong (Y) Shellder -> Cloyster Krabby -> Kingler Rhyhorn -> Rhydon Chansey Goldeen -> Seaking Lapras Eevee -> Flareon Aerodactyl Moltres Dratini -> Dragonair -> Dragonite Rating: * --------- Weedle -> Kakuna -> Beedrill Ekans -> Arbok Jigglypuff -> Wigglytuff Zubat -> Golbat Paras -> Parasect Venonat -> Venomoth (RB) Ponyta -> Rapidash (RB) Farfetch'd Grimer -> Muk Onix Cubone -> Marowak Hitmonchan Lickitung Koffing -> Weezing Tangela Scyther Magmar Pinsir Ditto Porygon It's evaluation time ;). ________________ #003: Venusaur ________________ - Rating: ***** - Rating: *** Type: Grass/Poison - Stats Stat HP Atk Def Spc Spe BST Base 80 82 83 100 80 425 Max 363 262 264 298 258 1: Setup Sweeper ~ Razor Leaf ~ Sleep Powder ~ Swords Dance (E) ~ Body Slam (E)/Hyper Beam This is basically the only set you can run, but it does the job nicely. Venusaur has a very nice stat distribution--able to take a few hits while dishing out plenty of damage with a brilliant Special stat. Grass is a pretty useful type for taking out the bunch of Water and Rock types in the game, so he sweeps the early game quite nicely with his typing being beneficial against the first three gyms. Venusaur also gets his best STAB move (Razor Leaf at L30) and evolves into his final form (at L32) earlier than the other two starters. Once you get Razor Leaf you'll be running most of the game with it, since it has 165 effective Base Power (after factoring in STAB and 100% critical hits). His Normal moves are terrible naturally, so you'll want to spare a nice attacking TM for Venusaur. You'll be limited to Normal + Grass attacking types, but that's fine for everything not in the Gastly family. Sleep Powder comes very late at L55, but can break down otherwise difficult foes for you. In Yellow, Bulbasaur arrives a lot later (in Cerulean City) at L10, which is a bit low. If you can expend the extra effort involved in raising his level to match your other party members (although you'll be stuck with the weak Vine Whip until L30) then the comments above will still apply. At this point, however, I would say that Victreebel is a more useful Grass type, since it gets the great Sleep Powder a lot earlier and can be caught at a higher level than Bulbasaur. ________________ #006: Charizard ________________ - Rating: ***** - Rating: *** Type: Fire/Flying - Stats Stat HP Atk Def Spc Spe BST Base 78 84 78 85 100 425 Max 359 266 254 268 298 1: Mixed Sweeper ~ Flamethrower ~ Slash ~ Dig (E)/Earthquake (E) ~ Submission/Fly (Y)/Fissure (E) 2: Setup Sweeper ~ Flamethrower ~ Swords Dance (E) ~ Dig (E)/Earthquake (E) ~ Body Slam (E)/Hyper Beam (E)/Strength Charizard has nice stats all round with a particularly decent Speed stat, and packs just the right moves available to power through most of the game, starting off by roasting the early Bug types. He has some difficulty with the first gym though, and is useless in the second. He also sorely misses a decent STAB move until L46, whereupon he gains Flamethrower, having to make do with Ember until that point. For a large portion of the game you'll be using the Dig TM to do damage, with its nice coverage against the plethora of Poison types you'll see and great 100 base power. This alone makes Charizard a very useful option. Round out Charizard's set with Slash at L36, giving Fire + Normal + Ground coverage unresisted by anything not named Aerodactyl. Slash's 100% critical chance will carry you through the game very nicely until you get Flamethrower. Submission is filler that works marginally better against Normal types than Flamethrower. You can instead run Fissure if you're cheap and like X Accuracy. Alternatively, you can run Swords Dance to increase your Attack, but you should substitute Slash for either Body Slam or Hyper Beam in this case as 100% critical hits from Slash will ignore Swords Dance boosts. In Yellow, Charmander arrives at Cerulean City and can boost his level fairly well by roasting the wild Grass types. Since its early movepool is pretty poor, you'll need to give it Dig and its power level can be somewhat disappointing. However, much like Bulbasaur, all the above comments about Charizard apply if you're willing to put the extra time and effort into Charmander. In Yellow, Charizard can also use Fly to hit Fighting types harder than any other move he has. ________________ #009: Blastoise ________________ - Rating: ***** - Rating: *** Type: Water - Stats Stat HP Atk Def Spc Spe BST Base 79 83 100 85 78 425 Max 361 264 298 268 254 1: Mixed Sweeper ~ Surf ~ Ice Beam (E)/Blizzard (E) ~ Dig (E)/Earthquake (E) ~ Submission (E)/Body Slam (E)/Hyper Beam (E)/Strength/Fissure (E) Blastoise has the best type of the three starters and a wider movepool, capable of tearing into many Pokemon that might otherwise counter his STAB attack. His offensive stats, while not stellar, are good enough in-game and he is able to take a few hits with that nice bulk. Bubble and Water Gun will sustain you in the early game--and totally decimate Brock--until you recieve the fantastic (and reusable!) Surf HM in Fuchsia City. The Ice Beam TM in Celadon City is a very welcome addition, allowing Blastoise to overcome the Grass and Dragon type Pokemon he'd otherwise have trouble with. These two moves alone are enough to muscle through the game, but aren't very effect against opposing Water types so you'll need a neutral move to deal with them, like Strength. Blastoise can also use the Dig TM to help him against Lt. Surge's Electric Gym. If possible though, I'd use that TM on another Pokemon without a weakness to Electric types. If you're looking for a powerful move in the early-mid game, BubbleBeam is about the same in damage output, factoring in STAB, and has much less competition for use. The last move is mostly filler, and you always have the option of running an X Accuracy + OHKO moveset with Fissure. Squirtle arrives mighty late in Yellow, at L10 in Vermilion City. This is a really low level at this point, so you'll have to bait-and-switch, but thankfully the Pokemon in Diglett's Cave give lots of Exp. and Squirtle has super-effective attacks against them. He's also pretty useless in the first gym he'll come across (Erika's Grass gym). Besides those negative points though, Blastoise will play much like his Red/Blue counterpart with some time investment. ________________ #012: Butterfree ________________ - Rating: ** Type: Bug/Flying - Stats Stat HP Atk Def Spc Spe BST Base 60 45 50 80 70 305 Max 323 188 198 258 238 1: Special Sweeper ~ Sleep Powder ~ Stun Spore/Psybeam ~ Psychic (E)/Psybeam ~ Mega Drain (E) Caterpie is caught in the early stages of the game and is incredibly useful for all of about the next two hours of gameplay. Upon evolving into his final form at L10, Butterfree will soon gain access to Psychic moves and Sleep/Paralysis moves which help wipe the floor with Brock's Gym, all great points in its favour. Unfortunately, such early evolution means that once your other party members evolve later, they'll severely outclass Butterfree in terms of stats. It also has no access to STAB moves and possesses bad typing weak to many common attacks, including the ubiquitous Poison. Sleep Powder and Stun Spore are both very useful, but Sleep is much more useful in general, so spam that and then hit everything with Psybeam and Psychic (if you want to waste the TM on Butterfree). Mega Drain won't be particularly powerful against much, but hits Rock/Ground types harder than even Psychic. Being serious though, Butterfree's stats mean he won't remain very useful for much farther then, say, Cerulean City. ________________ #015: Beedrill ________________ - Rating: * Type: Bug/Poison - Stats Stat HP Atk Def Spc Spe BST Base 65 80 40 45 75 305 Max 333 258 178 188 248 1: Physical Sweeper ~ Agility/Reflect ~ Swords Dance (E) ~ Twineedle ~ Hyper Beam Although you can catch and evolve it very early, Beedrill is a pretty poor Pokemon by all accounts. With an average Attack being its best stat and defences crafted from paper, Beedrill has a hard time surviving long enough to net any KOs. Its movepool is also exceptionally poor, picking up Agility and Twineedle naturally and the only other noteworthy TM options being those listed above. I really wouldn't waste your Swords Dance TM here, but it's one of Beedrill's best options. Twineedle, Beedrill's signature move, gets STAB and hits Psychic types super-effectively... even though they're likely faster than you and can hammer you with a STAB super-effective Psychic on your abysmal 45 base Special for massive damage. Twineedle is super-effective against rare Grass types, Psychic types and Poison types. At least Poison types are fairly common with the abundance of Rocket members and Bikers, so Beedrill isn't totally useless. The only other offensive move choice is Hyper Beam, which should only be used if you're sure you can KO something. If you do decide to waste Swords Dance on such a trashy Pokemon, Beedrill can hilariously become quite powerful. Reflect can patch up its shoddy physical Defense too, so it MIGHT work. Not to the extent of other, better Pokemon, but still... ________________ #018: Pidgeot ________________ - Rating: ** Type: Normal/Flying - Stats Stat HP Atk Def Spc Spe BST Base 83 80 75 70 91 399 Max 369 258 248 238 280 1: Physical Sweeper ~ Fly ~ Take Down/Double-Edge (E)/Hyper Beam ~ Reflect/Mirror Move ~ Sand-Attack/Agility/Hyper Beam The first Pokemon you are likely to catch, Pidgey's stats are pretty average across the board, but at least they're not terrible. Unfortunately, its level- up movepool is, boasting its first Flying STAB, the awful Wing Attack, at L31. Up until then you'll be stuck with weak Normal moves, but at least they get STAB too. Pidgey also doesn't fare greatly against the first three Gyms, really. Once you get to Celadon, Pidgeot's repertoire expands with the powerful STAB HM Fly, which is like a Fire type attack except it nails the more common Fighting type instead of Ice types. It can then trash the Grass Gym and now hold its own against any non-Rock types. Round out Pidgeot's movepool as best you can--its options are rather limited even with TM support. Take Down/Double-Edge should only be used when Fly is not very effective or out of PP, as you'll mostly be using Fly against everything. Reflect and Agility boost your Defense and Agility respectively, but Agility is not particularly necessary so you can run Hyper Beam here instead, given how it gets STAB and doesn't need to recharge if you KO the foe. Sand-Attack is also viable as a fun option to stall out the foe if you don't fancy running Double Team here instead. ________________ #020: Raticate ________________ - Rating: *** Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 55 81 60 50 97 343 Max 313 260 218 198 292 1: Physical Sweeper ~ Hyper Fang/Hyper Beam ~ Quick Attack ~ Dig (E) ~ Bubblebeam (E)/Blizzard (E) Rattata is obtained almost straight away, but you'll notice that Raticate's stats are not particularly great. Luckily, it gets Hyper Fang early to deal some decent damage and evolves at L20, making it fairly powerful at that time. However, as your other Pokemon evolve and catch up with their own powerful moves, you'll see your usage of Raticate begin to dwindle. Its decent Attack is limited by only having access to Normal moves and the much lusted after Dig, but attacking options outside of those are restricted to Special TM moves, which are better off used on a Pokemon that has a non-terrible Special stat. As for moves, Raticate should have the powerful STAB Hyper Fang at his disposal. Quick Attack can pick off faster, weakened foes and also gets a power boost from STAB. Dig, if you can afford to give it to Raticate, will help out against the Electric and Fire Gyms, for example. The last moveslot is specifically for Pokemon that Raticate cannot dent otherwise, namely Rock types. If you don't want to give Dig to Raticate, BubbleBeam/Blizzard will tear through those Rock types that otherwise wall him, although these great moves are better placed on other Pokemon. ________________ #022: Fearow ________________ - Rating: **** Type: Normal/Flying - Stats Stat HP Atk Def Spc Spe BST Base 65 90 65 61 100 381 Max 333 278 228 220 298 1: Physical Sweeper ~ Drill Peck ~ Take Down/Double-Edge (E) ~ Hyper Beam ~ Reflect Available nice and early. Unlike its rival Pidgey, it starts off with STAB Flying moves straight off the bat and also boasts more offensively-leaning stats at the expense of some bulk. It takes care of the ealy-game Bug types with ease, evolves into its final form at the early L20 (as opposed to Pidgey's L36) and learns the fantastic Flying STAB Drill Peck at L29 (or L34 as a Fearow). Drill Peck is basically all you need to sweep, but like its Normal/Flying cousins, Fearow can do very little against Rock types. The rest of the set tries to compliment Drill Peck and wring as much power as possible from the rest of Fearow's shallow movepool. Take Down or Double-Edge are great STAB moves but inflict recoil. Hyper Beam is also a great STAB move that should be used when you think you can KO the foe with it (as it then doesn't require a recharge turn). Reflect is there to patch up Fearow's otherwise fairly miserable Defense. Typically though, you'll be Drill Pecking everything that doesn't resist it. ________________ #024: Arbok ________________ - Rating: * Type: Poison - Stats Stat HP Atk Def Spc Spe BST Base 60 85 69 65 80 359 Max 323 268 236 228 258 1: Physical Sweeper ~ Wrap ~ Dig (E)/Earthquake (E) ~ Glare/Body Slam (E) ~ Rock Slide (E)/Fissure (E)/Strength It's only available in Red version and even there I wouldn't bother. Although it can be caught fairly early, Ekans has trash typing and no good STAB moves. His stats are also no better than average anywhere, but they're just about usable. Its movepool is also pretty shallow, especially without TM support, its only notable achievement being the unique Glare. Hopefully you'll be using those TMs elsewhere though. At least it evolves at L22. Since STAB moves are out of the question, Arbok becomes a poor man's Ground type, using Dig as his main attack wherever possible. Of course, Dig is best placed on something else, but we'll ignore that issue. Glare is inaccurate, but it's unique and paralyses Ground types as well (unlike Thunder Wave) so warrants some use. After you've paralysed the foe, Wrap is a massively annoying move that you can use to potentially beat everything in the game. It prevents the foe from attacking and damages them agonisingly slowly--just beware of its shoddy accuracy. The last move is filler. Rock Slide hits Flying types that Dig misses or you can just run an X Accuracy and OHKO set with Fissure. ________________ #025: Pikachu ________________ - Rating: ** Type: Electric - Stats Stat HP Atk Def Spc Spe BST Base 35 55 30 50 90 260 Max 273 208 158 198 278 1: Mixed Sweeper ~ Thunderbolt ~ Body Slam (E)/Strength ~ Reflect/Thunder Wave ~ Submission (E) Since your yellow starter Pikachu can't evolve, he doesn't fair so well in my tiering system. Consider that he's competing against fully evolved Pokemon for a placement, so his stats are by comparison atrocious, save for his Speed. A small consolation for Yellow players is that Pikachu learns Thunderbolt naturally, so you can use the TM elsewhere. Pikachu also fairs badly against the many of the Gyms in Kanto--even Misty's Starmie should beat you despite your type advantage. Early on, Thundershock's power cannot keep up except against birds like Pidgey and Spearow. Thankfully, Thunderbolt will arrive at L26, about the level that you'll really start to notice Pikachu's dwindling usefulness. However, it can only do so much--his power just cannot compare to your evolved team members. The rest of the set hits what Thunderbolt cannot--namely Ground types. Submission is your best bet against Rock/Ground types (unless you can get Surf from Pokemon Stadium) while Body Slam/Strength hits mono-Ground types okay. Reflect patches up your miserable 30 Defense. You can consider Thunder Wave--particularly if you aren't using Body Slam--but its usually unnecessary with 90 base Speed. ________________ #026: Raichu ________________ - Rating: *** Type: Electric - Stats Stat HP Atk Def Spc Spe BST Base 60 90 55 90 100 395 Max 323 278 208 278 298 1: Mixed Sweeper ~ Thunderbolt (E) ~ Body Slam (E)/Strength ~ Reflect/Thunder Wave ~ Submission (E) See Pikachu's entry above. However, Raichu, as the evolved form, now has the stats to pull its weight on a team. Oh, and Thunderbolt must be taught by TM in Red and Blue. Sorry. Until you get to Celadon City (where you can evolve Pikachu with a Thunderstone), you'll run into similar problems to the Pikachu set as described above. From there onwards, the sailing is a bit smoother. ________________ #028: Sandslash ________________ - Rating: **** Type: Ground - Stats Stat HP Atk Def Spc Spe BST Base 75 100 110 55 65 405 Max 353 298 318 208 228 1: Physical Sweeper ~ Dig (E)/Earthquake (E) ~ Slash ~ Rock Slide (E) ~ Fissure (E) 2: Setup Sweeper ~ Swords Dance (E) ~ Dig (E)/Earthquake (E) ~ Body Slam (E)/Hyper Beam ~ Fissure (E)/Rock Slide (E) Sandshrew is available nice and early for Blue and Yellow players, in between the first and second Gyms. Fantastic Defense and Attack stats, decent HP and a Speed stat considered passable by in-game standards mean that Sandslash only has to worry about Special attacks, especially those of the Grass, Water and Ice varieties. Although it is powerful, Sandslash's main flaw is that it doesn't match up favourably against many of the tough trainers you'll be fighting. Misty, Erika and Lorelei in particular all give Sandslash trouble. It's also a bit of a TM vacuum... Cerulean City, just after you obtain Sandshrew, offers up the Dig TM which is greatly loved--Sandshrew gets STAB on this great 100 base power move, so he should be high on your list of considerations. He also gets Slash at L17, which is a great move that critical hits 99.6% of the time when he evolves into Sandslash at the early L22. It should be substituted for Body Slam on the Swords Dance set though, as critical hits ignore Swords Dance boosts. Body Slam is also nice for its paralysis chance, whereas a boosted Hyper Beam, should it KO the foe, need not recharge so is a perfectly viable option. Rock Slide hits Flying Pokemon slightly better than a critical Slash, but is mostly filler. Finally, Sandslash can also run an OHKO + X Accuracy set with Fissure. Sandslash is a great Pokemon, but it is largely outclassed by Dugtrio. ________________ #031: Nidoqueen ________________ - Rating: ***** Type: Poison/Ground - Stats Stat HP Atk Def Spc Spe BST Base 90 82 87 75 76 410 Max 383 262 272 248 250 1: Mixed Sweeper ~ Dig (E)/Earthquake (E) ~ Ice Beam (E) ~ Thunderbolt (E) ~ Body Slam (E)/Hyper Beam/Strength 2: OHKO + X Accuracy ~ Dig (E)/Earthquake (E) ~ Ice Beam (E) ~ Horn Drill ~ Fissure (E) These gals are available very early in the game and, in Yellow, can help you through Brock's Gym with Double Kick. Its stats are pretty nice across the board and it can evolve into its final, powerful form as early as Mt. Moon if you pick up a Moon Stone and get to L16. She then proceeds to learn a fantastic slew of TMs including a powerful STAB Dig, BubbleBeam, Thunderbolt, Body Slam and Ice Beam, to name a few, which provide perfect coverage and lots of super- effective hits. Unfortunately, Nidoqueen is a horrendous TM hogger and will leave very little for your other teammates due to her rather sparse level-up movepool. Her Special stat is also slightly underwhelming compared to some more dedicated Special Pokemon in the late stages of the game. However, like Mew, she is also capable of running a perfect OHKO set, using Horn Drill on everything that isn't a Ghost and Fissure on everything that isn't Flying. So that probably makes up for it. ________________ #034: Nidoking ________________ - Rating: ***** Type: Poison/Ground - Stats Stat HP Atk Def Spc Spe BST Base 81 92 77 75 85 410 Max 365 282 252 248 268 1: Mixed Sweeper ~ Dig (E)/Earthquake (E) ~ Ice Beam (E) ~ Thunderbolt (E) ~ Body Slam (E)/Hyper Beam/Strength 2: OHKO + X Accuracy ~ Dig (E)/Earthquake (E) ~ Ice Beam (E) ~ Horn Drill ~ Fissure (E) See Nidoqueen's analysis, because these guys are basically the same. The only difference really is that Nidoking has slightly higher Attack and Speed at the expense of some HP and Defense. So that gives him a very slight edge over his female counterpart (unless you go the OHKO route), as you should be trying to OHKO everything anyway. ________________ #036: Clefable ________________ - Rating: *** Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 95 70 73 90 60 388 Max 393 238 244 278 218 1: Special Sweeper ~ Body Slam (E) ~ Psychic (E) ~ Ice Beam (E) ~ Thunderbolt (E)/Sing Clefairy can be caught *and* evolved in Mt. Moon, due to evolving via Moon Stone. You might as well evolve straight away--and lose Clefairy's level-up moves in the process--because Clefairy learns absolute trash naturally. So yes, you'll be hoovering up TMs in a frenzy. Evolving early has the effect of boosting Clefairy's stats to powerful levels, but as your other team members catch up you'll find Clefable's stats begin to look somewhat mediocre by comparison. Luckily, she is in the fastest Exp. group (and thus levels up quickly) and her TM movepool is very nice. Mega Punch and Water Gun early on give her STAB and something to handle the Rock types who resist that STAB. Later on, Body Slam is arguably the best STAB move for her, given its high paralysis chance and Clefable's lowish Speed. The other three moves are close to the best Special moves in the game, giving you great coverage against many Gym Leaders and Elite Four members. Sing's accuracy is shoddy, but can be used if you fancy your luck and a more accurate Sleep move is not available on your team. Although more powerful Special Sweepers can be found, not many can boast Clefable's sheer versatility. ________________ #038: Ninetales ________________ - Rating: ** Type: Fire - Stats Stat HP Atk Def Spc Spe BST Base 73 76 75 100 100 424 Max 349 250 248 298 298 1: Mixed Sweeper ~ Flamethrower ~ Body Slam (E) ~ Dig (E)/Fire Spin ~ Confuse Ray Vulpix is a cool Pokemon that you can pick up just before Celadon City. Upon evolving, it has some fantastic stats in Special and Speed and its other stats aren't too bad either. Vulpix's movepool is somewhat restricted, but it learns a great set of moves naturally. Unfortunately, Ninetales--the evolution of Vulpix--doesn't learn any moves by levelling up so you'll be forced to stick with Vulpix until it's learned everything you want. I'd at least stick around until L35 when it learns Flamethrower. Fire also isn't as great a type in the mid-late stages of game as it is earlier on, and although Vulpix is available just before the Grass Gym, you'll be hard pressed to commit to some serious damage with only Ember as your STAB output. Ninetales will require some serious grinding to become a viable option really, but things will become easier upon acquiring Flamethrower. You can teach it Dig and Body Slam to round out its offensive coverage, and Confuse Ray is a brilliant 99.6% accurate confusion move to annoy your opponents. Fire Spin is also broken in-game since you can trap the opponent endlessly as long as you're faster, which should be no trouble for Ninetales. However, you'll have to stick around to L42 as a Vulpix for that leisure. Ninetales is a decent Pokemon with nice stats and moves, but its typing isn't great and it needs a lot of hand- holding to reach its full potential. ________________ #040: Wigglytuff ________________ - Rating: * - Stats Stat HP Atk Def Spc Spe BST Base 140 70 45 50 45 350 Max 483 238 188 198 188 1: Special Sweeper ~ Body Slam ~ Psychic (E) ~ Ice Beam (E) ~ Thunderbolt (E)/Submission (E) Jigglypuff is a lot like Clefable in that is gains Exp. very quickly, arrives around Mt. Moon (or Route 5 for Yellow players), evolves straight away via Moon Stone, and has no natural movepool to speak of, instead relying on Special TMs. The similarities end here. Wigglytuff simply does not have any offensive presence and its Speed is ridiculous. Jigglypuff is stuck with Sing when you catch it as well, so you'll have to spend TMs or bait-and-switch it to L9 to give it any offensive moves. Mega Punch and Water Gun is okay for the early game though. Body Slam comes at L34 for Jigglypuff only, so you'll have to hold off on evolving it if you don't want to use the Body Slam TM later. The other moves try to round out Wigglytuff's coverage so you'll be getting a fair amount of 'It's super effective!' messages. Sadly, 50 base Special is pretty poor so you won't be KOing much, especially without STAB on those moves. Wigglytuff's high HP is attractive but is somewhat counteracted by its low defensive stats. Submission is a somewhat decent option due to running off Wigglytuff's better Attack stat and its recoil not being as much of a detriment due to that behemoth HP. I'd probably give Wigglytuff a miss and teach those TMs to something else though--it's just not strong enough. ________________ #042: Golbat ________________ - Rating: * Type: Poison/Flying - Stats Stat HP Atk Def Spc Spe BST Base 75 80 70 75 90 390 Max 353 258 238 248 278 1: Mixed Sweeper ~ Confuse Ray ~ Double-Edge (E) ~ Mega Drain (E) ~ Leech Life/Wing Attack Good luck NOT running into a Zubat in Mt. Moon and just about every other cave in Kanto. Its stats are average across the board and it has nice enough Speed and Attacking stats, but take a look at that movepool. Just stand in awe of it for a second as it strikes fear into your heart. Zubat will require a lot of grinding in Mt. Moon due to his poor moves and then you'll be using 'fantastic' TMs like Double-Edge and Mega Drain. Yes, Golbat's typing is poor-- woth weakness to Electric, Psychic, Ice and the rare Rock--and he gets no STAB outside of the pathetic Wing Attack. Sigh... Confuse Ray is annoying enough, granting Golbat a way to stay in the battle longer. Double-Edge is your best form of damage, but recoil racks up so recover with Mega Drain against Rock types and such. The last slot is the best we can do--Leech Life has a measly 20 base power, but does quadruple damage to Grass/Poison types and can be used to 'counter' Psychics. Yeah... Wing Attack is Golbat's only STAB, clocking in at a jaw-dropping 52.5 base power (factoring in STAB). Use it against pesky Fighting, Bug and Grass types. Have fun with that. ________________ #045: Vileplume ________________ - Rating: ** Type: Grass/Poison - Stats Stat HP Atk Def Spc Spe BST Base 75 80 85 100 50 390 Max 353 258 268 298 198 1: Setup Sweeper ~ Sleep Powder ~ Petal Dance/Mega Drain (E) ~ Swords Dance (E) ~ Body Slam (E) Oddish can be caught just before Cerulean Gym which is handy considering his type advtange over Misty. Although he won't be outspeeding much, his Special stat is pretty good and he learns the ever useful Sleep Powder very early on to help him win matches that might otherwise get difficult. However, Oddish is stuck with Absorb for offense for a long time, which means you'll have to grind him up and invest quite a lot of time, and possibly give him Mega Drain once you get to Celadon to tide him over until he gets Petal Dance. Speaking of which, you'll want to get Petal Dance at L38 as a Gloom before evolving into Vileplume, whereupon it learns no level up moves. Petal Dance is great in-game because you can simply switch out for free after you've knocked out an opponent and so negate the undesirable confusion after- effects. Since Vileplume's movepool is spectacularly bad, Petal Dance and Sleep Powder are really all you need, but you can fill out the last two slots with Swords Dance and Body Slam to net some powerful hits on Pokemon that resist Grass (except the Gastly line though). Body Slam's paralysis chance also helps with Vileplume's low Speed. ________________ #047: Parasect ________________ - Rating: * Type: Bug/Grass - Stats Stat HP Atk Def Spc Spe BST Base 60 95 80 80 30 345 Max 323 288 258 258 158 1: Mixed Sweeper ~ Spore ~ Swords Dance (E)/Growth ~ Body Slam (E)/Slash ~ Mega Drain (E)/Leech Life Paras can be caught early in Mt. Moon, but I can't recommend it. Its stats besides its good Attack are all average or less, especially that poor Speed which will leave you outsped by almost everything. That's not good when your defences aren't great and you pack a ton of weaknesses, three of them quadruple (Fire, Flying and Poison)! Its movepool is pretty barren as well, so you'll have to make do with what you can. Naturally, you get Spore, Growth, Slash and Leech Life. Spore is Parasect's claim to fame, a 99.6% accurate Sleep move which comes in pretty handy when you have a terrible Speed stat. If you teach Parasect Swords Dance, give it Body Slam instead of Slash since if Slash critical hits (about a ~47% chance for Parasect) it will ignore the boosts from Swords Dance. If you want Slash, you could use Growth instead of Swords Dance. Growth will boost up Mega Drain, but Swords Dance boosts Leech Life. Both of them have underwhelming base power--particularly Leech Life's lacklustre 20--so you'll mostly be relying on Slash. Slash isn't as useful on Parasect when compared to faster Pokemon since critical hit chance is based on *base* Speed. ________________ #049: Venomoth ________________ - Rating: * - Rating: ** Type: Bug/Poison - Stats Stat HP Atk Def Spc Spe BST Base 70 65 60 90 90 375 Max 343 228 218 278 278 1: Special Sweeper ~ Sleep Powder ~ Psybeam/Stun Spore ~ Psychic ~ Mega Drain (E) Venonat's main problem is that it takes forever to evolve and it's pretty weak up until that point. When it does evolve, it still takes a while to learn some decent moves, not even nabbing Sleep Powder until L43. In Red and Blue, it's stuck with Tackle until Leech Life (!) at L27, then Psybeam at L38. Ouch. At least in Yellow it gets non-STAB Confusion to help out your coverage. Thankfully, upon evolving, its stats are more rounded with decent Special and Speed. Its typing is pretty bad and it gets no good STAB moves, so non-STAB special moves is all you get. Venonat doesn't fare greatly against the in-game challenges like Gyms and such due to its poor movepool and typing--Confusion (Yellow only) works against Erika but is too weak to cause her much harm, and although your Psychic attacks work against Koga he has a high level Venomoth of his own that can Psybeam you right back. They were the good matchups--the other in-game trainers like Blaine and Sabrina will wail on you. As for Venomoth's moves, give it Sleep Powder when it finally gets it, along with Psychic (L50!) and the Mega Drain TM. It can't do much else. Although Venonat arrives fairly early in Yellow (Route 25, just before Cerulean Gym) which boosts its rating somewhat, the Venonat of Red and Blue fame arrives in Route 12, just before Fuchsia City. Not only that, but it will be a much lower level than your party and doesn't get Confusion, leaving it with Tackle for a while. Venonat is just a lot of hard work and grinding for what is, ultimately, a sub-par Pokemon. use something else. ________________ #051: Dugtrio ________________ - Rating: ***** Type: Ground - Stats Stat HP Atk Def Spc Spe BST Base 35 80 50 70 120 355 Max 273 258 198 238 338 1: Physical Sweeper ~ Earthquake ~ Slash ~ Rock Slide (E) ~ Fissure (E) Diglett is a fantastic Pokemon and arrives at just the right time--just before Lt. Surge's Gym to laugh at all of his Electric types. The best thing about it is you can encounter a L29-31 Dugtrio in Diglett's Cave with a 5% chance, and it's well worth holding out for--not only will it be much higher levelled than your current teammates, but it'll come already equipped with 100 base power STAB Dig. Wow. Just wow. At L35 Dugtrio gets Slash, and until you end up replacing Dig with Earthquake (which it learns naturally at L47!) those two moves will be all you need. Now, Dugtrio's defences are paper thin, so you'll need to be sure to OHKO everything you come across. Thankfully, with blazing 120 Speed and a decent 80 Attack, pairing with great STAB and a nearly-always critical hit Slash, that shouldn't be a problem. If it is, use an X Accuracy and go to town with Fissure. Critical hits for non-Slash moves are also likely to occur with a 23.4% probability, since Dugtrio has such great base Speed. Rock Slide is merely insurance against Bug and Flying types, which Dig/Earthquake isn't so good against. Even so, a super-effective Rock Slide will only just outdamage a critical hit Slash, so it's not strictly necessary. ________________ #053: Persian ________________ - Rating: *** Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 65 70 60 65 115 375 Max 333 238 218 228 328 1: Mixed Sweeper ~ Slash ~ BubbleBeam (E) ~ Thunderbolt (E) ~ Hyper Beam (E) Arriving on Route 5 (just after Cerulean City), Meowth is a bit underpowered and won't really begin to catch up until you evolve it at L28. It starts with STAB Bite which is fairly powerful, and Normal is a nice type, weak to only the rare Fighting. Straight away you can stick Bubblebeam on it so it isn't walled by Rock types, then Normal and Water attacks should carry you through most of the game. Persian's Attack is only mediocre and its Special is even worse, but they're just good enough to use. You'll be holding out until L51 for Slash, until which time you'll have to make do with Bite. Slash is Persian's greatest move though, because coupled with its great Speed it'll critical hit 99.6% of the time. The other two moves are almost completely filler, but Thunderbolt helps against pesky Swimmers and Birdkeepers that plague this game, if you can spare the TM. Hyper Beam just about outdamages a critical hit Slash if you're confident you can KO the foe, and Hyper Beam itself will critical hit ~22.5% of the time. ________________ #055: Golduck ________________ - Rating: *** - Rating: ** Type: Water - Stats Stat HP Atk Def Spc Spe BST Base 80 82 78 80 85 405 Max 363 262 254 258 268 1: Mixed Sweeper ~ Surf ~ Ice Beam (E)/Blizzard (E) ~ Body Slam (E)/Submission (E) ~ Dig (E) Psyduck is available as soon as you get the Super Rod in Red and Blue or Surf in Yellow. I'd still Surf for it in Red and Blue as he has the decency to be about L30 (or L38ish if you're lucky enough to run into an evolved Golduck) and he evolves at L33, so that's no problem. In Yellow, though, your best chance is L20 (most likely L15) so it's much less viable. You probably shouldn't waste time grinding Psyduck up from that kind of level. Its stats are nice across the board, but not stellar anywhere in particular. Water is a nice type that you'll have waited a long time for if you didn't invest in Squirtle or Magikarp, and access to the Surf HM and Ice Beam TM are always great bonuses. Unfortunately, Golduck becomes available at the same time as many of the game's other Water types, and he just can't stack up by comparison to the likes of Staryu, for instance. Still, just because he's overshadowed doesn't make him bad. Surf is obligatory STAB for Water types, Ice covers Grass and Dragon types that Water can't hit, and the last two moves are filler which cover opposing Water types. Dig in particular covers Electric types, but is much better used elsewhere since you'll be switching out of Electric types, hopefully. Golduck is a solid--but not spectacular--Pokemon in Red and Blue, but unfortunately he arrives far too low-levelled in Yellow to be of much use. ________________ #057: Primeape ________________ - Rating: ** - Rating: *** Type: Fighting - Stats Stat HP Atk Def Spc Spe BST Base 65 105 60 60 95 385 Max 333 308 218 218 288 1: Physical Sweeper ~ Submission ~ Karate Chop/Body Slam (E) ~ Dig (E) ~ Rock Slide (E) I'm not sure how useful Fighting types really are in this game. Being good against Rock and pure Normal is nice, but they're not much good elsewhere (Ice types tend to beat you despite being weak to Fighting attacks due to their high Special stats). In Yellow he arrives early with Low Kick to decimate Brock and take out pesky Normal types (Rattata), but in Red he arrives in the less useful Route 5, so you'll need to do some grinding and you'll lack a Fighting type move to smack Normals with. Not evolving until L28 is a pain, but Karate Chop's 100 effective base power (after factoring in its nearly-100% critical hit rate) should tide you over nicely, as well as Low Kick in Yellow. In the meantime, the Dig TM from Cerulean is very handy as always, especially with Primeape's nice Attack stat. In particular, it covers the plethora of Poison types that your Fighting attacks aren't so useful against. In Cerulean City you can pick up Submission and Rock Slide. STAB Submission is really Mankey's major selling point--without it he becomes a sub-par Sandshrew or Diglett--although that 1/4 recoil will stack quickly given his lowish HP. Rock Slide is typical not-strictly-necessary physical filler, hitting Flying types where Dig and Submission can't. Mankey is a decent enough physical Pokemon but gets outclassed by Sandshrew and Diglett, and matches up poorly against quite a few trainers like Erika, Koga, Sabrina etc. ________________ #059: Arcanine ________________ - Rating: *** Type: Fire - Stats Stat HP Atk Def Spc Spe BST Base 90 110 80 80 95 455 Max 383 318 258 258 288 1: Mixed Sweeper ~ Fire Blast (E) ~ Dig (E) ~ Body Slam (E)/Take Down ~ Reflect/Hyper Beam Growlithe arrives just before Celadon City, so a bit of grinding will be required. However, in Celadon City you can pick up a Fire Stone and evolve him straight away (you don't want to wait until L50 just for Flamethrower, trust me), and Arcanine's stats are simply ridiculous. With fantastic Attack, more- than-adequate in-game Speed and some very nice bulk, Arcanine's stat total of 455 blows most other Pokemon out of the water. Unfortunately, Arcanine is stuck with the lame Ember as a STAB move until very late in the game when you get Fire Blast, but you should save your Dig TM and abuse it with that 110 base Attack. Dig will be your main method of attacking, occasionally using Ember for Grass/Poison types that resist Dig. Fire Blast arrives late but is your best STAB option besides Flamethrower, which isn't going to happen. The last two moves aren't necessary, but Body Slam provides some neutral coverage with a nice paralysis chance, as always. Reflect is the most filler-y move possible, since Arcanine's Defense is already quite nice, but it might help out somewhat. The only other option is Hyper Beam, which works well if you can comfortably KO the foe and thus avoid the recharge turn. Arcanine's type and movepool are not particularly great, but it recovers from those setbacks with a lovely stat distribution. ________________ #062: Poliwrath ________________ - Rating: *** Type: Water/Fighting - Stats Stat HP Atk Def Spc Spe BST Base 90 85 95 70 70 410 Max 383 268 288 238 238 1: Mixed Sweeper ~ Surf ~ Ice Beam (E) ~ Submission/Earthquake (E) ~ Amnesia/Hypnosis/Psychic (E) It arrives quite late--the best time to get it is when you have the Super Rod. On Route 23 in Yellow, you can nab up to a L40 Poliwhirl which is pretty handy, whereas the highest in Red and Blue is a L23 Poliwhirl in Celadon City or on Route 10. Poliwrath's stats are not particularly well-distributed, but he's certainly no slouch and he can even boost up his Special with a well timed Amnesia. Water is a nice type, but Fighting will give you a nasty Psychic weakness (although you can try to somewhat compensate for that with Amnesia). It also comes pre-packed with Hypnosis which can be kind of helpful. The main draw of Poliwrath though, as you can see from the above movesets, is his phenominal movepool. Deciding which moves to give him can be kind of difficult, but Surf and Ice Beam are givens, really. Submission is cool too since it gets STAB and is re-buyable, but Earthquake or Psychic are certainly options. And of course, there's always the cheap option of running an X Accuracy + OHKO set with Fissure. Ice Beam will take care of the fliers that avoid it, and is very useful against Lance's dragons. I wouldn't forego Amnesia on anything that gets it, but setting up can be irritating so you're free to run Hypnosis or something instead. ________________ #065: Alakazam ________________ - Rating: **** (Kadabra) - Rating: ***** (Alakazam) Type: Psychic Stats (Kadabra): Stat HP Atk Def SpA Spe BST Base 40 35 30 120 105 330 Max 283 168 158 338 308 Stats (Alakazam): Stat HP Atk Def Spc Spe BST Base 55 50 45 135 120 405 Max 313 198 188 368 338 1: Special Sweeper ~ Psychic ~ Reflect ~ Psybeam ~ Recover/Teleport/Thunder Wave (E) Abra arrives around the Cerulean City area, knowing only the non-damaging Teleport. You'll have to bait-and-switch to grind him up to L16, but boy is it worth it. At L16 he'll evolve into Kadabra, learn Confusion, and you can then trade to get an Alakazam. 'Zam is easily one of the best Pokemon in the game (both at this point and right into the endgame stages), whose fantastic offensive stats and game-breakingly powerful type easily mow down most threats. Alakazam's movepool is pretty sparse, but nothing except other Psychic types resist Psychic, so that move is all he really needs to succeed. Spamming Psychic is all you really need to do, and Alakazam's ridiculous Special stat ensures it'll do stupidly high damage even to those who resist it. The rest of Alakazam's movepool is filler, really. Teleport is a useless attacking move, but is useful for getting to Poke Centers quickly. Psybeam can be used if you're afraid of running out of PP for Psychic, and Reflect bolsters your low Defense. Thunder Wave is hardly necessary due to Alakazam's stupidly good Speed, but the 25% chance to render the foe inactive is nice, and it also boosts your chances of catching wild Pokemon (though if you have something that can Sleep foes, use that instead). Finally, although I never usually recommend recovery moves (see the top of this section), Alakazam has a poor movepool and is fast enough to warrant it, so you might as well if you want to save on a few Hyper Potions. If you can't evolve him via trading, Kadabra is still a fantastically powerful Psychic type that will dominate for large portions of the game--just be careful of his abysmally low Defense and HP. If the defence issues are bugging you, try Hypno instead, who isn't quite as powerful but makes up for it with greater bulk, plus has the benefit of being fully evolved. ________________ #068: Machamp ________________ - Rating: ** (Machoke) - Rating: *** (Machamp) Type: Fighting Stats (Machoke): Stat HP Atk Def SpA Spe BST Base 80 100 70 50 45 345 Max 363 298 238 198 188 Stats (Machamp): Stat HP Atk Def Spc Spe BST Base 90 130 80 65 55 420 Max 383 358 258 228 208 1: Physical Sweeper ~ Submission ~ Dig (E)/Earthquake (E) ~ Body Slam (E) ~ Hyper Beam/Rock Slide (E)/Fissure (E) Like his fellow Fighting types, Machop is useful against the hordes of Normal types with Low Kick and Submission, but gets outclassed by those physical sweepers who aren't Fighting type (see: Sandshrew, Diglett). He also arrives Later than those two, turning up in Rock Tunnel. In Yellow, you can trade a Cubone for a Machoke which will instantly evolve into Machamp. Unfortunately, Machamp doesn't fare too well against most of the remaining Gyms (type disadvantage against Erika, Koga and Sabrina, needs Dig for Blaine) or Elite Four, and needs some TM support by way of the go-to physical moves Dig and Body Slam. Machamp also has a pretty poor Speed stat, but luckily he has passable bulk and fantastic 130 Attack. Submission is typical fare for Fighting types, even though its accuracy and recoil are less-than-desirable. Dig/Earthquake gives coverage, and Body Slam's chance to paralyse sure does help when your Speed stat is occasionally underwhelming. The last move is filler, but Rock Slide can beat Flying types and Fissure forms part of the OHKO + Accuracy standard, although Machamp might be too slow to take advantage of it without an X Speed boost too. Machoke is much like Machamp but his stats are severely sub-par. His only good stat is Attack, which is nice but available on quite a few other, better physical attacking standards. That bad Speed is reduced even further, so you'll really have to level grind Machoke to stay even. However, these guys aren't super-lowly rated since they have a grand selection of physical moves to choose from and a nice Attack stat, as well as arriving in the early-mid game. ________________ #071: Victreebel ________________ - Rating: **** Type: Grass/Poison - Stats Stat HP Atk Def Spc Spe BST Base 80 105 65 100 70 420 Max 363 308 228 298 238 1: Mixed Sweeper ~ Sleep Powder ~ Wrap ~ Razor Leaf ~ Swords Dance (E)/Hyper Beam Being the best Grass type available just before Cerulean Gym is massively helpful, so Bellsprout is already starting to look good. Learning Sleep Powder early and resisting Starmie's attacks is great, and Victreebel's stats are pretty impressive too, with passable Speed, great offenses and decent bulk. Vine Whip will have to make do until L38 when you get Razor Leaf, but you'll also get Wrap at L13, which is totally broken in this game. As long as the foe is slower than you, you can Wrap them ad infinitum (assuming you don't miss) and they won't be able to retaliate. It's well worth the wait for Razor Leaf; it's the most powerful Grass move in the game, with 110 effective base power (factoring in its mad critical hit chance)--that's 165 with STAB! Sleep Powder, Wrap and Razor Leaf will take care of almost any foe--the only one I can think of who resists that combination is Gengar. Hyper Beam is kind of filler, but it it can finish off a foe it won't need to recharge. Alternatively use Swords Dance to double Wrap's power. Victreebel's early availability (and usefulness against Misty!), great offenses and just-right combination of moves earns it a four star rating in my eyes. ________________ #073: Tentacruel ________________ - Rating: *** Type: Water/Poison - Stats Stat HP Atk Def Spc Spe BST Base 80 70 65 120 100 435 Max 363 238 228 338 298 1: Mixed Sweeper ~ Swords Dance (E) ~ Wrap ~ Surf ~ Ice Beam (E)/Blizzard (E) Water is a fantastic type, but there's a lot of competition and Tentacool arrives rather late. Once you get Surf, mosey on down to below Fuchsia and catch a high level one--up to L40 is possible! Just be aware that anything L35 or higher won't have Wrap, which is a fantastically broken move that can keep the opponent trapped indefinitely, especially with a Speed stat that high. Tentacruel's Special is even higher, so his special attacks sure pack a wallop and he'll be able to tank a few hits. His Poison typing is an unfortunate hindrance, since you'll be less able to tackle the Psychic types the game throws at you, but at least it makes you neutral to Grass attacks, I suppose. Surf is your STAB bread and butter, hitting everything not Grass, Water or Dragon for heavy damage. Ice attacks round out the coverage as always, hitting the aforementioned Grass types and particularly Lance's Dragon types. Swords Dance can be used in conjunction with Wrap, doubling its damage output, although it's not strictly necessary. Overall, Tentacruel is nice and powerful, but late-ish availability coupled with Poison typing and a lot of good competition knock it down a few places in the rankings. ________________ #076: Golem ________________ - Rating: ** (Graveler) - Rating: *** (Golem) Type: Rock/Ground Stats (Graveler): Stat HP Atk Def SpA Spe BST Base 55 95 115 45 35 345 Max 313 288 328 188 168 Stats (Golem): Stat HP Atk Def Spc Spe BST Base 80 110 130 55 45 420 Max 363 318 358 208 188 1: Physical Sweeper ~ Rock Slide (E)/Rock Throw ~ Earthquake ~ Body Slam (E)/Strength ~ Submission (E)/Explosion Available very early in the game, Golem is a somewhat mixed bag. For one, its Attack and Defense are simply amazing, and its typing affords it key resistances to the multitude of Poison and Normal types, as well as the odd Electric type. However, its Speed and Special are pretty abysmal, and it sports a common Water weakness as well as an annoying Grass weakness. Golem can easily handle the game's many physical threats, but the game's trainers slowly start switching to more potent Special attackers that Golem has a much harder time with, so you'll notice yourself using him less and less. Entire Water routes make him basically useless, but he's very handy against the Rocket grunts. Luckily, it gets some great coverage moves and can learn them all very early, even having Earthquake by L36 latest. It also evolves into its final form (by trading) as early as L25. Rock Slide is a great TM from Celadon, and Dig can tide you over until you get Earthquake. The last two moves are filler, but Submission hits Normal types super-effectively (although a super-effective Submission barely outdamages a neutral Earthquake, and provides recoil). The alternative is Explosion, which will almost never be used since you don't get any Exp., but can be useful when you have no other way of winning. Unfortunately, Golem needs to be traded for, and if you have no way of doing that you're stuck with Graveler. Graveler's base stat total is far below average, and although his great Defense and now just above-average Attack are still nice, his Speed and Special dip even further, and he takes a noticable cut in HP. These compunded stat drops push Graveler's rating a bit lower, since he loses a lot of bulk, and even level grinding can't ensure you'll be faster than even average-Speed threats, unlike Golem. ________________ #078: Rapidash ________________ - Rating: ** - Rating: ** Type: Fire - Stats Stat HP Atk Def Spc Spe BST Base 65 100 70 80 105 420 Max 333 298 238 258 308 1: Mixed Sweeper ~ Fire Spin ~ Hyper Beam ~ Fire Blast (E) ~ Body Slam (E) Ponyta arrives really late in the game, just before the final couple of Gyms and not packing an advantage against either of them. Yellow players can catch it a tad earlier on Cycling Road at L30ish which is okay, but TM support is needed for it and it won't be much stronger than its RB counterpart. In general, Pokemon arriving very late are less useful because of their level difference. Fire is also not a great type in the late game and Rapidash's movepool is ridiculously barren. At least it has some nice Speed and Attack stats to work with and evolves at L40, fairly soon after you get it. You'll start out with Ember and Stomp, but you should try to replace these as soon as possible. Fire Blast will replace Ember and will have to do due to lack of Flamethrower. Body Slam runs off Rapidash's higher Attack and will be your main move in tandem with Fire Spin, due to Fire Blast's poor 5PP. Fire Spin is much like Wrap in that, as long as you're faster, the foe will take damage over time without being able to retaliate. You can then use Hyper Beam to pick off weakened foes without the need to recharge so long as you KO. Yes, that's all Rapidash can do--not even Dig is available here. ________________ #080: Slowbro ________________ - Rating: ** Type: Water/Psychic - Stats Stat HP Atk Def Spc Spe BST Base 95 75 110 80 30 390 Max 393 248 318 258 158 1: Special Sweeper ~ Amnesia ~ Surf ~ Psychic ~ Ice Beam (E)/Thunder Wave (E) You're best off catching Slowpoke (or rarely Slowbro) from the Seafoam Islands at L30ish. You CAN catch it earlier, but it will be L15, which isn't great. Slowpoke becomes available at the same time as all the other Water types in the game, really, so how does he stack up? Well, his movepool and typing are great... but his Speed stat is the killer. You'll always take a hit before you can land one of your own, which makes him almost unusable. He has decent enough bulk to take a few hits, but only average offenses mean you'll be taking a lot of punishment and only dishing out mediocre damage in return. Slowbro has nice moves though. Amnesia really tanks up your Special side, increasing your bulk and doubling the damage of Surf and Psychic, your go-to Special STAB moves of choice. Ice Beam is there for super-effective coverage, hitting Grass and Dragon types, but its very situational and not at all necessary. Thunder Wave is an option to outspeed stuff, but you might just be better off eating a hit first and just attacking with sheer force instead. It doesn't help that Slowbro is largely outclassed by Starmie, who has the same typing and vastly superior Speed. ________________ #082: Magneton ________________ - Rating: *** Type: Electric - Stats Stat HP Atk Def Spc Spe BST Base 50 60 95 120 70 395 Max 303 218 288 338 238 1: Mixed Sweeper ~ Thunderbolt (E) ~ Hyper Beam ~ Reflect ~ Supersonic The best time to catch Magneton (catch the evolved form) is when you first visit the Power Plant. The review should stop here since I have no idea why you'd rather use Magneton over Zapdos, who is also available here, but for the sake of completeness I'll carry on. It's got some nice stats, particularly that Special, and its Speed is sufficient to outspeed most of the competition if you gain some levels. Electric is a nice type to dominate the multitude of Water Pokemon you'll have to fight, but that's Magneton's problem--it only really knows Electric moves. Yes, he's got a movepool entirely reliant on TMs, the most important of which is the precious Thunderbolt. Off 120 Special and with STAB, that's going to hurt, but competition for it is high. Hyper Beam hits anything that hunderbolt can't theoretically, but you'll wind up in trouble against Rock/Ground and bulky Grass types, since you'll need to recharge if you can't KO them. Switch to something else. The last two moves are totally filler because of Magneton's terrible movepool--Reflect bolsters its already decent Defense, whereas Supersonic can be used to annoy the foe, if you're lucky. ________________ #083: Farfetch'd ________________ - Rating: * Type: Normal/Flying - Stats Stat HP Atk Def Spc Spe BST Base 52 65 55 58 60 290 Max 307 228 208 214 218 1: Physical Sweeper ~ Swords Dance (E) ~ Body Slam (E) ~ Slash/Sand-Attack ~ Fly 2: HM Slave ~ Cut ~ Fly Terrible stats, bad typing, terrible movepool... You get this guy in Vermilion, and you'll have to trade a Spearow for him. Why not just use the Spearow instead if you're desperate for a Normal/Flying type? Set 2 is the best moveset here, honestly. Just don't bother. If you do... good luck. ________________ #085: Dodrio ________________ - Rating: **** Type: Normal/Flying - Stats Stat HP Atk Def Spc Spe BST Base 60 110 70 60 100 400 Max 323 318 238 218 298 1: Physical Sweeper ~ Drill Peck ~ Body Slam (E)/Tri Attack ~ Hyper Beam ~ Reflect/Fly You'll grab Doduo on the Cycling Road, which you can access before Celadon Gym (and proceed to sweep there!). It's caught in the mid-20s, learns Drill Peck at L30 and evolves at L31, which is great timing--Dodrio's offensive stats put many other Pokemon to shame. It's unfortunately that the time when Flying Pokemon shine best (Viridian Forest) is gone, but Dodrio will certainly find use against Erika, the Fighting dojo and physically defensively weak Pokemon like Sabrina's Psychics. Drill Peck is obligatory Flying STAB on anything that gets it, but you can slap Fly on there too since it's slightly more powerful and can be very handy for ferrying you around. There's not much else Dodrio can do, but Body Slam and Hyper Beam are fantastic STAB moves so you might as well pick up both. Rule of thumb is that you should Body Slam everything not weak to Drill Peck, or Hyper Beam if within KO range (and then it won't need to recharge). Reflect is also an option to patch up your frail Defense. ________________ #087: Dewgong ________________ - Rating: **** - Rating: ** Type: Water/Ice - Stats Stat HP Atk Def Spc Spe BST Base 90 70 80 95 70 405 Max 383 238 258 288 238 1: Special Sweeper ~ Ice Beam/Blizzard (E) ~ Surf ~ Body Slam (E) ~ Horn Drill/Rest You might be surprised that a Pokemon that arrives so late in the game gets such a high rating. I know I was. The reason? In both versions you can trade for it at Cinnabar Island, greatly increasing the rate at which it gains Exp. In Red and Blue you trade a Ponyta for a Seel and in Yellow you trade a Growlithe for a Dewgong. Dewgong itself is largely average stat-wise, but great typing, a decent Special, nice enough bulk and sufficient Speed all work in its favour. Give it Surf and mow down the nearby Fire Pokemon, the Fire trainers in the Mansion and Blaine. It evolves at L34 and even gets Ice Beam at L54 (if you don't want to waste the TM) which is a nice touch. Body Slam is filler really and totally unecessary, but helps against Water types which Ice Beam and Surf are ineffective against. Lastly, I'd recommend Horn Drill to OHKO any slower non-Ghost types, if you use an X Accuracy First. Rest isn't as good an option since you can heal up with items more efficiently, but is the best Dewgong can muster in absence of Horn Drill. Dewgong is nowhere near the best Water type around, but his ridiculous Exp. gaining rate and the ease with which he ploughs through nearby trainers makes him a very good recommendation. Of course in Yellow, where you can't trade it like this, it's a lot less useful but still no slouch. You'll have to grab a low level one from the Seafoam Islands, and although it can still clean up the Fire Pokemon on the Island, it'll take a lot more grinding due to being low-level and not getting boosted EXP. points. Shame. ________________ #089: Muk ________________ - Rating: * Type: Poison - Stats Stat HP Atk Def Spc Spe BST Base 105 105 75 65 50 400 Max 413 308 248 228 198 1: Physical Sweeper ~ Sludge ~ Body Slam (E) ~ Hyper Beam ~ Acid Armor Muk is definitely at the lower end of the ratings, arriving horribly late and possessing the game's singular worst type--Poison. Not only that, but Muk's physical movepool (I wouldn't try to go Special with a 65 in that stat) is pretty bare and his Speed stat is miserable. Compounding the depression even further, Muk is more or less useless against the major remaining battles in the game, losing out to Blaine, Giovanni, Lorelei... etc. He's only useful against Bruno's Fighting types, which are easily handled by a wide variety of other, better Pokemon. A STAB 65 power Sludge is Muk's main move hitting all the Grass types that you'll never ever see for super-effective damage. Yeah. Body Slam or Hyper Beam are standard physical options on anything that gets them, but Muk's movepool is barren enough to warrant both. Body Slam's paralysis chance helps with that low Speed, and Hyper Beam finishes off Pokemon in KO range. The last move really is filler, helping Muk survive a bit longer on the physical side. Still, it's that Special side where you'll get hammered. ________________ #091: Cloyster ________________ - Rating: ** Type: Water/Ice - Stats Stat HP Atk Def Spc Spe BST Base 50 95 180 85 70 480 Max 303 288 458 268 238 1: Mixed Sweeper ~ Surf ~ Clamp ~ Ice Beam ~ Hyper Beam You can fish one up once you've obtained the Super Rod, but it'll have some catching up to do. Stat-wise, Cloyster is a beast, but a bit of respeccing would be nice (it needs more HP, Special and Speed, less Attack and Defense). Tackle is your best move until L23, which is when you get Clamp. Clamp is a lot like Wrap but with worse accuracy and Water typing, so at least it gets STAB. You cna try to hold out for Aurora Beam at L30 or even Ice Beam at L50 before you evolve Shellder with the Water Stone, but I'd probably evolve it sooner and give it the Ice Beam TM. Still, it's notable that the moveset above uses no exclusive TMs so you can save them for your other 'Mons. Speaking of which, Surf and Ice Beam are standard options on Water types, especially when Cloyster gets STAB on both of them. Its Special is decent enough to punch some holes in the opposition and its Speed is okay, plus you can use Hyper Beam if you happen to be up against silly Water types that think they can wall out your STAB attacks. Clamp traps opponents that are slower so you can really get aggravating with that. It can be a nice Water type, but it just takes too much grinding and effort for an offensively average Pokemon. ________________ #094: Gengar ________________ - Rating: *** (Haunter) - Rating: **** (Gengar) Type: Ghost/Poison Stats (Haunter): Stat HP Atk Def SpA Spe BST Base 45 50 45 115 95 350 Max 293 198 188 328 288 Stats (Gengar): Stat HP Atk Def Spc Spe BST Base 60 65 60 130 110 425 Max 323 228 218 358 318 1: Special Sweeper ~ Hypnosis/Confuse Ray ~ Psychic (E) ~ Thunderbolt (E) ~ Mega Drain (E) Grab one in Lavender's tower with a level in the mid-twenties. With ridiculous Speed and Special, as well as access to Normal-type immunity, Gengar laughs in the face of many a foe. It can be a bit on the frail side, and would really love to not have to rely on TMs so much, but a lot of trainers in this game pack Normal type attacks so Defense is not such a big issue. The only thing you really have to worry about is that awkward phase mid-late game when everyone in Sabrina's (and in Yellow, Koga's) Gym decide to use Psychic types. Hide Gengar away then. The choice between Hypnosis and Confuse depends on whether you want a better status inflicted (Hypnosis--Sleep with 60% accuracy) or more reliability (Confuse Ray--Confusion with 99.6% accuracy). The other three moves are Gengar's best Special options, providing nice coverage. Thunderbolt is your strongest move, but Psychic should be used on Poison and Fighting types, as well as the Electric and Grass types that Thunderbolt isn't very effective against. Mega Drain is sort of filler, but will heal you up nicely if you land it on a Rock/Ground type for quadruple damage (think Bruno's Onix). It doesn't quite have the power output of Psychic types with a STAB move, but Normal immunity goes a long way in making up for that. Haunter is pretty much just a mini Gengar--he's still offensively powerful, but now he's 'merely' great as opposed to mind-blowing. That Normal immunity is just as useful as always, but Haunter's a lot frailer on the physical side so you have to be sure that the only physical moves the foe knows are Normal type. Otherwise, use Haunter in exactly the same way, and note that he won't get the drop on super-speedy foes like Alakazam, whereas Gengar always has a chance to do so (although you shouldn't try, being weak to Psychic and everything). ________________ #095: Onix ________________ - Rating: * Type: Rock/Ground - Stats Stat HP Atk Def Spc Spe BST Base 35 45 160 30 70 270 Max 273 188 418 158 238 1: Physical Sweeper ~ Bind/Body Slam (E) ~ Earthquake (E) ~ Rock Slide (E) ~ Hyper Beam First of all, I'm going to say that there is no reason at all to use Onix. If you're hankering for a Rock/Ground type so desperately, try Graveler or Golem. If you insist on Onix, you'll only find disappointment. His Attack stat sits at a miserable base 45, and Onix will hoover up all the useful physical TMs that could be used elsewhere just so it can become halfway decent. It also arrives later than Golem, turning up a bit underlevelled in Rock Tunnel. Still, it makes a nice enough physical wall--just don't go anywhere near Special Pokemon--which means you can slowly chip away at the foe's health with Bind or something. Onix has decent enough Speed to be able to use bind effectively, but one miss against a Special Pokemon could spell its doom. Otherwise, you could go for a set that aims to be like the stronger Rock/Ground types--EarthSlide is a great combination that hits everything fairly well (though Onix often doesn't have the power to muscle through things) and Hyper Beam is the standard option on things that don't have a large movepool. ________________ #097: Hypno ________________ - Rating: **** Type: Psychic - Stats Stat HP Atk Def Spc Spe BST Base 85 73 70 115 67 410 483 Max 373 244 238 328 232 RBY GSC 1: Special Sweeper ~ Psychic ~ Headbutt/Tri Attack (E) ~ Hypnosis ~ Reflect/Confusion Hypno is a fantastic Pokemon but takes a while to get going. Caught near Vermillion City on Route 11, it won't be particularly helpful at first with just Pound, but hang around for Confusion at L17 and start destroying things. Once he evolves at L26, Hypno has fantastic Special (but not Kadabra-level), usable but not great Speed, nice physical bulk and a usable Attack stat. That Attack stat is more handy than you think--Hypno's special movepool is pretty much just Psychic, so when facing other Psychic types you can hammer their lower Defence with a semi-powerful Normal move while resisting their STAB attacks. Psychic is bread-and-butter STAB which should be on all Psychic Pokemon, whereas Headbutt or Tri Attack smack silly Pokemon that have low Defence and high Special. Hypnosis is a somewhat inaccurate (60%) Sleep move that Hypno can use--he doesn't mind a miss now and again due to his decent bulk. Finally, Reflect patches up your okay Defence and Confusion is an option to take care of weaker Poison Pokemon if you're worried about Psychic's PP. If you can't get Alakazam and find that Kadabra is too frail, I'd definitely recommend Hypno. ________________ #099: Kingler ________________ - Rating: ** Type: Water - Stats Stat HP Atk Def Spc Spe BST Base 55 130 115 50 75 425 Max 313 358 328 198 248 1: Mixed Sweeper ~ Swords Dance (E) ~ Stomp/Body Slam (E) ~ Crabhammer ~ Hyper Beam (E) You might look at the moveset above and think 'why no Blizzard or Ice Beam?' It's because Kingler's a troll and has all his stats in the wrong area. Gargantuan base 130 Attack? Check. Terrible physical movepool? Check. Crabhammer is possibly the best Water type attack in the game, and he gets STAB on it? Check. No Special to abuse that with? Check. Thankfully you can get a fully evolved Kingler in each version--Red gets one at L23 with a Super Rod on Route 23, Blue and Yellow in Seafoam Islands B3F at L39 and L30 respectively. Unfortunately by this point there have been a bunch of other more usable Water types available to you. Kingler isn't awful though--it has the bulk to deal with Physical attackers and can hit them with a semi-powerful Crabhammer, which will always critical hit (if it hits--it has 85% accuracy). Similarly, it can outspeed some Special attackers and hammer them with a boosted Body Slam for heavy damage. Hyper Beam finishes off weak Pokemon, and you can slap Swords Dance in there to boost both these moves up. Just know that Kingler can't take hits from Special Pokemon with those bad HP and Special stats, and his Speed sometimes just doesn't quite cut it. ________________ #101: Electrode ________________ - Rating: *** Type: Electric - Stats Stat HP Atk Def Spc Spe BST Base 60 50 70 80 140 400 Max 323 198 238 258 378 1: Mixed Sweeper ~ Thunderbolt (E) ~ Light Screen ~ Hyper Beam ~ Screech In Red and Blue, Voltorb can be caught fairly early (after the S.S. Anne, if you want), but in Yellow you can only get it at the same time as Zapdos, who outclasses it vastly. Electrode's claim to fame is its blazing Speed stat, which is overkill in-game--it is hardly ever useful since you should be a higher level than the foe and they're pretty slow anyway. The only time it is particularly useful is against Lance's Aerodactyl, methinks. Anyway, the moveset above is really all Electrode can muster. 80 Special is average enough to work, so fire away with Thunderbolt (if you've already used Thunderbolt elsewhere, just give up on Electrode entirely). Light Screen is very helpful against bulky Special Pokemon likes Lorelei's team, and the last two moves are filler to deal with Ground types and such--soften something up with Screech then finish it with Hyper Beam, foregoing the recharge turn if you KO. Electrode is nice enough when using its early-game Thunderbolt on stuff, but you could have a Raichu or a Zapdos by the same point so it's mostly just overlooked. ________________ #103: Exeggutor ________________ - Rating: *** Type: Grass/Psychic - Stats Stat HP Atk Def Spc Spe BST Base 95 95 85 125 55 455 Max 393 288 268 348 208 1: Special Sweeper ~ Hypnosis ~ Psychic (E) ~ Strength/Double-Edge (E)/Hyper Beam ~ Mega Drain (E) Exeggcute is caught quite late in the Safari Zone at an underwhelming level-- somewhere in the mid-20s. As well as that, it comes with a terrible natural movepool and will need TMs to give it offensive presence. Luckily, it can be evolved straight away via Leaf Stone and you can have the Psychic TM by the time you catch it, so you can give it some punch fairly soon. Grass/Psychic typing is really handy, but Exeggutor's best Grass move is Mega Drain so you're better off slamming Water types with Psychic and only using Mega Drain against Rock/Ground types. Exeggutor's gargantuan Special made it famous on the competitive scene, but he has a usable 95 Attack to work with too, making him a great Psychic-type counter. Slam those low Defense Psychics with a not-so-swift Strength or Double-Edge for a nice KO. Psychic and Mega-Drain are the strongest STABs Exeggutor can muster, and Psychic punches through almost anything. Finally, Hypnosis can help out in situations where you doubt you can OHKO the foe. It's a nice 'Mon, but it arrives too late and needs TMs to be anywhere near useful. ________________ #105: Marowak ________________ - Rating: * Type: Ground - Stats Stat HP Atk Def Spc Spe BST Base 60 80 110 50 45 345 Max 323 258 318 198 188 1: Sweeper ~ Bonemerang/Dig (E)/Earthquake (E) ~ Ice Beam (E)/Blizzard (E) ~ Body Slam (E) ~ Fissure (E) Ground types really come into their own against Lt. Surge's Gym, because after that not many in-game Trainers use Electric types. Unfortunately, Cubone can only be caught in Lavender Tower, strictly after Lt. Surge, rendering him severely outclassed by other, earlier Ground types. Not only that, but his stats are mostly inferior to Sandslash's and Dugtrio's, and he's useless against the plethora of Water Pokemon you'll encounter later on. Stat-wise, its only outstanding feature is its great Defense, which it'll need since with 45 Speed you'll be taking hits first most of the time. Stay away from Special Pokemon. As for moves, Marowak is somewhat unique in that it gets an Ice move instead of the standard Rock Slide. Still, Ice Beam sucks on Marowak since it doesn't have the Special to abuse it properly, but if you're crazy enough to use Marowak I guess you're also crazy enough to waste one of the game's best TMs on him to help him against Grass types. Body Slam's paralysis chance helps out with Marowak's abysmal Speed, if you're lucky enough for it to paralyse. Fissure is to be used in tandem with X Accuracy... but you'll probably need an X Speed or two to be able to use it, since OHKO moves always fail if you move second in a round (as Marowak probably will be). ________________ #106: Hitmonlee ________________ - Rating: *** Type: Fighting - Stats Stat HP Atk Def Spc Spe BST Base 50 120 53 35 87 345 Max 303 338 204 168 272 1: Sweeper ~ Hi Jump Kick ~ Body Slam (E) ~ Meditate ~ Jump Kick/Seismic Toss (E) If you're powerful enough to beat some L37 Fighting Pokemon, you can obtain a L30 Hitmonlee shortly after getting the ThunderBadge. In the choice you'll get between Hitmonlee and Hitmonchan, there really is no competition--Hitmonlee trumps his cousin in all areas. With awesome Attack, usable Speed, and the best Fighting technique in the game, Hitmonlee is a juggernaut, steamrolling silly Rock and Normal types. It can't usually touch most Special Pokemon though-- especially Psychics. Hitmonlee is stuck with Fighting and Normal moves for coverage which is good against everything except Ghost types, so you should have next to no problems with just Hi Jump Kick and Body Slam in your arsenal. And although Meditate is an inferior boosting move to Swords Dance, Hitmonlee gets it naturally and can set up on weaker Pokemon that are usually sent out first. Jump Kick really is filler, but helps if you start running out of PP for Hi Jump Kick (probably not though), or you can use Seismic Toss if you're desparate to hit Ghost types. Hitmonlee is a great Pokemon simply because its a very competitive level when you first get it, but just keep it away from Special Pokemon. ________________ #107: Hitmonchan ________________ - Rating: * Type: Fighting - Stats Stat HP Atk Def Spc Spe BST Base 50 105 79 35 76 345 Max 303 308 256 168 250 1: Sweeper ~ Submission ~ Body Slam (E) ~ Agility ~ Seismic Toss (E) Since it's a toss up between a L30 Hitmonlee and a L30 Hitmonchan (you can't get both), it's clear that I'm going to compare them. And I'll tell you this as clear as I can--Hitmonchan is painfully outclassed. In every way. He has worse stats in the areas that count (Attack and Speed) and a worse movepool. 105 Attack and 76 Speed aren't bad, but why bother when you can get Hitmonlee's 120 Attack and 87 Speed? 'Chan's movepool is also bad, suffering from a complete lack of STAB moves naturally. Yeah, he's gets the elemental punches... and a pathetic base 35 Special to work with, making these moves near-useless. So he's stuck with Submission--unreliable, not massively powerful and giving pretty bad recoil. Body Slam neutrally hits anything that Fighting can't (except Ghosts, so try Seismic Toss for that). Agility is nice enough but mostly filler considering Hitmonchan's adequate Speed. Stay far away from Special Pokemon--they'll wreck you--and use Hitmonchan like a Fighting Pokemon that's inferior to every other Fighting type in the game. Because it is. ________________ #108: Lickitung ________________ - Rating: * Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 90 55 75 60 30 310 Max 383 208 248 218 158 1: Physical Sweeper ~ Swords Dance (E) ~ Wrap/Body Slam (E) ~ Hyper Beam/Blizzard (E) ~ Earthquake (E)/Blizzard (E) I guess I'm just discussing RB Lickitung, since in Yellow you can only obtain him in Cerulean Cave. Looking at Lickitung's stats isn't particularly awe- inspiring, but he does have a few good points. Namely, becuase you trade a Slowbro for him on Route 18, he gets boosted experience. Secondly--and the only reason that Lickitung isn't hopelessly outclassed by other, better Normal types--is that he has access to Swords Dance, which is something of a rarity. Swords Dance is absolutely required on this set, or you might as well use just about anything else. Wrap is an annoying move which can immobilise the foe if you're faster than them... which you won't be, so maybe try Body Slam for that 30% paralysis chance. Hyper Beam is great STAB for Normal types any day of the week, as long as you KO with it (which forfeits the recharge turn). Finally, your last slot is something of a coverage move, with Earthquake hitting the Pokemon who aren't fazed by your Normal attacks (Rock types and the Gastly family) super-effectively. Blizzard is for Lance's Dragon's mostly. As it stands though, Lickitung just doesn't have the stats to sweep, and his low Speed and meh defences mean he takes too many hits to survive. ________________ #110: Weezing ________________ - Rating: * Type: Poison - Stats Stat HP Atk Def Spc Spe BST Base 65 90 120 85 60 420 Max 333 278 338 268 218 1: Mixed Sweeper ~ Sludge ~ Thunderbolt (E) ~ Hyper Beam ~ Fire Blast (E) Koffing's available quite late in the game--we're talking Pokemon Mansion on Cinnabar Island--and really isn't worth the effort. He's slightly better than Muk, but that's not exactly difficult. 90 Attack and 85 Special are nice enough but not stellar, and 60 Speed is slightly underwhelming, so statistically Weezing's best at Defense which is probably the worst stat to prioritise in- game. Woop. As well as that, Poison is a horrible typing, super-effective against Grass and Bug types that don't happen to be part Poison. Joy. Sludge is your only STAB attack, packing an underwhelming 65 base power (97.5 with STAB), but it's the best move Weezing learns naturally and runs off his slightly higher Attack. Thunderbolt is almost universally useful, but a lot of things will appreciate Thunderbolt far more than Weezing does. Still, if you're intent on using him, it's a must-have. Hyper Beam is handy for finishing off weakened Pokemon if you're confident you can secure the KO, and Fire Blast is a late-game TM that is situational--you won't find much use for it when it only gives you Ice type coverage (Sludge hits Grass and Bug so Fire's use there is redundant), but it's filler and helps against... uh... Lorelei's Jynx? Yeah. ________________ #112: Rhydon ________________ - Rating: ** Type: Ground/Rock - Stats Stat HP Atk Def Spc Spe BST Base 105 130 120 45 40 440 Max 413 358 338 188 178 1: Physical Sweeper ~ Dig (E)/Earthquake (E) ~ Rock Slide (E) ~ Body Slam (E) ~ Hyper Beam/Horn Drill Considering its stats and physical movepool, Rhyhorn should be compared to the Geodude line. However, it's no competition--Rhyhorn arrives far later, evolves later (at L42!) and has a terrible natural movepool entirely dependant on TMs. Although it pains me to say it because he's my favourite 'Mon, the only reason he's not a one-star rating is that he can be a brutally powerful physical sweeper with good type coverage if you invest time and TMs into him. STAB EarthSlide from 130 base Attack is going to destroy anyone it hits, packing neutral coverage against everything, and Rhydon's high physical bulk will help it withstand those hits it'll be taking due to its slow Speed. With the Speed issue, Body Slam can paralyse things if you're lucky, whereas Hyper Beam can finish off weakened Pokemon in the KO range. Remember that Hyper Beam damage = Earthquake damage, so only use it against things that Ground is weak against and Rock is neutral against, or there isn't much point. In that regard, Hyper Beam is mostly filler. Despite having a movepool that most Special Pokemon would die for, Rhydon shouldn't use Special attacks instead of Hyper Beam--they just won't pack enough power. ________________ #113: Chansey ________________ - Rating: ** Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 250 5 5 105 50 415 Max 703 108 108 308 198 1: Special Sweeper ~ Softboiled (E) ~ Ice Beam (E) ~ Thunderbolt (E) ~ Psychic (E) It's a staple OU Pokemon and it's got some lovely stats and moves, but Chansey is doomed to a two-star rating for one main reason--its availability is awful. To have it before the Elite Four, you'll have to get it at the Safari Zone. It's rare, difficult to catch and often runs before you have a chance to do anything, so good luck. 250 base HP and 105 Special is awesome, so you can sponge Special attacks until the cows come home, but watch out for your Defense and absolutely don't try using any STAB moves with that 5 Attack. As far as moves go, Chansey is entirely dependant on TMs because her natural movepool is a load of arse. Softboiled is somewhat against my recommendation using items over healing moves, but it's nice to have such a great healing move outside of battle. The other three moves are more-or-less the best Special moves in the game, hitting everything neutrally and a lot of things super- effectively. Really, just pick the best one for the situation and batter things with 105 Special. She's not as strong or fast as one would hope, but can certainly tank a few hits and keep herself healthy. If you've got the patience of a saint, try her out; otherwise I'd go for a more dedicated Special sweeper. ________________ #114: Tangela ________________ - Rating: * Type: Grass - Stats Stat HP Atk Def Spc Spe BST Base 65 55 115 100 60 395 Max 338 208 328 298 218 1: Special Sweeper ~ Sleep Powder ~ Mega Drain (E) ~ Swords Dance (E) ~ Body Slam (E)/Bind Poor old Tangela can be yours at around Fuchsia City--go to the Safari Zone in Yellow or Surf south from Pallet Town on to Sea Route 21 in RB. You can even get a traded one on Cinnabar Island in RB if you were crazy enough to train up a Venonat. Yellow Tangela in the Safari Zone almost definitely isn't worth it though. Despite being probably the worst Grass type Pokemon in the game, it still has a nice Special stat and some cool Defense points, but it wouldn't mind having a bit more Speed and Attack. The worst thing about Tangela is its poor movepool, however. It starts off with Constrict and Bind, so good luck raising its level. That said, you'll Sleep Powder at L39 which is nice enough, and Bind is massively annoying if you're faster than the foe and can trap them indefinitely. Mega Drain is the strongest Grass attack Tangela can muster, so you might as well use it to smack the Rock/Ground types that your Normal move can't damage. Since Tangela's attack is quite low and the only other attacks it learns are Normal, stick Swords Dance on it to boost Body Slam, whose 30% paralysis chance is helpful with that lowish Speed. Still, underleveled, with poor Attack and a weak STAB move, don't expect to do too much with Tangela. ________________ #115: Kangaskhan ________________ - Rating: ** Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 105 95 80 40 90 410 Max 413 288 258 178 278 1: Physical Sweeper ~ Body Slam (E) ~ Hyper Beam ~ Earthquake (E) ~ Surf/Blizzard (E) Like all the other Pokemon you can catch in the Safari Zone, Kangaskhan's main problem is its lack of availability. It's rare, hard to catch and will run away at the slightest provocation. Thankfully, its stats are pretty good--though if you're patient enough to catch Kangaskhan, you might as well catch Tauros since it's a bit better all-round. The only stat you've got to watch out for is that 40 Special, which means that most Special attacks will floor Kangaskhan if he isn't fast and powerful enough to OHKO. As for moves, Kangskhan is much like Rhydon in that his natural movepool is arse, but his TM movepool is through the roof. Body Slam and Hyper Beam are the best STAB moves for Normal types, so have them both--use Body Slam for safety and Hyper Beam to KO things so that you don't have to recharge. Earthquake rounds out some super-effective coverage. Although he doesn't have a stellar Special stat, the last move provides a small amount of utility. I wouldn't put Rock Slide or Submission here since their coverage isn't great, and even when super-effective a neutral Hyper Beam outdamages them both. So go with Surf or Blizzard--Surf hits Rock/Ground types, whereas Blizzard nails Lance's Dragons. ________________ #117: Seadra ________________ - Rating: *** Type: Water - Stats Stat HP Atk Def Spc Spe BST Base 55 65 95 95 85 395 Max 313 228 288 288 268 1: Special Sweeper ~ Surf ~ Ice Beam (E)/Blizzard (E) ~ SmokeScreen/Hyper Beam ~ Agility/Double-Edge (E)/Hyper Beam Horsea largely isn't used because she is outclassed by many of the game's other Water types, but if you want to use her I'd recommend catching her as a Seadra. Seadra can be caught with the Super Rod at L23 on Route 23 (RB) or L25-35 on Route 12 (Y), so it'll need a bit of support. Still, it's not a bad Pokemon I suppose. Looking at its stats, Seadra does well where it counts--namely Speed and Special--and has a good Defense to top it off. Water typing is always awesome since its weaknesses are next to non-existant in-game, and it hits some commonish types in Rock, Ground and Fire. Seadra's movepool is pretty standard fare for a mono-Water type--that is, Surf and an Ice move for coverage, with whatever crap you can muster for the last two slots. Hyper Beam or Double-Edge hits Pokemon with high Special a bit better than her other moves--think Sabrina's Alakazam and such--or else you've got non-damaging options. You could try SmokeScreen (but Double Team is much better--remember what I said at the beginning of this section about Double Team being usable on just about anything?) or Agility (but Seadra's Speed is pretty nice in-game--you won't be outsped by much). ________________ #119: Seaking ________________ - Rating: ** Type: Water - Stats Stat HP Atk Def Spc Spe BST Base 80 92 65 80 68 385 Max 293 232 218 198 224 1: Special Sweeper ~ Surf ~ Ice Beam (E)/Blizzard (E) ~ Horn Drill ~ Agility/Double-Edge (E)/Hyper Beam Your best bet with Goldeen is to catch him as his evolved form, Seaking. With a Super Rod, try Route 23 in R/B for a L23 one, or Route 24 in Yellow for a L30 one. Of course, you'll mostly be way over that level by then, and Seaking is a pretty mediocre Pokemon at best. Yeah, besides Attack, Seaking's stats are pretty miserable all round, and there are a truckload of other Water Pokemon, all much better, waiting to be picked. Maybe a two star ranking is a bit harsh, but I'd wager that Seaking is the least impressive Water Pokemon in the game, a notable achievement in a game swimming (pun intended) with mediocre Water types. Having said that, Seaking has some niche factor in being able to use Horn Drill, assuming you've grinded enough so that Speed isn't an issue. Surf and Ice Beam are standard moves for Water types, with Ice Beam covering everything that Water doesn't, except for opposing Water types. So you can either get a Normal move to round out your coverage and take advantage of Seaking's usable Attack stat, or use Agility to guarantee that your OHKO move, when used with an X-Accuracy, actually lands (you need to be faster than the foe and use an X- Accuracy to ensure that Horn Drill will land with a ~99.6% chance). Hyper Beam doesn't need to recharge if you KO the foe with it, so it could be handy. Articuno - Ice/Flying Arrives late in the game but at a fantastic level 50 and with access to Ice Beam and Blizzard naturally for fantastic STAB moves. Great Special stat and lovely stats across the rest of the board, but unfortunately doesn't get many moves other than those mentioned and boring Normal type moves. ________________ #121: Starmie ________________ - Rating: **** Type: Water/Psychic - Stats Stat HP Atk Def Spc Spe BST Base 60 75 85 100 115 435 Max 323 248 268 298 328 1: Special Sweeper ~ Surf ~ Ice Beam (E)/Blizzard (E) ~ Thunderbolt (E) ~ Recover/Psychic (E) Starmie is an example of a Pokemon that, despite arriving pretty late in the game and largely relying on TMs for a movepool, is considered extremely useful due to a nice combination of stats, movepool and typing. Water/Psychic is a lovely type combo, getting some nice resistances to common Water and Psychic attacks and granting great STAB options to boot. 100 Special is nothing to scoff at, and a blazing 115 Speed means you'll be outpacing anything that doesn't severely outlevel you. I'd grab a L30 Staryu in the Seafoam Islands, although one can be obtained earlier at L15ish on the Sea Routes 19, 20 and 21 if you don't fancy exploring that dungeon yet. Like I said before, Starmie is heavily reliant on TMs to meet its full potential as a battler. Surf and Recover are the only guaranteed options it gets, but if you don't have another 'Mon on which to put Ice Beam/Blizzard, Thunderbolt and Psychic, they're all fantastic options--you'll be firing off super-effective hits all over the place. Starmie's Speed grants it a whopping ~ 22.5% critical hit rate, so even in tough matchups you can pull through with an irritating luck factor. Possibly the greatest Water type in the game--the only reason it doesn't get five stars is because it's a very late-game option. If you're happy to wait and you didn't start with Blastoise, it's a fine team addition. ________________ #122: Mr. Mime ________________ - Rating: *** Type: Psychic Stats: Stat HP Atk Def Spc Spe BST Base 40 45 65 100 90 340 Max 283 188 228 298 278 1: Special Sweeper ~ Psychic (E) ~ Thunder Wave (E) ~ Thunderbolt (E) ~ Barrier/Seismic Toss (E) Mr. Mime faces tough competition from a group of other, more powerful Psychic types. On the competitive battling scene there's no reason to use him over say Alakazam, but in-game he gets a bit of a break due to being received in a trade. This grants him a 1.5x EXP. boost, allowing Mr. Mime to stay one step ahead of his allies, and makes him a useful teammate due to requiring much less level-grinding. Nice Special and Speed stats means he can slug with the best of them, but miserable HP and poor Defense ensure he can't take a physical hit. Just be careful how you play him. You might have noticed a set of '(E)'s across the board for Mr. Mime, who is so reliant on TMs it isn't even funny. You'll be spamming Confusion throughout most of the game, which is surprisingly powerful when it's coming from 100 Special and gets a STAB boost. Being unresisted by all but Psychic types only sweetens the deal. Once you get to Saffron, I'd advise taking up Psychic so that he continues to remain useful throughout the Elite Four. Barrier patches up that poor Defense and Thunder Wave supports the slower members of your party. Thunderbolt is almost purely filler, considering how useful and powerful Psychic is, but gets a mention for being able to take out opposing Psychics more easily, while they can't hit you very effectively in return. ________________ #123: Scyther ________________ - Rating: * Type: Bug/Flying Stats: Stat HP Atk Def Spc Spe BST Base 70 110 80 55 105 420 Max 343 318 258 208 308 1: Physical Sweeper ~ Swords Dance ~ Double Team/Hyper Beam ~ Slash/Double-Edge (E) ~ Agility You're going to have real trouble getting your hands on a Scyther. At best you've got a 4% chance of catching him in the Safari Zone Entrance (Red) or Area 2 (Yellow)--and he'll almost certainly run away before you have a chance to chance him--or you can fork out 5500 (Red) or 6500 (Yellow) Coins at the Game Corner ($110000/$130000 respectively). Scyther's stats are pretty nice in terms of Speed and Attack, and it has decent HP and Defense, but should avoid Special hits. Unfortunately, Bug/Flying is a horrendous typing which affords Scyther no usable STAB attacks. Sigh. A poor movepool only compounds this. Your best bet for moves is the natural Swords Dance, Agility, Slash and Double Team. Double Team I don't usually recommend due to it being universally useful, but Scyther gets it naturally and hasn't got much else to work with. Slash's hit critical hit ratio negates Attack boosts from Swords Dance, so you can run Double-Edge there instead if you want, and Hyper Beam over Double Team if you want to finish off Pokemon that won't be killed by your other move. That's all Scyther can do. Not a great fighter--he'd really appreciate STAB Normal moves-- and ridiculously difficult or time-consuming to obtain, I can't recommend Scyther, despite all that cool factor. ________________ #124: Jynx ________________ - Rating: **** Type: Ice/Psychic Stats: Stat HP Atk Def Spc Spe BST Base 65 50 35 95 95 340 Max 333 198 168 288 288 1: Special Sweeper ~ Lovely Kiss ~ Ice Beam (E)/Blizzard ~ Psychic (E) ~ Body Slam Jynx is another Pokemon that scores highly primarily due to her boosted experience from being an in-game trade Pokemon. You'll have to snag a Poliwhirl for this, but with the Super you can grab a L23 one on Route 10 (RB) or a L30- 40 one on Route 23 (Y), which is pretty nice. You trade for Jynx in Cerulean. As far as stats go, Jynx looks mostly average across the board at best--and that horrible Defense will definitely require some thinking on the player's part--but 95 Speed and Special are certainly servicable enough to spam her fantastic STAB attacks with. Her type combination also affords her extremely rare weaknesses in Bug, Fire and Rock. So in-game, all that means is not sending her out against Fire types. She is also fairly self-sustaining, only requiring a TM for her Psychic move of choice. Lovely Kiss is a fantastic move to abuse in-game, and Jynx's Speed is often just good enough to outspeed all but the fastest threats. When you get her, Ice Beam is available as a TM, or you get the natural Ice Punch, but ultimately you'll probably go for Blizzard. Although she gets it naturally, it's at L58, so you might want to use a TM in the meantime. Finally, Body Slam is entirely filler which you'll almost never use, but she gets it naturally and it's an option to slam opposing Psychic types like Alakazam on their frail physical side and cripple them with paralysis. ________________ #125: Electabuzz ________________ - Rating: *** Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 65 83 57 85 105 395 Max 333 264 212 268 308 1: Special Sweeper ~ Thunderbolt (E) ~ Psychic (E) ~ Submission/Reflect ~ Body Slam (E)/Thunder Wave (E) Mostly average across the board but still perfectly servicable, Electabuzz's main problem is that it'll never see the light of day--it's only available in the Power Plant at L33-36 in Red version, and it hopelessly outclassed by Zapdos, a superior Electric type that arrives at L50 in the same area. Having said that, if you still want to use Electabuzz, you won't find too many problems outside of his TM-hoovering--he's got great speed, nice offenses, not- too-shabby defences and a somewhat diverse movepool. But yeah, he's another Pokemon that needs TMs to expand his moveset, with ThunderPunch being the only notable move in his movepool if you want to use the Thunderbolt TM elsewhere. Still, if you can, Thunderbolt is the bread-and-butter move here. The rest of the moves are mostly filler for when you're up against Pokemon that resist Electric, even though you'll probably be switching then anyway. Psychic and Submission are purely coverage moves if that's what you're into, with Reflect as a possibility of you're a bit sad. Finally, the last slot is for supporting your other Pokemon--Electabuzz is decently fast, so he can paralyse Pokemon before he dies to help out slow Pokemon like Golem. Whatever really, you'll just be spamming Thunderbolt anyway. ________________ #126: Magmar ________________ - Rating: * Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 65 95 57 85 93 395 Max 333 288 212 268 284 1: Special Sweeper ~ Flamethrower/Fire Blast (E) ~ Psychic (E) ~ Submission ~ Confuse Ray Eh. It's a fire duck, what do you expect? Thouroughly average and arriving late in the game, Magmar's main problem is that Fire types are almost useless after you obtain him--the Elite Four aren't really fazed at all by them. Pokemon Mansion will give you mid-30s Magmar, but being stuck with Ember as a STAB move until at least L43 (or until you beat Blaine and get Fire Blast) is going to be irritating. Magmar's low rank may seem harsh, since he's not atrocious, merely average--but it's simply his unavailability and uselessness for the game after you obtain him that ranks him so lowly. Flamethrower is your bread-and-butter STAB attack, but L55 might be too long to wait for so you can slap Blaine's Fire Blast TM there instead if you want. Confuse Ray is a nice filler-y attack that can give you a few extra lucky turns if you don't think Magmar has the strength to OHKO the foe. Finally, Psychic and Submission aren't the best coverage moves in the world and you'll probably never use them, but at least they make Magmar a bit more versatile. It's worth noting, however, that a neutral Fire Blast does the same amount of damage as a super-effective Psychic and outdamages Submission, so they're mostly for preserving PP. Nothing special overall. ________________ #127: Pinsir ________________ - Rating: * Type: Bug Stats: Stat HP Atk Def Spc Spe BST Base 65 125 100 55 85 430 Max 333 348 298 208 268 1: Physical Sweeper ~ Swords Dance ~ Body Slam (E)/Slash/Bind ~ Hyper Beam ~ Submission 2: OHKO + X Accuracy ~ Swords Dance/Slash ~ Body Slam (E)/Submission ~ Guillotine ~ Fissure (E) Like Scyther, Pinsir is ridiculously hard to catch if you want to find him in the Safari Zone, so you have two other options: One, use the 'catch Safari Zone Pokemon normally (not with bait and rocks) trick', outlined in section C01; 'The Cinnabar Island Glitch'. Alternatively, shell out 2500 (Blue) or 6500 (Yellow) Coins for him in the game Corner, equivalent to $50000 or $130000 respectively! Going to that effort isn't worth it, but at least those Attack and Defense stats are very nice. Unfortunately, Bug typing, horrific availability, a terrible movepool and no STAB moves condemn Pinsir to a low ranking. On the standard set, Swords Dance comes naturally at L54. Ouch. In the meantime, you'll be using Slash (always critical) and the buyable Submission TM. If Hyper Beam KOs, it doesn't need to recharge, so use it as a finisher. Submission comes naturally and is Pinsir's only option for a non-Normal move outside of Fissure, so take that too. Finally, Body Slam, if you can spare it, will be handy since it doesn't get critical hits like Slash, so it's more usable with Swords Dance (since critical hits ignore stat boosts). Pinsir's Speed is also good enough to run an OHKO set. Learning Guillotine naturally takes out every non-Ghost Pokemon, whom you can dispose of with Fissure, if you're cheap like that. It takes a lot of work to accomodate Pinsir, and he's not really worth the effort. ________________ #128: Tauros ________________ - Rating: *** Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 75 100 95 70 110 450 Max 353 298 288 238 318 1: Physical Sweeper ~ Body Slam (E) ~ Hyper Beam ~ Earthquake (E) ~ Blizzard (E) Despite being one of the competitive scene's most used Pokemon, Tauros doesn't fare quite as well in-game. For a start, all his best moves are TM moves, some of which come fairly late in the game, and he has the audacity to appear in the dreaded Safari Zone (I'd use that Cinnabar Glitch mentioned in Pinsir's evaluation, above, to avoid that issue). Otherwise, he will be nigh-impossible to catch. His natural movepool is also nothing short of pathetic, besides maybe Take Down. Having said that, if you invest the effort, Tauros is a powerful Pokemon with awesomely good moves that allow him to do exactly what he needs to--hit hard physically, covering every threat with his range of moves. Nice Speed and Attack stats, a powerful STAB combo, as well as solid defences across the board and a usable Special stat make him a very useful Pokemon. Body Slam and Hyper Beam are fantastic moves--use Body Slam liberally and Hyper Beam to finish off foes, since the recharge turn won't occur on a KO. Earthquake will almost never see use except against oddities like Gengar, and Blizzard will only be helpful against things like Rock/Ground types. Still, for the sake of completing the moveset, they're good options. You could also have Thunderbolt or even Fire Blast, but Blizzard is the best choice. He takes a lot of effort to incorporate into a team, but he's one of the best competitive 'Mons in the game for a reason. ________________ #130: Gyarados ________________ - Rating: *** Type: Water/Flying Stats: Stat HP Atk Def Spc Spe BST Base 95 125 79 100 81 480 Max 393 348 256 298 260 1: Special Sweeper ~ Surf/Hyper Beam ~ Body Slam (E)/Surf ~ Ice Beam (E)/Blizzard (E) ~ Thunderbolt (E) Magikarp is famous for being the most pathetic Pokemon of RBY, packing purposely laughable stats and no moves outside of the useless Splash until gaining Tackle, of all things, at L15. Most of Gyarados's in-game usefulness is based around the fact that raising a useless fish from L5 to L20 (when it evolves) is difficult, considering that even Tackle does next to no damage. Compounding this is Magikarp's slow rate of EXP growth, and you have a notoriously hard Pokemon to raise. If you can pull through the initial training phase and ignore the fact that Gyarados has a pretty shoddy movepool, you'll find yourself with a 480 BST monster. You'll probably give it the Water Gun and BubbleBeam TMs in the early stages to tide yourself over until you get the ever-useful Surf. Ice Attacks in the form of Blizzard and Ice Beam put the hurting on Grass types, and Thunderbolt counters opposing Waters. Of course, that's all assuming you give Gyarados the highly sought after TMs. Hyper Beam comes naturally at L52 though, so you can use that (and possibly Body Slam if you want) to take advantage of the higher of Gyarados's two offensive stats. With great all round bulk and offenses, the only time Gyarados isn't a safe play in-game is against Lt. Surge. Otherwise, he's a powerful fighter only impeded by the effort it takes to obtain him. ________________ #131: Lapras ________________ - Rating: ** Type: Water/Ice Stats: Stat HP Atk Def Spc Spe BST Base 130 85 80 95 60 450 535 Max 463 238 258 288 238 RBY GSC 1: Special Sweeper ~ Surf ~ Ice Beam/Blizzard (E) ~ Thunderbolt (E)/Psychic (E)/Body Slam ~ Body Slam/Confuse Ray Despite being an OU Pokemon competitively, Lapras struggles in-game primarily due to the fact that you obtain her at L15 rather late in the game, and she has the bad luck to come in the Slow EXP curve group, meaning she takes longer to level up. If not for that rather glaring flaw, Lapras would be a top-tier in- game fighter, boasting great stats across the board (save for Speed, but it's not atrocious), STAB on two powerful offensive types, a wide movepool and very little TM support. You could easily give Lapras a natural movepool consisting of Body Slam, Confuse Ray and Ice Beam, with the reusable Surf HM thrown in for good measure. Surf and Ice Beam are brutal STAB attacks that squash most everything except opposing Water types, so you can Body Slam your way through those and frail Special Pokemon like Sabrina's Psychic types. Confuse Ray helps if you can't OHKO, and Thunderbolt and Psychic round out your coverage if that's what you're in to. So basically, if you've got the patience, Lapras can be an awesome fighter. You'll just need to grind like crazy, which isn't massively efficient. ________________ #132: Ditto ________________ - Rating: * Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 48 48 48 48 48 240 Max 299 194 194 194 194 1: ??? ~ Transform I considered creating a special zero star tier just for this guy, who just cannot be considered useful in any way. Terrible stats and a useless one-slot moveset mean he is... well, awful. Frankly. To recap, Transform works like this: You inherit the opponent's species, type (s), moves (5PP each), stats (except HP) and stat modifiers. When you switch out, you revert to Ditto. Essentially, you turn into a copy of your foe with less HP (unless they have less than Ditto's poor amount, for some reason), less PP per move and revert to Ditto at the end of it. Ditto also keeps hit own original critical hit rate of a measly 9.375%. So, you transform into a worse version of the opposing Pokemon. Since you'll probably be higher levelled than your enemies in general, why would you want to Transform into them and downgrade to their level? ________________ #134: Vaporeon ________________ - Rating: **** Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 130 65 60 110 65 430 Max 463 228 218 318 228 1: Special Sweeper ~ Surf ~ Aurora Beam/Ice Beam (E)/Blizzard (E) ~ Body Slam (E) ~ Acid Armor I reckon that by the time you reach Eevee's home in Celadon City, you'll be about the same level as it--L25. So it slots right in to your team and you can evolve it straight away into a powerful Pokemon of your choice--Vaporeon, Jolteon or Flareon. Vaporeon is a strong contender for 'best Eeveelution', given it's very powerful stat spread, great typing, usable in-game Speed and awesome array of moves. Plus, it gets the ever useful Ice attacks and great bulk in that huge HP stat. Getting the reusable Surf is a plus, although you'll probably want to stick BubbleBeam on there in the meantime instead of waiting for the worse Water Gun at L31. Aurora Beam in Yellow is worth a mention as an Ice type move for coming naturally at L36, but Ice Beam is the infinitely superior option. Body Slam takes out opposing Water types and frail Psychic types, and the last slot is entirely filler. Perhaps put a second Water or Ice move there to conserve the PP of your main ones, but otherwise Acid Armor patches up your weakest stat (Defense). With great moves and typing and a very reasonable encountered level, Vaporeon is a great team mate to consider. ________________ #135: Jolteon ________________ - Rating: **** Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 65 65 60 110 130 430 Max 333 228 218 318 358 1: Special Sweeper ~ Thunderbolt (E) ~ Pin Missile ~ Body Slam (E) ~ Double Kick Competing against Zapdos for 'best Electric Pokemon in the game' is Jolteon, who packs ridiculous Speed and Special stats and can be yours, fully evolved at L25 in Celadon City, when most of your party are about L25 as well. So it slots straight in, and I'd recommend feeding it that Thunderbolt TM from Lt. Surge's gym. With a ~25.4% critical hit rate and STAB Thunderbolt, Jolteon will destroy large chunks of Pokemon in the game. It'll have trouble against Ground types, but that's what your other team members are for. In terms of moves, Jolteon's moveset outside of Thunderbolt is entirely filler, since she's got no other Special type moves available to her. Relying on her Attack stat isn't a great idea, but can help out in a pinch. Pin Missile and Double Kick come naturally and will almost never be used unless you're conserving PP. Body Slam is a TM from the S.S. Anne, and probably isn't even worth putting on there--even the paralysis chance isn't that useful due to Jolteon's blazing speed. To be honest, you might be better off with ThunderShock somewhere, to conserve Thunderbolt's PP. Despite running only one move for most of the game, that's all Jolteon needs to succeed. ________________ #136: Flareon ________________ - Rating: ** Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 65 130 60 110 65 430 Max 333 358 218 318 228 1: Sweeper ~ Flamethrower/Fire Blast (E) ~ Body Slam (E) ~ Hyper Beam (E) ~ Quick Attack Flareon is the unloved outcast cousin of the Eevee family, since Fire types in this game just aren't particularly useful and often have terrible moves. Flareon is no different, with only STAB and Normal moves for coverage. Despite arriving fully-evolved at L25 in Celadon City, which is awesome, Flareon fails to keep up. Statwise, Flareon packs great offenses but isn't great anywhere else. Speed, Defense and HP are all sub-par, so be careful about taking hits. Outside of Erika and the random Grass and Bug types in your adventure (who mostly appear before Flareon is available), you'll have trouble hitting anything super-effectively. You'll also have no useful STAB TMs for it at this point, unlike Vaporeon and Jolteon who get BubbleBeam or Thunderbolt respectively, and so the best you'll have is Body Slam from the S.S. Anne, if you haven't used it elsewhere. Ember gets STAB, fine, but runs off Flaren's lower Special stat so Body Slam is better. You'll either have to wait for Flamethrower at L52 (RB)/L54 (Y) or just wait ages until you get Fire Blast from Blaine. Eesh. Hyper Beam KOes foes without needing to recharge, and Quick Attack is an example of how bad Flareon's movepool is. Have fun with that. Methinks two stars is somewhat generous. ________________ #137: Porygon ________________ - Rating: * Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 65 60 70 75 40 310 Max 333 218 238 248 178 1: Special Sweeper ~ Ice Beam (E)/Blizzard (E) ~ Thunderbolt (E) ~ Psybeam/Psychic (E) ~ Recover/Thunder Wave (E)/Conversion With no stat that can even be considered average and costing an insane amount of Coins to obtain from the Game Corner, Porygon is an utter waste of time. It'll cost you 6500 (Blue) or 9999 (Red/Yellow) Coins, equivalent to $130000 or $200000 respectively. Have fun saving up for a poor Pokemon that, frankly, has no usable moves in its movepool outside of Recover, and even that is useless considering, you know, Hyper Potions. So yes, you'll be wasting all your hard- earned and very much desired-by-your-other-team-members TMs on this piece of **** (poop). You'll get perfect neutral coverage with Ice Beam/Blizzard and Thunderbolt, but without a great Special stat or any STAB to back it up they can be surprisingly underwhelming options. Psychic is another option if you love wasting TMs that badly, to tackle Fighting Pokemon that super-effectively hit Porygon. Well, unless you use Conversion, a gimmicky move that gives you the type of the target. This move can be somewhat helpful against Pokemon that resist their own STAB moves; Poison, Grass, Fire, Electric, Psychic, Ice and Water types (to name a few). Happily, Ice, Electric and Psychic are included there, so you can nab some STAB for your Special moves... Assuming that Porygon's 40 base Speed allows you to steal the foe's type before they OHKO you. ________________ #139: Omastar ________________ - Rating: *** Type: Rock/Water Stats: Stat HP Atk Def Spc Spe BST Base 70 60 125 115 55 425 Max 343 218 348 328 208 1: Special Sweeper ~ Surf ~ Ice Beam (E)/Blizzard (E) ~ Body Slam (E) ~ Horn Drill You could, if you wanted, beat Koga then Surf down to Cinnabar to obtain a L30 Omanyte at the earliest possible point. Water types are pretty much always useful, and Omastar is no exception, with fantastic bulk and great Special attacks to abuse that high 115 Special. His Speed is something of an issue, but with a bit of levelling, he can outspeed average threats and use his bulk to take hits on the chin from anything else. Omastar is pretty useful due to resisting Normal moves as well--the only things to watch out for are rare Grass, and Fighting type moves, which are pretty much restricted to the Elite Four and after Omastar is obtained. It'll require a bit of grinding, but you'll already have the powerful STAB Surf and the ever-useful Ice Beam at this point, and Blizzard can be found in the Pokemon Mansion. These two moves offer great coverage and Ice will destroy Lance's Dragons. Pokemon Mansion is also full of Fire types, so Omastar should have no trouble being trained up. Body Slam can paralyse to help your low Speed, but it's mostly filler, and Horn Drill is a cool OHKO move to use with an X Accuracy, which boosts its accuracy to 99.6%. However, you'll probably want an X Speed too, since you'll need to go first for Horn Drill to be successful. Overall, Omastar is a good Pokemon, but faces still competition from other good Water types and suffers from being pretty slow. ________________ #141: Kabutops ________________ - Rating: *** Type: Rock/Water Stats: Stat HP Atk Def Spc Spe BST Base 60 115 105 70 80 430 Max 323 328 308 238 258 1: Mixed Sweeper ~ Slash ~ Submission ~ Surf ~ Ice Beam (E)/Blizzard (E) 2: Physical Sweeper ~ Swords Dance (E) ~ Body Slam (E) ~ Hyper Beam ~ Surf Like Omanyte, to obtain a L30 Kabuto early you can beat Koga then Surf down to Cinnabar. It's stats are fairly useful overall, even if it's Special is a bit lacking. STAB moves work off his lower offensive stat and on the physical side he gets no STAB Rock moves, which is a shame. Still, 115 Attack is very usable, and Kabutops typing is useful for almost everything except the rare Grass types, mostly the Venusaur used by your Rival. The mixed sweeper set is probably the better one, using Slash's stupidly high critical hit rate to muscle past Pokemon, with Submission for some physical coverage and Surf for STAB. These three moves are either natural or reusable/buyable HMs/TMs, so Kabutops is only a TM hoover for his last, entirely unnecessary slot: Ice Beam and Blizzard are situationally useful at best, but provide killing blows to Lance's Dragons. The physical Swords Dance set is a TM-vacuum, but Water and Normal are fine coverage moves with that kind of power. Body Slam most of your foes, and Hyper Beam ones in KO-range, so it won't have to recharge. Omastar is probably slightly better, but you might find some use for Kabutops due to his higher Speed and ability to attack from both sides of the spectrum. ________________ #142: Aerodactyl ________________ - Rating: ** Type: Rock/Flying Stats: Stat HP Atk Def Spc Spe BST Base 80 105 65 60 130 440 Max 363 208 228 218 358 1: Physical Sweeper ~ Double-Edge (E) ~ Hyper Beam ~ Fire Blast (E) ~ Fly Besides obvious joke Pokemon like Ditto and Farfetch'd, I think Aerodactyl holds the title for 'most screwed Pokemon by GameFreak in terms of usable moves'. Much like Omastar and Kabutops, Aerodactyl arrives at L30 and you can get him early if you Surf to Cinnabar as soon as you beat Koga. Awesome Speed and great Attack are definitely draws here, and Fly is definitely a usable, powerful STAB move in-game. Otherwise, Aerodactyl relies on Normal moves to get the job done. It doesn't even get the reliable Body Slam, instead having to use Double-Edge which will slowly chip away on your health bar. Hyper Beam is awesome if you can KO with it, since it won't need to recharge. You'll probably never use an move except Fly though, since a STAB Fly has 135 power versus Hyper Beam's only slightly better 150. Fire Blast is an awful option on non-Fire Pokemon, epsecially ones with a paltry 60 Special. Also, next to Fly, it covers nothing of note except the rare Ice-but-not-Water Pokemon (basically Lorelei's Jynx and THAT'S IT), but it's all Aerodactyl has. Okay, so it's got Fly which is fine, but it's not an example of a good Pokemon. Rock Slide would really help this guy out, and Earthquake would be the icing on the cake. ________________ #143: Snorlax ________________ - Rating: **** Type: Normal - Stats Stat HP Atk Def Spc Spe BST Base 160 110 65 65 30 430 Max 523 208 248 218 158 1: Special Sweeper ~ Amnesia ~ Surf ~ Body Slam/Hyper Beam ~ Ice Beam (E)/Earthquake (E) Snorlax arrives at a respectable L30, is weak to nothing except incredibly rare Fighting moves due to its type, and has great Attack and fantastic defences courtesy of that gigantic HP stat. Even his less-than-stellar Special can be patched up very easily with Amnesia, allowing you to reach stupidly high power levels with Surf. Body Slam is the STAB move of choice--the paralysis chance will help Snorlax's pitiful Speed, but Hyper Beam is more powerful if you think it'll down the foe (it doesn't require a recharge if the foe faints). The last move is up to you to pick a coverage move. I'd go with Ice Beam since it comes earlier and is super-effective against more common stuff, but your other 'Mons might want it instead. Snorlax is a fantastic Pokemon all round and a great counter to powerful Special Pokemon since his Amnesia boosts his Special offense and defence. Unfortunately, since Snorlax is so slow, fast Special sweepers can render your Special defence boosts moot with a badly-timed critical hit, hammering Snorlax's usually low Special stat. Still, Amnesia, Body Slam and Surf all come without TM support, which is great. Ice Beam can help, but it's overkill! ________________ #144: Articuno ________________ - Rating: ***** Type: Ice/Flying Stats: Stat HP Atk Def Spc Spe BST Base 90 85 100 125 85 485 Max 383 268 298 348 268 1: Special Sweeper ~ Blizzard ~ Hyper Beam/Agility ~ Fly ~ Ice Beam Articuno is an awesomely powerful Pokemon that you get at L50 from the Seafoam Islands caves. Ridiculous Special combined with the game's most powerful STAB Blizzard attack spells doom for pretty much any Pokemon that aren't Water or Ice--even Fire types take neutral damage from Ice in generation I. Above- average stats across the board including fantastic bulkiness, great offensive typing and a small but usable movepool that doesn't require TM support all combine to make Articuno a fearsome Pokemon to face. When you catch it, it packs Ice Beam, and you can run that alongside Blizzard (which it learns a level after you catch it) so that you have no PP woes. Fly and Hyper Beam are entirely filler and run off Articuno's lower Attack stat, but they at least can help you get some coverage against Water Pokemon and are useful against frail specialists like Alakazam. They're also good for conserving PP and, in Fly's case, getting around without switching Pidgey in and out of the PC. Agility is another option since Articuno's Speed is only very slightly above average--but I guarantee you it won't be required. ________________ #145: Zapdos ________________ - Rating: ***** Type: Electric/Flying - Stats Stat HP Atk Def Spc Spe BST Base 90 90 85 125 100 490 Max 383 278 268 348 298 1: Mixed Sweeper ~ Thunderbolt (E)/Thunder ~ Drill Peck ~ Agility/Reflect ~ Light Screen/Thunder Wave (E) You can grab Zapdos from the Power Plant as a one-time-only catch, which you can access once you have Surf, which is about two thirds of the way through the game. If you've got a balanced team you should be about L40, so Zapdos, a L50 legendary with ridiculously good stats, will be about ten levels stronger. Zapdos can do it all--it has blazing Speed and Special, but isn't a slouch on the defensive side either. It's part Flying type negates it's weakness to Ground but gives it Rock and Ice weaknesses, meaning the only trainer that might prove to be some trouble is Lorelei... whose Pokemon are all taken care of by a swift and powerful Thunderbolt. Although its movepool is fairly sparse, a STAB Thunderbolt and STAB Drill Peck will tear through anything that isn't a Rock/Ground type. Fly is a slightly more powerful Flying STAB, but Drill Peck is more useful if you decide you want to fight your friends and it has more PP. The last two moves are filler. Agility is Zapdo's boosting move of choice, even though it's pretty fast anyway. Light Screen and Reflect boost Special defence and Defense respectively, and Thunder Wave can be useful for slowing down faster foes and giving them a 25% chance to remain immobile in a turn. Really though, just spam your STAB attacks. The only downside to Zapdos is how difficult it is to catch. ________________ #146: Moltres ________________ - Rating: ** Type: Fire/Flying Stats: Stat HP Atk Def Spc Spe BST Base 90 100 90 125 90 495 Max 383 298 278 348 278 1: Mixed Sweeper ~ Fire Blast (E) ~ Hyper Beam ~ Agility ~ Fire Spin Much like the Eevee trio, the Fire type of the group just can't match up to the other two. Despite packing the highest BST of the three, Moltres is easily the worst, and when I used one it got one-shotted by Jynx's Ice Punch in the Elite Four. Look no further for proof of Moltres's inferiority than it's L51 learned move--Articuno and Zapdos get Blizzard and Thunder respectively, while Moltres gets... Leer. It can be found in Victory Road, meaning that it can only be used against the Elite Four, for all practical purposes. So how does it fare up against them? Well you'll have to give it Fire Blast from Blaine--without it, it is next to useless unless you want to Fire Spin and Peck everything. Okay, so Fire Spin and Agility at L55 are a cheap strategy to trap the foe and keep up a winning streak, but it isn't fun. Hyper Beam is the only other option for a non-Fire move, but will almost never be used. In addition, the only Elite Four member that Moltres is even really feasable against is Bruno... widely regarded as the weakest member of the Four that any other member of your team could easily dispatch. So, despite fabulous stats, an awesomely powerful STAB move and the title of 'legendary', Moltres is just somehow not very useful. Wow. ________________ #149: Dragonite ________________ - Rating: ** Type: Dragon/Flying Stats: Stat HP Atk Def Spc Spe BST Base 91 134 95 100 80 500 Max 385 366 288 298 258 1: Mixed Sweeper ~ Agility ~ Wrap ~ Ice Beam/Blizzard (E) ~ Hyper Beam 2: Mixed Sweeper ~ Hyper Beam ~ Ice Beam (E)/Blizzard (E) ~ Body Slam (E)/Surf ~ Thunderbolt From a practical standpoint, Dratini will not evolve into Dragonite by the game's end, since that will occur at L55. Dratini is also like Scyther or Pinsir, being a Safari Zone Pokemon or a money-drain at the Casino, costing 2800 Coins in Red and 4600 in Blue, equivalent to $56000 or $92000 respectively. Add to that a Slow rate of EXP growth and you'll realise that despite promises of power, Dratini is pretty poor. It doesn't help that Dratini and Dragonair have bad stats, no STAB attacks and will hoover up useful TMs like pigs. Dragonite also has no STAB attacks to work with either. So for most of the game you'll be using Dratini or Dragonair, and in terms of natural moves you can abuse Agility and Wrap, with Thunder Wave thrown in if you want. Thankfully, Dragonair/ite's major boon is that it can learn a wide variety of special TMs, chief among them Body Slam, Ice Beam, Blizzard, Surf, Thunderbolt and Fire Blast. Pick some of those for coverage--the Ice moves are particularly nice against the Elite Four--and use the very very late Hyper Beam (L60!) to KO weakened foes without needing to recharge. Sure, Dragonite's powerful, but he won't reach his true potential until the game is basically finished, and you'll be stuck with a sub-par Pokemon until then. Two stars is being nice. ________________ #150: Mewtwo ________________ Type: Psychic - Stats Stat HP Atk Def Spc Spe BST Base 106 110 90 154 130 590 Max 415 318 278 406 358 1: Special Sweeper ~ Amnesia ~ Psychic ~ Ice Beam ~ Thunderbolt Mewtwo is simply the most ferocious Pokemon to ever exist (relative to the game it appears in), completely dominating all other Pokemon of the Red/Blue/Yellow games in a way the legendaries of GSC onward only *wish* they could do to the other Pokemon in their games. Amnesia doubles your Special (Special Attack AND Special Defense!), Psychic gets STAB, and Ice Beam is a fantastic all-purpose special move and has perfect neutral coverage with Thunderbolt. Using those last two moves also means you can tackle both the Slowbro and Exeggutor of the Elite Four with super-effective moves. Of course, you'll have already beaten the Elite Four by this point, so using Mewtwo is strictly for reruns, perhaps to get your lower level 'Mons up to scratch. ________________ #151: Mew ________________ Type: Psychic - Stats Stat HP Atk Def Spc Spe BST Base 100 100 100 100 100 500 Max 403 298 298 298 298 1: Mixed Sweeper ~ Psychic ~ Ice Beam (E) ~ Earthquake (E) ~ Thunderbolt (E) 2: OHKO + X Accuracy ~ Psychic ~ Fissure (E) ~ Horn Drill ~ Ice Beam (E) You can obtain Mew as early as Cerulean by exploiting a glitch, where it will arrive at L7. With stellar stats across the board, arguably the best typing in the game and a capability for learning every TM the game can throw at you, Mew is undeniably and purposely broken. Essentially, just slap the best attacks in the game on it, as seen in the first set, or abuse the fact that the second set offers two OHKO moves which give perfect coverage (Fissure misses against Flying types, Horn Drill misses against Ghosts, so use the right one depending on who you're facing). _________________________________________________ [T03] Competitive Battling: An Overview _________________________________________________ Once you've beaten the game or completed the Pokedex, you could be forgiven for thinking that you've found all this game has to offer. Okay, sure, you can trade and battle your friends, but out there, lurking around on the internet is this idea of 'competitive batting', whereby Pokemon 'experts' clash Pokemon in online simulators. For the newcomer, the whole thing seems odd and out-of- place, but it's a true test of skill--the moronic AI in the cartridge game can never provide anywhere near the same level of competitive strategy as a well- informed human player. It's the same reason that online games are so popular--you're fighting against real people. As of time of writing, Generation V is up and kicking around, so RBY battling is largely obsolete, but a number of dedicated retro fans still mope around the internet somewhere. NetBattle is the software dedicated to competitive battling from Generations I through III. It's a bit strange at first. After all, you start out with Max Stat Pokemon, with all their moves available. Battle animations are non-existent and HP is represented as a percentage. This is all to make things run smoothly. Not only that, but the 'anything goes' ethos of the cartridge games is done away with to make way for a fairer, more balanced metagame. Perfect Pokemon --------------- In competitive battling, you take your pick from any of the 151 Pokemon. You get to pick their levels, moves, etc.--basically you modify them very quickly to anything that is considered 'legal' by the cartridge games. You will, without a doubt, want L100 max stat Pokemon, with max PP Ups applied to every move. These Pokemon are the absolute best they can be, tailored to perfection. This seems odd, but in the same way that master athletes have access to the best equipment, we have access to perfect Pokemon. This detracts from the drudgery of training and allows competitive battlers to focus on strategy. Competitive Rules ----------------- The first thing to note about competitive battling is that there are certain rules that have been designed to balance the game. The 'standard' rules almost universally accepted are: - No Mewtwo or Mew - Species Clause No two Pokemon of the same species to be used on any one team. - OHKO Clause The OHKO moves are banned: Fissure, Guillotine and Horn Drill. - Sleep Clause Only one Pokemon per team may be asleep at any time. This does not include self-induced sleep via Rest. On battle simulators, subsequent sleep attempts fail. In cartridge play, subsequent sleep attempts that connect result in the offending party's disqualification. - Freeze Clause One one Pokemon per team may be frozen at any time. On battle simulators, subsequent sleep attempts fail. In cartridge play, subsequent freeze attempts that connect result in the offending party's disqualification. - Evasion Clause The moves Double Team and Minimize are banned. - Pure RBY Moves No moves obtained from GSC can be used. - Full PP Ups All moves are given three PP Ups, increasing their total PP to 160% of its natural amount (so a 15PP move now has 24PP, for instance). - Self-KO Clause If a player has only one Pokemon remaining, that Pokemon is banned from using self-KO moves or recoil-inducing moves in the instance where this would KO the Pokemon using said move. The self-KO moves are Selfdestruct and Explosion. Recoil-inducing moves are Double-Edge, Submission, Struggle and Take Down. If the player does decide to use such a move (or is forced into such a situation via Struggle), they automatically lose. At the battlers' or host's discretion, the following rule may also be applied: - Trapping Clause The moves Bind, Clamp, Fire Spin and Wrap are banned. These rules exist to balance out the game in the following ways: - No Mewtwo or Mew These guys are far too powerful to be used fairly; Mewtwo has insane stats, Amnesia and access to the game's best Special moves, and Mew has fantastic stats and a massive movepool. Any team with either of these two Pokemon will likely emerge victorious. - Species Clause This enforces diversity, creativity and strategic thought. - OHKO Clause Spamming OHKO moves is not a strategy, it is an abuse of luck. While the game is admittedly heavily based around luck, deliberate abuse of the luck mechanic is considered bad form. - Sleep Clause Sleep is somewhat broken in RBY, sometimes lasting up to seven turns. Not only that, but a faster foe will watch you wake up and has the ability to put you straight back to sleep. A team of six sleeping Pokemon is no fun to play with, thus the inclusion of this rule. Rest is excluded from this due to its beneficial properties. - Freeze Clause Whereas sleep was somewhat broken, freeze is totally broken, lasting indefinitely or until the player gets hit by a Fire attack (unlikely). Hence, restricting it to one Pokemon at a time seems a fairly logical thing to do, especially since a frozen Pokemon is effectively KOed. - Evasion Clause In the same vein as the OHKO Clause, boosting your Evade so high you cannot be hit is deemed an unfair abuse of the luck mechanic. Especially since almost every Pokemon can learn it in tandem with Rest, which makes for a horribly long battle. - Pure RBY Moves I don't like this rule myself, but since the metagame had already been established before GSC came out, it makes sense that GSC moves are banned. - Full PP Ups In the vein of maxing the Pokemon as close to its perfect potential as possible. - Self-KO Clause Using a self-KO move in such a way would almost always result in a draw, which is deemed to be an unsatisfactory result--there must be a winner and a loser. It is seen as a cheap strategy on the self-KOer's part to avoid losing. Later generations have no problem with ties (but still, strangely, enforce Self-KO Clause), but RBY/GSC has winners and losers--that's it. - Trapping Clause Some people (myself included) hate Wrap-abusing strategies. The mechanics of the trapping moves in RBY are much more aggravating than in future generations, not to mention that trapping moves are glitched in RBY. However, this rule is not commonly implemented, as there are ways around trapping moves. Picking your Pokemon -------------------- Okay, so now you have your rules established. Now you're going to want to select a team of six powerhouses. Each member has to be a different species of Pokemon and will be 'perfect', meaning they have max stats at L100. Unfortunately, some Pokemon are just clearly better than others. Now, before we start, notice that you should always evolve your Pokemon as far as possible. Although this rule is subject to a small amount of debate in future Generations, depending on the Pokemon, RBY Pokemon are all, without exception, at their best when fully evolved. Consider this a necessity. The only time you wouldn't want to evolve a Pokemon is to make sure it is elligible for the UU tier (more on tiers later). In particular, Kadabra, Graveler and Haunter can all be used in UU and play like their OU counterparts Alakazam, Golem and Gengar repsectively. When choosing a Pokemon for your team, two major ideas need to be looked at-- what role it will play on your team and how good it is at fulfilling that role. 'How good it is' is defined by the Smogon tier lists, which I will talk about soon, but first we'll take a look at the roles a Pokemon can take on. Roles ----- Roughly speaking, Pokemon can be divided into three 'roles', although most of the time the movesets consist of hybrid variations. Note that these are not official roles or anything--it's just the tactic the Pokemon adopts while battling. Anyway, the roles are: Sweeper - A (usually) fast Pokemon built to deliver powerful hits and deal as much damage as possible before fainting, e.g. Tauros. Staller - A bulky Pokemon with high HP and defences whose objective is to make the opponent run out of PP and slowly whittle down their health, while taking very little damage in return. Comes packed with high PP moves and some form of recovery, often Rest (if only because every Pokemon that can learn TMs learns it). An example would be Chansey. Annoyer - A Pokemon whose primary use is to abuse status effects to annoy the opponent and cripple their Pokemon into being unable to attack. Also includes Pokemon who use Wrap repeatedly. The Pokemon then proceeds to damage the foe, avoiding damage via its inflicted status effects. Tiers ----- There are, at time of writing, three 'official' tiers of Pokemon. The tiers are simply a system for judging Pokemon based on how powerful they are. Smogon is the website which is primarily used for competitive battling, but unfortunately the tiers are not fixed and almost never agreed upon fully. I'd recommend you use the Smogon system as the go-to 'base' system. Now, you can choose Pokemon based solely on the official Smogon tiers, which is what most people do. However, it might also be useful to consider the following attributes of Pokemon, which have some influence over how the Pokemon came to be ranked as it did. - Type Incredibly important. Pokemon who happen to be Psychic or Electric types, for instance, instantly gain an advantage over other, weaker types, like Bug and Poison. See section T01; 'Type Evaluations' for, well, individual type evaluations. - Moveset If a Pokemon has access to moves such as Blizzard, Thunderbolt, Body Slam, Earthquake, Recover, Sleep Powder or Amnesia, to name but a few, it will have a distinct advantage over its peers who lack those great moves. There's a reason why Pokemon evaluations are built around the moves they come packing. - Stats Not as much of a factor as you might think, but still important. Pokemon must have the stats to perform their jobs. - Comparison Sometimes, a Pokemon would be considered great... if not for another Pokemon doing its job even better. Especially likely to be compared are Pokemon of the same type (e.g. which is the best Normal type? The best Water type? Etc.) The example that comes to my mind is Venusaur, who packs great moves and a fast Sleep Powder, but is often outclassed by Exeggutor. - Niche Sometimes, a Pokemon just fills a niche. Raichu, for instance, is the only Electric that can somewhat reliably fend off Rhydon and Golem (by using Surf). Sometimes, a niche alone is enough to boost a Pokemon's usefulness. 'Official' Smogon Tiers ----------------------- Now that you have some idea of how Pokemon are judged, it's time to introduce the official Smogon tiers: Uber; the exclusive domain reserved for Mewtwo and Mew, which places them above what is considered fair or balanced. They are far too powerful for proper competitive play. OU - Over Used; the most common competitive Pokemon you'll find who, through some combination of the above five attributes, are the best at what they do. UU - Under Used; includes most Pokemon in the game, Pokemon simply not tough enough to deal with opponents or otherwise outclassed other Pokemon. As of the time of writing, the following are the 'official' Smogon tiers. - Uber Mew, Mewtwo. - OU Alakazam, Chansey, Cloyster, Dragonite, Exeggutor, Gengar, Golem, Jynx, Lapras, Persian, Rhydon, Slowbro, Snorlax, Starmie, Tauros, Zapdos. - UU Aerodactyl, Arbok, Arcanine, Articuno, Beedrill, Blastoise, Butterfree, Charizard, Clefable, Dewgong, Dodrio, Ditto, Dugtrio, Electabuzz, Electrode, Farfetch'd, Fearow, Flareon, Golbat, Golduck, Graveler, Gyarados, Haunter, Hitmonchan, Hitmonlee, Hypno, Jolteon, Kabutops, Kadabra, Kangaskhan, Kingler, Lickitung, Machamp, Magmar, Magneton, Marowak, Moltres, Mr. Mime, Muk, Nidoking, Nidoqueen, Ninetales, Omastar, Onix, Parasect, Pidgeot, Pinsir, Poliwrath, Porygon, Primeape, Rapidash, Raticate, Sandslash, Scyther, Seadra, Seaking, Tangela, Tentacruel, Vaporeon, Venomoth, Venusaur, Victreebel, Vileplume, Weezing, Wigglytuff. Alternative Tier Listing ------------------------ In the 'official' tiers, you'll notice that there are a select handful of OU Pokemon and everyone else is relegated to UU. I think this is a bit unfair-- it's hardly logical to assume that Charizard is on the same skill level as Farfetch'd, for instance. Now there are lots of different tiering systems on the web, although Smogon's is about as close to the standard as it's going to get. If you do participate in any battles online, check the forums of the website you are participating through--they should have a tier listing there, or refer you to another website which has a tier listing. Remember that TIERING SYSTEMS VARY BETWEEN WEBSITES. They are never fixed; they are always up for debate. However, some websites do the neat thing of cleaning up UU into more categories which divides the trashy (Ditto) from the near-OU (Jolteon): BL (Borderline) contains Pokemon deemed too good for UU and not up to scratch for OU and NU (Never Used) contains trashy Pokemon who are, you guessed it, never realistially used. Therefore, we have the new tiers: Uber > OU > BL > UU > NU Like I've said, there is not one definite tier system. However, I dislike all the good UU Pokemon being lumped with the garbage ones in the Smogon tiers. In the individal analyses to follow, I'm going to compromise and create the following tiers, with OU being exactly the same as Smogon's OU; and BL, UU and NU all being contained within Smogon's UU: - Uber Mew, Mewtwo. - OU Alakazam*, Chansey*, Cloyster, Dragonite, Exeggutor*, Gengar, Golem*, Jynx, Lapras, Persian, Rhydon*, Slowbro, Snorlax*, Starmie*, Tauros*, Zapdos. * denotes VERY common and powerful Pokemon--be prepared for these guys. - BL Articuno, Charizard, Clefable, Dodrio, Dugtrio, Gyarados, Haunter^, Hypno, Jolteon, Kadabra^, Kangaskhan, Moltres, Mr. Mime, Nidoking, Nidoqueen, Raichu, Sandslash, Tentacruel, Venusaur, Victreebel. ^ denotes a pre-evolution of an OU Pokemon--use the same strategy as its evolved counterpart. - UU Arcanine, Blastoise, Dewgong, Electabuzz, Golduck, Graveler^, Kabutops, Kingler, Machamp, Ninetales, Pinsir, Poliwrath, Raticate, Tangela, Vaporeon, Venomoth. ^ denotes a pre-evolution of an OU Pokemon--use the same strategy as its evolved counterpart. - NU Aerodactyl, Arbok, Beedrill, Butterfree, Ditto, Electrode, Farfetch'd, Fearow, Flareon, Golbat, Hitmonchan, Hitmonlee, Lickitung, Magmar, Magneton, Marowak, Muk, Omastar, Onix, Parasect, Pidgeot, Porygon, Primeape, Rapidash, Scyther, Seadra, Seaking, Vileplume, Weezing, Wigglytuff. This is a *rough* guide that I created, based on a sort of amalgamation of multiple other tier systems. There are always people who will argue for a Pokemon to be moved up or down a tier, but this one I've come up with is basically fixed because these things are always going to be subjective. Do not misunderstand: The tier systems do not imply that a Pokemon from OU will consistently and invariably beat one from BL, say; there are more things to take into account, such as type advantage. Next to each Pokemon's name you'll find a bracketed label; [Uber], [OU], [BL], [UU] or [NU]. If you're playing Smogon tiers, then just treat BL, UU and NU all under the title of UU, okay? Anyway... on with the individual Pokemon movesets and strategies! _________________________________________________ [T04] Competitive Pokemon Movesets _________________________________________________ Evasion Clause -------------- I'll be writing these analyses assuming that Evasion Clause is in effect i.e. that you can't use Double Team. A common strategy to use if Evasion Clause is not in effect is to spam Double Team to can't hit levels, then Rest off any damage incurred. Since pretty much every Pokemon can learn Rest and Double Team, adding these as moveset ideas would be practically pointless. If you're playing without Evasion Clause, just replace the Pokemon's weakest moves or filler moves such as Mimic with Rest and Double Team. Bam. A note on GSC moves ------------------- Some moves for Pokemon are only avavilable as level-up, TM or breeding moves in Pokemon Gold, Silver and Crystal. Once you have the required move, you then trade back the Pokemon to RBY. When playing competitively, official rules play 'pure' RBY, whereby GSC moves are banned. Thus, no Amnesia Nidoking. Don't ask me why--I don't make the rules. _______________________ #003: Venusaur [BL] _______________________ Type: Grass/Poison Stats: Stat HP Atk Def Spc Spe BST Base 80 82 83 100 80 425 Max 363 262 264 298 258 1: Sweeper ~ Sleep Powder ~ Swords Dance ~ Body Slam/Hyper Beam ~ Razor Leaf Sleep your opponent, then Swords Dance on the switch and use Body Slam to paralyse special sweepers and take advantage of the Attack boost. Use Razor Leaf on things like Rhydon, Starmie etc. when the situation requires. Body Slam is great for paralysis, but if you're planning on busting out Venusaur in the end-game--when everything is already paralysed and preferably weakened into Hyper Beam's KO range--Hyper Beam will often serve you better. Evaluation: With a pretty fast Sleep Powder--faster than Exeggutor--Venusaur makes a decent lead. If Leech Seed did 1/8th damage like in future generations instead of 1/16th damage, a stalling set might be viable. If not for Poison typing giving him an unfortunate weakness to Psychic types, Venusaur might see a bit more use. With a weakness to Ice as well, Venusaur can be hit super- effectively by any self-respecting Special Sweeper. Play Venusaur like a faster but more fragile version of Exeggutor. OU Counters: Pick the least important member of your team and let them eat a Sleep Powder. Gengar's high Special, Grass resistance and Normal immunity render Venusaur's attacks useless. Zapdos resists Razor Leaf and hammers Venusaur with Drill Peck. Alakazam must be careful to avoid a Hyper Beam, but he and Exeggutor (resists Razor Leaf!) can smack Venusaur upside the head with a vicious Psychic or two. UU Counters: The other two legendary birds resist Razor Leaf as well and can hit back with a quick Blizzard/Fire Blast. Hypno, if it can avoid Hyper Beam, can slam Venusaur's Poison weakness and most Fire types can scare Venusaur off with a well-aimed Fire Blast, as long as they come in on Razor Leaf instead of Hyper Beam. _______________________ #006: Charizard [BL] _______________________ Type: Fire/Flying Stats: Stat HP Atk Def Spc Spe BST Base 78 84 78 85 100 425 Max 359 266 254 268 298 1: Sweeper ~ Fire Blast/Flamethrower ~ Swords Dance ~ Earthquake ~ Body Slam/Hyper Beam Bring Charizard in on something it scares, like Venusaur, Exeggutor or Jynx (preferably after Sleep Clause has been activated), then Swords Dance on the switch. Then use the appropriate move on the new Pokemon. Earthquake helps somewhat when facing Rhydon, but burning it with Fire Blast's 30% burn rate is probably more beneficial. Charizard is totally, totally walled by Starmie and other fast/bulky Water types, so try to get rid of them first if possible. Evaluation: Fire types are generally considered useless on RBY teams, but at least Charizard gets a bit of versatility with the EarthSlide combo outside of STAB and Normal moves that other Fire types are cursed with. This attacking diversity comes at a cost: with BoltBeam (Thunderbolt + Ice Beam) flying around on special sweepers and Rock Slide being fairly common on physical sweepers, Charizard has a hard time avoiding super-effective attacks. Combined with its less than amazing defensive stat spread and average attack stats, Charizard is hard to recommend really. At least its Speed is good and Fire Blast is the best move available for burning and therefore crippling physical attackers. OU Counters: Hitting Charizard with Rock Slide is, of course, the best way to get rid of him, so Pokemon like Golem or Rhydon work wonderfully. However, they must beware of Fire Blast's 30% BRN rate, but if Charizard has got a Swords Dance under its belt, then you might have to bring in one of these high Defense monsters. Otherwise, Starmie with either Blizzard or Thunderbolt works fantastically, or a Zapdos--who is immune to Earthquake--with Thunderbolt. Slowbro and Lapras work as well--the former moreso than the latter--due to their bulk and STAB Water moves (and Ice moves in Lapras's case). UU Counters: Most defensively decent Water types such as Blastoise, Poliwrath or Dewgong can handle Charizard and hit back with a STAB Surf or Blizzard. Onix isn't powerful, but a 4x Rock Slide will still hurt quite a bit and he isn't fussed by much besides getting burnt. Weezing and Electric types like Jolteon should avoid Earthquake, but can use Thunderbolt to bring down the fiery dragon. _______________________ #009: Blastoise [UU] _______________________ Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 79 83 100 85 78 425 Max 361 264 298 268 254 1: Sweeper ~ Surf/Hydro Pump ~ Blizzard/Ice Beam ~ Body Slam/Hyper Beam ~ Earthquake/Mimic Blizzard/Ice Beam and Surf/Hydro Pump are classic power vs. accuracy arguments. Earthquake nails UU Electric-type counters and Gengar, although the power output isn't stellar, so you might want to opt for Mimic to occasionally nab Thunderbolt or something. Body Slam is useful to paralyse faster sweepers (read: all sweepers) but Hyper Beam might net the extra KO in the late-game. Blastoise requires no strategy to use; you just pick the best move for the situation. Evaluation: Blastoise's stats aren't really good enough to sweep with but by all means try. Though it is not a bad Pokemon, Blastoise has no outstanding qualities and his lack of a secondary typing, which makes so many of the other Water types much better, hurts him a lot. Sticking with the set above should net you a few KOs as its movepool, while not amazing, is at least decent with Blizzard and Earthquake to cover its weaknesses. If you want a sweeping Water type though, I'd advise taking a look at Starmie. OU Counters: Blastoise is primarily a Special attacker, but he has a higher Defense. Therefore, bring in something with high Special. Starmie and Lapras resist his main attacks and can hit back with Thunderbolt. Chansey takes very little from his attacks and can also Thunderbolt. Zapdos is okay to come in-- Blizzard only gets a 3HKO, whereas you can 2HKO with Thunderbolt in return. Exeggutor can wear him down with Mega Drain, since Blizzard does not 2HKO. Physical attackers like Tauros and Snorlax do not do much damage to the armoured turtle, unfortunately. UU Counters: Venusaur would do well to avoid Blizzard, but can hit Blastoise with a swift Razor Leaf. Gyarados only takes normal damage from Blizzard, is immune to Earthquake and can hit back with Thunderbolt--beware Blastoise potentially mimicking it back on to you! Tangela does alright if it can avoid Blizzard and most Electric types can fair well as long as Earthquake doesn't hit them first. He has decent coverage, but Blastoise isn't really built to attack so just hammer its weaker Special defensive side. _______________________ #012: Butterfree [NU] _______________________ Type: Bug/Flying Stats: Stat HP Atk Def Spc Spe BST Base 60 45 50 80 70 305 Max 323 188 198 258 238 1: Annoyer ~ Sleep Powder ~ Stun Spore ~ Psychic ~ Mega Drain/Double-Edge/Hyper Beam Sleep what you can on the first turn and then paralyse the switch-in. Switch between attacking and paralysing... if you last that long. Mega Drain heals somewhat and damages pesky Rock types that try to attack your quad weakness. Double-Edge and Hyper Beam are your best bets against Pokemon with high Special stats, especially Psychic Pokemon. Evaluation: Although Butterfree possesses probably the single worst type combination in the game, the mind games you can play with Sleep Powder and Stun Spore can be very irritating to your opponents. Venomoth, however, can do the above set better and has a better stat distribution (though it is by no means a great Pokemon either). OU Counters: Anything with Rock Slide will take out Butterfree in one hit. Thunderbolt, Blizzard or Ice Beam from anything will usually 2HKO, so Starmie, Lapras and Chansey can sponge attacks all day long and even a Tauros Blizzard will usually 2HKO this pathetic Pokemon. As long as you have a decent Special stat and Sleep Clause has been activated, you should be fine. UU Counters: Any Specially-oriented Pokemon has no problems if it can avoid Sleep Powder; the best of the bunch are Jolteon with Thunderbolt, Articuno with Blizzard and Moltres with Fire Blast. Really though, anything with a super- effective move should waste Butterfree with ease. Resisting its two damaging attacks would be a bonus. _______________________ #015: Beedrill [NU] _______________________ Type: Bug/Poison Stats: Stat HP Atk Def Spc Spe BST Base 65 80 40 45 75 305 Max 333 258 178 188 248 1: Sweeper ~ Agility/Reflect ~ Swords Dance ~ Twineedle ~ Hyper Beam If you are planning on using Beedrill for whatever reason, the best thing to do is to switch in on something it scares--next to nothing, by the way--then Agility when they switch. Now that Beedrill outspeeds everything that is unboosted, try to fit in a Swords Dance somewhere, then use the more relevant attacking move for your scenario. Evaluation: The main attraction of Beedrill is his access to a boosted Twineedle to lay the smackdown on Psychic types. Unfortunately, his Poison typing and atrocious defences--not to mention the fairly lame power output of Twineedle itself--make Beedrill a novelty Pokemon at best and mean that Psychic types will more often than not put him out of his misery before he can act. Its terrible stats and awful typing further deplete his usefulness, meaning that any moderately powerful attack will swiftly put an end to this bee. OU Counters: Anything with a decent Defense works fine. Golem and Rhydon force it to switch, eliminating its stat boosts. Even if Beedrill has Mega Drain, it will only 3HKO Rhydon, who can usually OHKO in return with Rock Slide. Anything with a STAB Psychic will kill it, but a Swords Dance Twineedle will likely kill Alakazam and definitely kill Exeggutor. Basically, retaliate with anything not weak to Bug. UU Counters: Psychic will be carried on a lot of things in UU to counter the Fighting and Poison types that come out of hiding, so just use one of those, such as Magmar or Electabuzz, the former of whom resists Twineedle. Onix does okay with its high Defense and Rock Slide. Honestly though, Beedrill's Defense is terrible, so anything that is neutral or resistant to Bug moves will not have many problems. _______________________ #018: Pidgeot [NU] _______________________ Type: Normal/Flying Stats: Stat HP Atk Def Spc Spe BST Base 83 80 75 70 91 399 Max 369 258 248 238 280 1: Sweeper ~ Double-Edge ~ Mirror Move/Mimic ~ Agility ~ Hyper Beam The basic premise here is to switch Pidgeot in on something it can deal with and spam the more appropriate move of either Double-Edge or Hyper Beam. Mirror Move is Pidgeot's signature move and works well with Agility; basically, Agility up and get faster than the opponent. Then, you will be able the use the move they just used without any prediction and copy it via Mirror Move. Otherwise, Mimic might get lucky and pick up Thunder Wave. If you're using Mirror Move, you can send back Earthquake against Rhydon or Thunderbolt against Starmie, for a damage output that is, uh, mediocre at best. There are a few other options such as Swift (weak), Sand-Attack (negated upon switching) or Fly (awful) but Pidgeot usually does best with the above set. Evaluation: Pidgeot is, unfortunately, only able to use Normal moves (except Fly, which sucks) which renders him useless against the likes of Golem, Rhydon and Gengar. No status moves, average stats and a shallow movepool, with a noticable lack of Drill Peck, make Pidgeot hard to recommend. It does, however, have passable defences and a surprisingly strong pair of STAB moves. But there are better Normal and/or Flying types out there; I suggest you use those instead. OU Counters: Gengar is immune to every Normal move Pidgeot carries. Even if Pidgeot has a Flying move, Golem and Rhydon totally shut it down. Blizzard and Thunderbolt should be staple moves for your team and Pidgeot won't be hitting anything with those two moves super-effectively, so fire away with all you've got. You know the drill--Starmie, Lapras etc. Anything with semi-decent Defense will do. UU Counters: Articuno has good Defense and can OHKO with Blizzard, making it one of the best UU counters. Otherwise, any Water/Ice Pokemon with Blizzard can do a good job as well, especially those with the bulk to take a physical attack or two--Blastoise, Dewgong, Gyarados and Poliwrath (if Pidgeot doesn't have Fly) are great counters too. Onix can take any of Pidgeot's attacks and hit back with Rock Slide, although its low attack might fail to put in as big a dent as you'd hoped. _______________________ #020: Raticate [UU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 55 81 60 50 97 343 Max 313 260 218 198 292 1: Sweeper ~ Super Fang ~ Hyper Beam ~ Body Slam/Quick Attack ~ Blizzard/BubbleBeam The main reason you'd want to use Raticate is Super Fang. It deals a reliable 50% of current HP damage to everything in the game, including Gengar in RBY. You use Raticate like this: Send it in as you would a Tauros or something, then Body Slam if you haven't had a chance to spread Paralysis yet or Super Fang for that glorious damage. Most things will now be in Hyper Beam's KO range, so finish them off. Notable exceptions to Hyper Beam's KO range are Golem and Rhydon, who can be taken care of with BubbleBeam or Blizzard (the former is more likely to kill them, the latter has better coverage otherwise). Quick Attack is an option if you have a Paralysis spreader already. Evaluation: Raticate is very much a niche Pokemon, since his signature move is the only reason to use him. After stripping 50% of their HP though, Raticate has a few problems finishing the opponent off due to lacklustre attack power and poor defences. Try him out for a unique way of playing, but don't expect him to perform miracles all the time. OU Counters: Anything that switches into Raticate will get 50% of its HP stripped away, guaranteed. Even Gengar is affected by Super Fang in RBY. However, Raticate cannot finish off Gengar, since Blizzard and BubbleBeam aren't powerful enough and the other two moves miss completely.Alakazam, Starmie and Chansey work great, since they can use Recover to stall out Super Fang until it misses or runs out of PP. Otherwise, you should be able to finish Raticate off with whatever, but it will be in the low HP range once it's finished. Golem and Rhydon resist the Normal moves, but it often packs BubbleBeam specifically for them. UU Counters: Again, you'll have to eat a 50% HP loss, but otherwise, Fighting types like Machamp can deliver a swift Submission. Hitmonlee is okay as well with a powerful Hi Jump Kick. Poliwrath also resists Blizzard and BubbleBeam, but should beware of the odd one carrying Thunderbolt. Other bulky Water types like Omanyte only fear the odd Thunderbolt and can otherwise hit Raticate's lacking Special stat. Porygon has Recover to stall out Super Fang, but Hyper Beam after Super Fang will KO the polygon. _______________________ #022: Fearow [NU] _______________________ Type: Normal/Flying Stats: Stat HP Atk Def Spc Spe BST Base 65 90 65 61 100 381 Max 333 278 228 220 298 1: Sweeper ~ Drill Peck ~ Double-Edge ~ Hyper Beam ~ Mirror Move/Mimic Double-Edge and Drill Peck form your STAB duo, that latter of which should be your primary attack since Fearow doesn't need recoil damage on top of those miserable defensive stats. Double-Edge takes care of Electrics (I suppose), Hyper Beam finishes off weakened opponents and Mirror Move/Mimic complement Fearow's shallow movepool. Evaluation: There's nothing special about Fearow and Dodrio is so much better in every single way. Drill Peck is good at least, but honestly, if you want to use this set, use it on Dodrio, who gets everything here but Mirror Move (but gets Body Slam to compensate) and has much better stats. OU Counters: Rhydon and Golem have nothing to fear and can hit back with Rock Slide for a decent chunk of damage. Zapdos's Thunderbolt almost always OHKOs, and Zapdos resists Drill Peck and has the defences to take a Normal move or two. Starmie, Lapras, Cloyster and other Water types can fry it with Blizzard and/or Thunderbolt. Cloyster especially takes very little damage in return. UU Counters: Omastar and Kabutops resist its moves and can hit back with Blizzard or something. Onix doesn't take much damage and Rock Slide is decent. Articuno can OHKO with Blizzard and Water types packing Blizzard will take down Fearow in two hits. Electric types such as Jolteon and Magneton resist Drill Peck and can counter with STAB Thunderbolts. Fearow is decently fast, so just watch out for that--its defences are very poor though. _______________________ #024: Arbok [NU] _______________________ Type: Poison Stats: Stat HP Atk Def Spc Spe BST Base 60 85 69 65 80 359 Max 323 268 236 228 258 1: Sweeper ~ Wrap/Rock Slide ~ Earthquake ~ Glare/Body Slam ~ Hyper Beam Arbok is so useless that it has nothing going for it outside of what some consider a cheap wrapping strategy. Glare/Body Slam to spread Paralysis, Earthquake for reliable (weak, unSTABed) damage and a method of damaging Gengar, Hyper Beam to hit most things for when they're about 1/3rd health left. Rock Slide punishes fliers who are immune to Earthquake, but Wrapping is all Arbok can do so you should only resort to it if Wrap is banned (sometimes it is). Other than that, just Wrap everything until luck makes either you or the opponent croak it. Evaluation: If not for Wrap, Arbok would be about as useless as you can get-- Poison typing affords no usable STAB and weaknesses to Ground and Psychic (gulp), two very common attacking types. Arbok's stats are poor at best and his attacks aren't backed by enough power to reliably do any damage. Hence, the Wrapping scenario. Good luck using him! OU Counters: Alakazam/Exeggutor with Psychic or Golem/Rhydon with Earthquake will decimate the snake, Rhydon always OHKOing and Alakazam nearly always. The last two must beware of a potential Mega Drain though. Starmie is faster and can beat it up with its strong moves. All the OU Pokemon can defeat Arbok as long as Wrap's luck doesn't last forever. UU Counters: Hypno with Psychic does a good job, as does a Sandslash/Dugtrio packing Earthquake. Aerodactyl only fears Rock Slide which is very rare, so it can come in and scare the snake away. Kabutops and Omastar don't mind Wrap and can survive Earthquake, while pummelling Arbok with attacks. Random Pokemon packing Earthquake or Psychic, like Machamp for the former and Poliwrath for both, can put a fair dent in the usless cobra. _______________________ #026: Raichu [BL] _______________________ Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 60 90 55 90 100 395 Max 323 278 208 278 298 1: Sweeper ~ Thunderbolt ~ Surf ~ Thunder Wave ~ Body Slam/Seismic Toss/Submission Thunder Wave spreads Paralysis, as usual, and then you use Thunderbolt until a Ground type shows up to ruin your fun, so you switch to Surf. That's about it, except now Grass types completely and utterly wall you, so you need an attacking move from the last slot to at least damage them neutrally. Submission is great for Chansey but will heap masses of recoil upon Raichu's less than stellar defences due to Chansey's massive HP. Also, with Submission, you won't get coverage against the multitude of Grass/Poison types in UU. Evaluation: With great Speed, good attacking stats and access to Surf via Pokemon Stadium, Raichu makes for a decent Electric type. Poor defences leave it wanting, however, and you'll find that its attack stats aren't always up to scratch compared to Zapdos' 125 Special, for example. The only reason to use Raichu is if you're tired of having an Electric type that can't touch Ground types; otherwise, I'd recommend having a look at Zapdos or Jolteon. OU Counters: Exeggutor's high Special and resistance to Electric, Water and Fighting moves makes it an ideal candidate, and Thunder Wave doesn't harm it as much as it would other sweepers due to its already poor Speed. Chansey sponges Special assaults as well, but should beware of the odd Submission. Alakazam can take a few Special hits too, but Thunder Wave will serevely dent his usefulness. If you can paralyse Raichu and come in on an Electric attack, Golem and Rhydon can come in and OHKO with Earthquake. Other physical attackers that don't get STAB Earthquake can still 2HKO, such as Tauros or Snorlax. UU Counters: Sandslash can almost always OHKO with Earthquake and is never OHKOed in return by Surf. Unfortunately, most things in UU are hit pretty hard by Electric or Water, so your best bet is a tough Grass type, such as Victreebel, Venusaur or Tangela. Physical attackers that take neutral damage from Raichu's attacks, such as Machamp, can slam its weaker Defense and don't mind being paralysed as much as other, faster Pokemon. Normal types with decent defences will be alright as well, such as Wigglytuff or Clefable. _______________________ #028: Sandslash [BL] _______________________ Type: Ground Stats: Stat HP Atk Def Spc Spe BST Base 75 100 110 55 65 405 Max 353 298 318 208 228 1: Sweeper ~ Swords Dance ~ Earthquake ~ Hyper Beam ~ Rock Slide/Body Slam/Substitute Come in on a low defense Pokemon that is going to use an Electric move or something, Swords Dance up and unleash EarthSlide and Hyper Beam. Sandslash appreciates Paralysis support due to its low Speed, so try Body Slam if that floats your boat, or Substitute if the opponent can't touch you and you want to be insured against special sweepers coming out later (Starmie). Evaluation: Yeah, he's pretty good, and probably one of the best users of Swords Dance. His lack of Rock typing is a double-edged sword--you won't have to worry about quadruple weaknesses like Golem and Rhydon, but then, you don't get STAB on Rock Slide or a resistance to the ubiquitous Normal type moves. He is almost mandatory on UU teams for his ability to counter Electric types. OU Counters: Starmie and Slowbro put it down with strong Ice and Water attacks. Exeggutor's Mega Drain works, but it's only a 3HKO and Sandslash outspeeds you, potentially Swords Dancing twice and OHKOing with Hyper Beam--leaving you with a very powerful Sandslash to contend with. Ideally, you want to force it out or faint it before it can set up too many Swords Dances. Tauros 2HKOs with Blizzard and is only 3HKOed by Earthquake in return, assuming Swords Dance isn't in play. Alakazam and Chnasey can 2HKO with Psychic and Ice Beam respectively, but they should only be used if Sandslash has not used Sords Dance and is nearing death--they will be obliterated by Earthquake otherwise. UU Counters: Articuno avoids Earthquake and retaliates with a swift Blizzard, securing an OHKO. However, it must beware of Rock Slide after a Swords Dance, which will surely OHKO. Victreebel and Venusaur are almost certain to net an OHKO with Razor Leaf. Most Water types with decent Special stats can 2HKO with Surf, foremost among them being Gyarados, who also avoids Earthquake. Blastoise uses Surf as well and has decent enough Defense to eat an Earthquake. _______________________ #031: Nidoqueen [BL] _______________________ Type: Poison/Ground Stats: Stat HP Atk Def Spc Spe BST Base 90 82 87 75 76 410 Max 383 262 272 248 250 1: Sweeper ~ Earthquake ~ Blizzard ~ Thunderbolt/Thunder ~ Body Slam Exactly the same set as Nidoking below... but inferior offensive stats are all the reason you need to never use Nidoqueen competitively. The slightly better defensive stats don't do much to help her case. Evaluation: This'll be quick: Read Nidoking's information below, but, like him, you have yourself one unfortunately average Pokemon. Don't misunderstand; Nidoqueen is a decent Pokemon. But next to her male counterpart, she has nothing going for her. OU Counters: Basically everything has a move that can put a super-effective dent into the Nidos. That said, none of the moves can OHKO her, but they can lick up a chunk of HP. Exeggutor doesn't take much damage from Blizzard--it cannot 2HKO--and can throw Psychics hard. Alakazam and Jynx both outspeed and outpower it; they just need to switch in on something not named Earthquake. Likewise, Starmie and Lapras are faster and outpower it, but should avoid Electric moves. UU Counters: Articuno can OHKO with Blizzard and has the Special to shrug off even super-effective attacks. Beware the rare Rock Slide. Vaporeon can tank up and deliver some powerful moves, as can any bulky Water type apart from Gyarados, who fears electricity. UU is crawling with Water types, so this shouldn't be too hard. _______________________ #034: Nidoking [BL] _______________________ Type: Poison/Ground Stats: Stat HP Atk Def Spc Spe BST Base 81 92 77 75 85 410 Max 365 282 252 248 268 1: Sweeper ~ Earthquake ~ Blizzard ~ Thunderbolt/Thunder ~ Body Slam/Rock Slide Switch in on a Thunder Wave or something once the Psychics are gone and unleash BoltBeam hell, with STAB Earthquake. Body Slam helps with Nidoking's less-than- stellar Speed stat, but Rock Slide deals with Articuno, who can OHKO you. Thunder is actually somewhat viable on the 'King since the power boost compensates for the mediocre Special stat. Evaluation: Nidoking's offensive movepool is huge and his attacks are lovely and varied. Unfortunately, average stats and a plethora of weaknesses to common types (Psychic, Ground, Ice, Water) hold him back and make it hard to switch Nidoking in. Being realistic, you'll have to switch into an Electric attack after all Psychics are cleared from the table to see much use with him. Counters: Read Nidoqueen's, but this time, Articuno is guaranteed to get an OHKO. _______________________ #036: Clefable [BL] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 95 70 73 90 60 388 Max 393 238 244 278 218 1: Sweeper ~ Blizzard ~ Body Slam ~ Hyper Beam ~ Thunderbolt/Thunder Wave Blizzard and Thunderbolt are standard powerful moves for getting maximum coverage and should be placed on basically any Pokemon who has access to them. Body Slam gets a power boost due to STAB, which compensates for its poor Attack. Hyper Beam becomes a 225 power move used for finishing weak and paralysed foes. Speaking of which, if the paralysis chance of Body Slam isn't reliable enough for you, you could try replacing Thunderbolt with Thunder Wave--Normal + Ice covers everything neutrally, so you'll only miss out on hitting (ubiquitous) Water types super-effectively by doing this. 2: Staller ~ Ice Beam/Reflect ~ Light Screen ~ Rest ~ Body Slam Set up some double screens to protect your other 'Mons and Rest off any damage incurred in the meantime. Of course, fast Pokemon who are likely to critical you can mess this strategy up and any stat-boosting Pokemon will take advantage of your sleep status, so be aware of that. Of course, Chansey is an infinitely better staller, so only use this in UU. Sap the opponent's PP away and dish out some Body Slams. The paralysis chance is lovely and most Pokemon you want to stall have weaker physical Defense. Since this is a stalling set, Ice Beam is viable to try to freeze things. 3: Annoyer ~ Thunder Wave ~ Sing/Counter ~ Blizzard ~ Thunderbolt The main function is to spread paralysis and use Blizzard on Ground types who are immine to Thunder Wave. Sing puts someone to sleep... 54.7% of the time. If you don't think it's worth using, try Counter instead--Clefable has the HP to use it, at least. Finally, Thunderbolt goes well with Blizzard, since Body Slam has been rendered somewhat redundant by Thunder Wave. Evaluation: Clefable is the Chansey of the UU world, but can actually use physical attacks decently and has a usable Defense stat compared to an atrocious one. It also has better Speed, although it's still nothing to brag about (it beats Exeggutor; that's about it). Of course, Clefable is UU and Chansey is OU for a reason--Chansey has much more reliable healing and a monstrous HP and Special. Clefable has access to some great moves, but unfortunately it is somewhat decent in many roles and therefore not excellent in any one of them. OU Counters: Gengar has the Special to shrug off special assaults and is immune to Body Slam, but loses usefulness if paralysed. Snorlax weathers assaults, hits hard with Body Slam and cares very little for paralysis (or can even Rest it off). Alakazam and Chansey might be able to outmuscle a weakened one, but a Body Slam/Hyper Beam combo will KO the former and severely dent the latter. Tauros and Starmie can beat it, given time, but will be useless if they are paralysed. Zapdos has the Special to only get a 3HKO from Blizzard and smacks Clefable decently with either of its moves. If Clefable doesn't have Blizzard (or has run out of PP for it), then Rhydon and Golem can waste it with Earthquake. UU Counters: Machamp doesn't like Special moves much, but it's slow, so paralysis won't hurt it and it and drop Clefable in two Submissions. Other Fighters work similarly, but aren't as powerful and may worry more about paralysis. The two legendary birds have the necessary stats to beat it in a pinch. Onix will also do well, so long as Clefable has no PP for Blizzard. _______________________ #038: Ninetales [UU] _______________________ Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 73 76 75 100 100 424 Max 349 250 248 298 298 1: Annoyer ~ Flamethrower/Fire Blast ~ Body Slam ~ Confuse Ray ~ Fire Spin Mostly, you'll want to use Ninetales in the lead position to scare away enemy Sleepers such as Jynx, Venusaur and Exeggutor. Ninetales outspeeds and outdamages all of them. Flamethrower is the preferred option for its lower Burn rate, since those Pokemon are better off paralysed via Body Slam. Fire Blast is mentioned as it turns a 50% chance to 2HKO Exeggutor into a dead cert and is useful if you are, for some reason, trying to fend off Rhydon or Golem. Confuse Ray and Fire Spin can be used in tandem with paralysis just to annoy and whittle down HP. Evaluation: Like most Fire types, Ninetales is restricted to Normal + STAB moves and thus has no versatility to speak of. If you're not using it as a counter to the common lead Pokemon, Nintales struggles to fulfil a niche; it has decent stats but is hit hard by common types in Water and Ground. OU Counters: Starmie and other bulky Water types such as Slowbro or Lapras don't take much damage and can hit back super-effectively, but should avoid paralysis (except Slowbro, who shouldn't care). Rhydon and Golem don't like being burnt, but are otherwise not too adversely affected by Ninetales's attacks. Alakazam and Chansey can stall it out in a pinch, but Tauros and Snorlax work better and have Earthquake. Gengar is immune to the two Normal moves and batters Ninetales with Thunderbolt. UU Counters: Again, bulky Waters like Blastoise and Poliwrath can resist damage and deal out super-effective damage in return. Omastar resists all its moves, so he's the best bet. Ninetales has very few options and this is the only set you will ever realistically see, so any Pokemon that can eat Fire attacks will emerge victorious. _______________________ #040: Wigglytuff [NU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 140 70 45 50 45 350 Max 483 238 188 198 188 1: Sweeper ~ Body Slam ~ Thunder Wave ~ Hyper Beam ~ Blizzard/BubbleBeam Try to spread paralysis, primarily through Body Slam but with Thunder Wave if you want to guarantee it. Once the problematic Pokemon are paralysed and low on health, use Hyper Beam to finish them off. Blizzard or BubbleBeam take care of pesky Rock types who will take very little damage from your Normal moves. The only other option that you might realistically consider is Counter--Wigglytuff has high HP and low defences, so it can counter back a surprising amount of damage and catch hard-hitting but frail Pokemon for the OHKO, unless they decide to play it safe and hit you with Earthquake. Evaluation: Wigglytuff's only decent attribute is its HP; otherwise, it is outclassed by Chansey in OU and Clefable in UU. Thus, it is hardly ever seen. It lacks the defences and recovery options to make it a decent staller and struggles to carve a niche for itself when compared to the two aforementioned pink Pokemon. OU Counters: Gengar ignores its STAB moves and takes little from its Special moves, although it should avoid being paralysed if it can. Physical sweepers such as Tauros and Snorlax can take it out, but they will be left at low HP and might be forced to use Earthquake if Wiggly packs Counter. It matches Alakazam and Starmie for power in a straight up fist-fight, but those two are faster and pack recovery, giving them the win. Starmie can beat a Wigglytuff that packs Thunderbolt, but prefers to face one without that move. UU Counters: Machamp doesn't mind paralysis and packs Submission, the bane of Wigglytuff's existence. Other Fighting Pokemon aren't quite as vicious but can get the job done. Poliwrath is good, but needs to avoid Thunderbolt. _______________________ #042: Golbat [NU] _______________________ Type: Poison/Flying Stats: Stat HP Atk Def Spc Spe BST Base 75 80 70 75 90 390 Max 353 258 238 248 278 1: Annoyer ~ Screech ~ Confuse Ray ~ Double-Edge/Hyper Beam ~ Mega Drain Switch Golbat in on an Earthquake or something, then Screech whatever you're fighting and use the appropriate attacking move. Confuse Ray helps Golbat avoid getting hit. Mega Drain has very little power and should be reserved for Rock types exclusively. The choice between Double-Edge and Hyper Beam is difficult-- Double-Edge does more damage over turns, but has horrid recoil, whereas Hyper Beam only hits once every other turn. But then, you probably won't use Golbat anyway. Haze is an option to nullify stat boosts, but be careful of curing the opponent's status effects and removing the effects of your Screech. Evaluation: Golbat is a horrible Pokemon with lacklustre stats and a terrible movepool. It also packs weaknesses to Electric, Ice, Rock and Psychic, making it weak to just about every semi-decent Pokemon it'll face. It can't take or deal damage and must rely on Confuse Ray to survive. Avoid it. OU Counters: Golem and Rhydon aren't 2HKOed by Mega Drain and can wallop Golbat with Rock Slide. Every Special-oriented Pokemon in OU can clip its wings with some sort of super-effective attack. Exeggutor in particular has the defences and type affinity to take low damage from Golbat's moves. Even Water Pokemon who take double damage from Mega Drain will laugh off the damage and retailiate with a powerful Blizzard. UU Counters: Articuno can OHKO with Blizzard. Most bulky Waters like Blastoise or Gyarados can smack it with Blizzard as well. Mr. Mime bashes it with Psychic and the numerous UU Electric types can jolt it with Thunderbolt. Even the Normal types like Clefable or Wigglytuff have super-effective moves they can use to outpower it. It's not hard to take down a Golbat. _______________________ #045: Vileplume [NU] _______________________ Type: Grass/Poison Stats: Stat HP Atk Def Spc Spe BST Base 75 80 85 100 50 390 Max 353 258 268 298 198 1: Annoyer ~ Sleep Powder ~ Swords Dance/Stun Spore ~ Body Slam ~ Mega Drain This is all Vileplume can really do. Sleep Powder the most useful thing you can, then Swords Dance on the switch and use the appropriate attacking move, lamenting your lack of Razor Leaf. Stun Spore is listed as an option is you don't have enough other members spreading paralysis for you. Of course, if you do have Stun Spore, use that on the switch instead of Swords Dance to paralyse the incoming Pokemon. Evaluation: Vileplume can't compare to Venusaur, who boasts better stats and a more powerful Razor Leaf. Vileplume is also far too slow to use without serious paralysis support and its common weaknesses in Ice and Psychic leave much to be desired. Even in UU, its weaknesses to Fire, Bug and Flying doom it, simply because it has neither the speed nor power to keep up. Use Venusaur or Victreebel instead. OU Counters: Once you've used your sleep bait, Alakazam and Exeggutor pack the horrendously powerful Psychic and aren't scared of Vileplume much, the latter even less so due to its typing and higher Defense. Zapdos can use Drill Peck for the 2HKO and Starmie usually gets a 2HKO with Blizzard, although Mega Drain will prove annoying (Recover it off). Tauros and Snorlax can wear it down eventually and most things with Blizzard will work, although Water types should beware of Mega Drain. Gengar takes next to no damage from Mega Drain, but can't hit back for much unless it has Psychic or is willing to explode. UU Counters: Articuno can just about OHKO with Blizzard, but usually won't. Mr. Mime can batter Vileplume with Psychic and most Fire types have no qualms about going toe to toe with the 'Plume. Moltres and Charizard in particular will roast it. Beedrill will annihilate it with Twinneedle and the Flying types with Drill Peck (Dodrio and Fearow) can make short work of it too. Poison types with high Defense (Weezing and Muk) can take care of Vileplume without much difficulty. _______________________ #047: Parasect [NU] _______________________ Type: Bug/Grass Stats: Stat HP Atk Def Spc Spe BST Base 60 95 80 80 30 345 Max 323 288 258 258 158 1: Annoyer ~ Spore ~ Swords Dance/Stun Spore ~ Body Slam/Slash ~ Mega Drain Spore is Parasect's signature move, a 99.6% accurate Sleep move. Use that initially, then use either Swords Dance or Stun Spore. Body Slam goes with Swords Dance, but you're better off using Slash with Stun Spore, since critical hits ignore Swords Dance boosts. Mega Drain is for some sort of coverage, although if you're feeling particularly brave you can opt for Leech Life over it since it gets boosts from Swords Dance and can be used to surprise Psychics. Its low base power doesn't really make it worthwhile though. Evaluation: Sporting quad weaknesses to Fire, Flying and Poison, Parasect is difficult to use even in UU. It's also SLOW, so you're going to need lots of paralysis support. Outside of Spore, it has no redeeming qualities--there are a slew of sleepers that, although their sleep move is inaccurate, are still useful afterwards. Parasect cannot claim that. OU Counters: Everything I mention should beware of Spore; Parasect is much easier to deal with once something is asleep (thereby activating Sleep Clause). Zapdos's Drill Peck is a guaranteed OHKO. Blizzard from Jynx OHKOs about a third of the time and the same move from Tauros, Lapras or Starmie should 2HKO (although Tauros very occasionally fails to). Alakazam can wear it down and recover off any damage. Gengar takes little damage from Mega Drain and nothing from the Normal move, but struggles to mount a counter attack unless it has Psychic or explodes. UU Counters: Somewhat strangely, Parasect has more dedicated counters in UU, since its type weaknesses are all relegated here. Fire types can OHKO with Flamethrower or Fire Blast. Muk can OHKO with Sludge. Aerodactyl fares well and can use Fire Blast too. The Flying types Dodrio, Fearow and Pidgeot all do well, although the latter suffers for its lack of Drill Peck, which OHKOs. Once something is asleep it's not hard to kill Parasect. _______________________ #049: Venomoth [UU] _______________________ Type: Bug/Poison Stats: Stat HP Atk Def Spc Spe BST Base 70 65 60 90 90 375 Max 343 228 218 278 278 1: Annoyer ~ Sleep Powder ~ Stun Spore ~ Psychic ~ Mega Drain Another double powder Pokemon best used as a Lead in UU. Sleep the most useful thing you can, then paralyse the switch in and go to town with the more appopriate move of Psychic or Mega Drain. There isn't much strategy to be employed here, although you should be aware of players who refuse to switch their sleeping Pokemon ASAP, making you waste a turn using Stun Spore. Evaluation: Probably the best double powder user and certainly one of the greatest leads in UU. It's the fastest sleeper in this tier, so use that to your advantage. While its defences aren't stellar, it has just enough to avoid an OHKO from Psychic or Rock Slide, although Moltres's Fire Blast will still OHKO about 60% of the time. OU Counters: Drill Peck from Zapdos will put a real dent in it, as will Psychic from Alakazam and Exeggutor. Exeggutor in particluar resists Venomoth's moves and is slow enough to not worry too much about paralysis. Venomoth's Defense on the physical side isn't great, so physical sweepers like Snorlax using Rest will get rid of it soon enough. Starmie will beat it one-on-one and Chansey will get there in the end. If you're really stuck in a rut, Golem manages to avoid a 2HKO about two in every three times, so can smack it with Rock Slide. UU Counters: Fire types with Flamethrower/Fire Blast will make short work of it, as will Dodrio/Fearow with Drill Peck. Mr. Mime can launch a Psychic assault against it and has the Special to survive its attacks. A Pokemon with Rest, like Clefable, can wear it down eventaully and rid itself of paralysis. _______________________ #051: Dugtrio [BL] _______________________ Type: Ground Stats: Stat HP Atk Def Spc Spe BST Base 35 80 50 70 120 355 Max 273 258 198 238 338 1: Sweeper ~ Earthquake ~ Slash ~ Rock Slide/Sand-Attack ~ Substitute/Mimic Not much is faster than Dugtrio in the UU tiers--only Jolteon, Electrode and Aerodactyl. The former two can eat Earthquake and cannot use their Electric attacks, so yeah. Otherwise, Dugtrio will essentially just spam the top two moves depending on what's best. Rock Slide is filler but can catch Flying Pokemon who come in to avoid Earthquake. Sand-Attack helps Dugtrio's low defences and forces switches. Substitute works with Sand-Attack to protect from damage, but Mimic helps you nab Sleep Powder against foes like Exeggutor, if you feel lucky enough. Evaluation: Use it late game when things are weakened and Dugtrio will tear through teams. Its speed is its greatest asset, affording it the ability to rack up kills and give it a ~23.4% chance to critical hit on any given turn. It also means Dugtrio hits the incoming opponent twice if they switch in. STAB Earthquake is pretty good and will put dents in things. Unfortunately, Dugtrio is extremely brittle, so it will require some planning and careful use of Substitute to circumvent. OU Counters: Since Dugtrio is so fast, if you switch in you'll be eating two attacks before you can retaliate and you might get smacked with a critical hit. Therefore, it's usually best to revenge kill Dugtrio. Paralysing it will also hamper its success and critical hitting it will likely spell its demise. Starmie can usually OHKO with Surf and Jynx secures the OHKO with Blizzard. Exeggutor resists Earthquake and hits hard with a 2HKO Psychic (better than Mega Drain). Other than that, we can 2HKO it with Tauros's or Snorlax's Body Slam. Slowbro has the defences to take attacks and can return Surfs all day long. UU Counters: Articuno OHKOs with Blizzard and avoids Earthquake, which is very nice, but Rock Slide is problematic if Dugtrio carries it. Razor Leaf from Victreebel and Venusaur will also OHKO and they have decent bulk to survive Dugtrio's onslaught. Gyarados avoids Earthquake and can hit hard with Surf, which will likely OHKO. Other Water types will do pretty well, but will require Hydro Pump to secure an OHKO, or make do with a 2HKO from Surf. Cloyster has the Defense to take Dugtrio's attacks and can counter with a heavy Blizzard. _______________________ #053: Persian [OU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 65 70 60 65 115 375 Max 333 238 218 228 328 1: Sweeper ~ Slash ~ BubbleBeam ~ Hyper Beam ~ Thunderbolt/Screech Slash is Persian's weapon of choice and with a Speed that high every hit becomes critical. Factor in STAB and we have a very powerful move indeed. BubbleBeam is for countering Rock types who come in to resist your main move, and does enough damage to 2HKO Rhydon and Golem. The last two moves are basically filler. Hyper Beam only just outdamages a critical hit Slash, but the chance of Hyper Beam itself critical hitting might be incentive to use it as a finisher. Thunderbolt hits Water types, but besides Gyarados and Cloyster these Pokemon are usually better dealth with via Slash. Screech doubles your damage output, so can be used to net an OHKO with Hyper Beam on foes like Chansey or Starmie. Evaluation: Without Slash, Persian wouldn't be very good, but thankfully that combined with its high Speed manages to just about get it into OU. Paralysis really hampers its capabilities though and it is rather frail. Bring it out in the end game to finish off weakened and paralysed Pokemon, beacuse bringing it out too early will result in Persian being paralysed or knocked out. OU Counters: Gengar avoids Slash completely and only has to eat weak BubbleBeams. Snorlax has the bulk to survive multiple Slash attempts, can Rest off the damage and can paralyse with Body Slam, negating Persian's usefulness. Tauros, Exeggutor and Zapdos can all best it with a bit of luck, but will be heavily damaged in the process. UU Counters: Machamp can OHKO very rarely with Submission and does a truckload of damage if it doesn't manage it. Other Fighting types should be careful of Slash, but might be able to beat a wounded one in a pinch. Cloyster and Gyarados can take on the variants that eschew Thunderbolt in favour of Screech. Articuno and Moltres will best it in a straight up fist fight, but will incur damage. _______________________ #055: Golduck [UU] _______________________ Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 80 82 78 80 85 405 Max 363 262 254 258 268 1: Staller ~ Amnesia ~ Surf ~ Ice Beam/Blizzard ~ Rest/Body Slam Amnesia should be a mainstay on your Golduck--doubling your Special stat in one go is too good to pass up on. After you've beefed up, use your best attacking move. Blizzard is more powerful, but Ice Beam has 16PP as opposed to Blizzard's mere 8. The final move depends on what you want Golduck to do; rest up and tank more hits thanks to Amnesia, or have a move which works against Water types and has a chance to paralyze. Your choice. Evaluation: Don't bother with Golduck unless it has Amnesia, which can make it fairly formidable. Unfortunately, getting set up can be a problem, since Golduck doesn't have much staying power and can frequently be beaten or forced to switch out before it has time to bulk itself up. It's also outclassed by Slowbro, who also boasts Amnesia and greater defences at the cost of Speed. Still, if you're skilled and lucky enough to set up and Rest off all incurred damage, Golduck will be a tough foe to face down. OU Counters: Before it uses Amnesia, Golduck is easy to beat. Starmie and Lapras can sponge up its attacks and retaliate with a powerful Thunderbolt. Tauros, Zapdos, Alakazam, Chansey and Exeggutor can all outmuscle it blow-for- blow. Post-Amnesia, it's much harder to deal with--you'll have to hope for a critical hit from something while it Rests, or just whittle it down gradually. The lesson, of course, is to not let it set up at all. UU Counters: Poliwrath resists its main attacks, bulks itself up with Amnesia and can hit back physically--ignoring Amnesia's effects--with Submission. Venusaur and Victreebel using Razor Leaf will almost always critical hit and thus bypass Amnesia and do a massive chunk of damage, but they would do well to avoid Blizzard if possible. The UU Electric types--Raichu, Electrode, etc.--can all put a dent in it as well. If you're at a loss, hammer it physically or aim for a critical hit to ignore Amnesia's bulking. _______________________ #057: Primeape [NU] _______________________ Type: Fighting Stats: Stat HP Atk Def Spc Spe BST Base 65 105 60 60 95 385 Max 333 308 218 218 288 1: Sweeper ~ Submission ~ Body Slam ~ Rock Slide ~ Focus Energy/Hyper Beam There's not much strategy involved when using Primeape. In Stadium, definitely use Focus Energy first (it's glitched in RBY), followed by whichever attack is the most appropriate for your situation. In RBY, Hyper Beam can sometimes net you those KOs you might miss out on otherwise. Just be wary of throwing around Submission, because the recoil isn't pretty. Evaluation: Primeape is primarily used for taking out Normal Pokemon, but unfortunately loses to Tauros, Snorlax and occasionally Chansey in a scrap. Thus, he is confined to the shackles of UU. He's a good alternative to Machamp, because Machamp's raw power comes at the cost of Speed, which Primeape has. Use it in the late game to finish weakened Pokemon--Primeape is too frail to withstand many hits. OU Counters: Gengar avoids everything but Rock Slide and can smash Primeape with moves like Thunderbolt and especially Psychic. Alakazam almost always OHKOs with Psychic and Exeggutor can achieve the same result just over half the time and has the Defense to take the extra hit if necessary. The OU Pokemon aren't scared of Primeape, but the Normal types, especially Chansey, probably shouldn't face him lest they lose muchos health in the process. UU Counters: Muk and Weezing aren't scared of Primeape's attacks. Dodrio and Fearow only have to avoid a Rock Slide and can counter with Drill Peck. Mr. Mime and random Pokemon who have Psychic, such as Electabuzz, can also stop the crazy ape. His Special side is definitely weaker, so exploit that with Pokemon like Venusaur and Victreebel, who resist Submission and can fire off some swift Razor Leaves. _______________________ #059: Arcanine [UU] _______________________ Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 90 110 80 80 95 455 Max 383 318 258 258 288 1: Sweeper ~ Fire Blast/Flamethrower ~ Body Slam ~ Hyper Beam ~ Reflect/Agility Arcanine performs somewhat similarly to Ninetales, scaring away the likes of Jynx, Venusaur and Exeggutor. Arcanine, however, needs Fire Blast over Flamethrower because of its average Special and to guarantee the 2HKO against Exeggutor. Fire Blast is also handy for burning Tauros, Snorlax and other physical sweepers. After the starter is gone, use Body Slam to spread some paralysis, then Hyper Beam when you think it's necessary. Reflect is great in the last slot to beef up your Defense, but Agility might come in handy if you become paralysed. Evaluation: Arcanine's stats are high, but he doesn't have a good movepool to make the best use of them. Like most Fire types, Arcanine is of limited use beyond taking out some common OU leads. It is also outclassed by Ninetales, who packs a few more useful moves. Still, Arcanine's extra bulk and physical prowess give him some edges over the nine-tailed fox. OU Counters: Rhydon and Golem counter Arcanine completely, but should beware of getting burnt. If it has Surf, Starmie can deal with Arcanine efficiently, as can Lapras and Slowbro. Chansey and Alakazam can stall it and would love to get burned, but if they aren't burned on the switch-in then they are begging to get paralysed via Body Slam. Snorlax and Dragonite can soak up Arcanine's attacks and retaliate with powerful moves of their own. Tauros can beat it if it can get in before Reflect is up and even then can beat Arcanine with some luck. UU Counters: Water types such as Gyarados, Blastoise, Tentacruel and Poliwrath can handle Arcanine by Surfing. Omastar especially resists every move Arcanine can throw at it. Onix might be okay with Earthquake as well. Anything that packs a super-effective move and isn't Grass, Bug or Ice will win, more often than not. _______________________ #062: Poliwrath [UU] _______________________ Type: Water/Fighting Stats: Stat HP Atk Def Spc Spe BST Base 90 85 95 70 70 410 Max 383 268 288 238 238 1: Sweeper ~ Hypnosis/Blizzard ~ Amnesia ~ Surf ~ Submission/Earthquake/Psychic Try to get rid of problematic Pokemon--Psychics in particular--before using this. Use Hypnosis to sleep someone, then Amnesia on the switch. Amnesia is more used for powering up your mediocre Special here. Then, pummel away with the best attack you have. Sometimes, you might want to forego the 60% accurate Hypnosis for Blizzard, which affords you more versatility, especially if you have another Pokemon with a more accurate sleep move. Submission is the stronger move, but it has recoil and Earthquake hits more Pokemon super- effectively, like your Electric counters. Psychic is a decent plan too, since you can catch Tentacruel, Machamp, Poliwrath and Gengar off-guard. 2: Staller ~ Amnesia ~ Rest ~ Surf ~ Submission/Ice Beam/Earthquake/Psychic Unfortunately, Poliwrath can't stall against Psychic or Flying Pokemon, so take them out first. Golduck does a better job of this set, so if you are going to use Poliwrath, play to its strengths and use a physical move. Submission's recoil isn't as much of an issue with Rest in play, but the other three moves can help out in different situations. Evaluation: Poliwrath has decent stats and the ever-useful Amnesia, which immediately warrants its use. He also gets a nice set of moves to choose from, decent Attack for physicals and Amnesia for Specials, so it can attack very well or decide to tank up with Rest. As the only dual-Fighting type, it also sees use beyond just countering Normal types, which can only be a plus. Unfortunately, it has trouble with Psychics--effectively dooming it--and can't stick around for long without Amnesia. OU Counters: Starmie basically resists everything Poliwrath can conjure up and can counter with Thunderbolt. Alakazam shreds Poliwraths HP down and will occasionally negate portions of Amnesia with Psychic's 30% Special drop chance. Chansey can stall well and uses Thunderbolt to counter Poliwrath. Zapdos doesn't like Blizzard, but thankfully Poliwrath doesn't always carry it, so Zapdos can counter with Thunderbolt, or Drill Peck if Poliwrath has used Amnesia one too many times. Gengar is immune to Submission and has the Special to absorb some tougher moves, so it can counter with Thunderbolt. It will struggle against an Amnesia-boosted Poliwrath though. UU Counters: Jolteon has a high chance of penetrating Amnesia with a critical hit Thunderbolt. Dodrio and Fearow should avoid Blizzard, but Drill Peck will work wonders. Venusaur and Victreebel should also avoid the Ice moves, but Razor Leaf also ignores Amnesia and will rip off loads of HP. The UU Electrics like Electabuzz can do pretty well if Poliwrath lacks Earthquake, but they will be hard-pressed to beat one who has bulked up with Amnesia. Try to beat him before he boosts up. _______________________ #065: Alakazam [OU] _______________________ Type: Psychic Stats: Stat HP Atk Def Spc Spe BST Base 55 50 45 135 120 405 Max 313 198 188 368 338 1: Staller ~ Psychic ~ Thunder Wave ~ Recover ~ Reflect/Seismic Toss/Counter Once Alakazam is in, start paralysing things. Once something is paralysed, batter it with Psychic until it dies or switches out, so you can paralyse the incomer. Psychic is great for forcing switches, since it has a 30% chance to drop the foe's Special. Recover when things start looking hairy. Then you can start stalling, alternating between Psychic and Recover and using Reflect or Counter (when available) when you chance across a physical sweeper. Alternatively, switch out against physical sweepers and opt for Seismic Toss-- it's nowhere near as powerful as Psychic, but offers consistent damage when Psychic invariably runs out of its 16PP. Evaluation: Alakazam is incredible. It has a fantastic type, with absolutely blazing stats to complement that. Its Speed means that anything switching in has to eat two Psychics before it can retaliate, and off the second-highest Special in the game (only second to Mewtwo), that is going to hurt. It even has Reflect to compensate for its dismal Defense. Alakazam doesn't have much versatility, but he doesn't need it. The only things that'll give you trouble are other Psychics or Chansey. OU Counters: Alakazam can give any Pokemon trouble, so be prepared to use a few fighters against it. That said, Chansey is the best counter--it can spam Ice Beam and hope for a Freeze while creating a stall war, but if luck isn't on your side, Alakazam will drop your Special too many times and emerge victorious. If you freeze it though, good for you. Dual Psychic types do well, notably Slowbro, who will slowly gain the edge, barring too many Special drops. If Alakazam is paralysed and you aren't, Snorlax and Tauros can down it with Body Slam followed by Hyper Beam, as can Rhydon or Golem with two Earthquakes. Finally, anything with Explosion can guarantee an OHKO, provided it has higher than or equal to 241 Attack--Gengar manages an OHKO about two-thirds of the time. If Alakazam has Reflect up and you're playing against a skilled player... good luck. UU Counters: With a lot of luck and a Light Screen set up, a dedicated Resting Clefable might manage to eventually drain Alakazam of PP for Psychic and beat him via Body Slam. Again, a lot of luck will be required, but a Jolteon with Pin Missile will outspeed Alakazam. Then again, you'll be doing less than 50% damage per turn, so Alakazam will just Recover it off. I think it's safe to say that you shouldn't try to counter Alakazam with UU Pokemon--after all, he put a lot of Pokemon in that category in the first place and the OU Pokemon have enough trouble with him as it is. _______________________ #068: Machamp [UU] _______________________ Type: Fighting Stats: Stat HP Atk Def Spc Spe BST Base 90 130 80 65 55 420 Max 383 358 258 228 208 1: Sweeper ~ Submission ~ Earthquake ~ Body Slam ~ Hyper Beam/Rock Slide All out attack. Just pick the best move that you can. Unfortunately, Submission won't OHKO Chansey, but it will do a LOT of damage. The recoil will be horrific though, so beware. Body Slam helps make things slower than you and the last move is a toss up between extra power or extra type-diversity. Rock Slide's only real use is for countering Flying Pokemon. Evaluation: Machamp could be great, but a few things stop him from attaining his zen. First, he's a Fighting type; granted, he's probably the best there is, but that still means he's murdered by Psychic types. Second, his primary move, Submission, just lacks the power and accuracy to be really effective, plus the recoil sucks. Third, he's slow. Still, Machamp's physical power is pretty awesome and frail Psychics need to be careful switching in. OU Counters: Exeggutor is the 'Champ's best counter, boasting resistances to Submission and Earthquake and firing back with STAB Psychics. After that, most Psychic types do well, even if they lack Psychic. Starmie, Slowbro and Alakazam all work, but the latter must be careful of eating too many attacks like Hyper Beam. None of them can claim an OHKO, however. Zapdos can avoid Earthquake and resist Submission while countering with Drill Peck. UU Counters: Venusaur is the Exeggutor of UU and resists Machamp's attacks in a similar manner before firing off a painful Razor Leaf. Victreebel can claim the same. Dodrio and Fearow can step up their game with Drill Peck, while Articuno and Moltres can blitz him with Special attacks. All the birds, especially of the legendary variety, should be sure to avoid Rock Slide though. Anything packing Psychic--especially Hypno or Mr. Mime--should be able to dish out respectable damage so long as they don't take too many powerful hits. _______________________ #071: Victreebel [BL] _______________________ Type: Grass/Poison Stats: Stat HP Atk Def Spc Spe BST Base 80 105 65 100 70 420 Max 363 308 228 298 238 1: Sweeper ~ Stun Spore ~ Wrap ~ Razor Leaf ~ Hyper Beam Use this in the end-game against a heavily paralysed team of Pokemon. Stun Spore anything that isn't paralysed, then Wrap away, watching your foes' health slowly drain away. Once something is in the KO range of either Razor Leaf or Hyper Beam, let them have it. 2: Sweeper ~ Sleep Powder ~ Swords Dance ~ Hyper Beam/Body Slam ~ Razor Leaf Exactly the same set as Venusaur--use Sleep Powder, then Swords Dance on the switch. Razor Leaf keeps Golem and Rhydon in check. Due to its relatively low Speed, Victreebel is best used in the end-game phase, so a Swords Dance Hyper Beam is usually more beneficial. If you are using Victreebel early, opt for Body Slam instead to spread paralysis. Evaluation: Victreebel is almost identical to Venusaur and both are noteworthy for their Razor Leaf attack. Double powder is always useful as well. Victreebel packs better offensive stats at the cost of Defense and Speed and also has Wrap. It's a fantastic Grass type, blighted only by its sub-par Speed and many weaknesses; arguably its weaknesses--especially to the ubiquitous Psychic--are the only things which keep Victreebel and Venusaur from attaining the elusive OU status. OU Counters: Gengar is immune to or resists anything Victreebel can muster and occasionally packs Psychic to retaliate. Victreebel, though, can paralyse it via Stun Spore, unlike Venusaur. Most Psychic types with their high Special can switch into a Razor Leaf and decimate it with Psychic, although Hyper Beam should be avoided. Zapdos resists Razor Leaf and uses Drill Peck to fight back. UU Counters: Articuno and Moltres will almost OHKO with their most powerful attacks, Blizzard and Fire Blast respectively. They resist Razor Leaf, but should take care to avoid paralysis. Things that carry Psychic--Hypno, Mr. Mime and random things like Electabuzz--can batter it and only take neutral damage in return. Finally, there are a slew of Fire types lining up to take a shot at it with Fire Blast or Flamethrower. _______________________ #073: Tentacruel [BL] _______________________ Type: Water/Poison Stats: Stat HP Atk Def Spc Spe BST Base 80 70 65 120 100 435 Max 363 238 228 338 298 1: Sweeper ~ Swords Dance/Barrier ~ Wrap ~ Surf ~ Hyper Beam/Blizzard Switch in on something you scare and Swords Dance when they switch, then proceed to Wrap everything in sight until they come into the KO range for either Surf, Hyper Beam or Blizzard. Blizzard is mentioned as an option for Exeggutor and the like, but it seems a shame to waste doubled Attack on Hyper Beam if you have the opportunity. This is best used in the end-game, when things are already weakened and paralysed, since Tentacruel cannot paralyse things himself. If you use it in the very late stages of the end-game, Swords Dance probably won't be necessary and you can use Barrier to increase your longevity instead. 2: Sweeper ~ Swords Dance/Barrier ~ Surf ~ Blizzard ~ Hyper Beam/Mega Drain For those of you who abhor Wrap-related strategies or if it is banned. Surf and Blizzard are all-purpose attacks for most situations. Swords Dance boosts Hyper Beam, but obviously has no use if you're planning on using Mega Drain, so use Barrier with that instead. Mega Drain isn't really powerful enough to warrant use, but it's the only option if you find that Tentacruel's Attack isn't sufficient enough to use Hyper Beam. Evaluation: Tentacruel is blessed with great stats, but his Poison typing renders him weak to Psychic and Ground attacks, making him very vulnerable, particularly with that low Defense. There are also a plethora of Water types that outrank him, but it's not all bad--he's a decent Wrapper who still poses a threat to those who resist Normal moves, namely Gengar and Golem. OU Counters: Alakazam is possibly the best counter with Psychic and Starmie is decent too with Thunderbolt. Both of them outspeed Tentacruel and so won't be trapped by Wrap. Gengar avoids Wrap and Hyper Beam, has the Special to deal with his other moves and can counter with Thunderbolt. Tauros and Persian will beat it in a straight-up scrap. Anything else that's slower than it will need to paralyse it first or be scared away by a potentailly interminable Wrap. Once paralysed, Exeggutor and Snorlax will beat it, no prob. UU Counters: Jolteon, Electabuzz and Electrode outspeed it and have the power to send him packing with Thunderbolt. Anything else will preferably want Tentacruel paralysed, but once he is, most things with Thunderbolt, Psychic or Earthquake (as long as they aren't a Ground type) will fare pretty well. _______________________ #076: Golem [OU] _______________________ Type: Rock/Ground Stats: Stat HP Atk Def Spc Spe BST Base 80 110 130 55 45 420 Max 363 318 358 208 188 1: Sweeper ~ Earthquake ~ Explosion ~ Rock Slide ~ Body Slam Golem has no real other options for moves, but he doesn't need them. EarthSlide for maximum damage output and use Body Slam as a safe bet if you predict a switch--hopefully it'll nab you some cheeky paralysis. Explosion is a last- ditch effort which will usually KO whatever you happen to be fighting, unless that thing is Rock type or Gengar; thus, be wary of using Explosion at obvious times--your opponent will switch to one of those Pokemon and you will have fainted your Golem for nothing, saving them the trouble. Try to outpredict your foe by using Earthquake instead, which hits both those Pokemon super- effectively. Evaluation: Golem is an option you can always find space for in a team. He's a very specialised fighter with one moveset and one goal--to counter Electric and Normal Pokemon, which swarm everywhere. Thankfully, he's also a physical powerhouse, dealing tremendous amounts of damage, and has a handy immunity to Thunder Wave. Of course, he should be kept safe from Grass, Water and Ice types, and know when to explode properly, which is a devasting manoeuvre. When deciding between Rhydon and Golem, Rhydon is marginally better at soaking up and dishing out damage, but lacks the destruction of Explosion. He also has slightly less Speed, but that should hardly sway your decision since both Pokemon are hideously slow. Overall, Golem is preferred for his unpredictability of Explosion, if you know how to use it right. OU Counters: The best way to kill Golem, if your opponent falls for it, is to get it to explode against Gengar, Rhydon or your own Golem. Anything else is effectively dead when hit by Explosion. Switching in will eat a chunk of health, since Golem's attacks are brutal, but, once in, several Special Pokemon can cause trouble (barring a surprise Explosion). Exeggutor resists Earthquake and has decent Defense, and his Mega Drain causes a near-OHKO while recovering loads of health. Slowbro and Lapras can OHKO with Surf, and Starmie rips off masses of health with Blizzard. Tauros with Blizzard and Snorlax with Surf will both 2HKO, while Golem cannot claim the same in return with Earthquake. UU Counters: Victreebel and Venusaur will undoubtedly OHKO with Razor Leaf. If Articuno comes in on Earthquake and avoids Rock Slide, it too will OHKO with Blizzard. Any Specially-inclined Water type with Surf--Gyarados, Blastoise or even Poliwrath--will OHKO, although Gyarados in particular is notable since he avoids Earthquake. Again, be wary of Explosion. The best UU at absorbing the blow would be Onix, but other Rock Pokemon like Omastar might have to suffice if you lack the rocky snake. _______________________ #078: Rapidash [NU] _______________________ Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 65 100 70 80 105 420 Max 333 298 238 258 308 1: Sweeper ~ Fire Blast ~ Body Slam ~ Fire Spin/Hyper Beam ~ Agility/Hyper Beam Fire Blast and Body Slam are this horse's only proper damage-dealing-and-no- repurcussion attacks, so you might as well use whichever one fits the situation best. Agility will temporarily 'cure' Rapidash's Speed loss due to paralysis (until it switches out) which is fairly useful. Fire Spin can be used with Rapidash's nice Speed to trap foes and works nicely in tandem with Agility to stop foes from switching. Unfortunately, it's a poor 70% accuracy, so a few misses will put an end to your fun. Hyper Beam is the only realistic alternative if trapping moves are banned. Evaluation: Rapidash is like Ninetales but with a slight edge in Speed and Attack. Fire Spin is great if you can use it, but overall its poor movepool and poor typing make it not worth bothering with. On top of that, Ninetales usually works better due to its access to Confuse Ray, which can help stall when Fire Spin misses. Play to its strength--that would be its higher Speed and access to Agility--but don't expect miracles. OU Counters: Starmie doesn't often pack Surf, but if it does then that'll go down a treat. Slowbro isn't fazed by Rapidash, can Amnesia up and deliver a boosted Surf straight to the face. Alakazam and Chansey will inevitably switch in, hoping to get burnt, and can beat Rapidash in a brawl. Rhydon and Golem will not want to get burnt, but can otherwise easily outmuscle it. Snorlax, Tauros, Persian, Cloyster and Dragonite can all beat it in a fair fight, though anything slower than Rapidash will want to beware of getting caught in a never- ending vortex of Fire Spins. UU Counters: Omastar isn't scared of Rapidash. He, along with many other Water types such as Blastoise, Tentacruel, Gyarados and Poliwrath, can take care of Rapidash with a swift Surf. Faster and more powerful Pokemon such as Jolteon and Dodrio can take Rapidash out without fear of being trapped. Onix might do okay with Earthquake. _______________________ #080: Slowbro [OU] _______________________ Type: Water/Psychic Stats: Stat HP Atk Def Spc Spe BST Base 95 75 110 80 30 390 Max 393 248 318 258 158 1: Staller ~ Amnesia ~ Rest ~ Surf ~ Thunder Wave/Blizzard Nicknamed the 'TobyBro' after some dude on the internet, this set came to prominence as one of the best counter-attacks against the fearsome Mewtwo. Unfortunately, it's difficult to get into play. Make sure that paralysis has been thoroughly spread beforehand, since Slowbro doesn't know what Speed is, and then come in and start Amnesia-ing against something that poses no threat. Sounds good, but an Electric type will really ruin your day. It also doesn't help that everything comes packing Thunderbolt nowadays, so maybe take care of Electrics first. Anyway, once you've set up, use Rest if necessary and then begin to Surf things to death. Thunder Wave paralyses Pokemon--Slowbro is too slow to fight without it--but Blizzard slams Exeggutor and will come in handy if you use Slowbro after everything's already been paralysed. Evaluation: Slowbro has great Defense and HP and can tank up specially with Amnesia, making him a stalling machine. He resists Psychic and has only three weaknesses--Bug, which is non-existant; Grass, which is rare in OU outside of Exeggutor's Mega Drain; and Electric... which is bloody everywhere. Electric types will really screw Slowbro over and one critical hit is all that's needed to penetrate that Amnesia defence and spell doom for the pink dope. He needs a lot of preparation which can very quickly be unravelled by a stray critical hit or nasty Electric type attack. Use him later on when everything's paralysed and the Electric types are gone--he'll tank up and be nearly invincible. OU Counters: Most Electric Pokemon are the bane of Slowbro's existence, so be sure to save some sort of Electric attack for when he's brought out--typically rather late in the game. Hitting it while its asleep also helps. Starmie resists basically all the attacks Slowbro has and has a huge critical hit rate combined with Thunderbolt to bring him down, more often than not. Lapras does something similar, but takes longer to get critical hits. Snorlax and Chansey can tank up and just wait for a critical hit Thunderbolt to strike, prompting a stall war of sorts. Lastly, Zapdos is the strongest Electric type candidate, ripping off huge amounts of HP, but should be careful of the odd Blizzard. UU Counters: Venusaur and Victreebel should mind Blizzard, but a Razor Leaf critical hit will penetrate Amnesia and do a lot of damage. Jolteon, Electrode and Electabuzz can all abuse their huge critical hit rates to loose off a devastating Thunderbolt, and even the other Electrics--Raichu, Magneton, etc.-- aren't too bad. Water types won't get hurt by his attacks but need something to retaliate with--Gyarados with Thunderbolt comes to mind. _______________________ #082: Magneton [NU] _______________________ Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 50 60 95 120 70 395 Max 303 218 288 338 238 1: Sweeper ~ Thunder Wave ~ Thunderbolt ~ Hyper Beam ~ Supersonic/Reflect/Mimic Magneton's only real attacks are Thunder Wave and Thunderbolt, to spread paralysis (which you'll need with that low Speed) and cause damage respectively. The other moves are filler, since an non-STAB Hyper Beam from 60 base Atk is unlikely to do much. Supersonic is worth mentioning despite its horrific (55%) accuracy--it makes Magneton one of the few Pokemon able to score a parafusion (paralysis + confusion), rendering the foe able to attack only 37.5% of the time. Reflect beefs his Defense and, although I'm not usually an advocate of the extremely luck-based Mimic, Magneton might find use for it with a movepool as sparse as this. Evaluation: Magneton has no moves. Even non-Electric types can Thunderbolt, Thunder Wave and have a slew of other moves to select. Despite his decent Defense and great Special, Magneton's low HP is often its undoing. His lacklustre Attack also means that you should probably be switching against anything that resists or is immune to Electric. Take my advice and use a better UU Electric, such as Jolteon. OU Counters: Golem and Rhydon will shut Magneton down for sure, although only Rhydon gets an OHKO and it's not even guaranteed. Exeggutor isn't much phased by Magneton's moves and will eventually cave it in with Psychic. Chansey will slowly secure a victory with Ice Beam, as long as she recovers every so often. None of these Pokemon are particularly fussed about being paralysed. Other things are usable, but won't like being paralysed. UU Counters: Sandslash has the Defense to knock back a Hyper Beam or two and won't be hurt at all by Magneton's primary attacks. Grass types with the Defense to handle a Hyper Beam will do fantastically, such as Victreebel, Venusaur or Tangela. Onix does well too, since he isn't hurt by anything the magnet trio can throw at him. _______________________ #083: Farfetch'd [NU] _______________________ Type: Normal/Flying Stats: Stat HP Atk Def Spc Spe BST Base 52 65 55 58 60 290 Max 307 228 208 214 218 1: Sweeper ~ Swords Dance ~ Agility ~ Body Slam ~ Slash/Fly Set up with the appropriate move--probably Swords Dance if you've been paralysing things dilligently--then fire away with Body Slam. Slash is there for a nice STAB move, but Fly lends some type versatility... at the cost of letting your opponent know exactly what's coming. 2: Staller: ~ Sand-Attack ~ Substitute ~ Swords Dance ~ Body Slam Stall out as much as you can via the first two moves, then rack up some amount of damage with the last two. Since you're stalling, you can, in theory, afford to spend turning bulking up via Swords Dance. Evaluation: If you ever expect these movesets to honestly work, you're mistaken. Farfetch'd is one of the worst Pokemon you could think of using. No stats and no moves outside of Normal ones (unless you count the awful Fly). A joke character if there ever was one. OU Counters: Golem, Rhydon, Gengar and Snorlax all top the list, but anything from OU that has a problem with Farfecth'd should be relegated to beyond UU. UU Counters: Even in UU, not much has trouble with Farfetch'd. Rock types fare the best. Maybe only Beedrill couldn't beat it. _______________________ #085: Dodrio [BL] _______________________ Type: Normal/Flying Stats: Stat HP Atk Def Spc Spe BST Base 60 110 70 60 100 400 Max 323 318 238 218 298 1: Sweeper ~ Drill Peck ~ Body Slam ~ Hyper Beam ~ Agility/Reflect/Mimic Drill Peck is a great Flying move and the two Normal moves are the best of their kind, always deserving a special place in any Pokemon's moveset so long as they get STAB. The last move is, of course, complete filler. Agility removes the Speed loss from paralysis until you switch out, Reflect doubles your poor Defense and Mimic, er, mimics. Good luck with that. Evaluation: If you're looking for a powerful UU Flying type, Dodrio is your best bet--it actually has a Flying move worth using for a start. With great STAB moves and fantastic Attack and Speed, it works like a UU Tauros. Unfortunately, it's much frailer than Tauros, gets totally walled by Rock types and is weak to the BoltBeam combo. Still, as long as you avoid Rock types, Dodrio should serve you finely in UU. OU Counters: Rhydon and Golem totally wall Dodrio and smash it to bits with Rock Slide. Zapdos's Thunderbolt will OHKO and the bird itself wll Speed tie with Dodrio. Jynx should be careful of physical hits, but can OHKO with Blizzard. Starmie, Cloyster, Lapras and other Water types can use BoltBeam to take care of it and are all bulky enough to withstand a few hits. UU Counters: Articuno OHKOs with Blizzard, but is slower so needs to beware of getting hit by two attacks first. Onix resists all its moves, has massive Defense and can hit back with a moderately powerful Rock Slide. Water types packing Blizzard--especially the part Rock types Kabutops and Omasatr--should be able to 2HKO, unless they are severely weak. Fast Electric types can switch in on Drill Peck and rip off loads of health with Thunderbolt--try Jolteon, Electrode or Electabuzz. Sandslash has the Defense to eat a hit or two and sometimes carries Rock Slide around to hit back with. _______________________ #087: Dewgong [UU] _______________________ Type: Water/Ice Stats: Stat HP Atk Def Spc Spe BST Base 90 70 80 95 70 405 Max 383 238 258 288 238 1: Sweeper ~ Blizzard/Ice Beam ~ Surf ~ Body Slam ~ Rest/Mimic A very basic set, whereby you just do what you can with your STAB moves. Getting STAB on Blizzard is nice, but if you plan on abusing Rest and trying to stall, opt for Ice Beam for its extra PP to try to get a Freeze. Often, you'll find that Dewgong hasn't the endurance for a stall war, so you can always try Mimic instead and just stick to Blizzard. If you are against a Water type or can't predict what's coming in, Body Salm is good to use for its paralysis chance. Evaluation: Dewgong's only defining feature that separates him from the plethora of other Waters is his dual Ice type, buffing Blizzard's damage by 50%. This boost is very helpful, so Dewgong can actually cause some damage. However, he's too slow and too 'average' to highly recommend--none of his stats are standout. Give him a try, but don't expect him to last too long--he's not dedicated enough at his sweeping job and tries to be something of a staller, but it doesn't really work. OU Counters: Lapras is the best counter--she can blast Dewgong with Thunderbolt, resists its STAB moves and is immune to a possible Freeze. Most things with Thunderbolt give Dewgong a hard time, especially Water types that can stall or use Thunderbolt, namely Slowbro and Starmie. Snorlax and Chansey can also sponge its attacks and hit back with Body Slam or Thunderbolt respectively. Zapdos, if it avoids Blizzard, can 2HKO with Thunderbolt, but will be seriously damaged by coming in and doing so. UU Counters: Decent Electrics like Electabuzz, Jolteon and Electrode will all hurt Dewgong with Thunderbolt. Gyarados takes neutral damage from Blizzard, but again can fire back with Thunderbolt and outspeeds Dewgong. If they can avoid Blizzard, Venusaur or Victreebel can come in, put it to sleep and polish it off with two Razor Leaves. _______________________ #089: Muk [NU] _______________________ Type: Poison Stats: Stat HP Atk Def Spc Spe BST Base 105 105 75 65 50 400 Max 413 308 248 228 198 1: Sweeper ~ Sludge ~ Explosion ~ Body Slam ~ Screech/Mega Drain/Acid Armor Sludge is Muk's STAB move and is used almost on that principle alone. It's only effective against Grass and Bug, but hey, most of those guys are part Poison anyway, so whatever. Also be wary of it poisoning Pokemon when you really want them paralysed instead. Explosion is nice off that high Attack--use it when your opponent least expects it or you'll waste yourself uselessly--and Body Slam spreads paralysis which you desparately need. The last move is mostly filler--Screech forces some switches and sets the foe up nicely for your attacks if they refuse to switch. Mega Drain is solely for Rock/Ground types because your other moves will be more effective otherwise. Acid Armor is a nice bulking up move, although most sweepers in RBY tend to be of the Special variety. Evaluation: Muk is pretty bad... It has no moves, an awful type and terrible Speed. But hey, Muk isn't horrendous--it packs a pretty powerful Explosion off that high Attack stat and has good enough bulk that it can survive Alakazam's Psychic. Other than that, it's just unfortunate that Poison gets a bad rap-- weakness to Ground and Psychic is nothing you want in this metagame. OU Counters: Gengar counters Muk 100% of the time but it will need Psychic to do any serious damage back if you didn't switch in on the predicted Explosion. Alakazam will rip off masses of HP with Psychic, as will Exeggutor, but he needs to be fresh and take care to avoid Sludge, and both these guys should always be looking out for Explosion. Golem and Rhydon resist Explosion and Earthquake will take care of Muk, but will require two hits; this works if Muk is not carrying Mega Drain, which he usually will in OU matches, although it only 3HKOs anyway. UU Counters: Hypno will make quick work of it and has decent enough Defense to survive some attacks. Sandslash and Onix pack Earthquake and will be fine, so long as the latter avoids Mega Drain. Nidoking and 'Queen resist Sludge and can fire away with Earthquake. Most things with Psychic (Electabuzz, Magmar, Mr. Mime) and Earthquake (Machamp, Poliwrath) won't be facing many problems--that is, if they can avoid Explosion. Of course, once it does explode, you'll be set. _______________________ #091: Cloyster [OU] _______________________ Type: Water/Ice Stats: Stat HP Atk Def Spc Spe BST Base 50 95 180 85 70 480 Max 303 288 458 268 238 1: Sweeper ~ Clamp/Surf ~ Blizzard/Ice Beam ~ Hyper Beam ~ Explosion Use this in the end-game against the masses of paralysed Pokemon. Clamp evrything in sight and wait for it all to end, but use Surf if trapping is banned. Blizzard is all purpose STAB-a-thon, but Ice Beam has more PP and accuracy. Against Tauros and Snorlax, Ice Beam finishes them off in the same amount of turns, usually. Hyper Beam finishes off weak Pokemon with high Specials--Alakazam or Chansey, say--and Explosion is basically mandatory on anything that gets it; be sure to use it at such a time when your opponent won't predict it and send out Gengar to absorb the blow. You can also batter Rhydon and Golem coming in to absorb the blow with Clamp or Surf. Evaluation: Cloyster has a monumental base stat total and a ridiculous Defense. It is a fantastic counter to all those physical Pokemon--Tauros and Snorlax among them--who Rhydon and Golem cannot face off against for fear of a Blizzard or Surf, which Cloyster resists. Clamp is perhaps the most annoying move on the planet and Explosion is always amazing when used at the right time. Unfortunately, the ability to face physical Pokemon leaves it weak to Special ones, namely anything with Thunderbolt, since Cloyster doesn't have the stats to deal with these guys. Keep him away from Thunderbolt and he'll serve you well. OU Counters: Lapras is possibly the best counter, resisting Cloyster's STAB moves and firing away with Thunderbolt. Starmie boasts the same but with less defensive prowess and no immunity to Freeze. Chansey with Tunderbolt will give Cloyster some trouble, as will anything with decent Special and Thunderbolt in its arsenal. Zapdos, although it has about a 30% chance to OHKO, should be careful to avoid Blizzard. Gengar is your safest bet for avoiding Explosion and can use Thunderbolt in a pinch. UU Counters: Electric types can batter Cloyster's weaker Special side-- Electabuzz, Jolteon and Electrode all work well enough. If they can avoid Blizzard, Venusaur and Victreebel with Razor Leaf can tear loads of health off of the overgrown clam. Unfortunately, these are its only weaknesses, so Electric is the way to go. Perhaps a Clefable with Thunderbolt and Rest would do pretty well too. _______________________ #094: Gengar [OU] _______________________ Type: Ghost/Poison Stats: Stat HP Atk Def Spc Spe BST Base 60 65 60 130 110 425 Max 323 228 218 358 318 1: Sweeper ~ Hypnosis/Confuse Ray ~ Explosion ~ Thunderbolt ~ Mega Drain Gengar is used as a common lead, since he's the fastest sleeper in the game, at the cost of Hypnosis being only 60% accurate. Then switch him out and wait until you predict a Normal move to switch him back in. Thunderbolt is your bread-and-butter attacking move and Mega Drain stops Golem and Rhydon from walling you. Finally, explode when your opponent least expects it to take something out when Gengar's time is nigh. Alternatively, don't use Gengar as a lead and instead hide him away to absorb an Explosion. In the end-game, Confuse Ray is more useful against paralysed Pokemon (since Sleep cannot hit paralysed Pokemon), so if you opt for this strategy use that over Hypnosis. Evaluation: As the only Ghost type, Gengar finds almost automatic usage due to his immunity to the ever-present Normal attacks. However, Gengar also packs the fastest Sleep in the game, a monstrous Special and a movepool just diverse enough not to be walled by much. It's a shame he doesn't get any STAB attacks and his weakness to Psychic hurts his usefulness somewhat, but overall, he's a solid Pokemon whose immunity to Explosion in particular cannot be underrated. OU Counters: Alakazam beats Gengar with two Psychics and can recover any damage that isn't Explosion. Rhydon OHKOs with Earthquake and Golem almost always does, but the two should be wary of Mega Drain, even though it cannot OHKO in return. Exeggutor isn't hurt by either of Gengar non-Explosion attacking moves and wallops him with Psychic. Tauros speed ties with Gengar and can hit it with Earthquake for the 2HKO while taking little damage in return. Always be on the lookout for Explosion, though. UU Counters: Hypno and Dugtrio are decent counters with Psychic and Earthquake respectively, and Dugtrio outspeeds it nicely. Sandslash does okay with Earthquake and is immune to Thunderbolt. Mr. Mime can also do decently if it manages to paralyse Gengar and fires off vicious Psychics. Other than that, most things in UU will take a pounding, so you'll probably have to sacrifice a Pokemon to bring it down via repeated Psychics and Earthquakes. _______________________ #095: Onix [NU] _______________________ Type: Rock/Ground Stats: Stat HP Atk Def Spc Spe BST Base 35 45 160 30 70 270 Max 273 188 418 158 238 1: Sweeper ~ Earthquake ~ Explosion ~ Bind/Body Slam ~ Rock Slide This set is mostly the same as Golem's, but suited to UU with Onix's vastly inferior stats. The only difference is the option of Bind, which you should use if trapping isn't banned. EarthSlide for STAB, Explosion to go out with a bang--although 188 Attack is pretty poor--Bind to rack up damage and Body Slam to help with Onix's lame-o Speed. It doesn't take much strategy to use Onix, since all its moves are damaging ones. Evaluation: The Golem of UU, Onix faces a few problems, mostly due to his poor stats, which top a grand total of 270 BST. Woo. He's a decent counter to the UU Normals (that don't pack Blizzard/BubbleBeam) and Electrics, which makes him useful enough. Unfortunately, Onix's low Special and HP combine to make any Special attack lethal, and he has no Attack power to speak of which makes four attacking moves rather useless. He's also outclassed by Graveler in UU. OU Counters: Nothing in OU, except for Zapdos, is scared of Onix. All of them can counter with something that will rip off tons of health. And if the attack is Special AND super-effective, you'll get an OHKO, guaranteed. UU Counters: Any Water or Grass type will absolutely destroy Onix, including but not limited to Tangela, Venusaur, Victreebel, Blastoise, Gyarados, Poliwrath, Seadra... the list goes on. Any Grass or Water attack *will* OHKO. There's no lack of Water Pokemon in UU, at any rate. _______________________ #097: Hypno [BL] _______________________ Type: Psychic Stats: Stat HP Atk Def Spc Spe BST Base 85 73 70 115 67 410 483 Max 373 244 238 328 232 RBY GSC 1: Staller ~ Psychic ~ Thunder Wave ~ Hypnosis ~ Rest/Counter/Reflect Sleep and stun is pretty nice, so use Hypno early and start inflicting things with status effects. Psychic does a healthy chunk of damage against anything that isn't itself a Psychic type and the last move is a matter of choice. Rest works in the absence of more reliable recovery and Hypno actually has the type and defences to make it viable. Counter will hurt things like Snorlax and Tauros, but only works against Normal moves. Reflect beefs up your Defense, but Hypno has decent Defense anyway and would probably be better off recovering. Evaluation: Hypno tries to fill a similar role to Alakazam, but doesn't have the attacking prowess to be as effective and lacks reliable recovery. Thankfully, Hypno's defences are average as opposed to awful and he has a sleep-inducing move which Alakazam cannot claim. Use whichever one appeals to you more, but often, Alakazam's Speed, power and recovery give him the edge. Hypno is the Alakazam of UU, however. OU Counters: Chansey can soak up Hypno's attacks all day long, recover up and try for a Freeze. Starmie and Slowbro resist his attack and can hit back with powerful Special moves. If it packs a physical move like Double-Edge, Exeggutor can deal with it. Tauros and Snorlax will win in the end, but incur a lot of damage. Zapdos also doesn't fare too badly with Drill Peck. Often, it is best to stall it with a Psychic Pokemon or Chansey, then batter it with something physical while it Rests. UU Counters: Finding a counter in UU is hard, but not impossible. Both legendary birds are good counters and will damage Hypno well. Clefable can stall it out and decent things that aren't weak to Psychic will be able to wear him down, although don't be surprised if it takes two Pokemon. Hypno is horrific to face in UU, so perhaps a quick Explosion would be in order. _______________________ #099: Kingler [UU] _______________________ Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 55 130 115 50 75 425 Max 313 358 328 198 248 1: Sweeper ~ Swords Dance ~ Body Slam ~ Crabhammer ~ Hyper Beam We should take advantage of Kingler's gargantuan Attack by using Swords Dance and battering everything with the best physical moves available to him... Body Slam and Hyper Beam. Well, Body Slam will spread that ever-useful paralysis at least. Crabhammer works off Kingler's abysmal Special, but as a 90 base power STAB always-critcial move, it becomes somewhat powerful despite that. It's only 85% accurate, so expect bad luck to strike at inopportune moments. Evaluation: Kingler's fantastic Attack and great Defense are offset by its other, lacklustre stats. Most glaring is that 50 Special, rendering Kingler unable to use the likes of Blizzard, unable to use powerful STAB attacks and being at mercy to most Special Pokemon, going down in a 2HKO to most of them. A common weakness in Electric doesn't help, but you should beware Kingler all the same--it will always OHKO Chansey after a Swords Dance Hyper Beam--and try not to let it set up on you. OU Counters: Gengar is the best counter--he avoids the Swords Dance boosted attacks and won't take much from Crabhammer with that high Special, and then he blasts off a nice Thunderbolt. Exeggutor has the Defense to handle an attack and can counter with a powerful Psychic. Zapdos blasts it with Thunderbolt for an easy and guaranteed OHKO. These guys all can counter a Swords Dance bootsed Kingler--your options increase if he hasn't set up yet. UU Counters: Electabuzz, Jolteon and Magneton can all batter him with Thunderbolt. Venusaur and Victreebel with Razor Leaf will do masses of damage, but should beware boosted attacks--thankfully, they have the defence and strength to win out in the end. Tangela has great Defense and can paralyse it, then proceed to use Growth to boost its Mega Drain. _______________________ #101: Electrode [NU] _______________________ Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 60 50 70 80 140 400 Max 323 198 238 258 378 1: Sweeper ~ Thunder Wave ~ Thunderbolt ~ Explosion ~ Screech Thunder Wave everything to soften them up for future switch-ins and Thunderbolt anything that will take damage from it. Screech forces switches or softens Pokemon up for Explosion, but it's prety much exclusively filler. Explosion is useful as always--as long as you know when to use it (hint: when the foe doesn't expect it)--but is surprisingly weak... because Electrode only has 198 Attack. Evaluation: Electrode's claim to fame is the game's highest Speed at a fantastic 378. So he'll always go first, but unfortunately the good news ends there. A limited movepool, lame stats besides Speed and a fairly weak Explosion don't help his case. Still, he boasts the fastest Thunder Wave in the game, Explosion is always good on anything that gets it and Thunderbolt is always a good move. A ~27.34% chance to critical hit in any turn is always a welcome bonus, but frankly, Jolteon is a lot better, at the cost of 20 Speed. OU Counters: Golem and Rhydon are not phased by anything in Electrode's arsenal and will happily Earthquake it all day long. Exeggutor resists the Electric moves, doesn't mind paralysis and counters with Psychic. Chansey can stall it out with Ice Beam, although it will take a while. Snorlax can absorb Electrode's feeble blows and counter with Earthquake. Most other things will not want to get paralysed, but can work in the end-game when everything is paralysed. UU Counters: Besides Explosion, Dugtrio works well with a powerful Earthquake and handy Electric immunity. Sandslash can also perform a similar job and his lack of Speed doesn't matter since Electrode cannot be outsped short of paralysis. Victreebel, Venusaur or Tangela don'tlike paralysis, but can fire off a Sleep Powder and Razor Leaf/Mega Drain it to death. Onix can counter Electrode as well, since it is immune to all but Explosion, which it has sky high Defense for. _______________________ #103: Exeggutor [OU] _______________________ Type: Grass/Psychic Stats: Stat HP Atk Def Spc Spe BST Base 95 95 85 125 55 455 Max 393 288 268 348 208 1: Sweeper ~ Sleep Powder ~ Psychic ~ Explosion/Rest ~ Mega Drain/Stun Spore/Double-Edge Exeggutor is often too slow to act as a lead sleeper so should stick to being a secondary sleeper. Afterwards, batter everything with Psychic or Mega Drain, until you're ready to go out with a bang (Explosion). Alternatively, you can Rest up because Exeggutor has the defences to do that. Mega Drain can actually be done without--Golem and Rhydon will assume you have it and won't dare show their faces, so you can open up a secondary attack or status effect, making Exeggutor even more of a pain to deal with. Evaluation: With Sleep Powder and Explosion under its belt, Exeggutor can effectively take out two Pokemon. He has a fantastic Special stat, great defences and the Attack to actually support a decent Explosion. Being a Psychic type is great since he resists Psychic attacks, and the Grass type gives him resistance to Ground and Electric at the cost of an Ice weakness. Exeggutor is a top tier Pokemon and can safely be considered for almost any team. The only bad thing is his low Speed, but at least he doesn't mind being paralysed then. OU Counters: You'll have to get past Sleep Powder first and even if you do, it can explode whenever it feels like it. Zapdos's Drill Peck works well, as does Jynx's Blizzard. A Double-Edge equipped Exeggutor can counter a variant without it. Chansey can try to stall it out, but it's a risky game since Exeggutor will blow itself up and OHKO over half the time. Starmie takes heavy damage from Mega Drain, but does more damage with Blizzard, blow-for-blow, and outspeeds it. Outside of these options, Exeggutor is difficult to beat--you'll just have to wear him down until he explodes, and then find a way to minimise that damage. UU Counters: Articuno's and Moltres's STAB attacks will put big dents in the sentient tree. Jolteon's Pin Missile will usually only 3HKO at best, but you might get lucky with that insane critcial hit rate. That's about it for UU-- these guys aren't cut out for dealing with the big leagues like this. _______________________ #105: Marowak [NU] _______________________ Type: Ground Stats: Stat HP Atk Def Spc Spe BST Base 60 80 110 50 45 345 Max 323 258 318 198 188 1: Sweeper ~ Earthquake ~ Blizzard ~ Body Slam ~ Seismic Toss/Hyper Beam Earthquake is your all-purpose STAB attack and Blizzard--although weak, coming off 198 Special--will hammer your Grass and Flying type counters well enough. Body Slam's paralysis rate will help dearly with Marowak's pitiful Speed and the last option is a toss up; Seismic Toss's constant 100 damage output will compensate for Marowak's average Attack, while Hyper Beam can try to finish off poor, paralysed Pokemon, although its power output is equal to Earthquake's, so only use it if Earthquake is ineffective. Evaluation: What dooms Marowak to non-usage is his terrible stats which, besides Defense, are sorely lacking. What's more, he's completely outclassed by Sandslash in UU--who gets Swords Dance and Rock Slide--and can't stand up to the OU Pokemon at all. Still, his ability to use Blizzard (despite the low Special) is a plus over Sandslash, and Ground types are always good at absorbing Electricity and being able to withstand a couple of physical hits. OU Counters: Bulky Waters such as Slowbro are Marowak's main counter--repeated Surfs will finish it off. Despite being weak to Blizzard, Exeggcutor is only 4HKOed, can usually 2HKO with Mega Drain and even outspeeds Marowak. Starmie can switch in on Blizzard and usually OHKO with Surf. Tauros and Snorlax easily outdamage it in a fair fight, and Chansey isn't scared of Marowak and can Ice Beam it to death. For the most part, nothing in OU should have problems with Marowak. UU Counters: Articuno easily OHKOs with Blizzard and is immune to Earthquake. Again, bulky Waters are great to use--Blastoise, Poliwrath, Vaporeon and Gyarados among others will all do well with a Surf or two. Grass types-- especially those with high Special--don't really mind Blizzard because of Marowak's low Special, and can finish him off with Razor Leaf or a few Mega Drains. _______________________ #106: Hitmonlee [NU] _______________________ Type: Fighting Stats: Stat HP Atk Def Spc Spe BST Base 50 120 53 35 87 345 Max 303 338 204 168 272 1: Sweeper ~ Hi Jump Kick ~ Body Slam ~ Counter ~ Seismic Toss/Substitute Hi Jump Kick is the game's best Fighting technique, putting major dents in any Normal type. Unfortunately, it falls just shy of taking out the common Normals--Chansey, Snorlax and Tauros--so you might want to paralyse them on the switch-in with Body Slam. Since you'll be taking lots of damage with those poor defences, you can use Counter against the Normal types you'll face. Seismic Toss deals with Gengar and is a more reliable finishing move than Hi Jump Kick, but Substitute helps with those atrocious defences. Evaluation: Hitmonlee's Fighting type automatically places him in UU, where he is sadly outclassed by Machamp. His utterly horrendous defensive stats mean he will be 2HKOed by almost everything, so he won't last long. Still, he's got a nice Attack stat and decent Speed and poses quite a threat to most Normal types--only Tauros really gives him trouble and even he can be taken care of once paralysed. OU Counters: Any Psychic Pokemon will immediately give Hitmonlee trouble and Psychic itself will, without a doubt, OHKO. Exeggutor and Slowbro are the best choices, since they have the Defense to eat up a physical attack or two, but other, frailer Psychics will still pose a threat. Zapdos also raises hell with its Fighting resistance, decent Defense and STAB Drill Peck. Gengar is immune to all but Seismic Toss and will batter Hitmonlee with strong Special attacks. UU Counters: Special attacks are the way to go, chief among them Articuno's Blizzard or Moltres's Fire Blast, both of which have a chance to OHKO. Hypno's Psychic will OHKO and he has the Defense to take an attack. Dodrio and Fearow resist Hi Jump Kick and can hammer him with Drill Peck, while Poison types like Muk resist the Fighting move, have high Defense and can hit back with a strong attack. Random Pokemon with Psychic--like Electabuzz--will work in a pinch. _______________________ #107: Hitmonchan [NU] _______________________ Type: Fighting Stats: Stat HP Atk Def Spc Spe BST Base 50 105 79 35 76 345 Max 303 308 256 168 250 1: Sweeper ~ Submission ~ Body Slam ~ Counter ~ Seismic Toss This works much like Hitmonlee's set above, only worse. Submission hammers Normals, but can't OHKO them and will cause massive recoil. Body Slam spreads paralysis for that below-average Speed and the other two moves are mostly filler for certain situations (like a Gengar attack). I've avoided listing the elemental punches here because Hitmonchan's Special is nowhere near good enough--just stick with Physical attacks, honestly. Evaluation: As a Fighting type with barely any physical movepool, Hitmonchan has it rough. Add to that some poor defensive stats, less-than-stellar Speed and being outclassed by every other Fighting type, you can see why Hitmonchan is never used. I'd advise you to avoid him--his only saving grace is somewhat decent Attack and a STAB Submission for Normal types. Nothing else is scared of him. Counters: Read Hitmonlee's entry above, but Hitmonchan poses even less of a threat. _______________________ #108: Lickitung [NU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 90 55 75 60 30 310 Max 383 208 248 218 158 1: Sweeper ~ Swords Dance ~ Body Slam/Wrap ~ Hyper Beam ~ Earthquake/Surf The only reason you'd want to use Lickitung over every other Normal type is that it has Swords Dance. Bring it in on something that will switch out, then Swords Dance and Body Slam away. Body Slam is preferred since Lickitung hasn't got the Speed to trap effectively, but you can use Wrap if you want. Hyper Beam finished off weak, paralysed Pokemon and will OHKO Alakazam after a Swords Dance, and Earthquake deals with anything resistant to Normal (like Gengar), or when you predict the opponent is about to use Counter. Surf is listed as an option to deal with Rhydon and Golem, but Earthquake is usually better since it gets boosted by Swords Dance. Evaluation: Lickitung has awful stats, but if it can set up a Swords Dance, it won't be too shabby. Still, other Normal Pokemon can have great stats without the need to set up, so Lickitung is mostly outclassed and has problems before it has a Swords Dance underway. When it does get going though, it can be difficult to stop. OU Counters: Exeggutor has decent Defense, resists Earthquake and can hit it with Psychic, although it will only 3HKO. Golem and Rhydon have the Defense to deal with Lickitung's boosted attacks and can force it out with Earthquake, although the odd Lickitung with Surf will catch them out. Slowbro can set up Amnesia on Lickitung and Surf it out. Finally, if Lickitung gets going, you can revenge kill it with mostly anything, since its Speed is tied for worst in the game. UU Counters: Machamp outspeeds it, does a boatload of damage with Submission and has the Defense to take some boosted Attacks. Other Fighting types like Hitmonlee and Primeape works similarly but less effectively, and the UU Rock types--Aerodactyl, Kabutops and Omastar--can try to take it out so long as they avoid Earthquake. Try to take it out ASAP so you don't get hit by many Swords Dance boosted attacks. _______________________ #110: Weezing [NU] _______________________ Type: Poison Stats: Stat HP Atk Def Spc Spe BST Base 65 90 120 85 60 420 Max 333 278 338 268 218 1: Sweeper ~ Sludge ~ Explosion ~ Thunderbolt ~ Hyper Beam Sludge is your STAB attack, working well against most Grass and Bug types, but be careful not to poison anything you'd prefer paralysed. Explosion is always a given on anything that gets it and Weezing uses it fairly well--as ever, be vigilant to use it at unlikely times, so your opponent doesn't outpredict you and bring in Gengar. Thunderbolt doesn't have loads of power, but works nicely as an option against the many Waters in UU. Finally, the last slot is usually reserved for Fire Blast, but Sludge outdamages it against Grass and Bug, so you're only left wanting for Ice types, which, in UU, are all weak to Thunderbolt anyway. So instead, Hyper Beam finishes off weak Pokemon when you don't want to explode yet. Evaluation: Weezing plays like Muk, only Weezing has superior Defense, Special and Speed at the cost of HP and Attack. I like to think of Weezing as a Special counterpart to Muk since it has Thunderbolt. Psychic and Earthquake still hamper Weezing's usefulness, but Explosion can never be compained about. Keep it away from OU, where Psychics abound, and it'll deal some decent damage in UU. OU Counters: Rhydon and Golem suck up all of Weezing's attacks, even eat an Explosion well and counter with Earthquake. Gengar especially can take an Explosion and isn't scared of Weezing's other moves. Psychic types can switch in on the least damaging move (Thunderbolt probably) and rip off HP with Psychic. However, even Alakazam cannot OHKO, so be prepared for a potential Explosion. Most OU Pokemon outdamage Weezing one-on-one, but must be careful of Explosion. UU Counters: Onix absorbs everything Weezing can muster and chips away with Earthquake, but everything else must beware of Explosion. Most Ground types with Earthquake can fare well, such as Sandslash. Anything with Psychic-- especially Hypno--is liable to 2HKO, and anything with Earthquake is likely going to win, barring an untimely Explosion. Nidoking and Nidoqueen resist Sludge, are immune to Thunderbolt and will cave it in with Earthquake. _______________________ #112: Rhydon [OU] _______________________ Type: Ground/Rock Stats: Stat HP Atk Def Spc Spe BST Base 105 130 120 45 40 440 Max 413 358 338 188 178 1: Sweeper ~ Earthquake ~ Rock Slide ~ Body Slam ~ Substitute/Rest This set plays similarly to Golem, but without Explosion. Like him, we have EarthSlide for as much damage as the rocky rhino can muster and Body Slam to spread paralysis and hopefully outspeed stuff. The last option is either Substitute or Rest--Substitute lets Rhydon last an extra turn if he does it on the switch, but Rhydon is often scared out by Water and Grass types. Rest heals you up, but again, Rhydon's staying power is limited since a lot counters him. Evaluation: Rhydon is a stronger, bulkier version of Golem and his sole purpose is to counter the multitude of Electric and Normal Pokemon. Physically, not many Pokemon can claim to be better than Rhydon--he has superb stats in both the physical areas, plus HP. His low Special means that puddles and leaves will totally wreck him, and his low Speed needs working around via paralysis. Rock typing affords him resistance to Normal attacks like Explosion, which, in terms of usefulness, cannot be overstated. The only reason you wouldn't want Rhydon on a standard team is because of Golem--despite Golem's lower stats, Explosion is too good of a move to willingly pass up on, so Rhydon doesn't see as much use. OU Counters: Exeggutor is the best counter since it resists Earthquake and Mega Drain will rip off loads of health and give half of it to Exeggutor. Any Water type like Slowbro and Lapras can OHKO with Surf, but Lapras should try to avoid Rock Slide. Starmie does tons of damage with Blizzard, but should try to avoid being paralysed. Snorlax and Tauros will outdamage it in a fist fight, but will incur a lot of damage in doing so. UU Counters: Victreebel and Venusaur will OHKO with Razor Leaf and Tangela fares okay with Mega Drain and Earthquake resistance. If Articuno can come in on Earthquake, it will OHKO with Blizzard--but it really hates Rock Slide. Gyarados avoids Earthquake and OHKOs with Surf, and basically any Water type will decimate Rhydon with STAB Surf attacks--think Blastoise, Vaporeon and Poliwrath. _______________________ #113: Chansey [OU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 250 5 5 105 50 415 Max 703 108 108 308 198 1: Staller ~ Softboiled ~ Ice Beam ~ Thunderbolt ~ Thunder Wave/Reflect BoltBeam is the perfect combination, hitting everything at least neutrally and working off Chansey's high Special. Ice Beam is used over Blizzard because Chansey is always used to stall; Ice Beam's extra PP affords it more power over time and the extra chance to freeze, which is always welcome. Softboiled makes it even more difficult to kill Chansey and Thunder Wave is to spread paralysis. That last move is usually preferred but, since physical Pokemon tend to wreck Chansey, Reflect is an option to last longer if you have other Pokemon spreading paralysis for you. Keep Chansey topped up with Softboiled--Hyper Beam's ubiquity will punish you otherwise. 2: Staller ~ Softboiled ~ Ice Beam ~ Counter ~ Sing/Thunderbolt/Thunder Wave This works much like the above set--stall with Softboiled and try to freeze with Ice Beam--with the additions of Counter and Sing. Counter is a great option for OHKOing anything that falls short of OHKOing you with Hyper Beam (many things will try--believe me) and Sing is an option that, albeit inaccurate, really hampers physical sweepers, who often can't take many hits. Chansey has the ability to survive should Sing miss, anyway. Evaluation: Chansey is the game's premier Special wall. Absurd HP and a great Special stat make her very resilient to special assaults and Softboiled is a massive bonus. Normal typing just helps further, since she has no weaknesses outside of Fighting. Since Chansey has low Speed and can wall six strong special attacks, even from, say, Alakazam, you'll want her paralysed--then she'll be immune to Sleep and Freeze. Her only fault is that physical Pokemon dominate her due to that pitiful Defense--luckily, most of RBY's top-tier Pokemon are specially orientated. She is an option that should be considered for any team--and any team that cannot take her out is not going to progress very far. OU Counters: Tauros, Persian and Snorlax can all beat it one-on-one, but will almost certainly get paralysed in the process. Snorlax doesn't mind paralysis much, making him the best counter. Alakazam, while not a total counter, can wear Chansey down with repeated Special falls and the two will often stall each other out--beware getting frozen. Physical Pokemon should also be on the lookout for the odd Chansey with Counter. If you can catch it with Explosion, Exeggutor and Golem are good too. Rhydon can switch in on a paralysed Chansey on anything not named Ice Beam from the standard set, then Earthquake twice for victory and only sustain one Ice Beam in return. UU Counters: Machamp is faster and will deal a lot of damage with Submission. Other Fighting Pokemon in UU can do a similar job, but none of them as well as the 'Champ. Things with Swords Dance can set up and attack okay, I suppose-- Sandslash will almost, but not quite, OHKO with a Swords Dance Earthquake, and can come in on anything Electric. It even outspeeds Chansey! Not much from UU is up to the task though. _______________________ #114: Tangela [UU] _______________________ Type: Grass Stats: Stat HP Atk Def Spc Spe BST Base 65 55 115 100 60 395 Max 338 208 328 298 218 1: Annoyer ~ Sleep Powder ~ Swords Dance/Stun Spore ~ Body Slam/Bind ~ Mega Drain Sleep the most useful thing you can, then Swords Dance/paralyse the switch-in and use the best move appropriate for your situation. Swords Dance is generally preferred since Body Slam is fairly effective already at spreading paralysis and Tangela can stay in long enough to make use of it due to its good Defense. Bind is also an option, but Tangela's Speed and its 75% accuracy are let-downs. Mega Drain won't see too much use, but it's Tangela's strongest Special attack besides SolarBeam (!) and takes out Rock types who might otherwise try to wall you. STAB is nice, too. Evaluation: Tangela isn't bad, but its movepool is really small and it will need a boost from Swords Dance to do significant damage. Lack of Razor Leaf is also really noticable here--it would be nice coming off that great Special. Still, decent defences and a lack of Poison type granting it neutrality to Psychic is pretty nice, but it doesn't really shine among peers like Venusaur. OU Counters: Besides being scared of sleep, the following Pokemon can take it out: Starmie isn't scared of Mega Drain too much and uses Blizzard well. Zapdos resists Mega Drain and hammers it with Drill Peck, although its high Defense causes this to usually be a 3HKO. Jynx's Blizzard will hurt a lot, as will Tauros's and Snorlax's, to lesser extents. Chansey doesn't really mind Tangela's physical assaults since its Attack is pretty low, and counters with Ice Beam. Finally, Gengar, of course, is only hurt by Mega Drain and takes laughable damage from that. UU Counters: Articuno and Moltres can OHKO with Blizzard and Fire Blast about half the time. Dodrio and Fearow can pound it heavily with Drill Peck, while all the Fire types should have no problems facing it one-to-one. Muk and Weezing have the Defense to take its attacks and can counter with Sludge. Gyarados is only neutral to Mega Drain and has a powerful Blizzard to counter with. _______________________ #115: Kangaskhan [BL] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 105 95 80 40 90 410 Max 413 288 258 178 278 1: Sweeper ~ Body Slam ~ Hyper Beam ~ Earthquake ~ Surf This moveset works much like Tauros's--Body Slam and Hyper Beam form your core offensive line, their STAB providing them with immense power. Spread some paralysis and finish off weak things via Hyper Beam. Earthquake is for Pokemon who take extra damage from Ground attacks and it provides super-effective damage against Gengar, who resists your STAB duo. It is also the perfect move to use when you predict the opponent is about to use Counter. Finally, we have Surf, which is the only deviation from the Tauros moveset. Due to kangaskhan's low Special, do not use it on anything but Rock/Ground types--anything else will take more damage from the other three moves, even if Surf is super- effective. Evaluation: Kangaskhan is the Tauros of UU; a powerful physical attacker with great STAB moves and the right stats to get the job done. Kangaskhan, however, has an abysmal Special as opposed to a usable one, and is worse at taking and dealing out damage due to its stats. It's also slower. So yeah, it's worse than Tauros in just about every way--so it should never be used in OU. UU, of course, is where it shines--play it just like Tauros and you won't be disappointed. OU Counters: Cloytser, Slowbro and Exeggutor are the best counters--strong Special attackers who have the Defense to take a hit or two. If you lack these guys, then switching in a frailer Special attacker might prove difficult, but Alakazam and Starmie will beat it in a straight up fist fight. Zapdos also fares pretty well with repeated Thunderbolts and Lapras can attack it with Surf for a victory in the end. UU Counters: The legendary birds have the Defense and Special to absorb blows and counter with their powerful Special moves. Fighting Pokemon in general-- especially Machamp--have the Defense and the super-effective arsenal to plaster Kangaskhan across the walls. Kabutops and Omastar can come in on Surf or the Normal attacks and set up before pounding away, while Venusaur and Victreebel have the ability to blow him away with Razor Leaf. _______________________ #117: Seadra [NU] _______________________ Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 55 65 95 95 85 395 Max 313 228 288 288 268 1: Sweeper ~ Surf ~ Blizzard ~ SmokeScreen ~ Agility/Double-Edge/Hyper Beam Seadra's your typical Water type, boasting a STAB move and an Ice move. The last two moves are totally filler. SmokeScreen helps you force switches and, with a bit of luck, gives you the opportunity to dodge attacks. The last slot is difficult--I'd go for Agility to boost your average Speed and temporarily negate the speed-lowering effect that paralysis brings, but you can, if you want, go for a Normal move so you aren't left helpless against other Water types, who often pack Thunderbolt. Evaluation: Seadra's one of the many 'average' Water Pokemon of RBY, with no standout qualities. It's decent against physical Pokemon and can always take out the Fire, Ground and Rock types it is super-effective against, but rarely shines outside of those roles. Most Special Pokemon have very little trouble with Seadra, since its stats are not spectacular. It's main problem is that it is outclassed by every other Water type, who can do something other than Water + Ice attacks. Seadra cannot really claim that. OU Counters: Starmie and Lapras resist its attacks and bring about a powerful Thunderbolt. Zapdos also unleashes a strong flurry of Thunderbolts and isn't much scared of Seadra's Blizzard, although it should at least try to avoid it. Chansey and Gengar will soak up the damage that Seadra deals them and again counter with Thunderbolt. Finally, Alakazam's monstrous Special means he'll have no trouble taking Seadra's attacks and launching an assault with Psychic in return. UU Counters: The UU Electric regulars--Electabuzz, Jolteon and such--all cave Seadra's head in with, you guessed it, Thunderbolt. Gyarados also has Thunderbolt and can send it packing. Venusaur and Victreebel should avoid Blizzard, but Razor Leaf does massive amounts of damage to it. Poliwrath and Golduck can set up Amnesia in front of it very easily, then scare it off with non-Water moves. _______________________ #119: Seaking [NU] _______________________ Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 80 92 65 80 68 385 Max 293 232 218 198 224 1: Sweeper ~ Surf ~ Blizzard ~ Double-Edge ~ Hyper Beam Seaking cannot do anything else, so just pick the best move for the situation. Water types will resist Surf and Blizzard, so either Double-Edge them--beware of racking up recoil!--or Hyper Beam them if they're getting weak. Seaking will need paralysis support because of that low Speed. Evaluation: Well, just when I thought that Seadra was the most unimpressive Pokemon I'd written about... here comes Seaking. With mediocre stats across the board, save for Attack, and a particularly barren movepool, Seaking is largely useless. Oh, and there are a billion other Water types who have so many good qualities that Seaking just doesn't have--like Thunderbolt, Amnesia, Recover... Seaking should be avoided in favour of one of those Water Pokemon who actually has decent options. Counters: Much the same as Seadra, above. Seaking pretty much always has Hyper Beam and a decent Attack, though, so consider that before sending out frail Pokemon. _______________________ #121: Starmie [OU] _______________________ Type: Water/Psychic Stats: Stat HP Atk Def Spc Spe BST Base 60 75 85 100 115 435 Max 323 248 268 298 328 1: Staller ~ Blizzard ~ Thunderbolt ~ Thunder Wave/Surf ~ Recover Starmie can fill one of two roles--either an early game staller intended to dent and paralyse as many Pokemon as possible before inevitably switching against Chansey, or a late game sweeper who finishes off poor, paralysed Pokemon with glee. For the first option, go with Thunder Wave and use Surf for the other role. Starmie is horrendous to face, pseudo-BoltBeaming everything in sight and recovering any damage it takes. You might be tempted to use Psychic, but not much is weak to Psychic except Gengar when you're playing OU. Evaluation: With stats perfect for stalling and sweeping, a moveset that couldn't be more generous and Recover to tank itself up, Starmie hits hard right off the bat with BoltBeam and Psychic or Surf if you're that way inclined. Handy Water, Ice and Psychic resistances and access to a huge critical hit rate make Starmie a horrifically powerful Pokemon indeed. Starmie is so often used that if you're not prepared for it--usually by packing a healthy Chansey and some backup--you'll be beaten by it. Period. OU Counters: Chansey is the best counter by a long shot, boasting massive HP and Special to absorb attacks and Thunderbolt to counter with--it even likes being paralysed to gain immunity to Freeze. Other than that, your options are limited. Alakazam can stall it out and will eventually get somehwere with the Special falls, although it might get frozen in the meantime. Tauros and Snorlax can, but won't always, kill it via Body Slam followed immediately with Hyper Beam. Snorlax fares better due to its better Defense, Attack and wilingness to be paralysed. Water types with Thunderbolt--your own Starmie or Lapras--will go toe-to-toe, but only luck will present a winner. Starmie is also on about even terms with Zapdos, so cross your fingers. UU Counters: Jolteon's high Special, fantastic Speed and Thunderbolt give it the edge it needs to win, but it will do so at a heavy cost to its HP. Other Electric types fare less well, but can work in a pinch, especially if you're willing to sacrifice one to let the next Pokemon revenge kill Starmie. Hypno works similarly to Alakazam and Clefable works similarly to Chansey, but both require Rest instead of Recover/Softboiled and so will take longer in that respect. Starmie can still beat them, especially if it critical hits... which it does quite often. _______________________ #122: Mr. Mime [BL] _______________________ Type: Psychic Stats: Stat HP Atk Def Spc Spe BST Base 40 45 65 100 90 340 Max 283 188 228 298 278 1: Sweeper ~ Psychic ~ Thunder Wave ~ Thunderbolt ~ Barrier/Seismic Toss Paralyse things, then start battering them with Psychic. When you're up against an opposing Psychic type, use Thunderbolt instead, which is a rarity on pure Psychic types. The last slot should probably be used for Barrier--Mr. Mime's Defense is pretty poor and he'll suffer without it. Alternatively, Seismic Toss can be used to damage things with high Special or that resist your other two attacking moves, such as Exeggutor. Evaluation: Mr. Mime would be pretty good in UU if he wasn't outclassed by Hypno--the only things Mr. Mime has over him are Thunderbolt and higher Speed. Still, Hypno has better stats elsewhere and Hypnosis to cause Sleep. Lack of Recover and low defensive stats mean Mr. Mime won't be sticking around for very long, but he attacks decently from the special side of the spectrum and has a nice range of moves. OU Counters: Chansey, of course. Chansey soaks up all special attacks and can stall Mr. Mime for a freeze while recovering via Softboiled. Physical Pokemon with a semi-decent Special--think Tauros and Snorlax--can come in and pound Mr. Mime's weak Defense. Persian in particular will penetrate Barrier with its critical hit Slashes. Exeggutor resists Mr. Mime's moves, but unless it has Double-Edge or Sleep Clause hasn't been activated it will be hard-pressed to do anything in return. Zapdos can also pound it with Drill Peck and has the Special to weather some assualts. Alakazam will also beat it (it'll take a while) since he has Recover. UU Counters: Clefable acts like a mini Chansey and can stall it out similarly. Electric types with high Special like Jolteon will resist Thunderbolt and can retaliate with a powerful one of their own, although the two combatants will be about evenly matched. Sandslash and Dugtrio can come in on Thunderbolt and proceed to obliterate it with powerful Earthquakes. Unfortunately, due to its Psychic type, Mr. Mime is hard to 'beat'; you'll need to wear it down with one of your own Pokemon and take a lot of damage in the process. _______________________ #123: Scyther [NU] _______________________ Type: Bug/Flying Stats: Stat HP Atk Def Spc Spe BST Base 70 110 80 55 105 420 Max 343 318 258 208 308 1: Sweeper ~ Swords Dance ~ Hyper Beam ~ Slash/Double-Edge ~ Agility Bring in Scyther on a non-damaging move, preferably, and then set up. It's nice that you get Swords Dance, so buff up with that and before unleashing Hyper Beam all over the place. If you don't get a chance to set up, Slash is also viable for its almost guaranteed critical hit rate which, unfortunately, nullifies Swords Dance boosts. If you don't like it nullifying Swords Dance, try using Double-Edge instead--Scyther's frail anyway, so the HP loss isn't such a big deal. Agility should only be used if you are slower than the foe or to temporarily nullify the speed drop from paralysis. Evaluation: Scyther's got nice stats, but a poor movepool consisting of no STAB moves outside of the pathetic Wing Attack. With only Normal moves in his arsenal, Scyther has a lot of trouble against Rock types and the power output is lacking against Normal type sweepers, who get STAB. Scyther also has a massive array of weaknesses due to its type, possibly the worst in the game--a whopping seven weaknesses make him almost unusable. In UU, though, he can be okay if he switches out against Rock types. OU Counters: Rock Slide from Golem and Rhydon will definitely OHKO Scyther and the two will take minimal damage from those moves. Gengar also takes no damage from those moves. Even if it's fully set up, those Pokemon are fine. If it isn't set up, more options become available--Alakazam batters Scyther and can recover off any damage. Zapdos will always OHKO with Thunderbolt, while Lapras and Starmie will each do a healthy chunk of damage. If it cannot KO with Hyper Beam, you can nail it eaasily on the recharge turn. Sturdy physical Pokemon like Tauros and Snorlax also face few problems against an unboosted Scyther. UU Counters: The legendary birds both pack super-effective attacks which will guarantee an OHKO. Onix, Kabutops and Omastar all resist Scyther's attacks and Onix can counter with Rock Slide--these guys are the best option for a boosted Scyther. Most Fire types--especially Arcanine who has decent bulk--will scare it away with Fire Blast. Jolteon, Electabuzz and other Electric types can send it packing with Thunderbolt, while Muk and Weezing have the super-effective Sludge and the Defense to take a Hyper Beam. _______________________ #124: Jynx [OU] _______________________ Type: Ice/Psychic Stats: Stat HP Atk Def Spc Spe BST Base 65 50 35 95 95 340 Max 333 198 168 288 288 1: Sweeper ~ Lovely Kiss ~ Blizzard ~ Psychic/Counter ~ Mimic/Counter Use Jynx as a lead Pokemon to put others to sleep. Lovely Kiss is Jynx's main asset, turning it into the fastest semi-accurate sleeper (Gengar is faster, but Hypnosis is only 60% accurate compared to Lovely Kiss's 75%). Blizzard is a great all-purpose STAB attack and the last moves are your choice. Blizzard runs out of PP fairly quickly, so Psychic is an option for secondary STAB or for taking out lead Gengar if it fails to get the sleep on you. Starmie is often used to counter Jynx, so Mimic has a three in four chance of picking up something useful--Thunderbolt, Thunder Wave or Recover (we don't want Blizzard). Finally, Counter is an option for things looking to abuse your low low Defense. Evaluation: Jynx's stats are pretty awful, but her type and access to an accurate sleep move mostly redeem her. She only has weaknesses to Rock and Fire, which are quite rare and you should keep her away from those types anyway. She works almost exclusively as a lead Pokemon, since it's hard to switch her in against attacks. Still, if you have her as a lead, she'll serve you well, since Ice is a universally great type and STAB Ice attacks are nothing to scoff at. OU Counters: As a lead, Gengar outspeeds it and can put it to sleep, with some luck. Chansey doesn't really fear Jynx as long as Sleep Clause is activated-- she can sponge attacks and retaliate with a neutral Thunderbolt. Starmie resists Jynx's attacks and can wallop it with Thunderbolt, but Jynx often carries Mimic and so might hit you with Thunderbolt in return. Slowbro can set up Amnesia against it and Tauros and Snorlax will destroy it one-on-one. Alakazam can also work in a pinch, since he can Recover. UU Counters: Bulky Water types--think Blastoise and the like--can come in and resist a Blizzard while retaliating with powerful moves of their own, like Surf. Fire type Pokemon come into their own in UU and will make short work of Jynx, although take care to note that Fire types do not resist Ice type moves in RBY. Clefable can also work in a pinch as a mini-Chansey, as long as it can Rest off repeated Blizzards. Most physical Pokemon with decent Special stats will be able to hold their own, since Jynx is very frail. _______________________ #125: Electabuzz [UU] _______________________ Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 65 83 57 85 105 395 Max 333 264 212 268 308 1: Sweeper ~ Thunder Wave ~ Thunderbolt ~ Psychic ~ Seismic Toss/Reflect Although Electabuzz has decent Speed, you'll want to spread paralysis for your other Pokemon to exploit. Thunderbolt is your bread-and-butter STAB and your main attack. Psychic looks like a nice option, but Electabuzz's Special is just a bit underwhelming. But, with a lack of better options, it's at least nice to use against Ground types who might otherwise wall you. Seismic Toss is there mostly for filler, but works nicely if you begin to run out of PP or are facing a Special sponge. reflect helps with that poor Defense. Evaluation: Electabuzz is somewhat unique, being the only Electric to get Psychic. Still, that's not much to boast about when it has no STAB or decent Special behind it, and Electabuzz has problems with his low defensive stats, mediocre Special and slightly restricted movepool. In UU, though, Electric types are pretty much always useful and Electabuzz's Speed is decent enough to outrun most things. The only thing that really cripples him is that Jolteon is a better UU Electric in almost every way, so you shouldn't expect to see Electabuzz much. OU Counters: Most things that aren't a Water type won't have much trouble. Golem and Rhydon work well of course--even Psychic only scores a 4HKO about half the time--and Golem will almost always OHKO with Rhydon guaranteeing it. Exeggutor, Alakazam and Chansey all have massive Specials and can stall out Electabuzz while slamming him with powerful attacks. Just be careful not to let anything important get paralysed, like Alakazam. Snorlax and Tauros can soak up his attacks and hammer his weaker defensive side for massive damage. UU Counters: Dugtrio, Marowak and Sandslash can switch in on either Electric move and batter Electrabuzz down with repeated Earthquakes. Most Special Pokemon can best Electabuzz due to his mediocre offense--Tangela resists the Electric moves, isn't fussed by Psychic and can Mega Drain it to death. Clefable can soak up his attacks and counter with Body Slam or Ice Beam. _______________________ #126: Magmar [NU] _______________________ Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 65 95 57 85 93 395 Max 333 288 212 268 284 1: Annoyer ~ Fire Blast/Flamethrower ~ Body Slam ~ Confuse Ray ~ Hyper Beam/Psychic/Submission This set works the same as Ninetales's, but Magmar isn't as good. This set is a decent counter to common leads--Jynx, Exeggutor and Venusaur in UU--and you can scare them off with your STAB move before aiming to paralyse everything. Confuse Ray is good for annoying and forcing switches, while the last slot is the user's preference; Hyper Beam is best for power, but the other two moves work against certain Pokemon. Psychic nails Poison and Fighting types more effectively--but a neutral Fire Blast does the same amount of damage as a super-effective Psychic--and Submission nails Chansey and not much else. Evaluation: Fire types are difficult to use in general because they aren't effective against much and have common weaknesses, but Magmar takes it a step farther by being the worst Fire type in the game, outclassed by Arcanine, Ninetales, Charizard, Moltres and Rapidash. Since they're all UU players, pick one of those guys instead--Ninetales has the moveset most similar to Magmar's. Magmar's stats are pretty average, so when judged in his own right, he's not actually that bad. Still, you'll never see him be used. OU Counters: Slowbro can set up Amnesia all day long against him and Starmie won't take much damage from his attacks, but won't like being paralysed and doesn't usually pack Surf. Chansey stalls it out and can aim for a freeze, while Alakazam would love to come in and get burnt. Rhydon and Golem, on the other hand, would hate being burnt, but otherwise fear nothing about Magmar. Gengar's also pretty good, being immune to Body Slam and sucking up Fire Blast's with that high Special. UU Counters: Vaporeon, Gyarados, Blastoise and other Water types with some hefty bulk behind them don't fear Magmar. Onix can use Earthquake and takes minimal damage from anything Magmar throws his way, and Kabutops and Omastar doubly resist his STAB move--they should beware the odd Submission though. In a pinch, Dugtrio and Sandslash can pound it with super-effective Earthquakes for a decent victory. _______________________ #127: Pinsir [UU] _______________________ Type: Bug Stats: Stat HP Atk Def Spc Spe BST Base 65 125 100 55 85 430 Max 333 348 298 208 268 1: Sweeper ~ Swords Dance ~ Body Slam ~ Hyper Beam ~ Submission Pinsir is best at setting up against physical Pokemon without super-effective moves, so switch him in, Swords Dance away, then use the best physical move you can. Spam Body Slam in the early stages of the game to spread some paralysis and use Hyper Beam later to finish off weak Pokemon or almost always OHKO Chansey (after a Swords Dance). Submission shouldn't be used unless it's super- effective against something, since that recoil isn't very pretty and it won't outdamage Body Slam. If you use it against Chansey, be warned that OHKOing it comes at the cost of tearing over half your HP off. Evaluation: He's got nice Attack, good Defense and alright Speed, but outside of that Pinsir is hard to recommend. No STAB to speak of, which would have been nice against Psychics, and no real resistances mar his performance greatly. That low Special also means he can't stand up to Special atackers and is forced to switch, negating Swords Dance. Still, if you can bring him in after Gengar and other fearsome Special sweepers have been taken care of, he should be able to Swords Dance up and KO some low-Defense Pokemon. Maybe. OU Counters: Gengar totally walls Pinisr and can blast him with powerful Special attacks. Special sweepers with decent Defense--Exeggutor or Zapdos, for instance--can switch in and cause havoc with their STAB attacks, especially Drill Peck for Zapdos. Slowbro doesn't mind paralysis, resists Submission and can set up on Pinsir before smacking it with Surf. Lapras also has the Defense to take it on in combat. Other Pokemon like Starmie can also easily take it out if it hasn't had the chance to set up yet. UU Counters: Moltres is probably your best bet and guarantees an OHKO with Fire Blast. Articuno also has the Defense to face off against it. Arcanine and Ninetales--along with other Fire types--aren't particularly scared of it and will do heaps of damage with Fire Blast. Tangela doesn't mind Pinsir's moves and will outpower it eventually, as will Victreebel and Venusaur. Weezing and Muk have great Defense to survive his attacks with, resist Submission and can counterattack with a super-effective Sludge. _______________________ #128: Tauros [OU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 75 100 95 70 110 450 Max 353 298 288 238 318 1: Sweeper ~ Body Slam ~ Hyper Beam ~ Earthquake ~ Blizzard This moveset is the Tauros standard and has a move for each Pokemon it faces. You play Tauros when everything is paralysed and weak and then bring him in to sweep, so make sure to keep him from being paralysed. Body Slam and Hyper Beam are a fantastic STAB duo, as always, which help Tauros spread paralysis and deal incredible damage respectively. Earthquake finds less use--it's not as powerful as a STAB Body Slam and has no good side effect--but is used to smack Gengar and anything that might try to use Counter against you. Blizzard's power output is fairly good for a physical Pokemon, but should still only be used if the other three moves prove to be not as effective. Evaluation: Tauros is one of the best Pokemon on offer, no question about it, being able to take on basically any Pokemon one-on-one. His stats are far beyond average and those great Attack and Speed stats are only complemented by very respectable defences. Being weak to only Fighting means Tauros has basically no weaknesses, and STAB Normal moves put a huge dent in almost everything. He has just the right moves to work a great moveset and a critical hit rate of ~21.5% means that he can mess up the plans of Pokemon that are supposed to counter him. Unfortunately, Tauros hasn't quite got the stats to be a frontline sweeper (though he can work in a pinch) and prefers to pick off stragglers. Make sure he isn't paralysed or he'll lose a lot of usefulness. OU Counters: Not many. A Cloyster using Clamp is your best bet, but Tauros sometimes even carries Thunderbolt specifically for him. Realistically, one of your Pokemon is going to get taken out, so accept it. Frail special sweepers like Alakazam and Chansey can, if played cleverly, Counter at the right time for an instant KO and can paralyse him in the process. Snorlax can sponge hits and counter well, but will feel the pain afterwards and might get critically hit. The last semi-reliable option is to explode with Golem or Exeggutor. Thankfully, Tauros cannot heal, so the most likely scenario is that he will KO one of your Pokemon, but repeated hits will eventually wear him down and take him out. UU Counters: Articuno is really the only true counter. After Reflect and Agility, specifically, and with Blizzard to smack Tauros into submission for a quick 2HKO. It is also immune to Earthquake, which is nice. Kingler can also work as an underrated Tauros counter, if he does not carry Thunderbolt. Crabhammer, then a boosted Hyper Beam will take care of Tauros faster than he can deal with you, as a Body Slam, barring critical hits, is only a 4HKO. Expect bad luck to screw you up though--Tauros is the master of critical hits. _______________________ #130: Gyarados [BL] _______________________ Type: Water/Flying Stats: Stat HP Atk Def Spc Spe BST Base 95 125 79 100 81 480 Max 393 348 256 298 260 1: Sweeper ~ Hyper Beam ~ Body Slam ~ Blizzard/Surf ~ Thunderbolt Take advantage of that amazing Attack stat with the most overused combination of physical attacks in the game. Body and Hyper Beam, like always, spread paralysis and pick off stragglers, depending which stage of the game you decide to play it at. The last two moves serve up a psuedo-BoltBeam, but you can use Surf instead if passing up on Gyarados's strongest Special attack seems like blasphemy. In general, you'll want to spam Body Slam to spread paralysis, but the other moves come into their own in the end-game phases--just pikc the most effective one. Evaluation: With a phenominal stat total, some people might think Gyarados is amazing. Unfortunately, stats aren't everything. Gyarados cannot heal itself and its Speed is a tad underwhelming. Of course, the biggest flaw is that gaping Electric weakness--with basically any self-respecting special sweeper carrying Thunderbolt, Gyarados finds it difficult to really come into play against anything and is more or less outclassed by Starmie. Still, against anything without Thunderbolt, Gyarados can cause havoc with a fearsome Attack and good Special stat along with some varied moves. OU Counters: As long as Zapdos can avoid Blizzard, it won't take too much damage and will OHKO with Thunderbolt. Gengar avoids the normal moves and can wallop it with Thunderbolt too. Starmie and Lapras also pack an Electric move to abuse it with. Outside of Thunderbolt, Snorlax will sponge Gyarados's attacks pretty well and can bring down the leviathan through a combination of Body Slam and Rest. Of course, Snorlax also occasionally carries Amnesia and Thunderbolt, so by all means use that instead. UU Counters: Electric types are the way to go, with the better ones being able to OHKO with ease--namely Jolteon. Other, weaker Electric Pokemon--say, Electrode--can rip off masses of health with Thunderbolt and non-STAB Thunderbolt from Mr. Mime will also hurt a lot. If you somehow don't possess Thunderbolt in your arsenal (?) then you might have some trouble, but then you deserve it for ignoring one of the premier attacking types of RBY. _______________________ #131: Lapras [OU] _______________________ Type: Water/Ice Stats: Stat HP Atk Def Spc Spe BST Base 130 85 80 95 60 450 535 Max 463 238 258 288 238 RBY GSC 1: Sweeper ~ Blizzard ~ Thunderbolt/Rest ~ Body Slam/Rest ~ Confuse Ray STAB Blizzard is your bread-and-butter attack, useful in nearly every situation. Thunderbolt complements it for perfect neutral coverage, althiugh some of you might want to opt for Rest, given Lapras's respectable defensive stats. The last two moves make use parafusion which, for those that don't know, is simply paralysis + confusion on a foe, which renders them able to attack only 37.5% of the time. Confuse Ray is a good way of preparing for Rest--your foe will have to risk not attacking 50% of the time or be forced to switch out. Surf isn't necessary--Golem and Rhydon are OHKOed by Blizzard, although with Rhydon there's a tiny chance it won't manage. Evaluation: Lapras faces competition for a team slot with Starmie, but has a few advantages over the starfish. It has better defensive capabilities with that high HP and can use Body Slam to cause damage to Pokemon with low Defense but high Special, such as Alakazam. It also gets STAB on Blizzard, giving it a very powerful special attack. Confuse Ray is always useful as well, since it essentially halves the foe's accuracy. However, it's a bit slow, although it still outspeeds Exeggutor, and Rest is a shaky option when Starmie has the more reliable Recover. Try them both out and see which Pokemon fits your team better. OU Counters: As long as Zapdos can avoid Blizzard on the switch in, it can take down Lapras in two Thunderbolts. Gengar sponges up Special hits and is immune to Body Slam, countering hard with a swift Thunderbolt. Chansey can almost always 3HKO with Thunderbolt and can heal off Body Slam while draining its PP for Blizzard. Confuse Ray, with bad luck, will mess this up though. Starmie and Alakazam can also stall it out with their recovery moves, but don't work quite as well. UU Counters: UU is full of pure-Electric types who, unlike Zapdos, don't take increased damage from Thunderbolt. The best, of course, is Jolteon, but the other UU Electrics can slowly rack up the damage as well. If you can run it out of PP for Blizzard via Chansey or something, then the Grass types with Razor Leaf--that is, Venusaur and Victreebel--will swiftly put an end to it. This becomes more difficult if the foe decides to pack Ice Beam instead. _______________________ #132: Ditto [NU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 48 48 48 48 48 240 Max 299 194 194 194 194 1: ??? ~ Transform Transform works like this: You inherit the opponent's species, type(s), moves (5PP each), stats (except HP) and stat modifiers. When you switch out, you revert to Ditto. Essentially, you turn into a copy of your foe with less HP (unless they have less than 299 for some reason), less PP per move and revert to Ditto at the end of it. Ditto also keeps hit own original critical hit rate of a measly 9.375%, making certain potential targets like Tauros less useful. Now you have to spend a turn actually Transforming. Theoretically, you will almost always be slower than the foe, so you have to switch Ditto in and take a hit, take another hit before you can Transform and then, since you now tie for Speed, have a 50% chance to take *another* hit before you can attack. Ditto's HP does not allow for this, so it WILL die. Oh, and there's the small matter of your opponent being able to switch before you Transform, so they will get to choose what you Transform into. Evaluation: It's a joke Pokemon, if you couldn't tell. Low stats and an unpredictable set of low PP moves condemn Ditto to never being used. Avoid. OU Counters: Pick a team member who one other member of your team counters, and send it in. For example, send in Zapdos, then switch to Golem. Try not to send in anything that can mess you up, like something with Explosion. The best one- on-one counter is one with the greatest HP advantage, which is obviously Chansey. Be careful of being frozen though. To be honest, nothing should have any problems with Ditto. UU Counters: You shouldn't have any problem with Ditto. The only Pokemon who might is Ditto itself. Ultimate stall wars occur! _______________________ #134: Vaporeon [UU] _______________________ Type: Water Stats: Stat HP Atk Def Spc Spe BST Base 130 65 60 110 65 430 Max 463 228 218 318 228 1: Sweeper ~ Surf/Hydro Pump ~ Blizzard ~ Body Slam ~ Mimic Pick a powerful STAB attack and back it up with the always-excellent Blizzard to counter any would-be Grass type counters. Body Slam is for spreading paralysis or hitting low Defense/high Special Pokemon, like Chansey. So far, Vaporeon has a fairly standard movepool which is nothing special for a Water type--you can try to rectify this by using Mimic and hoping you get a Thunderbolt, for instance. 2: Staller ~ Surf ~ Ice Beam ~ Acid Armor ~ Rest This plays like the above set, but you use the safer, higher-PP Surf and Ice Beam over their more powerful counterparts so you can stall and aim for a freeze. Vaporeon's worst defensive stat is her Defense, so ramp it up with Acid Armor. Now it's a true tank, capable of taking anything not named Thunderbolt or Razor Leaf, and can always Rest off any damage it happens to incur. You'll need to play carefully--you'll be out of action for three turns due to Rest-- but Vaporeon generally has the bulk to take it. Evaluation: Vaporeon is a powerful UU contender, with a nice stat total, including great Special, and decent STAB and Ice attacks. Vaporeon is a decent staller, but has trouble actually taking things out beyond hoping for a freeze and just ends up being difficult to take out. It's outclassed by Starmie and Lapras in OU, so avoid it there, but ends up being able to do a nice chunk of damage to most things in UU. It is *very* hard to get rid of in UU, especially the staller set. OU Counters: Chansey, of course, as the go-to Special absorbant. It's not much threatened by Body Slam either and can slam Vaporeon with Thunderbolt. The OU Water types--Starmie and Lapras--resist its main attacks and can also counter with a swift Thunderbolt. Finally, as long as he can avoid the Ice move for the most part, Zapdos will do massive damage with Thunderbolt, usually 2HKOing. If it decides to Rest, most Pokemon can play against it, foremost among them Tauros and Snorlax. UU Counters: Jolteon is only neutral to Ice attacks and has the Special to sort of shrug them off and can counter with Thunderbolt. The other Electric types should do okay too. Venusaur and Victreebel need to avoid Blizzard on the switch in, but if they do, they outspeed it and can usually 2HKO with a few Razor Leaves. Gyarados resists the Water move and is neutral to Blizzard and can counter with Thunderbolt. Be careful of it potentially being mimicked back on to you. _______________________ #135: Jolteon [BL] _______________________ Type: Electric Stats: Stat HP Atk Def Spc Spe BST Base 65 65 60 110 130 430 Max 333 228 218 318 358 1: Sweeper ~ Thunderbolt ~ Thunder Wave ~ Pin Missile ~ Focus Energy/Body Slam/Double Kick Thunderbolt goes without saying and Thunder Wave spreads paralysis--Jolteon doesn't need it himself, but it will help out the other, slower members of your team. Pin Missile is super-effective against Psychics, but is luck-based and will hit three times on average, making it weaker than Thunderbolt against anything except Exeggutor and Grass/Poison types. Still, it can be handy if you get lucky and are holding out for a critical hit. The last move is actually for hitting Golem and Rhydon, although it won't obviously help you win against them. Body Slam might paralyse them, but Double Kick damages them more (still only a 6HKO) and can hit Chansey as well for a 4HKO. Great. Of course, Stadium players should definitely go for Focus Energy, which actually works and will basically guarantee a critical hit for every move. Evaluation: Jolteon is certainly the best Electric type in UU and even gets to shine in OU every once in a while if Zapdos doesn't seem to work as well. With Speed and offense through the roof, Jolteon is used very similarly to Tauros-- wait until the end-game when everything is paralysed, then come out and finish things off. Only losing out in Speed to the never-used Electrode, Jolteon will outspeed everything and its fantastic critical hit rate will screw many Pokemon over. Electric is also one of the best attacking types in the game and so he will only really need to switch against Ground types since he has pin Missile for the Grass types. OU Counters: Golem and Rhydon are afraid of nothing Jolteon can conjure up, so use one if possible. Otherwise, Chansey and Snorlax can square up to it pretty well and stall it out, though the odd critical hit Double Kick might be problematic. Tauros and Snorlax can damage it with Earthquake quite heavily, but are going to be hit heavily with Thunderbolt. Gengar also works quite well, but unless it has Psychic or is willing to explode, it's going to take a while to bring Jolteon down. UU Counters: Onix can take anything from Jolteon and Earthquake until it eventually bites the dust. Other Ground types work just as well, if not better--Sandslash and Dugtrio are probably your best bets, followed by Nidoking or Nidoqueen. Finally, if you can't successfully paralyse it with one of these Pokemon via Body Slam, then you can bring in your own Electric and Thunder Wave it--a paralysed Jolteon loses a lot of usefulness. Psychic Pokemon like Hypno can then come in and just about match it for power output. Clefable can come in, paralyse it, and then Body Slam or Rest until it wins. Hopefully. _______________________ #136: Flareon [NU] _______________________ Type: Fire Stats: Stat HP Atk Def Spc Spe BST Base 65 130 60 110 65 430 Max 333 358 218 318 228 1: Sweeper ~ Fire Blast ~ Body Slam ~ Hyper Beam ~ Focus Energy/Quick Attack/Mimic Fire Blast is your most powerful attack, so use that on anything that is weak or neutral to it. Body Slam and Hyper Beam form the 'paralyse everything early; finish off everything later' duo of moves which decimate so many low Defense Pokemon, but Flareon unfortunately does not get STAB on them. The last move should always be Focus Energy in Stadium, but avoid it otherwise, since it's glitched. Quick Attack is hardly ever useful, but can occasionally pick off low-HP but speedy Pokemon, and Mimic can help with that desolate movepool of yours. Evaluation: Fire types are mostly useless in RBY, which is a shame since Flareon's offensive stats are some of the best in the game. Unfortunately, that low Speed and bad defences leave it open to fast, brutal attackers, especially those of the ubiquitous Water type. With those guys and Ground types knocking around everywhere, Flareon is pretty easy to counter, which hampers its otherwise great offense. That barren movepool doesn't help either, but it's got just enough moves for a decent neutral coverage. Keep it strictly in UU and it might net you some surprise victories. OU Counters: Any Water type in OU will not have problems--Slowbro, Starmie and Lapras can all switch in (Lapras takes neutral damage though) and even like getting burned, so they are immune to future status effects. Beware a stray Body Slam paralysis though. Rhydon and Golem don't like being burned at all, but are otherwise the quickest and most effective counters, resisting every move Flareon has and countering with a brutal Earthquake. Tauros and Snorlax also outmatch it and can bury it via Earthquake. Gengar is immune to the two Normal moves and can wear Flareon down over time. UU Counters: UU contains a plethora of bulky Water types all begging to be used, with Blastoise, Poliwrath and Gyarados chief among them. Gyarados doesn't often pack Surf though. Mostly anything with Surf will win and the Rock types-- especially Kabutops and Omastar--will always get a one-up on Flareon. The Ground types like Sandslash can work, but be wary, since they are neutral to Flareon's powerful moves. _______________________ #137: Porygon [NU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 65 60 70 75 40 310 Max 333 218 238 248 178 1: Sweeper ~ Blizzard ~ Thunderbolt ~ Thunder Wave ~ Recover Well, you have neutral coverage with Blizzard and Thunderbolt, but Porygon lacks the Special and STAB to really do damage with these moves. Thunder Wave spreads paralysis--believe me when I say that you'll need it with Speed like that--but Recover is there to make Porygon unique. Sort of. It's one of the few Pokemon to get it in UU. I'm grasping at straws here, okay? 2: Sweeper ~ Sharpen ~ Hyper Beam ~ Blizzard/Thunder Wave ~ Recover Since Porygon can't boost his mediocre Special, you might want to try this set instead. Of course, Sharpen is no Swords Dance and Porygon's only STAB option is Hyper Beam, meaning that if he can't KO the foe, he's motionless for a turn. That's kind of it, really. Blizzard helps cover things that will not take much from Hyper Beam--Exeggutor and Golem/Rhydon basically--but Thunder Wave helps that low Speed. Recover is there because it's a generally great move, but Porygon hasn't got the defences to really survive while using it. Evaluation: Porygon has a movepool that some Pokemon would kill to have, but just hasn't got the stas to make much use of it. His STAB move comes off a very low attack and, while it can be boosted, it's only via the not-so-effective Sharpen. It has the moves and type of Chansey, but without any decent defences to back up those nice moves. Use Chansey instead. Even in UU, Porygon is outclassed and beaten up by many better Normal types, namely Clefable. OU Counters: Gengar walls the physical set and can eat attacks from the special one without too much fear. Starmie and Exeggutor have the Defense and Special to survive both sets, but should beware of (weak) Thunderbolts and Blizzards respectively. Snorlax doesn't fear its attacks and can easily wallop it. Other Pokemon need to see which set it is using--Alakazam and Chansey easily counter the special one, whereas Golem and Rhydon counter physical variants (if they avoid Blizzard). UU Counters: Any Fighting Pokemon can take care of Porygon with ease. Even Machamp outspeeds it and others like Primeape and Hitmonlee will also do really well with their STAB attacks. High Defense Pokemon can take it out--sets lacking Thunderbolt can be countered by Water types and sets lacking Blizzard can be countered by Grass types. Honestly, Porygon's defensive capabilities are pretty poor, so it shouldn't be too hard to face up to it and win. _______________________ #139: Omastar [NU] _______________________ Type: Rock/Water Stats: Stat HP Atk Def Spc Spe BST Base 70 60 125 115 55 425 Max 343 218 348 328 208 1: Sweeper ~ Surf/Hydro Pump ~ Blizzard ~ Seismic Toss ~ Body Slam/Rest/Mimic Surf for accuracy and PP or Hydro Pump for power is the choice to make between your STAB move. Blizzard is a necessity on something with a 4x Grass weakness, so slap that on any Grass type switch ins and then retreat. Seismic Toss is a good option for Special walls or Water type Pokemon who resist your two main moves and the last option is mostly filler. Body Slam spreads paralysis and gives you another attacking move alongside Seismic Toss. Rest actually works since Omastar has high defences and can wall Fire type Pokemon not named Charizard. Mimic is nice if you can steal Thunderbolt, say. Evaluation: Omastar is very situational. It's built to be a tank, but a quad weakness to Grass and common weaknesses in Electric and Ground diminish this claim somewhat. It can also try an offensive tact, but 208 Speed isn't enough to sweep and a stray super-effective attack will finish it off. It does, however, get a chance to shine against Normal types (without Earthquake and Thunderbolt, obviously) and Fire type Pokemon, which enjoy popping up in UU. Of course, there's no reason to use Omastar in OU. OU Counters: Starmie and Lapras resist its main attacks and can batter it with Thunderbolt. Alakazam and Chansey don't mind stalling it out, although Alakazam should beware of the odd Body Slam causing paralysis. Omastar hardly ever 2HKOs Zapdos with Blizzard and is always 2HKOed by Thunderbolt in return. Exeggutor should avoid Blizzard (although it can only 3HKO) and will 2HKO with Mega Drain, as well as tying with it for Speed. Snorlax and Tauros can be used in a pinch, but will be hurt by its repeated STAB attacks. UU Counters: Pretty much any bulky Water type can counter Omastar since they'll do neutral damage with Surf or great damage with Thunderbolt--Poliwrath and Golduck especially can come in and abuse Amnesia before smashing it with attacks. The UU Electrics can bash it up as well, with Jolteon being the best one available. Finally, any Grass type will win if it can avoid Blizzard on the switch in--Razor Leaf from Victreebel and Venusaur is a guaranteed OHKO. _______________________ #141: Kabutops [UU] _______________________ Type: Rock/Water Stats: Stat HP Atk Def Spc Spe BST Base 60 115 105 70 80 430 Max 323 328 308 238 258 1: Sweeper ~ Swords Dance ~ Body Slam ~ Hyper Beam ~ Surf Switch in on something that can't hurt you, like a Fire type (unless it burns you) or something you think will use Hyper Beam, Swords Dance up, then Body Slam everything for paralysis. Once everything's weakened, Hyper Beam the place up to score some easy KOs. The last option is a STAB move which covers Rock/Ground types and can be used on high Defense Pokemon. It also works if you have no time to set up. Don't bother with Blizzard--your boosted Normal attacks will damage Exeggutor more. Evaluation: Swords Dance is this fossil's saving grace, allowing it to do silly amounts of damage once it sets up. Resisting Normal moves is a fantastic bonus and it can take care of Rock/Ground types in a way that most sweepers using Body Slam and Hyper Beam cannot. Kabutops needs paralysis support to shine and is unfortunately beaten by common attacking types. It can work in UU but is vastly outclassed--stick with it in UU and, if you can get set up, Kabutops can be very hard to beat. Special attacks--especially Electric or *Grass* type-- will ruin its day, however. OU Counters: Gengar basically neutralises Kabutops and can punish it with Thunderbolt. Lapras has the bulk to take some moves and counters with Thunderbolt--Starmie can do the same but isn't as defensive. Exeggutor has great Defense and can Mega Drain most of Kabutop's health right out, while Zapdos's Thunderbolt can OHKO about 60% of the time. UU Counters: You'll need something reasonably bulky if Kabutops is boosted up. Tangela will rip off loads of health with Mega Drain, while Magneton can smash it with Thunderbolt due to its decent Defense--other Electrics can do well, but are damaged a lot via Hyper Beam. Victreebel and Venusuar can survive his boosted attacks and will certainly OHKO with Razor Leaf, and Clefable can try to shrug off its boosted attacks and claw back with Thunderbolt. _______________________ #142: Aerodactyl [NU] _______________________ Type: Rock/Flying Stats: Stat HP Atk Def Spc Spe BST Base 80 105 65 60 130 440 Max 363 208 228 218 358 1: Sweeper ~ Double-Edge ~ Hyper Beam ~ Fire Blast ~ Mimic Scraping the bottom of the movepool barrel here. Double-Edge is a poor man's Body Slam and will do decent damage to most things off that nice Attack, while Hyper Beam polishes off the stragglers. Fire Blast is basically filler--it's a nice move, but not when it's non-STAB and off 218 Special. At least it can help burn physical Pokemon. Finally, Mimic helps with that sparse and pathetic movepool. Try to get something decent, like Rock Slide or Earthquake. If you can. Evaluation: It's got nice stats--I'll give Aerodactyl that--but an absolutely terrible movepool. It can sweep decently with the Normal moves and provide trouble to physical sweepers with its resistances, but Special sweepers will annihilate it with Thunderbolt and Blizzard both dealing super-effective damage. It has very little bulk and no real STAB moves outside of gimmicky Sky Attack, say. Paralysis is also so prevalent that Aerodactyl's only real advantage often becomes a moot point, especially since he lack's Thunder Wave immunity. Stay away from it, I'd suggest. OU Counters: Gengar is immune to Normal attacks and has Thunderbolt. Golem and Rhydon resist every move he has and they can punish him with Rock Slide. Bulky Water types can resist all its moves and counter with Blizzard, Thunderbolt or Surf--what a selection! Consider Starmie, Lapras and Slowbro, at least one of which you should have. Zapdos can OHKO just under half of the time with Thunderbolt. Really, OU Pokemon just eat Aerodactyl for breakfast. UU Counters: UU contains a horde of bulky Water Pokemon who fear nothing from Aerodactyl, chief among them being Poliwrath, Golduck, Blastoise, Dewgong, Gyarados, Omastar, Kabutops... hell, even Seaking and Seadra would get the job done. Electric types also zap it out of the sky and Jolteon ties with it for Speed while Electrode outdoes it. Clefable packs Blizzard and Thunderbolt too, and uses them to great effect. It's not difficult--just don't eat too many Hyper Beams. _______________________ #143: Snorlax [OU] _______________________ Type: Normal Stats: Stat HP Atk Def Spc Spe BST Base 160 110 65 65 30 430 Max 523 208 248 218 158 1: Sweeper ~ Body Slam ~ Hyper Beam ~ Selfdestruct ~ Earthquake/Surf Body Slam works off a fantastic Attack and has STAB, so use it on basically everything so you get a Speed advantage on them. Hyper Beam is monstrously powerful and picks off weakened Pokemon. If those moves aren't enough Normal for you and you're low on health, Snorlax's Selfdestruct is the game's strongest physical attack, capable of OHKOing mostly anything not Rock or Ghost type. Make sure to time it right so you don't hit those two types or a low health Pokemon. The last move covers one of those two aforementioned types-- Earthquake for Gengar or Surf for Golem and Rhydon, although Surf will only 2HKO. 2: Staller ~ Amnesia ~ Ice Beam/Blizzard ~ Thunderbolt/Body Slam ~ Rest Tank up with Amnesia, then fire away with BoltBeam. Ice Beam is preferred over Blizzard since it can aim for a freeze with its higher PP, and Thunderbolt is better than Body Slam because it's getting the Amnesia boosts, but Body Slam gets STAB, hits Special Pokemon harder and has a higher paralysis rate. Tough call. Snorlax has absolutely gargantuan HP, so Rest is more than viable and will cure it of any status effects too. Sweet! Evaluation: Snorlax is a class act; a tank of a Pokemon with monstrous STAB Normal attacks and the most powerful physical attack in the game. Its only flaw is its low Speed, so paralysis support is a must to ensure it doesn't get hit too much. It's neutral to all except the rarely-seen Fighting type, further boosting its tanking capabilities, and can alternatively be used as a Resting Pokemon. Snorlax is *very* difficult to take out and while you're trying, it will be lashing you with horrific attacks. Not only that, but it can counter the common physical walls (Golem/Rhydon and Gengar) and will unpredictable explode at any time. Good luck fighting it. OU Counters: Cloyster is probably the best thing there is, at least against the first set, and will abuse Clamp until Snorlax croaks it. Gengar counters the set without Earthquake and Golem and Rhydon will counter the set without Surf-- be sure to find out which move he has first. Random Pokemon packing Counter like Chansey, Jynx and Alakazam are also ones to watch out for. For the Amnesia set, Chansey and Alakazam can start a stall war but need to beware of getting frozen. Mostly, however, you will need to use a combination of Pokemon to take it out. If it doesn't have Rest, you'll get it in the end. If it does, wallop it when it sleeps. UU Counters: Machamp outspeeds it and will 2HKO with Submission--beware recoil and paralysis from Body Slam. Other Fighting Pokemon will chip its health off, but not so dramatically. Articuno can also counter it if it gets up a Reflect-- Blizzard will 3HKO. Kingler also works, funnily enough--a boosted Crabhammer followed by Hyper Beam will *usually* do it in. Otherwise, you're stuck-- Snorlax is OU, remember, so you might have to lure it into self-destructing instead. _______________________ #144: Articuno [BL] _______________________ Type: Ice/Flying Stats: Stat HP Atk Def Spc Spe BST Base 90 85 100 125 85 485 Max 383 268 298 348 268 1: Sweeper ~ Blizzard ~ Agility/Reflect ~ Hyper Beam ~ Double-Edge/Mimic Articuno's Blizzard is one of the most powerful Special attacks in the game, backed by STAB and an incredible Special. Outside of his Ice attack, Articuno's moveset could be argued to be entirely filler. Agility helps Articuno out and negates the Speed drop from paralysis, but Reflect helps you beat Tauros and other dangerous physicals. Hyper Beam is your only real other option for attacking, especially Blizzard-resistant foes, and you can always use Double- Edge if Hyper Beam will fail to KO. Mimic can be handy because Starmie will often come in to counter you and all of its moves except Blizzard will be mightily useful to you. 2: Staller ~ Ice Beam ~ Reflect ~ Blizzard/Double-Edge/Hyper Beam ~ Rest This works the way most stallers do--Tank up via Reflect, then start freezing things with Ice Beam. Unlike most stallers, Ice Beam will do really good damage due to its STAB. Blizzard is your most powerful attack, but if you don't just want Ice moves then try one of the Normal moves mentioned instead. Rest works with Articuno's defences and Reflect--you should be in fine shape once Sleep has worn off. Evaluation: Articuno has stats so high she outstrips most OU Pokemon and is almost unfair on the UU field. STAB Blizzard off that massive Special will rip most Pokemon a new one, but unfortunately that's really all Articuno has going for it. Rest isn't the best form of recovery and most Water types, especially those with decent Defense, will wall it and eventually wear it down. It's great at attacking anything that's neutral or weak to Ice though--abuse its power in UU, but beware of the multitude of bulky Water types lurking around. OU Counters: All the Water types of OU--that is, Cloyster, Starmie, Slowbro and Lapras--resist its main move and will beat it, barring a freeze. Lapras is the best with its bulk, quad resistance to Ice and Thunderbolt to send it packing. Still, the power output of Slowbro and Cloyster, who lack Thunderbolt, will be a tad underwhelming (unless Slowbro uses Amnesia a few times). Chansey walls it as well since Hyper Beam cannot 2HKO it, so it can aim for a freeze or just slam it with Thunderbolt. If it's resting, Golem or Rhydon can slam it with Rock Slide. Golem OHKOs 50% of the time. UU Counters: UU counters are really just limited to the bulky Water types. Thankfully, there are a few of them and they will eventually shoot Articuno out of the sky. Poliwrath and Golduck can use Amnesia and hit back with boosted attacks. The other Water types can do pretty well--like Blastoise, Omastar and such. If your Water type is KOed, you might have some trouble. You might be able to use an Electric type if you come in on something that isn't Blizzard-- Jolteon outspeeds it and can 2HKO, after all. _______________________ #145: Zapdos [OU] _______________________ Type: Electric/Flying Stats: Stat HP Atk Def Spc Spe BST Base 90 90 85 125 100 490 Max 383 278 268 348 298 1: Sweeper ~ Thunderbolt ~ Thunder Wave ~ Drill Peck ~ Agility/Reflect/Rest/Mimic The first three moves are mainstays. Thunderbolt is your all-purpose STAB attack, absolutely battering anything not resistant or immune to it. Thunder Wave is for spreading paralysis to help your other teammates. Drill Peck hammers most things which Thunderbolt doesn't and has the grace to be STAB as well, unlike most Special sweeper's physical moves. The last move is filler. Agilit helps should you get paralysed or have to face a Tauros or something. Reflect bulks you up, Rest heals you when you're feeling confident and Mimic can nab you Blizzard or something--which will make Zapdos basically unstoppable. Evaluation: Zapdos is the game's premier mixed sweeper, capable of dealing heavy damage from both the physical and special sides of the offensive spectrum. It also doesn't have the Ground weakness that most Electric types do, but trades this in for Ice and Rock ones, the only Pokemon types to give Zapdos any significant trouble along with Electric types. It spreads paralysis, has nice defences, a movepool just good enough to work and a fantastic type. The only flaw is that it is completely walled by Golem and Rhydon. OU Counters: Golem and Rhydon basically exist in OU to ensure that Zapdos doesn't go on a rampage. They resist Drill Peck and are immune to the Electric moves and can counter with a heavy Rock Slide. Chansey is only 3HKOed by Drill Peck and can blast Zapdos with Ice Beam, but beware of critical hits. Alakazam can also stall with Recover, but goes about even with it. Tauros and Snorlax are iffy options--especially Tauros, who hates paralysis--but if no-one else is available they can get the job done with some luck. UU Counters: Onix walls Zapdos, but isn't very commonly used. The Ground types like Sandslash can also win out eventually if they pack Rock Slide, but will get hit hard by Drill Peck and should beware of critical hits. In a pinch, other Electric types can be used. The best is Jolteon--Thunderbolt is neutral against Zapdos, which is nice, and you'll resist both its attacking moves. The other UU Electrics can try it, with varying degrees of success. _______________________ #146: Moltres [BL] _______________________ Type: Fire/Flying Stats: Stat HP Atk Def Spc Spe BST Base 90 100 90 125 90 495 Max 383 298 278 348 278 1: Sweeper ~ Fire Blast ~ Hyper Beam ~ Agility ~ Fire Spin/Reflect Fire Blast is your STAB attack and inflicts massive damage on anything not Rock, Water or Fire type. The rest of the moves are almost embarassingly filler options. Hyper Beam sweeps physically but will only outdamage Fire Blast against Water and Fire types, who you should be switching out against anyway. Agility helps boost that already decent Speed even higher and sets you up for maximum annoyance when you start to abuse Fire Spin. Note that Fire Spin is 75% accurate, so don't rely on it too much. If trapping is banned, bulk up with Reflect instead. Evaluation: Moltres is the worst competitive player of the three birds, mainly due to Fire being a poor type. In UU, though, it does huge damage with Fire Blast to Pokemon who are Rock, Fire or Water types. If you're lucky, Agility and Fire Spin is Moltres's main selling point, being able to rack up incredible amounts of damage. Keep it away from OU, but UU players should watch out. The main choice of Fire type is Moltres or Charizard. Moltres has better stats and traps better, but Charizard has Swords Dance and Earthquake for better coverage. Use whichever you feel is necessary. OU Counters: Golem and Rhydon don't like being burned, but otherwise wall Moltres and will both OHKO with Rock Slide. Chansey loves getting burned, isn't 2HKOed by Hyper Beam and can smash Zapdos with Ice and Electric attacks. Starmie is a common counter and both its offensive moves cause major problems for Moltres. The other OU Waters--especially Slowbro, for instance, who almost always packs Surf in its arsenal--have no problems eating a few Fire attacks and have the Defense to take a Hyper Beam or two. UU Counters: Omastar was born to be a Moltres counter and hammers it with Surf while quad resisting its Fire moves and resisting Hyper Beam. Onix can do pretty well with Rock Slide. The UU Water types in general will shut Moltres down. You know the usual crew--Blastoise, Poliwrath, Gyarados--Pokemon like that can handle its attacks and retaliate with Surf. In a pinch, Electric Pokemon like Jolteon and Raichu can hit it super-effectively and only receive neutral damage themselves. _______________________ #149: Dragonite [OU] _______________________ Type: Dragon/Flying Stats: Stat HP Atk Def Spc Spe BST Base 91 134 95 100 80 500 Max 385 366 288 298 258 1: Annoyer ~ Agility ~ Wrap ~ Blizzard ~ Hyper Beam Get rid of your opponent's Gengar first, then Agility up and Wrap everything in sight. Since you're faster and Wrap has essentially infinite PP, you'll be set, and Dragonite is known as the king of wrapping. Agility also negates your paralysis Speed drop if you have one. Being fully paralysed, along with Wrap's 85% accuracy, makes this strategy unreliable over long periods--thankfully, besides Ice attacks, Dragonite has the bulk to withstand most things. Blizzard and Hyper Beam are there to polish off any Pokemon who you have Wrapped down to critical HP levels. 2: Sweeper ~ Hyper Beam ~ Blizzard ~ Body Slam/Surf ~ Thunderbolt/Thunder Wave Use this set if Wrapping is banned. Hyper Beam and Blizzard are powerful moves intended to finish off weakened Pokemon, but Blizzard also hits a lot of things neutrally. Then pick a paralysing move out of Body Slam and Thunder Wave. Surf can be used to OHKO Rhydon and Golem, but otherwise sees little use. Thunderbolt is an option to counter the OU Water types, but it struggles for a 3HKO on Lapras and rarely gets a 2HKO on Starmie. Evaluation: It's got great stats, but small icicles spell doom for the overgrown lizard. It's got a massive Attack, great Special and nice defences, as well as a huge movepool to use it all with. Dragonite is, however, at the lower end of OU, due to having no STAB moves and a gaping weakness to such a prevalent type. Its Attack is also squandered on Normal moves, which aren't the best when they don't get STAB and Golem, Rhydon and Gengar are flying around everywhere. Dragonite is a top-tier Wrapper though, if only because Agility + Wrap is basically a game-breaking bug. OU Counters: Gengar basically shuts down the Wrap set--Wrap still immobilises him, but he'll take no damage from it. Most things with an Ice attack and decent Speed can stop Dragonite if they get in and avoid Wrap. Starmie's Blizzard is about 50% likely to get an OHKO and Lapras is guaranteed. Cloyster works as well, but all three should beware of Thunderbolt. Chansey doesn't like repeated physical attacks, but her Ice Beam is powerful and Wrap will take forever to kill her so she can Softboiled it all away. Alakazam can attempt to stall it and Snorlax will decimate it with repeated Body Slams or a swift Blizzard or two. UU Counters: Articuno, of course, will OHKO and has the defences to withstand Dragonite's onslaught. The only other way to go is bulky Water types with a nice Ice attack. Dewgong gets STAB on Blizzard and so will OHKO, but other Pokemon without STAB on Ice will do. Omastar deserves special mention for resisting every attack Dragonite is likely to carry, except for perhaps Thunderbolt, and can counter with two Blizzards. _______________________ #150: Mewtwo [Uber] _______________________ Type: Psychic Stats: Stat HP Atk Def Spc Spe BST Base 106 110 90 154 130 590 Max 415 318 278 406 358 1: Sweeper ~ Amnesia ~ Blizzard/Ice Beam ~ Psychic/Thunderbolt ~ Recover/Rest After a single Amnesia, Mewtwo almost hits the 999 in-game limit for stat boosting, reaching a horrifically powerful 812 Special. Add a STAB Psychic to the mix as well as an Ice move to freeze for good measure and you have the single most powerful Pokemon in the game. If anyone gets the chance to scratch you, you can laugh it off with Recover or, if you fear status effects, Rest. Thunderbolt is listed as an option over Psychic to counter those pesky Water/Psychic types who try to wall you, but it seems a shame to run this set without Mewtwo's strongest attack. 2: Sweeper ~ Blizzard ~ Psychic/Thunderbolt ~ Submission/Thunderbolt ~ Recover/Rest If you want to just hit hard without stat-boosting, this set is for you, and works somewhat similarly to the set mentioned above. The only difference here is that you will almost definitely want Submission, since without an Amensia boost, your other attacks will just be a tad underwhelming against Chansey. 3: Staller ~ Amnesia/Thunder Wave ~ Barrier ~ Psychic ~ Recover/Rest In games where Mewtwo is allowed, people try to focus on killing it and to do this, they usually try to slam Mewtwo on its relatively weaker physical Defense. You can counteract this by spamming Barrier, then spreading some paralysis and murdering everything in sight with Psychic. If you manage to lay down Amnesia and Barrier, and Rest off any statuses, you will be almost unstoppable. Evaluation: It's basically unbeatable. Godly stats, the best defensive type in the game and a slew of horrific attacks make Mewtwo simply unfair to deal with, so much so that it's simply banned from being used at all. They relegated it to the Uber tier along with the nigh-unobtainable Mew, to stew in its own ridiculous power and glory. Relative to the generation it first appeared in, Mewtwo is the most powerful Pokemon to ever exist. Make sure you have a very structured game plan and plenty of sacrifical Pokemon if you plan on taking it out. OU Counters: Mewtwo is powerful and no one Pokemon can reliably counter it. Thankfully, each of Mewtwo's separate movesets are able to be countered to a degree, so it's just a matter of deciphering his moveset and reacting accordingly. Whatever the case, if you cannot or do not want to try to freeze Mewtwo, then paralyse it--it'll make your life easier. Finally, note that no- one can counter Mewtwo 100%. He can always freeze you and usually has the time to set up with Amnesia, making him super-powerful. If Mewtwo packs Rest and is in the hands of a skilled player, you're going to need more than just a little bit of luck. 1 - Mewtwo lacks Psychic and Submission Chansey, of course. She'll sponge up his attacks and can aim for a freeze, which will shut him out of commission. It's an idea to equip her with Light Screen for this--her massive HP and Special might not be enough for Amnesia boosted attacks. Of course, Mewtwo can always freeze you in return and loves the opportunity to set up with Amnesia. 2 - Mewtwo lacks Thunderbolt Resistance-wise, Starmie and Slowbro stop it and can hammer it with Special attacks. Slowbro is the best--he sets up with Amnesia, can hit with a neutral Surf, and can freeze with an Ice attack or Thunder Wave it. 3 - Mewtwo lacks Blizzard/Ice Beam Exeggutor is free to come in and resists all of Mewtwo's moves. You'll need Explosion or Double-Edge to make it work though, since Psychic will do poor damage. Alakazam will also stall out a set like this, but the two are hardly evenly matched--Mewtwo will win, but you'll have weakened him enough for something else to take it out. Maybe. 4 - Mewtwo has all these moves If this is the case, it obviously doesn't have either Amnesia or a recovery move, making it much easier to deal with. Of course, you'll probably lose one Pokemon in the process, but if he can't heal, Mewtwo will succumb to your assaults eventually. Use a combination of the above Pokemon or a physical Pokemon with high Special, like Snorlax with Amnesia and Selfdestruct. UU Counters: No. Just no. _______________________ #151: Mew [Uber] _______________________ Type: Psychic Stats: Stat HP Atk Def Spc Spe BST Base 100 100 100 100 100 500 Max 403 298 298 298 298 1: Sweeper ~ Swords Dance ~ Earthquake ~ Body Slam/Hyper Beam ~ Explosion/Softboiled A mish-mash of the best physical moves in the game, complemented by Swords Dance to boost all of their powers right up. Generally, you'll sweep with Body Slam and use Earthquake in specific situations like against Electrics, Gengar and Pokemon with Counter. Hyper Beam is a better option if you plan on using Mew in the later stages of the game. The last move is a choice of what you want to do when Mew is at low HP. Make sure not to waste a boosted Explosion on something like Gengar or Golem/Rhydon, though. 2: Sweeper ~ Psychic ~ Blizzard ~ Thunderbolt/Earthquake ~ Softboiled/Explosion This set gets STAB Psychic, Mew's best move and a slew of great Special moves to use and abuse, including the legendary psuedo-BoltBeam combination. Earthquake and Explosion are mostly for Chansey who expects your set to be all Special moves, but you can go the whole hog with Psychic, Blizzard, Thunderbolt and Softboiled if you fancy freezing her or just plan to switch out. 3: Sweeper ~ Earthquake ~ Psychic ~ Softboiled ~ Thunder Wave Possibly Mew's most balanced set because it hits both sides of the spectrum fairly well. Earthquake and Psychic are the best no-strings attacks of their respective physical and special departments, so you might as well use them. Softboiled heals and Thunder Wave spreads paralysis. Probably the easiest Mew to use, but also the easiest to counter. Evaluation: Mew is nowhere near as unbalanced as Mewtwo and its stats are amazing as opposed to out of this world. The main reason Mew is Uber is because of its massive movepool, allowing for very creative and unpredictable combinations. Psychic typing and access to every TM don't hurt its Uber cause either. Mew is easier to counter, but requires a lot more scouting and the unqiue moves it has over Mewtwo sometimes nudge its superior clone out of the limelight. OU Counters: Well if Mew's allowed, then so is Mewtwo, which stops it dead. Short of trying to Sleep or Freeze it, which is universally useful, Mew's counters really depend on the set. Chansey counters Special variants pretty well since Mew doesn't get STAB physicals, but should perhaps pack Reflect just in case. Physical variants can be stopped by Exeggutor, as long as he has Double-Edge or something. Mew isn't too hard to take down--it's just that it will take some scouting and sacrifices to see what it's running. Snorlax is a decent counter to most sets and Slowbro can counter any Special sets that forego Thunderbolt. Creativity is key here, because Mew carries lots of it. UU Counters: I don't think so. Maybe if you're lucky. _________________________________________________ [T05] Team Building 101 _________________________________________________ Now that you've had a look at some Pokemon evaluations and battle strategies, you're thinking it's time to come up with a team of six Pokemon to destroy the competition. I can't tell you what the best team is or how to build it, but I can give you a beginner's process for building a solid team. In what follows I will assume you are playing OU. Step 1: Narrowing down your choices ----------------------------------- If you're playing OU, do not consider anything less than BL for your teams unless you have a VERY strong reason for doing so. This limits you to the following Pokemon: - OU Alakazam*, Chansey*, Cloyster, Dragonite, Exeggutor*, Gengar, Golem*, Jynx, Lapras, Persian, Rhydon*, Slowbro, Snorlax*, Starmie*, Tauros*, Zapdos. * denotes VERY common and powerful Pokemon--be prepared for these guys. - BL Articuno, Charizard, Clefable, Dodrio, Dugtrio, Gyarados, Hypno, Jolteon, Kangaskhan, Moltres, Mr. Mime, Nidoking, Nidoqueen, Raichu, Sandslash, Tentacruel, Venusaur, Victreebel. Even from BL I really wouldn't use much apart from Raichu with Surf, Venusaur, Jolteon and Articuno. Step 2: Choosing a Lead Pokemon ------------------------------- They say that the best place to start is at the beginning. In this case, that would be with your lead Pokemon, the first one to be sent out into battle. Now don't fall under the impression that all lead Pokemon MUST perform certain functions. They can be as versatile as you want, but you'll want to consider the following points. Do you want a lead or an anti-lead? A lead is a Pokemon that can face a wide variety of foes and usually start spreading some sleep status, such as Venusaur, Jynx or Exeggutor. Anti-leads aren't very versatile, but are designed to counter these lead Pokemon--Ninetales would be an example since it outspeeds all of those guys and can hit hard with a Flamethrower. (I know Ninetales isn't OU, but it's an example). Personally, I always go with a lead. People will always argue for what constitutes a lead, but the cruical aspect is that they should have as few Pokemon as possible that are able to counter it. For example, Rhydon is a great Pokemon, but would function terribly as a lead--it simply has too many common weaknesses (Ice, Grass, Water, to name but a few). One of the best and most common leads is Exeggutor, with his combination of great type, nice Defense and Sleep/Paralysis status-inducing attacks. Most leads come packing some form of Sleep move--putting something to Sleep early is one of the most important things you can do, since it essentially gives you a free KO. You will want at least one of the following Pokemon on your team to inflict Sleep somewhere. The number indicates the chance they have of inflicting Sleep. Remember that Sleep Clause means you may only put ONE of your opponent's Pokemon to sleep! Exeggutor (Sleep Powder - 74.6%) Gengar (Hypnosis - 59.8%) - notable for having the highest Speed for a Sleeper Jynx (Lovely Kiss - 74.6%) Note that other Pokemon, say Chansey, can inflict Sleep, but are better off fulfilling other roles. You might also consider having a backup Sleeper if your first one cannot get the job done--Gengar is a great backup Sleeper since it is fast and can absorb incoming Explosions. Step 3: Picking some Stallers and Paralysers -------------------------------------------- The next phase of battle after your lead has put something to Sleep is softening up the opposition for your main attacking force. Enter the staller, a Pokemon designed to tank as many attacks as it can and soften up the foes in the process. Stallers often come with paralysis-inflicting attacks--most usually Thunder Wave--and some form of recovery move. Keep up the pressure on your foe by forcing them to rotate Pokemon, then paralyse as many as possible, inflicting damage wherever you can. For example, have a look at Chansey, one of the best in the business--gigantic HP and Special stats to absorb blows, a reliable recovery move, Thunder Wave for paralysing and Ice Beam for freezing as a nice added touch. The best stallers in the game are Alakazam, Chansey and Starmie, who all pack Thunder Wave, a recovery move, a very nice type and powerful backup moves like Psychic or Blizzard. I would advise you to pick at least two of these guys so they can cover for each other--my personal favourites are Chansey and Starmie. Other Pokemon can get the job done, but these three are widely renowned for being the best. Step 4: Countering Stallers and Beginning a Sweep ------------------------------------------------- Stallers are a major pain when you're not using them yourself but are instead forced to deal with them from the other end. You'll notice that the stallers all have fairly poor Defense and are far more oriented towards the Special side--it's time to bring in the physical Pokemon. First and foremost, stallers are dangerous. They are designed to be hard to take down, so don't treat the following Pokemon as fail-safes against stallers--they will still have some trouble pulling it off. Always always paralyse stallers before you attempt to remove them from the picture--physical sweepers simply cannot outspeed them otherwise. Use your own stallers to paralyse them and lower their HP a bit first. Once the staller is paralysed and bruised, cross your fingers and bring out one of the following Pokemon (depending on who the staller is): Golem/Rhydon, Tauros/Snorlax. Tauros and Snorlax fill similar roles, with Snorlax being more powerful at the cost of Speed. Normal types aren't weak to anything the stallers can throw at them and will hit them hard on their weak Defenses, so you can quickly throw a Body Slam or two and then finish them off with Hyper Beam. be prepared to get paralysed in the process... ...Unless you're Golem or Rhydon. These guys are more used for countering Electric types, who are going to decimate you otherwise, and a nice side-effect is they can only get paralysed by moves that aren't Electric type. Thus, Thunder Wave is useless against them and they can fire off two powerful Earthquakes. Rhydon has better stats, but Golem can explode for a quick KO, so choose whoever seems better. Pick a couple of physical sweepers here--and the great thing is they can be used in the final stages of a battle: Step 5: Finishing off all the Paralysed Pokemon ----------------------------------------------- A.K.A the Art of Sweeping. You can use the Pokemon from Step four for this, but you should have a dedicated sweeper to polish off the remaining paralysed and wounded Pokemon. Pick a Pokemon with great STAB moves and nice Speed and offensive stats. One of the best would be Zapdos, the game's premier mixed sweeper, able to hit both Special and Physical Pokemon with Drill Peck and Thunderbolt respectively--only Golem and Rhydon give it problems. Of course, many other sweepers exist, and your stallers can quite easily fulfill sweeping roles by spamming their STAB moves instead of Recover and Thunder Wave. Other Options ------------- You might feel that these guidelines are a bit restrictive, but they are tried- and-tested techniques, the foundations for a solid OU team. Still, if you want to try some other Pokemon or techniques--it's certainly possible--then go ahead and try it on a Battle Simulator. You'll soon work out what works and what doesn't. My Team ------- I experiment with a few teams, but my standard OU team is: Exeggutor ~ Sleep Powder, Psychic, Explosion, Mega Drain Starmie ~ Blizzard, Thunderbolt, Thunder Wave, Recover Chansey ~ Softboiled, Ice Beam, Thunderbolt, Thunder Wave Tauros ~ Body Slam, Hyper Beam, Earthquake, Blizzard Golem ~ Earthquake, Explosion, Rock Slide, Body Slam Zapdos ~ Thunderbolt, Thunder Wave, Drill Peck, Agility Very boring indeed ;). _________________________________________________ [T06] Battle Tactics _________________________________________________ A couple of things for you to try out when battling competitively :). Prediction ---------- This is a MAJOR part of competitive battling. You have to be able to somewhat accurately predict what your foe will do. This is never more evident than when deciding to explode when you know your foe owns a Gengar. You have to be able to predict when he'll bring it in--and then smash him with a well-timed Earthquake. Likewise, if I was the Gengar owner, I've got to predict when the foe will explode or I'm essentially useless. Waiting ------- Less of a battle strategy and more of a mind screw, simply waiting around and pondering over a move will often fool the other player into thinking you're making a deep decision. For example, if I have a Starmie against a Rhydon, my first reaction might be to Blizzard it to death. My opponent is fearing that as well. However, if I wait around, he might think I'm planning something more sinister--like a Thunder Wave against an incoming Pokemon--and keep his Rhydon in. Of course, I then just Blizzard it to death. If I had acted immediately, he would have switched out in fear. Of course, there's always the capacity to double-bluff here, but it's something to bear in mind. Sleep/Freeze Bait ------------------- Because being put to sleep or frozen makes a Pokemon useless, that Pokemon is as good as being fainted... Or is it? Sleep/Freeze clause ensures that only one Pokemon per team can be asleep or frozen at any one time, so having a Pokemon with either of those status effects provides the rest of the team with immunity to those status effects, whereas a fainted Pokemon would not provide these benefits. Thus, it is in your best interest to, shall we say, minimise your losses. Something on your team will be put to sleep, unless you are very lucky. Freeze is mostly random, so I won't touch on that. When deciding which of your Pokemon to use as 'sleep bait'--that is, a sacrifical Pokemon you don't mind being put to sleep--it's important to choose one whose loss would not be too detrimental to the team. One with low HP would be ideal, but good RBY players spread the sleep status early in the game. Thus, we look to more specialised members. Obviously, those with high max HP or Defense are ideal. Rhydon, Snorlax, Golem and Chansey, although better off awake, can sponge up some attacks while asleep. However, possibly the best sleep bait in the game is Gengar; he can still be used to block Normal assaults while asleep and absorbs futile enemy Explosions all the same. Plus, his attacks are not exactly stellar, so it's not too much to lose. All in all, try to keep a sleeping Pokemon somewhere on your bench so that the rest of the team is immune to it. Status Immunity via Burn ------------------------ One minor reason that Fire types aren't liked is precisely this: They sometimes accidentally provide Pokemon like Starmie with immunity to paralysis. Since a Pokemon can only be inflicted with one status effect at a time, Starmie would love to be burnt this way. Burn is also permanent (unlike, say, Sleep) and Starmie does not suffer at all from the reduced Attack that Burn causes. So if you see Charizard going to town with Fire Blast, consider switching in your special sweepers and hope to get burnt. In the same vein, Pokemon like Rhydon are slow as hell and don't mind paralysis so much. However, being burnt severely lowers their damage output, since their Attack is now halved. Thus, switch them in on Body Slam, Glare, etc., but be aware that Rhydon cannot be affected by Thunder Wave or Electric moves in general. Fire moves are not very common however, so this is advice just to keep on the back of your mind for when the situation arises. Body Slam or Hyper Beam? ------------------------ Although Normal type Pokemon are usually content with both moves, other physical sweepers face the dilemma of choosing between Hyper Beam or Body Slam. The former has almost double the power of the latter and only requires a recharge turn if it fails to KO the foe. Body Slam, by comparison, never needs to recharge, eliminating any such risk, and has a whopping 30% chance to paralyse. Of course, the price you pay for these benefits is that it has 'only' 80 base power. In my experience, deciding which move to use is not too difficult. What will sway you toward one or the other is the phase of the game you are in: Typically, prominent early-game faces will do well with Body Slam. At this stage of the game, most things are not in Hyper Beam's KO range and spreading paralysis will be one of your main goals. Therefore, having Body Slam on a sweeper is very beneficial. Conversely, Hyper Beam is much more useful in the end-game phase, when most, if not all, of your opponent's Pokemon are paralysed and at low- to mid-health. They can then be finished off with a swift Beam. Wrap ---- Wrapping as a strategy is generally held in contempt since it is a 'cheap' way of securing a win. It's often made illegal, but when it isn't you can use it to your advantage. The best Wrapper is probably Dragonite. Wrap is quite severely glitched in RBY. Essentially, if you're faster than the foe, you can keep using it to annoy them. Also, if you're mid-Wrap and the foe switches out, selecting the FIGHT command will automatically use Wrap. If at such a time you have 0PP remaining, Wrap will be used anyway and the PP will rollover to 63, essentially meaning that Wrap has infinite PP. Double Team, Rest, Substitute, Attack Move (STAB) ------------------------------------------------- If Double Team is allowed (it usually isn't) then you can use the above moveset on almost any Pokemon for an instant luck machine. Get a few Double Teams under your belt, Substitute for the rare occasion that an attack does get through and simply Rest that damage off. Then hit everything with a STAB move. Does not work if you have a STAB move which some Pokemon are immune to, namely Ground, Electric, Normal, Ghost and Fighting. Type Rotation ------------- Need to get a Pokemon into play but afraid of incurring the wrath of your foe? Want to get a Zapdos in against a Gyarados but afraid of chomping down on Blizzard? Simply switch in something that will encourage Gyarados to use another move. You could switch in a Water type Pokemon. Gyarados will loose off a Thunderbolt and then you can switch in Zapdos to take the hit. Doesn't work if you've already revealed your Zapdos to the foe and she has good prediction skills. _________________________________________________ [T07] Building a Cartridge Team Competitively _________________________________________________ So, instead of fighting the elites online, you've decided to pummel your clueless friends through the ancient medium of the Game Boy? Or perhaps you don't consider the game 'complete' until you've got the 'best' team you can possibly muster? Fine by me, but this will take a lot of preparation, especially if you do not own a GameShark. Step 1: Preliminaries: Deciding on a Team ----------------------------------------- First of all, read section M03; 'Stat Calculation'. Learn it and keep it handy. You'll need to understand those terms if you want perfect Pokemon. Now you need to decide which six Pokemon you want and the moves you want to give them. I've given you all the advice I can possibly give up to this point, so it's up to you how you proceed. Check out section T04; 'Competitive Pokemon Movesets' for ideas on which Pokemon to use and section T06; 'Team Building 101' on how to build a team of them. I would also seriously suggest trying the team out online--building a cartridge team requires a lot of effort which will be wasted if you later decide the team isn't quite up to the standard you expected. Write down the Pokemon you want and the moves you want and work out how to get those moves. If they are obtained via levelling up, that's fine. If they are obtained by TMs, use the TMs as soon as you can. Tip: Make sure to duplicate any TMs that you use via the Missingno. glitch-- chances are that you will want to use those TMs on something else, too. Step 2: Catching and Testing for DVs ------------------------------------ If you don't know what DVs are, go back to step 1. Now you need to go out and catch those Pokemon you decided on, saving, resetting and testing for DVs. Now, if you're only playing your friends, chances are that any old DVs will do. The higher the better, of course, but don't lose sleep over it and certainly don't expect to get a maxgene Pokemon (15 DVs in every stat). If you're feeling really brave, aim for two 15 DV stats--offense and Speed for sweepers, and HP and Defense or Special for stallers. The chance of two stats besides HP both being 15 is 1/256. The chance for HP and one other stat at 15 is 1/128. Step 3: Maxing Stats Part 1 --------------------------- Now you have some great Pokemon with great DVs, so we have to train them up. Use the Missingno. Glitch to duplicate all the following items, then ram them down your Pokemons' throats: You'll want ten of each of HP Up, Protein, Iron, Calcium and Carbos to grant 25600 Stat Experience for each stat. That's a total of 300 vitamins at a hefty $1,470,000 price tag, so use the Missingno. Glitch. Good luck if you're doing this without glitches. This leaves 37402 Stat Experience to obtain manually via beating up Pokemon. You can keep track of this Stat Experience manually or you can fight the Elite Four over and over a set number of times. We'll come back to this in a while. Step 4: Levelling Up -------------------- Give your Pokemon loads of Rare Candies via the Missingno. Glitch. Remember that they will need to be able to defeat every Pokemon in the Elite Four without any assistance, so being at L85 or 90 will be neccessary. Don't go all the way to Level 100 quite yet or you'll have to resort to some trickery to sort out your Pokemon's stats via the Box Trick. Give your Pokemon the moves they need so that all that remains to do is grab the Stat Exp. and reach L100. Step 5: Maxing Stats Part 2 --------------------------- Now, for the number of times you need to defeat the Elite Four. We explore how much Stat Experience one runthrough gives us. This changes depending on your Rival's lineup, so let's have a look: _________________________________________________ HP Atk Def Spc Spe -- Rival's Starter ------------------------------------------------- - Red/Blue 1889 2261 2172 2120 2086 -- Charizard 1885 2245 2195 2100 2078 -- Blastoise 1886 2274 2172 2090 2106 -- Venusaur - Yellow 1856 2143 2160 2205 2074 -- Vaporeon 1768 2227 2265 2190 2044 -- Flareon 1791 2178 2245 2170 2139 -- Jolteon _________________________________________________ As we can see, our Pokemon's HP Stat Experience is the slowest to accumulate, so we'll need to run through the Elite Four enough times to max that stat out-- the rest will be filled out before then. Depending on which version of the game you have and which Pokemon are contained in your Rival's team, this is how many times you will need to complete the Elite Four to max out your stats: Red/Blue - 20 Yellow (Vaporeon/Jolteon) - 21 Yellow (Flareon) - 22 Remember that this is *per Pokemon*, meaning that you'll have to run through the Elite Four about 120 times for a team of Pokemon. They had better be worth it! You can understand why people choose to use their GameShark now, I bet. Step 6: Finalisation (Or: Hitting L100) --------------------------------------- Use some Missingno. Glitch induced Rare Candies. One final note--if you hit L100 before you've accumulated all your Stat Experience, your Pokemon's stats will not appear to grow any farther. Finish collecting all your Stat Experience, then deposit the Pokemon in the PC and withdraw it again to re-evaluate the stats to their correct amounts. This is known as the Box Trick. _________________________________________________ [T08] Competitive Jargon _________________________________________________ If you're using this guide or trawling the web for Pokemon info, you're bound to chance across a word or phrase that simply doesn't make sense. Find out what the jargon means here, although do be aware that I won't be discussing terms used in future generations of Pokemon--it's strictly RBY here. Anti-Lead - A Pokemon designed to counter common lead Pokemon. An example would be Ninetales, who outspeeds Venusaur, Exeggutor and Jynx, and packs a super- effective move that takes care of each one. Annoyer - A Pokemon whose primary use is to abuse status effects to annoy the opponent and cripple their Pokemon, e.g. Butterfree. Also includes Pokemon who use Wrap repeatedly. BL - Borderline. A good Pokemon that is outcalssed by OU members, but still deemed too strong for UU matches. BoltBeam - The combination of Thunderbolt and Ice Beam used by Pokemon like Starmie, because it boasts perfect neutral coverage. Variations such as Thunderbolt/Blizzard are sometimes known as 'psuedo-BoltBeam'. Broken - A term that applies not only within Pokemon games. Used to describe something that is considered unfairly overpowered and is implied to have been this way as a result of being overlooked by the game designers. Clause - A restriction of some form, applied to the rules of the game to ensure that balance is maintained. Coverage - How well synchronised a Pokemon's move types are, to play advantageously against the widest ranges of enemy types possible. For example, the famous BoltBeam combo of Thunderbolt and Ice Beam uses Electric and Ice to get at least a neutral hit on every Generation I Pokemon. A sweeping Pokemon's moveset usually aims to have the best coverage it can. Double Powder - A common strategy among Grass and Bug Pokemon, whereby you use Sleep Powder on one Pokemon, then Stun Spore on the newly switched in replacement. Double Up - To have two or more damaging moves of the same type on one Pokemon. Usually not a great idea unless said moves are Body Slam and Hyper Beam. EarthSlide - Earthquake + Rock Slide, a common combination on physical sweepers that offers good coverage and decent power. Family - A group of Pokemon sharing one evolutionary line, usually referred to by the lowest evolution. e.g. The Squirtle family comprises Squirtle, Wartortle and Blastoise. Field - A generic game term for any area in which your character can walk around freely, regardless of whether it is a field, dungeon or boat. As long as you can walk around, you're on the field. Filler - A filler move on a Pokemon is one that is probably redundant given how good its other moves are, but since each Pokemon has a capacity for four moves you might as well use them all up. Grind - Battling foes repeatedly--often for a long time--to gain levels. Only really necessary very early on in this game or if you don't have a great team by the time the Elite Four rolls around. Hazer - A Pokemon that uses Haze. HM Slave - A Pokemon upon which you pile all your garbage HM moves, so as not to burden your main team members. Lead - The first Pokemon to be sent out. Often packs a sleep or paralysis move to get the ball rolling. Common examples are Exeggutor and Jynx. Movepool - All the moves a Pokemon can possibly learn. A Pokemon that cannot learn many moves has a 'shallow' movepool and tends to be a poor performer because of it. A Pokemon with a 'diverse' movepool has a wide range to choose from and can use attacks that one might not always expect, giving them an edge in combat. Moveset - The four moves your Pokemon has. Some movesets are recognised as standards for certain Pokemon. NU - Never used. A trash Pokemon that is only used for suicide attempts, such as Ditto or Farfetch'd. OHKO - One-Hit-Knockout. The act of fainting a Pokemon that had full health in just one hit. A similar jargon trend occurs for 2HKO, 3HKO, etc. but funnily enough, OHKO is the only one that uses its letter 'O' instead of its number '1'. OU - Overused. A Pokemon frequently seen in competitive play, such as Tauros, Starmie or Zapdos, and the tier used as the standard of normal competitive play. Parafusion - Paralysis + Confusion, which gives the opponent only a 37.5% chance to attack in a given turn. Priority - An action that has a higher priority value over another will always go first, regardless of Speed. If, in a round, the two battlers pick an action of the same priority value, then the faster Pokemon goes first. In order, the piorities are: Running > Switching Pokemon > Using an Item > Quick Attack (move) > All other moves > Counter (move). Only the moves have 'official' priority values. Psuedohazer - A Pokemon that uses moves besides Haze to induce switching. Such moves include Toxic and... not much else. Revenge Kill - The act of bringing in one of your Pokemon after one of your team members has fainted--which allows you to bring in the new member without wasting a turn--and fainting the opposing Pokemon. Round - Usually consists of two turns. In one round, each player will have the opportunity to take a turn. Whether that turn is successful or not depends on what your opponent chooses to do. Often interchangable with 'turn', although the two have subtly different meanings. If in doubt, deduce the writer's meaning through context. Seeder - Anything which uses Leech Seed. Set Up - Boost your stats with moves such as Amnesia, Acid Armor or Swords Dance before attacking the opponent. Sleep/Freeze Bait - The least currently useful Pokemon on your team--often a Pokemon with low HP--that can absorb a Sleep or Freeze, thereby activating Sleep/Freeze Clause and providing immunity to that status effect to the rest of the team. Sleeper - A Pokemon who inflicts Sleep. Spam - Use the same move repeatedly. Spectrum - Used to refer to whether a Pokemon is physically- or specially- orientated. e.g. 'Zapdos can attack well from both sides of the spectrum'. STAB - An acronym for 'Same Type Attack Bonus'; it is the 1.5x damage bonus applied when a Pokemon uses a move of the same type as itself. Standard - Used in a variety of ways, but always means a much-used Pokemon or strategy which is almost always successful and a safe bet for a team option. Examples include 'standard Pokemon' (basically OU Pokemon) and 'standard movesets' (the main moveset a Pokemon should use, for maximum effectiveness). Stall War - When two stallers face off against each other, a stall war occurs. It's when two Pokemon cannot faint each other and keep healing up, hoping for the other to run out of PP or succumb to a status effect, often Freeze. Staller - A bulky Pokemon with high HP and defenses whose objective is to make the opponent run out of PP and slowly whittle down their health, while taking very little damage in return. Comes packed with high PP moves and some form of recovery, often Rest (if only because every Pokemon that can learn TMs learns it). An example would be Chansey. Sweeper - A (usually) fast Pokemon built to deliver powerful hits and deal as much damage as possible to a variety of the opponent's Pokemon before fainting e.g. Tauros. Tank/Wall/Sponge - Basically a staller, although the former two usually refer to physical behemoths and the latter to Special defenders. Tier - A system for dividing Pokemon into groups, based on their perceived ability in competitive play. The tiers are, in order of power from top to bottom: Uber, OU, BL, UU, NU. For RBY, however, Smogon only currently recognises Pokemon in the Uber, OU and UU categories. Tradeback - A Pokemon that comes from GSC and usually has moves only obtainable from those games to prove it. Note that GSC moves are banned in RBY competitive play. Trapper - Any Pokemon that uses Wrap, Bind, Fire Spin or Clamp to trap opponents into not being able to attack. Turn - Each action you perform while in battle is considered a turn--using an item, switching out, running away or selecting an attack. Usually, there are two turns to a round--yours and your opponent's--but turns can be lost by being fainted, for example. Uber - A Pokemon that is deemed to be too powerful to be used fairly in competitive play, usually because of insanely high stats or a fantastic movepool. Only Mewtwo and Mew are Uber in RBY. UU - Underused. A somewhat decent Pokemon that struggles to be used competitvely because it is outclassed by Pokemon in the OU tier e.g. Poliwrath. There do exist 'UU matches' which ban any Pokemon higher than UU. _______________________________________________________________________________ VI. Cheats, Tricks and Glitches _______________________________________________________________________________ Anyone who knows anything about Pokemon Red Blue and Yellow knows that they are some of the glitchiest games in existence, but I'd like to set one thing straight right now--in this guide I will only be documenting USEFUL glitches. The only exceptions are the S.S.Anne Truck and the Glitch City glitches, because they are so infamous and I will be clearing up any rumours surrounding them. For extra information on a bunch of useless RBY glitches, I'd advise checking out Bulbapedia. And now for the glitches themselves. Don't be surprised that there are so many--these are VERY buggy games. I'll be exploring how to activate them, their consequences and why you'd want to bother with them in the first place. First up is... _________________________________________________ [C01] The Cinnabar Island Glitch _________________________________________________ - What it does: Allows you to catch wild Pokemon from the previously visited area at Cinnabar Island. - Requirements: Access to Cinnabar Island, a Pokemon that can use Fly, a Pokemon that can use Surf and Poke Balls to actually catch the Pokemon. - How to activate it: Visit the area you want to catch Pokemon from, then get to Cinnabar Island somehow without passing through any areas that contain a different set of wild Pokemon. This is usually done by using Fly. Go to the right side of Cinnabar Island and Surf out on to the water. The first column of water on the right side of Cinnabar Island conatins the previous area's Pokemon, which you can encounetr by Surfing up and down. This does, at first glance, look like a totally pointless glitch. And for the most part, I'd have to agree. There is, however, one major reason to use this glitch, and that is the Safari Zone. In the Safari Zone, you cannot damage Pokemon and can only use Safari Balls. However, by encountering Safari Zone Pokemon in Cinnabar Island, you can damage them normally and catch them with even the Master Ball if you wish, which makes capturing them a helluva lot easier. - Why it works: My understanding of it is this: This particular strip of water is actually considered part of Cinnabar Island and not Route 20. Since Cinnabar Island doesn't have any wild Pokemon encounter data, the game just recycles data from the previously visited area. Nifty, really. - Warnings: Very rare situations such as talking to the Old Man in Viridian City can produce Missingno and other high level Pokemon, some higher than L100. Be careful. Missingno is discussed in further detail below. _________________________________________________ [C02] The Mew Glitch _________________________________________________ - What it does: Allows you to encounter and capture two Mew, a Pokemon who is otherwise unattainable in-game. Mew was only given out at events years and years ago and is considered the secret 151st Pokemon. The extension of this glitch allows you to capture L100 Mew. - Requirements: Completed the game so far up to Nugget Bridge, own an Abra with Teleport, plenty of Poke Balls, preferably a Pokemon with a Sleep-inducing move, optionally a Pokemon with Growl (for a L100 Mew). - How to activate it: Head to Route 24, just above the Nugget Bridge above Cerulean City. Do NOT fight the trainer hiding in the grass to the left. Now save your game. This isn't necessary, but recommended. Take careful note of where this trainer is in the grass and position yourself offscreen such that if you walk down by one square, he will notice you and challenge you to battle. Take one step down and simultaneously press Start. You should now be in his eyesight with the Pause menu displayed. Use Abra to Teleport to Cerulean City and you'll notice the guy has the exclamation mark pop up over his head, but you get lost too quickly for his to catch you. When you arrive in Cerulean City, your buttons won't work, except movement buttons. This is normal. Enter Cerulean Gym and battle the Swimmer you see here. Waste his Pokemon. They are Horsea and Shellder at L16 and will fall to Electric and Grass attacks. Leave the Gym and head up Nugget Bridge. The Pause Menu will display of its own accord, and if you press B now, Mew will appear. It sounds like a massive hoax, but it works. Mew will be L7. It will be a git to catch, but stick with it. Use Sleep-inducing moves if you have some. For Mew No. 2 do exactly the same as above, only instead of fighting the Swimmer in Cerulean Gym, fight the Slowpoke kid on Route 25. And don't worry! If you've already passed this point in the game, there is another way to get Mew, just slightly more tediously. Check out the Ditto Glitch for details. If you are going to exploit the Ditto Glitch (which lets you catch any Pokemon), I'd recommend not battling this trainer for the entirety of the game. Mew can learn every TM and HM in the game, so you can use the second, weaker Mew as the most versatile HM slave ever. - How it works: To be perfectly honest, I haven't a clue for the encountering part, but if you're curious then it is well documented on other sites or guides, I'm sure. However, the reason that the Pokemon happens to be Mew in particular is because of the Special stats of your opponent: The code for their Special stat corresponds with Mew's ID--see the Ditto Glitch for details. - Warnings: None that I know of, but I can't guarantee that it is 100% safe. I've used it multiple times without problems though. _________________________________________________ [C03] The Ditto Glitch _________________________________________________ - What it does: Allows you to encounter and capture any of the 151 Pokemon. - Requirements: Completed the game so far up to being able to encounter wild Dittos, a teleporting move such as Teleport, Dig or Fly, an 'long-ranged' Trainer who approaches you from as far away as possible (see list below), a Pokemon with the required Special stat (see below), a Bicycle (optional for quicker travel). - How to activate it: First, decide which Pokemon you want to catch. Once you have decided, search for it and its corresponding number in the table below. We need to battle a Pokemon with exactly that Speical stat. Unfortunately, opponents' Pokemons' stats are invisible and, in the case of wild Pokemon, random. Thus, we manufacture some Special stats. We do this by getting an opposing Ditto to Transfrom into a Pokemon of ours with the required Special stat, because Ditto also copies all stats except HP when he Transforms. Huzzah! So pick your desired Pokemon's number from below. Interestingly, this is the order they were coded into the game, and many accounts say this is the order in which the Pokemon were created. Lots of stories say there were originally 190 Pokemon. Maybe they were dummied out due to time constraints or something. Who knows? Hopefully, they were recreated in Gold, Silver and Crystal. Anyway, you will require a Pokemon with a Special value of the respective Pokemon's number, or that number plus 256. For example, to get Lickitung, you will need a Pokemon with either 11 or 267 Special. Any missing numbers give, er, Missingno. How appropriate. _______________ 1 Rhydon 2 Kangaskhan 3 Nidoran M 4 Clefairy 5 Spearow 6 Voltorb 7 Nidoking 8 Slowbro 9 Ivysaur 10 Exeggutor 11 Lickitung 12 Exeggcute 13 Grimer 14 Gengar 15 Nidoran F 16 Nidoqueen 17 Cubone 18 Rhyhorn 19 Lapras 20 Arcanine 21 Mew 22 Gyarados 23 Shellder 24 Tentacool 25 Gastly 26 Scyther 27 Staryu 28 Blastoise 29 Pinsir 30 Tangela 33 Growlithe 34 Onix 35 Fearow 36 Pidgey 37 Slowpoke 38 Kadabra 39 Graveler 40 Chansey 41 Machoke 42 Mr. Mime 43 Hitmonlee 44 Hitmonchan 45 Arbok 46 Parasect 47 Psyduck 48 Drowzee 49 Golem 51 Magmar 53 Electabuzz 54 Magneton 55 Koffing 57 Mankey 58 Seel 59 Diglett 60 Tauros 64 Farfetch'd 65 Venonat 66 Dragonite 70 Doduo 71 Poliwag 72 Jynx 73 Moltres 74 Articuno 75 Zapdos 76 Ditto 77 Meowth 78 Krabby 82 Vulpix 83 Ninetales 84 Pikachu 85 Raichu 88 Dratini 89 Dragonair 90 Kabuto 91 Kabutops 92 Horsea 93 Seadra 96 Sandshrew 97 Sandslash 98 Omanyte 99 Omastar 100 Jigglypuff 101 Wigglytuff 102 Eevee 103 Flareon 104 Jolteon 105 Vaporeon 106 Machop 107 Zubat 108 Ekans 109 Paras 110 Poliwhirl 111 Poliwrath 112 Weedle 113 Kakuna 114 Beedrill 116 Dodrio 117 Primeape 118 Dugtrio 119 Venomoth 120 Dewgong 123 Caterpie 124 Metapod 125 Butterfree 126 Machamp 128 Golduck 129 Hypno 130 Golbat 131 Mewtwo 132 Snorlax 133 Magikarp 136 Muk 138 Kingler 139 Cloyster 141 Electrode 142 Clefable 143 Weezing 144 Persian 145 Marowak 147 Haunter 148 Abra 149 Alakazam 150 Pidgeotto 151 Pidgeot 152 Starmie 153 Bulbasaur 154 Venusaur 155 Tentacruel 157 Goldeen 158 Seaking 163 Ponyta 164 Rapidash 165 Rattata 166 Raticate 167 Nidorino 168 Nidorina 169 Geodude 170 Porygon 171 Aerodactyl 173 Magnemite 176 Charmander 177 Squirtle 178 Charmeleon 179 Wartortle 180 Charizard 185 Oddish 186 Gloom 187 Vileplume 188 Bellsprout 189 Weepinbell 190 Victreebel _______________ Put a random Pokemon at the top of your party, not the one from above (unless that Pokemon has non-damaging moves or is too weak or slow to kill Ditto before it has the chance to Transform). Now, find your 'long-range trainer' and position yourself offscreen such that if you walk toward her by one square, she will notice you and challenge you to battle. Do so and simultaneously press Start. You should now be in her eyesight with the Pause menu displayed. Red and Blue players should Fly to Route 15 by Flying to Fuchsia City and taking an east out of the city, whereas Yellow players should head to Pokemon Mansion B1F on Cinnabar Island. You'll notice the trainer has the exclamation mark pop up over her head, but you get lost too quickly for her to catch you. When you arrive, your buttons won't work, except movement buttons. This is normal, and to rectify it, get into a battle with another trainer in the area you teleported to, making sure that the trainer takes at least one step towards you. Now try to find Ditto. When you encounter one, switch to the Pokemon with the number you want above. Ditto will Transform into it, so knock it out and head back to the area where you encountered the long-range trainer. Once you do, the pause menu will pop up; cancel it with B and engage in battle against your desired Pokemon at level 7. Enjoy! The Ditto Glitch can also be used to initiate a battle with Prof. Oak--see section C11; 'Battling Prof. Oak' for details. - Warnings: None that I know of, but I can't guarantee that it is 100% safe. I've used it multiple times without problems though. Long-Ranged Trainers -------------------- Only the following trainers can be used for this glitch. The following list was compiled by Aeron Ee1 of Smogon and I do not take credit for it. Route 8: - Gambler closest to the entry of the underground tunnel. Route 9: - Jr. Trainer M saying, "I'm taking the ROCK TUNNEL to go to LAVENDER..." Route 11: - Youngster located in the upper, right corner of the route. - Youngster farthest south. Route 12: - Second Fisherman you meet as you walk south of Lavender Town. Route 17: - Second farthest north Biker. Route 19: - Swimmer looking upwards from a cluster of four trainers. - Beauty looking right from a cluster of four trainers. - Swimmer saying, "I tried diving for POKEMON, but it was a no go!" - Swimmer saying, "What's beyond the horizon?" Route 20: - Swimmer in upper-right hand corner of the route. - Beauty saying, "My boyfriend gave me big pearls!" - Beauty saying, "CINNABAR, in the west, has a LAB for POKEMON." Route 21: - Swimmer south of bridge with 2 Fishermen. (1) - Swimmer south of bridge with 2 Fishermen. (2) Route 24: - Jr. Trainer M left of the Nugget Bridge. Fourth Floor of Silph Co.: - Rocket that is on the right side of the table. - Rocket that is the farthest left and down on the floor. Eighth Floor of Silph Co.: - Rocket that is farthest south of all. - Rocket that is located in the lower right-hand corner of the floor. Ninth Floor of Silph Co.: - Rocket located farthest south (in the middle corridor). Brock's Gym (Unusable): - Only trainer in Brock's Gym. Viridian Forest (Yellow ONLY) - Next to last Bug Catcher (must use Escape Rope to leave). _________________________________________________ [C04] Experience Underflow Glitch _________________________________________________ - What it does: Boosts any one of the following Pokemon instantly to L100, but only evolves them once (where possible) and teaches them no natural moves (so you'll need TMs). The Pokemon are those in the Medium Slow Experience group: Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pidgey, Pidgeotto, Pidgeot; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Oddish, Gloom, Vileplume; Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Bellsprout, Weepinbell, Victreebel; Geodude, Graveler, Golem; Gastly, Haunter, Gengar; Mew. - Requirements: A Pokemon with Growl. To be used in conjunction with the Ditto Glitch or the Mew Glitch (which is just a specialised version of the former). - How to activate it: When you are battling the Pokemon with the required Special stat, use Growl on it six times and make sure it connects each time. Each attack modifier, ranging from -6 to +6, will alter your glitched Pokemon's level by the respective amount, from a base of 7. Thus, using Growl six times will produce a level 1 Pokemon. Now, Pokemon in the Medium Slow Experience group start with -54 Exp. at L1. Hm. The game is terrible at storing negative values, so we can exlpoit this; make the L1 Pokemon get less than 54 Exp. and the game is forced to re-evaluate the Exp. count. Since the total amount is less than zero and the game doesn't know how to interpret negative numbers, it assumes you have looped all the way around to an incredibly high amount and thus it awards you with enough Exp. to instantly level you to L100. However, becuase you have only 'levelled up' once and have not hit the boundaries for learning new moves, your Pokemon will only evolve once and will learn no natural moves. Pity. Also, you'll have to use the Box Trick, described in an incoming section, to sort out your Stat Experience (see section M03; 'Stat Calcuation' for information on Stat Experience). _________________________________________________ [C05] The Missingno. Glitch (Red/Blue only) _________________________________________________ - What it does: Probably the most infamous glitch, it lets you encounter and possibly catch a glitchy Pokemon called Missingno. Encountering/defeating Missingno. gives you 128 extra items of whichever item you had in the sixth slot of your Bag, as long as that item is stackable, i.e. not key items. It also messes up your Hall of Fame on the PC with glitchy graphics and strange sounds and symbols. Depending on the letters of your name, other high level Pokemon can be encountered. Missingno. can be caught, but there is very little benefit to doing so. It evolves into Kangaskhan upon levelling up (unless it levels up via Rare Candy) and knows Water Gun (multiple times) and Sky Attack. Make sure you have a free slot in your party beforehand, since Missingno. cannot be taken from the PC. Avoid cataching 'M though. - Requirements: Access to Cinnabar Island, a Pokemon that can use Fly, a Pokemon that can use Surf. How to activate it: Go to Viridian City. Talk to the Old Man who blocked your way before and showed you how to catch Pokemon. Say 'No' to his question and he'll catch a Weedle. Then Fly to Cinnabar Island. Stick whatever item you want multiplied in your sixth item slot (use Select to rearrange) and Surf up and down the very first column of water to the right of the island. You will start encountering Missingno., 'M and a whole host of glitchy, high- level (higher than L100!) Pokemon. Before encountering Missingno. or 'M, the screen will freeze a little longer than usual. Both Missingno. and 'M have weird glitchy blocky graphics and come a silly levels, 'M sometimes being level 0 for example. Defeat Missingno. and 'M for the extra items. Note that the quantity of the items appears as a glitchy number, but it should be 128 more than what you started with. The Pokemon you can encounter depend on your name. You'll get the following effects: One of the following for each of the 3rd, 5th and 7th characters of your name: _____________ A Golduck B Hypno C Golbat D Mewtwo E Snorlax F Magikarp G Missingno. H Missingno. I Muk J Missingno. K Kingler L Cloyster M Missingno. N Electrode O Clefable P Weezing Q Persian R Marowak S Missingno. T Haunter U Abra V Alakazam W Pidgeotto X Pidgeot Y Starmie Z Bulbasaur a Missingno. b Missingno. c Missingno. d Ponyta e Rapidash f Rattata g Raticate h Nidorino i Nidorina j Geodude k Porygon l Aerodactyl m Missingno. n Magnemite o Missingno. p Missingno. q Charmander r Squirtle s Charmeleon t Wartortle u Charizard v Missingno. w Missingno. x Missingno. y Missingno. z Oddish _____________ The levels they appear at for the 2nd, 4th and 6th characters of your name: _______________________ 127 [space] 128...153 A...Z 154 ( 155 ) 156 : 157 ; 158 [ 159 ] 160...185 a...z 186 [accented e] 224 ' 225 [small PK] 226 [small MN] 227 - 230 ? 231 ! 232 . 239 (m) 240 [money sign] 241 [times sign] 243 / or (f) 244 , 246...255 0...9 _______________________ Note that Pokemon over Level 100 who have been recieved in a trade cannot be controlled properly and will frequently disobey you, as not even the Earth Badge gives you control of them. Also, upon gaining ANY experience, they will revert to L100. At least you can control them then. Pokemon over L100 will have stats corresponding to their level and can be used in link battles--they won't gain experience and so will stay at the level they are. Pokemon over L100 can be fed Rare Candy to increase their level all the way to 255--after this, they will revert to L0. So... 128 extra items? Yes, please! Here are some ideas: All TM's (YES!), Rare Candys, Master Balls, Nuggets (for $$$), vitamins such as Proteins and HP Ups and anything else if you're cheap and don't want to buy it. Sell the excess for loads of cash, but be careful to keep one so you can duplicate it again. Also, you can evolve a caught Missingno. into a Kangaskhan with Water Gun and Sky Attack, if that kinda thing floats your boat. If you'd rather keep Missingno., simply use a Rare Candy on it just before it levels up. Also, if you really want to, you can manipulate your name at the beginning of the game to get high level starters and legendaries, among other things. Don't worry though, there are other ways of obtaining EVERY Pokemon in the game. Just read on... - Why it works: When the Old Man demonstrates catching a Weeedle, the game temporarily overwrites the player's name with 'Old Man'. The variables for this are stored in the Wild Pokemon encounter data, for which the Cinnabar Island strip has none, resulting in a slew of strange and glitchy Pokemon. The hexadecimal values for Old Man correspond with Missingno., plus the characters of your actual name correspond with the hexadecimal values above, somehow. As for why it multiplies items, I don't know, but it's probably something to do with hexadecimal values. Not that anyone's complaining. - Warnings: There are so many, I'm going to make a list. 1. Missingno. cannot be removed from the PC, so if you decide to catch one, have a free slot in your party beforehand. 2. Any non-letter characters in your name's 3rd, 5th and 7th slots can create a glitched trainer who can erase your cartridge. For your safety, don't do it. 3. Missingno. can be encountered in Yellow, but not through this method. There are no benefits to it in Yellow and it's glitchier than ever. Stay away from it. 4. Your PC's Hall of Fame will be totally screwed, unless you haven't beaten the League yet. Only the current Hall of Fame is screwed up. The Hall of Fame holds 50 records so I guess you could just beat the League 50 times to clear the garbled data. 5. 'M is messed up. Just defeat it. Don't ever catch it or anything. 6. High level Pokemon can not usually be escaped from since they are faster than you. They will put a beating on your Pokemon, big time. Save beforehand. 7. Traded Pokemon above L100 will not listen to you and will disobey you even if you have the EarthBadge. As a side note, there have been attempts to canonise Missingno. i.e. get Game Freak and Nintendo to officially recognise it as a Pokemon and give it a new set of moves, an official PokeDex ID and entry... etc. I sincerely doubt this will ever come to fruition though. Many thanks to MGSPhantom for bringing areas of the Missingno. Glitch to my attention and prompting me to update it. _________________________________________________ [C06] The Evolution Stone Glitch _________________________________________________ - What it does: Allows you to evolve Pokemon that evolve via the Leaf, Fire, Water, Thunder or Moon Stones without owning said Stones. Does not work in Yellow version! - Requirements: One of the following Leaf Stone - Psyduck Fire Stone - Missingno. Water Stone - Onix ThunderStone - Growlithe Moon Stone - Exeggutor And the Pokemon you wish to evolve, of course. - How to activate it: Put the Pokemon you wish to evolve in the first slot of your party and its corresponding Stone evolution Pokemon in the second. Get into a battle and make the lead Pokemon level up, after which it should evolve. The only really useful result of this is evolving Moon Stone Pokemon, as Moon Stones are the only Stones that are finitely available. All the others can be bought from the Celadon Department Store for $2100. - Why it works: The Pokemon in the list above share hexadecimal coding values with their corresponding Stones. Their presence, apparently, is enough to warrant evolution in other Pokemon. There's probably more to it, but who cares? - Warnings: None in the glitch itself, but catching a Missingno. for the Fire Stone trick is risky. Again, Missingno. is explained below. _________________________________________________ [C07] The Box Trick _________________________________________________ - What it does: Reevaluates your Pokemon's stats to their proper levels. - Requirements: Access to a PC Box. - How to activate it: Put the Pokemon whose Stat Experience you want properly evaluated into the box, then withdraw it. Done. The thing is, Stat Experience (see section M03; 'Stat Calcuation' for information) is only evaluated when you - Level Up - Evolve - Use a vitamin - Withdraw from PC However, levelling up past L100 is impossible, evolving a final stage Pokemon is impossible, and using a vitamin on a Pokemon with more than 25600 Stat Experience is impossible; in other words, a Pokemon that is incredibly well- trained cannot have its Stat Experience reevaluated unless it is put in the box. This will set its stats to their proper level. Huzzah! _________________________________________________ [C08] Glitch City _________________________________________________ - What it does: Sends you to a massively glitchy land where all the tiles are a mess. Ocassionally gets you stuck, forcing you to reset or Fly away. - Requirements: Progressed as far as Cinnabar Island, a Pokemon with Fly, a Pokemon with Surf, Super/Max Repels (optional). - How to activate it: You'll need to go to the Safari Zone in Fuchisa City. Enter and pay $500 for the Safari Balls, then just head straight back out and confirm that you are not leaving. Once back in the Safari Zone, save, then reset your console. Now leave the Safari Zone. The attendant will ask if you want to pay $500 to enter the Safari Zone again. Tell him no thanks and Fly to Cinnabar, surfing up and down the east coast (use Repels to make this go quicker). After 500 steps the P.A. will time you out and you'll be returned to the Safari Zone. Step outside and marvel at Glitch City, a weird ethereal realm where tiles are mashed together. To exit, Fly or Teleport away. Don't save while inside it. - Warnings: 1. Saving in Glitch City will mess up your cartridge. 2. Not going to Cinnabar Island, but somewhere else, will not teleport you to Glitch City, but it will make strange things happen such as no music. _________________________________________________ [C09] The S.S.Anne Truck _________________________________________________ - What is it? A truck parked near the S.S.Anne that is usually inaccesible. - How do I access it? You must have a Pokemon that knows Cut *without recieving HM01 from the S.S.Anne captain*, so get a friend to trade you one over. Either that, or actually get the HM, but then lose to one of the passengers on board. You'll wind up in the PokeCenter but the ship won't have left yet. Play through the game until you can get Surf, then return to Vermilion City and Surf right in the S.S.Anne harbour until you reach the truck. Either that, or get the S.S.Anne to reappear after you get Surf by using the method below. - Rumours? Catching Mew. It stems from the fact that scenery in RBY is very rare since it takes up memory, so logic follows that it must do something. The main rumour was that Mew could be found here by pushing the truck aside with Strength and it could be found contained within a Poke Ball underneath. The other rumour was that there existed a hidden HM, some people claimed it was something like HM06 SuperStrength (if I remember correctly)--this has also been proven false. Not only can the elusive HM not be found, the game data for such a HM item nor the move itself exists at all. So yeah. - Actual purpose? None. Nice to look at, I suppose, to see what all the fuss is about. _________________________________________________ [C10] Getting the S.S. Anne to Reappear _________________________________________________ Offically, the S.S. Anne leaves Vermilion and comes back once a year, but since time does not pass in RBY, the S.S. Anne leaves forever. Hm. Well, there is one way to get it back. Stand one tile above and to the left of the sailor guarding the harbour. Take one step right, simutaneously pressing Start. Save and reboot, then select a Pokemon to use Surf. You'll Surf over the guy's head and into the harbour. All the trainers will remain beaten and the items taken, however. _________________________________________________ [C11] Battling Prof. Oak _________________________________________________ Deep within the unused data banks of these games exists Prof. Oak as a trainer that can be battled against. There are two ways of activating this battle--one is to use a GameShark code __________________ Red/Blue Yellow ------------------ 01E22DCD 01E22DCD 01005ED7 01005DD7 __________________ and talk to the Swimmer on the far right of Misty's gym. The other way is to use the Ditto Glitch (see above) with a Special stat of 226. Prof. Oak has three teams--the only difference between each one is whether he uses Venusaur, Charizard or Blastoise. To activate the battle with Oak via the Ditto Glitch, you must lower Ditto's Attack to stage -6 for Blastoise, stage -5 for Venusaur or stage -4 for Charizard. You can lower Ditto's Attack by using Growl. His Attack starts at stage zero, so use Growl 6 times for Blastoise etc. Here are Prof. Oak's teams: _________________________________________________________ Trainer: Prof. Oak Version: R B Y Money: $6930 --------------------------------------------------------- #128: Tauros NRM L66 2983 Exp. Stats - HP: 185 Atk: 148 Def: 140 Spc: 107 Spe: 160 ~ Tail Whip, Leer, Rage, Take Down #103: Exeggutor GRS / PSY L67 3043 Exp. Stats - HP: 215 Atk: 144 Def: 129 Spc: 183 Spe: 89 ~ Barrage, Hypnosis, Stomp #059: Arcanine FIR L68 3103 Exp. Stats - HP: 211 Atk: 166 Def: 124 Spc: 124 Spe: 145 ~ Roar, Leer, Ember, Take Down - ONE of the following depending on code manipulation: -- #006: Charizard FIR / FLY L69 3090 Exp. Stats - HP: 197 Atk: 133 Def: 123 Spc: 133 Spe: 154 ~ Rage, Slash, Flamethrower, Fire Spin #009: Blastoise WTR L69 3105 Exp. Stats - HP: 199 Atk: 131 Def: 154 Spc: 133 Spe: 123 ~ Bite, Withdraw, Skull Bash, Hydro Pump #003: Venusaur GRS / PSN L69 3075 Exp. Stats - HP: 200 Atk: 130 Def: 130 Spc: 154 Spe: 126 ~ Razor Leaf, Growth, Sleep Powder, SolarBeam --------------------------------------------------------- #130: Gyarados WTR / FLY L70 3210 Exp. Stats - HP: 224 Atk: 192 Def: 126 Spc: 156 Spe: 129 ~ Dragon Rage, Leer, Hydro Pump, Hyper Beam _________________________________________________________ _________________________________________________ [C12] Other Miscellaneous Glitches _________________________________________________ X Accuracy ---------- The item X Accuracy (purchased from Celadon Dept. for $950) will increase your Pokemon's accuracy to 99.6% for all moves, provided they are faster than the foe. It does nothing otherwise. And yes, you can use this glitch to run through the game with OHKO moves--Fissure, Guillotine and Horn Drill. Focus Energy/Dire Hit ----------------------- Although they are supposed to quadruple your chance to land a critical hit, the move Focus Energy and the item Dire Hit actually quarter your chance. Avoid. _________________________________________________ [C13] GameShark Codes _________________________________________________ Hexadecimal Values ------------------ A lot of the GameShark codes require hexadecimal numbers. For those who don?t know, hexadecimal numbers go like this. Consider a 'normal' number. This is a 'decimal' number--that is, base 10. Once we get to the number ten, we write it a a combination of existing digits, in this case a one followed by a zero. The one means 'one multiplied by ten'. In the case of bigger numbers, we know that each digit is worth ten times the succeeding digit. For example, consider the number 2476. It is 2 4 7 6 = = = = 2*10*10*10 + 4*10*10 + 7*10 + 6 = = = = 2000 + 400 + 70 + 6. Almost intuitively we know that 2476 = 2000 + 400 + 70 + 6. However, hexadecimal numbers are base 16. That is, each digit is worth 16 times the suceeding digit. Thus, a hexadecimal 2476 is NOT the decimal 2476. A hexadecimal 2476 is 2*16*16*16 + 4*16*16 + 7*16 + 6 = 9336 in base 10 or decimal. Thus, 2476 (b16) = 9336 (b10). Since we now have sixteen numbers before we re-use existing digits, we now have A-F which follow '9'. Thus we have _____________________________________________________________________________ Dec 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Hex 0 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 13 14 _____________________________________________________________________________ and so on and so forth. Most computers come equipped with the 'Calculator' accesory which can convert decimal to hexadecimal for you. Make sure it's in scientific mode, then type in your decimal number and click the 'Hex' option to convert it. If you must do it by hand, then here is how to convert decimal values to hexadecimal: Take your decimal number and divide it by 16. You'll get a quotient (whole number portion) and a remainder. Multiply the quotient by 10. Finally, add on the discarded remainder, substituting 10...15 = A...F. - Example: I wish to find what 57 is in hexadecimal. 57/16 = 3 remainder 9. 3*10 = 30, 30 + 9 = 39. Another way to think of this--a handy cheat--is to divide your decimal number by 16 and tack the quotient (the whole number part) and the remainder together as one number. For instance, - Example 2: I wish to find what 143 is in hexadecimal. 143/16 = 8 remainder 15 Cheat: 8 remainder 15 'tacked together' becomes 8F (remember that 15 = F in hexadecimal). Thus, 143 (b10) = 8F (b16). Note that if the quotient is itself bigger than 15, it will also require conversion to a hexadecimal value (divide by 16, etc.) before it can be 'tacked together' like this: - Example 3: I wish to find what 1000 is in hexadecimal. Cheat: 1000/16 = 62 r 8 | 62/16 = 3 r 14 | = (3 r 14) r 8 = 3E8. Note that the maths there is NOT particularly sound--it's cheating for simplicity reasons. Anyway... on with the GameShark codes! IMPORTANT NOTE FOR YELLOW PLAYERS! ---------------------------------- For Yellow Version, you must decrease the sixth digit in every code listed here by one. In other words, if the sixth digit is 7, change it to 6. If it's an E, change it to D. If it's a zero, decrement the preceding digit as well. For example, if you have 'xxxx60xx' where the sixth digit is a zero, change that to 'xxxx5Fxx'. Moveslot Modifier ----------------- - 01xxyyD1 - These codes are for the first Pokemon in your party--the best way to do this is turn the cheats on, switch the Pokemon to another spot in your party (other than first place) and turn the code off again. - yy is the hexadecimal value for the moveslot you wish to change, starting at 73 and incrementing by 1 each time; 73 for slot 1, 74 for slot 2... - xx = ________________ 00 [Empty] 01 Pound 02 Karate Chop 03 Doubleslap 04 Comet Punch 05 Mega Punch 06 Pay Day 07 Fire Punch 08 Ice Punch 09 ThunderPunch 0A Scratch 0B Vice Grip 0C Guillotine 0D Razor Wind 0E Swords Dance 0F Cut 10 Gust 11 Wing Attack 12 Whirlwind 13 Fly 14 Bind 15 Slam 16 Vine Whip 17 Stomp 18 Double Kick 19 Mega Kick 1A Jump Kick 1B Rolling Kick 1C Sand-Attack 1D Headbutt 1E Horn Attack 1F Fury Attack 20 Horn Drill 21 Tackle 22 Body Slam 23 Wrap 24 Take Down 25 Thrash 26 Double-Edge 27 Tail Whip 28 Poison Sting 29 Twineedle 2A Pin Missile 2B Leer 2C Bite 2D Growl 2E Roar 2F Sing 30 Supersonic 31 SonicBoom 32 Disable 33 Acid 34 Ember 35 Flamethrower 36 Mist 37 Water Gun 38 Hydro Pump 39 Surf 3A Ice Beam 3B Blizzard 3C Psybeam 3D BubbleBeam 3E Aurora Beam 3F Hyper Beam 40 Peck 41 Drill Peck 42 Submission 43 Low Kick 44 Counter 45 Seismic Toss 46 Strength 47 Absorb 48 Mega Drain 49 Leech Seed 4A Growth 4B Razor Leaf 4C SolarBeam 4D PoisonPowder 4E Stun Spore 4F Sleep Powder 50 Petal Dance 51 String Shot 52 Dragon Rage 53 Fire Spin 54 ThunderShock 55 Thunderbolt 56 Thunder Wave 57 Thunder 58 Rock Throw 59 Earthquake 5A Fissure 5B Dig 5C Toxic 5D Confusion 5E Psychic 5F Hypnosis 60 Meditate 61 Agility 62 Quick Attack 63 Rage 64 Teleport 65 Night Shade 66 Mimic 67 Screech 68 Double Team 69 Recover 6A Harden 6B Minimize 6C SmokeScreen 6D Confuse Ray 6E Withdraw 6F Defense Curl 70 Barrier 71 Light Screen 72 Haze 73 Reflect 74 Focus Energy 75 Bide 76 Metronome 77 Mirror Move 78 Selfdestruct 79 Egg Bomb 7A Lick 7B Smog 7C Sludge 7D Bone Club 7E Fire Blast 7F Waterfall 80 Clamp 81 Swift 82 Skull Bash 83 Spike Cannon 84 Constrict 85 Amnesia 86 Kinesis 87 Softboiled 88 Hi Jump Kick 89 Glare 8A Dream Eater 8B Poison Gas 8C Barrage 8D Leech Life 8E Lovely Kiss 8F Sky Attack 90 Transform 91 Bubble 92 Dizzy Punch 93 Spore 94 Flash 95 Psywave 96 Splash 97 Acid Armor 98 Crabhammer 99 Explosion 9A Fury Swipes 9B Bonemerang 9C Rest 9D Rock Slide 9E Hyper Fang 9F Sharpen A0 Conversion A1 Tri Attack A2 Super Fang A3 Slash A4 Substitute A5 Struggle ________________ - The move will overwrite whatever is currently in that slot, but will retain that move's current PP. For examine, hacking Thunderbolt over a full PP Tackle will result in a Thunderbolt with 35/15 PP. This can be rectified by healing at a Poke Center. Pokemon Level Modifier ---------------------- - 01xxF3CF - xx is the hexadecimal value for the wild Pokemon's level. - This cheat will not edit the Pokemon's stats and instead inherit them from the Pokemon you would have originally encountered, making this cheat ideal for gaining large amounts of Exp.--simply set xx to 64 to create L100s and faint them for the Exp. provided by a L100 Pokemon. xx can even be set higher--all the way up to FF for 255, if you want... But Pokemon over L100 will revert to L100 after gaining experience--increase their levels by using Rare Candy. L255 is the absolute max--going higher reverts you to L0. - Cheat also changes trainer Pokemon levels. Wild Pokemon Species Modifier ----------------------------- - 01xxD8CF - xx = ______________ 01 Rhydon 02 Kangaskhan 03 Nidoran M 04 Clefairy 05 Spearow 06 Voltorb 07 Nidoking 08 Slowbro 09 Ivysaur 0A Exeggutor 0B Lickitung 0C Exeggcute 0D Grimer 0E Gengar 0F Nidoran F 10 Nidoqueen 11 Cubone 12 Rhyhorn 13 Lapras 14 Arcanine 15 Mew 16 Gyarados 17 Shellder 18 Tentacool 19 Gastly 1A Scyther 1B Staryu 1C Blastoise 1D Pinsir 1E Tangela 21 Growlithe 22 Onix 23 Fearow 24 Pidgey 25 Slowpoke 26 Kadabra 27 Graveler 28 Chansey 29 Machoke 2A Mr. Mime 2B Hitmonlee 2C Hitmonchan 2D Arbok 2E Parasect 2F Psyduck 30 Drowzee 31 Golem 33 Magmar 34 Mankey 35 Electabuzz 36 Magneton 37 Koffing 3A Seel 3B Diglett 3C Tauros 40 Farfetch'd 41 Venonat 42 Dragonite 46 Doduo 47 Poliwag 48 Jynx 49 Moltres 4A Articuno 4B Zapdos 4C Ditto 4D Meowth 4E Krabby 52 Vulpix 53 Ninetales 54 Pikachu 55 Raichu 58 Dratini 59 Dragonair 5A Kabuto 5B Kabutops 5C Horsea 5D Seadra 60 Sandshrew 61 Sandslash 62 Omanyte 63 Omastar 64 Jigglypuff 65 Wigglytuff 66 Eevee 67 Flareon 68 Jolteon 69 Vaporeon 6A Machop 6B Zubat 6C Ekans 6D Paras 6E Poliwhirl 6F Poliwrath 70 Weedle 71 Kakuna 72 Beedrill 74 Dodrio 75 Primeape 76 Dugtrio 77 Venomoth 78 Dewgong 7B Caterpie 7C Metapod 7D Butterfree 7E Machamp 80 Golduck 81 Hypno 82 Golbat 83 Mewtwo 84 Snorlax 85 Magikarp 88 Muk 8A Kingler 8B Cloyster 8D Electrode 8E Clefable 8F Weezing 90 Persian 91 Marowak 93 Haunter 94 Abra 95 Alakazam 96 Pidgeotto 97 Pidgeot 98 Starmie 99 Bulbasaur 9A Venusaur 9B Tentacruel 9D Goldeen 9E Seaking A3 Ponyta A4 Rapidash A5 Rattata A6 Raticate A7 Nidorino A8 Nidorina A9 Geodude AA Porygon AB Aerodactyl AD Magnemite B0 Charmander B1 Squirtle B2 Charmeleon B3 Wartortle B4 Charizard B9 Oddish BA Gloom BB Vileplume BC Bellsprout BD Weepinbell BE Victreebel ______________ - This cheat will not change the wild Pokemon's stats from what you originally were supposed to encounter, and the Pokemon's sprite graphic will be all glitchy. If you catch the Pokemon, the sprite will revert to normal and the stats will be recalculated correctly. Item Modifier ------------- - 01xxyyD3 - yy is the hexadecimal value for the item slot you wish to change, starting at 1E and incrementing by 2 each time; 1E for slot 1, 20 for slot 2, 22 for slot 3... - xx = ________________ 01 Master Ball 02 Ultra Ball 03 Great Ball 04 Poke Ball 05 Town Map 06 Bicycle 07 ????? 08 Safari Ball 09 Pokedex 0A Moon Stone 0B Antidote 0C Burn Heal 0D Ice Heal 0E Awakening 0F Parlyz Heal 10 Full Restore 11 Max Potion 12 Hyper Potion 13 Super Potion 14 Potion 15 BoulderBadge 16 CascadeBadge 17 ThunderBadge 18 RainbowBadge 19 SoulBadge 1A MarshBadge 1B VolcanoBadge 1C EarthBadge 1D Escape Rope 1E Repel 1F Old Amber 20 Fire Stone 21 Thunderstone 22 Water Stone 23 HP Up 24 Protein 25 Iron 26 Carbos 27 Calcium 28 Rare Candy 29 Dome Fossil 2A Helix Fossil 2B Secret Key 2C ????? 2D Bike Voucher 2E X Accuracy 2F Leaf Stone 30 Card Key 31 Nugget 32 PP Up 33 Poke Doll 34 Full Heal 35 Revive 36 Max Revive 37 Guard Spec. 38 Super Repel 39 Max Repel 3A Dire Hit 3B Coin 3C Fresh Water 3D Soda Pop 3E Lemonade 3F S.S. Ticket 40 Gold Teeth 41 X Attack 42 X Defend 43 X Speed 44 X Special 45 Coin Case 46 Oak's Parcel 47 Item Finder 48 Silph Scope 49 Poke Flute 4A Lift Key 4B Exp. All 4C Old Rod 4D Good Rod 4E Super Rod 4F PP UP 50 Ether 51 Max Ether 52 Elixer 53 Max Elixer C4 HM01 C5 HM02 C6 HM03 C7 HM04 C8 HM05 C9 TM01 CA TM02 CB TM03 CC TM04 CD TM05 CE TM06 CF TM07 D0 TM08 D1 TM09 D2 TM10 D3 TM11 D4 TM12 D5 TM13 D6 TM14 D7 TM15 D8 TM16 D9 TM17 DA TM18 DB TM19 DC TM20 DD TM21 DE TM22 DF TM23 E0 TM24 E1 TM25 E2 TM26 E3 TM27 E4 TM28 E5 TM29 E6 TM30 E7 TM31 E8 TM32 E9 TM33 EA TM34 EB TM35 EC TM36 ED TM37 EE TM38 EF TM39 F0 TM40 F1 TM41 F2 TM42 F3 TM43 F4 TM44 F5 TM45 F6 TM46 F7 TM47 F8 TM48 F9 TM49 FA TM50 FF [Nothing] ________________ Item Quantity Modifier ---------------------- - 01xxyyD3 - xx is the hexadecimal value for the number of items you want. - yy is the hexadecimal value for the item slot you wish to change, starting at 1F and incrementing by 2 each time; 1F for slot 1, 21 for slot 2, 23 for slot 3... - It's possible to cheat up to 255 of one item, but the quantity will appear glitched until you hit 99. Name Modifier ------------- - 01xxyyD1 - yy is the hexadecimal value for the letter slot you wish to change, starting at 58 and incrementing by 1 each time; 58 for slot 1, 59 for slot 2, 5A for slot 3... - xx = _____________________ 80...99 A...Z 9A ( 9B ) 9C : 9D ; 9E [ 9F ] A0...B9 a...z BA [accented e] E0 ' E1 [small PK] E2 [small MN] E3 - E6 ? E7 ! E8 . EF (m) F0 [money sign] F1 [times sign] F3 / or (f) F4 , F6...FF 0...9 _____________________ Trainer ID Modifier ------------------- - 01xx77D1 (First digit) - 01xxA3D1 (Second digit) - 01xxCFD1 (Third digit) - 01xxFBD1 (Fourth digit) - 01xx27D2 (Fifth digit) - xx is the number you want with an '0' before it. Note that the highest possible trainer ID is 65535. Max Stat Experience Modifiers ----------------------------- - 01FF7CD1 HP - 01FF7ED1 Attack - 01FF80D1 Defense - 01FF82D1 Speed - 01FF84D1 Special - Stats are not recalculated instantly--you must either level up, evolve, use a vitmain on that stat or withdraw the Pokemon from a PC to recalculate the stats correctly. - These codes are for the first Pokemon in your party--the best way to do this is turn the cheats on, switch the Pokemon to another spot in your party (other than first place) and turn the code off again. DV Modifiers ------------ - 01xy86D1 x = Attack, y = Defense - 01xy87D1 x = Speed, y = Special - x and y range from 0 to F (0 - 15). - Remember that the HP DV is based solely on your other four DVs. - Stats are not recalculated instantly--you must either level up, evolve, use a vitmain on that stat or withdraw the Pokemon from a PC to recalculate the stats correctly. - These codes are for the first Pokemon in your party--the best way to do this is turn the cheats on, switch the Pokemon to another spot in your party (other than first place) and turn the code off again. Max PP Up Modifiers ------------------- - 01FF88D1 First move - 01FF89D1 Second move - 01FF8AD1 Third move - 01FF8BD1 Fourth move Eliminate Random Encounters --------------------------- - 01033CD1 Walk Through Walls ------------------ - 010138CD (Use this code for both versions) - While stuck in a wall, do not deactivate the code or save the game. Going too far outside the game's natural boundaries will crash the game. Trainers don't Block Balls -------------------------- - 010157D0 - Do not activate this code until you are facing the Pokemon you wish to catch. Will end the battle after you catch the Pokemon. Eliminates random encounters for a short period. Turn the code off again once the Pokemon is caught. - Keeping the code on while you roam the world will result in no random encounters and any trainer battle immediately concluding in a victory without any battle commencing. Infinite Money -------------- - 019947D3 Fight Professor Oak ------------------- - Red/Blue - 01E22DCD 01005ED7 - Yellow - 01E22DCD 01005ED7 - See section C11; 'Battling Prof. Oak' for more details. Switch Version (Red to Blue or Vice Versa) ------------------------------------------ - B123D7CF _______________________________________________________________________________ VII. Appendices _______________________________________________________________________________ _________________________________________________ [A01] Pikachu's Beach _________________________________________________ On Sea Route 19, in Pokemon Yellow only, you'll find a house that doesn't exist in Red and Blue. It's at the northern section of the route, just south of Fuchsia, and you can't do much there unless you have a Pikachu with Surf. The legitimate way is to get one via Pokemon Stadium--I'll leave it to a Pokemon Stadium guide to explain how--or you can get one via the use of a GameShark. Note that the Pikachu does not have to be legitimate--the game only checks whether it has Surf or not. Once you somehow obtain one, speak to the guy inside--'Dude'--to start playing the Pikachu's Beach mini-game. It doesn't really reward you with anything except points, like the old arcade games. It's just a time-waster, really. How to Play ----------- Pikachu will be riding a surfboard toward the left side of the screen. On the bottom-left of the screen is a bar indicating how close you are to arriving at the beach (and thus finishing the mini-game) and on the bottom-right is a HP count. This HP has nothing to do with Pikachu's HP in-game, but acts as an 'energy' meter. Pikachu's HP starts at 6000 and depletes gradually over time, and will drop a bit if he tumbles off the board into the water. If his HP reaches zero, it's game over and no score is recorded. Every so often, waves will appear which rocket Pikachu into the air. While airborne, Pikachu can perform flips--hold the right directional button to flip and continue to hold it until Pikachu has completed a full 360. You can keep going for a second flip or hold left instead to perform a flip in the reverse direction. When you land, be sure to do so at an angle matches the slant of the water; landing too crookedly will deplete HP and time. When you reach the end of the course, you will get points equal to your remaining HP plus radness points: - 50 radness points for every single flip. - 150 radness points for every double flip. - 180 radness points for every double flip of opposite direction. - 350 radness points for every triple flip. Once you're done, you win, I guess. If you have a Game Boy Printer, you can also print off the results of your victory by accessing the computer terminal in Dude's house. Joy. _________________________________________________ [A02] Self-Imposed Challenges _________________________________________________ If you invest the time and have a basic grasp of the type chart, Pokemon games are actually pretty easy. For those of you who wish to inject some more difficulty into your cartridges, I present to you a (by no means exhaustive) list of challenges you may present to yourself. Only One -------- Fairly self-explanatory; you are only allowed to use one Pokemon. The rules are a bit bendy here though--do you *have* to use your starter? I would say that you must pick a Pokemon to use, then get it at the earliest opportunity, only using your starter up until that point. Once you obtain your desired Pokemon, deposit all other Pokemon in the box and only use your chosen Pokemon from that point onward. Note that this is actually not much of a challenge--your single Pokemon will accrue mountains of experience and steamroll the game flat. Mono Colour ----------- You are only allowed to use teams where all the Pokemon are the same colour. Colour can be subjective (Aerodactyl is purple officially, but you could easily argue that it is grey, etc.) or you can use the official colours used by later generations: - Red Charmander, Charmeleon, Charizard; Vileplume; Paras, Parasect; Krabby, Kingler; Voltorb, Electrode; Goldeen, Seaking; Jynx; Magikarp; Magmar; Flareon. - Blue Squirtle, Wartortle, Blastoise; Nidoran F, Nidorina, Nidoqueen; Oddish, Gloom; Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Tangela; Horsea, Seadra; Gyarados; Lapras; Vaporeon; Omanyte, Omastar; Articuno; Dratini, Dragonair. - Green Bulbasaur, Ivysaur, Venusaur; Caterpie, Metapod; Bellsprout, Weepinbell, Victreebel; Scyther. - Yellow Kakuna, Beedrill; Pikachu, Raichu; Sandshrew, Sandslash; Ninetales; Meowth, Persian; Psyduck; Ponyta, Rapidash; Drowzee, Hypno; Exeggutor; Electabuzz; Jolteon; Zapdos; Moltres. - Purple Rattata; Ekans, Arbok; Nidoran M, Nidorino, Nidoking; Zubat, Golbat; Venonat, Venomoth; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Koffing, Weezing; Starmie; Ditto; Aerodactyl; Mewtwo. - Pink Clefairy, Clefable; Jigglypuff, Wigglytuff; Slowpoke, Slowbro; Exeggcute; Lickitung; Chansey; Mr. Mime; Porygon; Mew. - Brown Weedle; Pidgey, Pidgeotto, Pidgeot; Raticate; Spearow, Fearow; Diglett, Dugtrio; Mankey, Primeape; Growlithe, Arcanine; Abra, Kadabra, Alakazam; Geodude, Graveler, Golem; Farfetch'd; Doduo, Dodrio; Cubone, Marowak; Hitmonlee; Hitmonchan; Kangaskhan; Staryu; Pinsir; Tauros; Eevee; Kabuto, Kabutops; Dragonite. - Black Snorlax. - Gray Machop, Machoke, Machamp; Magnemite, Magneton; Onix; Rhyhorn, Rhydon. - White Butterfree; Seel, Dewgong. As far as rules go, I'm going to say that you choose a colour group, then you are only allowed to use Pokemon from that group AND Pokemon that will evolve into Pokemon from that group. For example, for a Brown challenge I could use Rattata from Purple group, since it evolves into Raticate and I will evolve it eventually. However, Ratciate cannot be used for a Purple challenge, although Rattata still can. Mono Type --------- Similar to above, but you are only allowed to use one type of Pokemon. Dual types are fine, as are Pokemon who will evolve into that type (e.g. Poliwag is allowed for a Fighting type challenge since it evolves into Poliwrath, which is a Fighting type). The type you choose will have a great effect on the difficulty level. Normal is a good type to choose, but Ghost, for instance, limits you to the Gastly line. The rule is that as soon as you can obtain a Pokemon of the chosen type, you must get it and confine all others to the box. Mono Body Type -------------- Much the same as above, but you limit yourself to Pokemon of a certain body type (defined in later generations). The body types don't have official names (future generations just give pictures), but I quite like Veekun's naimng convention so I'll use that with the descriptions provided by Bulbapedia: - Pomaceous: Pokemon consisting of only a head. Shellder, Cloyster; Gastly; Voltorb, Electrode; Koffing; Ditto. - Caudal: Pokemon with serpentine bodies. Caterpie, Metapod; Weedle, Kakuna; Ekans, Arbok; Onix; Gyarados; Dratini, Dragonair. - Ichthyic: Pokemon with fins. Seel, Dewgong; Goldeen, Seaking; Magikarp; Lapras. - Brachial: Pokemon consisting of a head and arms. Geodude; Magnemite; Grimer, Muk; Haunter. - Alvine: Pokemon consisting of a head and a base. Diglett; Weepinbell, Victreebel; Horsea, Seadra; Staryu, Starmie. - Sciurine: Pokemon with a bipedal, tailed form. Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Raichu; Sandshrew, Sandslash; Nidoqueen; Nidoking; Clefairy, Clefable; Psyduck, Golduck; Mankey, Primeape; Abra, Kadabra; Machop; Slowbro; Gengar; Cubone, Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Electabuzz; Magmar; Kabutops; Dragonite; Mewtwo; Mew. - Crural: Pokemon consisting of a head and legs. Oddish; Poliwag; Doduo, Dodrio; Exeggutor; Tangela; Porygon. - Mensal: Pokemon with a quadruped body. Bulbasaur, Ivysaur, Venusaur; Rattata, Raticate; Pikachu; Nidoran F, Nidorina; Nidoran M, Nidorino; Vulpix, Ninetales; Meowth, Persian; Growlithe, Arcanine; Ponyta, Rapidash; Slowpoke; Rhyhorn; Tauros; Eevee, Vaporeon, Jolteon, Flareon. - Alar: Pokemon with a single pair of wings. Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Zubat, Golbat; Farfetch'd; Aerodactyl; Articuno; Zapdos; Moltres. - Cilial: Pokemon with tentacles or a multiped body. Tentacool, Tentacruel; Omanyte, Omastar. - Polycephalic: Pokemon consisting of multiple bodies. Dugtrio; Magneton; Exeggcute; Weezing. - Anthropomorphic: Pokemon with a bipedal, tailless form. Jigglypuff, Wigglytuff; Gloom, Vileplume; Venonat; Poliwhirl, Poliwrath; Alakazam; Machoke, Machamp; Bellsprout; Graveler, Golem; Drowzee, Hypno; Hitmonlee; Hitmonchan; Mr. Mime; Jynx; Pinsir; Snorlax. - Lepidopterous: Pokemon with two pairs of wings. Butterfree; Beedrill; Venomoth; Scyther. - Chitinous: Pokemon with an insectoid body. Paras, Parasect; Krabby, Kingler; Kabuto. The Nuzlocke Challenge ---------------------- The Pokemon games are well known for being fairly easy as RPGs go, so why not inject them with a little more... intensity? Named after something on the internet, the Nuzlocke Challenge was designed to do just that. Although it was created with later generations of Pokemon in mind, it can just as readily be applied to RBY. Essentially, the premise of the challenge is a rather cruel one. You set yourself a rule whereby instead of fainting, your Pokemon perish completely. Yup, if one of them faints, that Pokemon is considered 'dead' and must either be locked away in the PC or released, never to be used again. That seems pretty harsh in and of itself, but an additional rule exists in the challenge, which is as follows: You are only allowed to capture the very first Pokemon you encounter in a particular area. If you fail to catch it for whatever reason (you fainted it, you don't have any Poke Balls, your box is full, etc.), then you cannot catch any more Pokemon from that area. The challenge is lost if you run out of usable Pokemon. The main fun of this challenge comes from the second rule, I personally believe. The first rule is just irritating, especially when critical hits get involved. Critical hits will, needless to say, be your worst nightmare while taking this challenge. The best part about this challenge, I think, is that you cannot use the same Pokemon as you always do. For example, I usually have myself Bulbasaur, Pikachu, Geodude, Spearow and Butterfree in the early game, but during the Nuzlocke challenge I'm only guaranteed a Bulbasaur. The chances of getting a Pikachu and Geodude are pathetic and I might get Butterfree and Spearow if I'm lucky. You'll probably end up with about a billion Pidgeys, Rattatas and Zubats. As I've already mentioned, the challenge was designed with later generations of Pokemon in mind. Because of this, I'm imposing a third rule which is this: No glitches allowed. The reason is simple--instant L100 Mews, a billion Rare Candys to waste the Elite Four with... I think the rule is reasonable. A common idea--sometimes even a rule--is to nickname your Pokemon for some kind of bond, which makes it all the more bitter when they die. Anyway, to make things easier, don't pick Charmander. Honestly, because if you don't manage to snag a Butterfree then you are basically screwed for the upcoming Gyms. Bulbasaur will make your life somewhat bearable. I recall my first time of this challenge going something like this in the early stages. I was playing Blue. - Picked up Bulbsaur. - Encountered Pidgey on Route 1 while running Oak's errand without any Poke Balls, so Route 1 has to be scratched from the available catching areas. - Got Pidgey on Route 2. - Nearly killed Pidgey during its first battle. - Went to Viridian Forest and snagged a Metapod. - Bumped into Nidoran F on Route 22 and caught that. - Wasted Rival. - Did Viridian Forest, wasted Brock, went through Route 3 and got another Pidgey. - Got Zubat in Mt. Moon, obviously. Was it too much to ask for a Geodude? - Most of my Pokemon got wasted by Misty's Starmie. Ivysaur, Pidgeotto and Zubat remain. Learnt my lesson the hard way--you need to grind like hell to ensure your Pokemon don't bite the dust. Etc. There's a bit of a grey area concerning the catchable Pokemon though. Does each floor of a cave like Mt. Moon count as a different area (I say no) and is a legendary like Zapdos considered the catch for that area? (I vote yes--if you're dying to get it, I say use Repels.) You can make up your own mind about that kinda stuff. Good luck when you reach the Elite Four. Just get lots of items. Oh, and if it isn't already obvious, saving before important fights and resetting when your Pokemon dies/you fail to capture what you want is not allowed. That defeats the whole point of the challenge, duh. The 'Perfect' File ------------------ Us RPG gamers can be quite obsessive about obtaining everything a game has to offer to the point of being a bit OCD about it. Pokemon is a bit more casual than your standard RPG, but, just for fun (massive SUPER fun) I'll entertain the notion of a perfect file for RBY as well. Level 1 (No glitching/trading required) - Defeat the Elite Four. - Venture into Cerulean Cave and catch Mewtwo. - Capture each legendary bird--Articuno, Zapdos and Moltres. - Own at least the basic evolution stage of each Pokemon obtainable in your version--See section L01 for details of which Pokemon CANNOT be caught in your version. - All normal (not hidden) items picked up in the field. - Max money. - Defeat all in-game trainer battles. Level 2 (No glitching required) - All requirements met for Level 1. - Complete the Pokedex except for Mew--trading or glitching as necessary--and then talk to the Game Designer in Celadon. - Complete all in-game trades. - ALL items recieved from the field, including hidden ones. - Have a team of L100s. - At least one of each unique item such as TMs. Level 3 (Perfect File) - All requirements met for Level 2. - Own the final evolution stage of every Pokemon in the game, including Mew. - Have a team of six fully trained Pokemon--that is, they have maximum Stat Experience and are all L100. - Have 99 of each stackable item (you can get more than this, but the amount appears glitched), or as many as possible given that you can only carry 70 different items (50 in PC, 20 in bag). Level 3.5 (requires N64) - Own the special Amensia Psyduck and Surf Pikachu from Pokemon Stadium. If you've done all this, then I consider this to be the Perfect Game. If you have a N64, do Level 3.5 as well, but I'm not asking you to buy an N64 just to do this challenge. So therefore, I declare the challenge complete at Level 3. Theoretically, however, there can be more to it than that... Level 4 - All requirements met for Level 3. - Own every evolution stage of every Pokemon in the game. - Own and perfectly train a maxgene (15 DVs in every stat) Pokemon. Level 5 - All requirements met for Level 4. - Own one of each L100 max stat and maxgene (15 DVs in every stat) Pokemon. Level 6 - Do all of the above without using any glitches or the GameShark, including somehow obtaining a legitimate Nintendo Event Mew. Anyone who does this must be clinically insane and I only include it for theoretical purposes. I think Level 4 is probably doable, but anything higher than that will require serious dedication. I don't want to meet the person who completes Level 6 or even Level 5, for that matter. The nice thing about this game is that nothing is missable, so a perfect game is always theoretically obtainable. Unless you knock out the legendary birds or Mewtwo. But if you did that, you're a moron. Inspired by Absolute Steve. UU Challenge ------------ You must only use Pokemon deemed to be less than OU (Overused) by Smogon. That is, the following Pokemon are banned: Alakazam, Chansey, Cloyster, Dragonite, Exeggutor, Gengar, Golem, Jynx, Lapras, Mew, Mewtwo, Persian, Rhydon, Slowbro, Snorlax, Starmie, Tauros, Zapdos. No Poke Center/Mart --------------------- - No Poke Center This will be tough. Healing isn't a problem--you'll stumble across plenty of Marts where you can restock and items are strewn all over the field. But PP will be a problem. Find lots of hidden Ethers and Elixers using my guide, and make sure to catch an area's new Pokemon and use those--their levels will be beneficial instead of replenishing older Pokemon's PP. - No Poke Mart Not too hard. There are items everywhere if you look hard enough or use my guide. The main concern is Poke Balls--be sure to find all the hidden ones and use them only on Pokemon that matter. Once the Safari Zone is available, you're laughing, really. - Neither You will basically have to find and use every item you can. If you decide to do this challenge, I cannot help you--best of luck! _________________________________________________ [A03] Version History _________________________________________________ Version 1.45 ------------ - Date: 2014-07-17 - Size: 1734 KB - Fixed the type chart: Bug is neutral against Bug, not 'not very effective'. - Rock Throw has ~65% accuracy in RBY, not ~90%. Version 1.43 ------------ - Date: 2014-07-09 - Size: 1734 KB - Some fixes courtesy of two readers: Martin Ruani corrected an incorrect header number for the TM/HM compatibility section, and Olivia Marx corrected details for a trainer in Viridian Forest--I had listed his Blue Pokemon as appearing in Red version and vice versa. Thanks to both of you! Version 1.42 ------------ - Date: 2013-06-08 - Size: 1734 KB - New ASCII Art, typo fixes. Version 1.41 ------------ - Date: 2013-06-06 - Size: 1734 KB - Small changes and some typo fixes. Version 1.40 ------------ - Date: 2013-04-21 - Size: 1733 KB - This guide is nearly a year old, woo! - Edited out some mistakes I'd made regarding Parasect's STAB moves. Version 1.39 ------------ - Date: 2013-03-19 - Size: 1732 KB - Wrote up 'New Items' and 'New Pokemon' lists for every area of the game. Have fun! - Detailed how to get out of Cerulean Cave for those who didn't bring an Escape Rope or a Pokemon with Dig. - Some general cleanup as always. Version 1.29 ------------ - Date: 2013-03-15 - Size: 1725 KB - Typo fixes and sentence reworking, nothing major. Version 1.28 ------------ - Date: 2013-02-22 - Size: 1723 KB - Some typo fixes and clarification on some basic concepts that I thought needed explaining better. Version 1.27 ------------ - Date: 2013-02-21 - Size: 1721 KB - Typo fixes and some minor sentence and formatting changes. - Added a note about obtaining the Diploma in Celadon City after catching 150 Pokemon (all of them except Mew). Version 1.26 ------------ - Date: 2013-02-20 - Size: 1721 KB - Gigantic update here! - More typo fixes. Thanks again to KingofBackflips for notifying me of some of these. - Some punctuation changes with regards to slashes and em-dashes. Woop. - Some additional information has been added throughout the walkthrough to clarify a few points, nothing major. - Fixed Blastoise's base Special Defense, which mistakenly read 100 instead of 105. Also fixed Drowzee's and Hypno's TM movepools--I said that Drowzee could learn Hyper Beam and Hypno couldn't. This should be the other way around. Fixed Exeggcute's Max Stats which were horribly wrong. - Corrected the mistake in the Locations Guide concerning which Pokemon you have to trade for Lickitung on Route 18. It's Slowbro, not Golduck. - Realised that Rapidash's competitive evaluation was a copy-paste of Arcanine's (whoops), so wrote up a new evaluation for it. - Forgot to note that Pikachu, Clefairy, Jigglypuff, Hitomnlee, Hitmonchan, Jynx, Electabuzz, Magmar and any respective evolutions can all learn Dizzy Punch when obtained from the Odd Egg in Pokemon Crystal and traded back to RBY. Naturally, I also had to update the 'Illegal Moveset Combinations' for each of those Pokemon. So many little things to keep track of... - I was totally unaware of X Accuracy's effect on OHKO moves, so the guide has been updated to reflect this new knowledge. For the curious among you, X Accuracy makes any move 99.6% accurate provided you're faster than the opponent... so say hello to those OHKO moves like Horn Drill... - Fixed a mistake in the Accuracy and Evade section--the stage multiplier is the same as for the Attack, Defense, Speed and Special stats in RBY, not a different formula based on fractions of 3. That's GSC. Ugh. - Totally redid the In-Game (Elite Four) Teams section, since I wasn't happy with it really. Now it includes in-game movesets for each Pokemon and a greater breakdown of each one's strengths and weaknesses. Some Pokemon were also re-rated due to greater analysis on my part. Finally, the walkthrough includes Ctrl + F links for each Pokemon to the In-Game Evaluation section so you can quickly evaluate each new Pokemon as you come across it in your journey. Enjoy. - Edited some information on the Ditto Glitch since it was massively unclear. Many thanks to reader Michael Papadopoulos for pointing this out. - Finally, the damage formula was revamped since I forgot to include some information regarding how Light Screen and Reflect affect the formula. Version 1.16 ------------ - Date: 2012-09-30 - Size: 1594 KB - Fixed some more general typos, did some cleanup. - Modified the experience formula section to include a section on stat experience and a more accurate formula with respect to Exp. All item. - Corrected misinformation on held items in the Pokedex. - Forgot to mention that the Charmander line can learn SmokeScreen at L13 in GSC. My bad. Version 1.15 ------------ - Date: 2012-09-26 - Size: 1591 KB - Fixed NYPC move misinformation in the Pokedex. - Added illegal move combinations to the Pokedex. - Fixed misninformation about Lemonade item thanks to a notification from reader KingofBackflips. Version 1.14 ------------ - Date: 2012-09-21 - Size: 1583 KB - Fixed a few typos and added Pokemon Encounter Rates to each area. Version 1.13 ------------ - Date: 2012-09-20 - Size: 1581 KB - Added an additional tip, a few notes on Elite Four teams, and fixed some typos. Version 1.12 ------------ - Date: 2012-08-22 - Size: 1579 KB - General cleanup and some minor information additions. Version 1.11 ------------ - Date: 2012-05-24 - Size: 1580 KB - Added section M15; 'Obedience Mechanics'. - Minor cleanup and general housekeeping. Version 1.01 ------------ - Date: 2012-05-10 - Size: 1576 KB - Some minor typo correction and general cleanup. - Couple of mini-tutorials added to the early stages of the walkthrough. - Small edits to GameShark codes after some more testing. - Made a note that the Stoneless Evolution Glitch does not work in Yellow. - Added and corrected some information about Missingno. thanks to an email from MGSPhantom. Version: 1.00 ------------- - Date: 2012-04-30 - Size: 1570 KB - All sections complete--I am loath to submit a guide half-finished! _________________________________________________ [A04] FAQs - Frequently Asked Questions _________________________________________________ Okay, so I made these up to address the more common questions I'm anticipating being asked. If you have any other non-trivial questions, mail 'em in and I'll stick them up, so long as I'm still working on this guide. Q1: I've been informed that X move is 100% accurate, but it's missed for me and I hadn't been hit by Flash, Sand-Attack etc. What's going on? A1: Ah, you've stumbled across an infamous RBY programming oversight. Check out section M04; 'Accuracy and Evade' for the full story but, in brief, most moves are actually ~0.4% inaccurate. The only damaging move with true 100% accuracy is Swift, which does not perform an accuracy check and so cannot miss. Q2: What is the best team for the Elite Four? A2: Almost any team of Pokemon can beat the Elite Four, provided that their levels are sufficiently high. That said, there are clearly some Pokemon better suited to the job than others. Check out section T02; 'In-Game (Elite Four) Teams' for details, but just quickly, let's break it down: - Lorelei: Water, Ice - solution: Electric, possibly Fire/Rock for Jynx - Bruno: Rock/Ground, Fighting - solution: Grass or Water, Psychic or Flying - Agatha: Poison - solution: Ground, Psychic - Lance: Flying, Dragon - solution: Ice, Electric, Rock. - Rival: Flying (R/B), Electric (Y), Psychic, Rock/Ground, Grass, Fire, Water - solution: All the types mentioned above. Thus, the best team is one composed of an Electric, Grass or Water, Psychic, Ground and Ice type, with perhaps Rock and Flying thrown in for good measure. Naturally, you choose the strongest Pokemon of these types for the best team. Thus, pick six different types of the following 'best' Pokemon. If you have any other ideas, send 'em in! - Zapdos (Electric/Flying) with Thunderbolt and Drill Peck. - Venusaur or Victreebel (Grass/Poison) with Razor Leaf and Sleep Powder. - Starmie (Water/Psychic) with Surf, Ice Beam and any two of Psychic/Thunderbolt/Recover. - Alakazam with Psychic, Recover and Reflect. Maybe Seismic Toss if PP runs out for Psychic. - Golem/Rhydon with Earthquake, Rock Slide, Body Slam and Exploison/Submission. - A Normal type to round things out, possibly Snorlax with Rest, Amnesia, Blizzard and Thunderbolt/Body Slam. Note that the 'best' team is always a subjective thing and thus there is no true answer--this was simply my best attempt. Don't assume other 'best' teams are wrong simply because they're not the same as this one. Q3: Which starter is the best out of Bulbasaur, Charmander and Squirtle? A3: That's a tough one. In all honesty, Squirtle is probably the best if you're doing an in-game run--he's got the widest movepool and great Defense. Charmander has trouble against the first two gyms, but has great stats and movepool. Bulbasaur has the smallest movepool and takes a while to learn a good move, but steamrolls the first few gyms. He is also the first to get his most powerful STAB move, coming at L30 the latest. Personally, I prefer Bulbasaur. He has the smallest movepool and takes a bit of hand-holding in the early game because it takes a while to get a decent move, but all the silly Water types in the late game will pay dearly. Charmander is stuck with a weak Ember for the mid-game and Squirtle gets Surf in the late-mid game. I'd probably have to say Squirtle, Bulbasaur, then Charmander. However, that's just my opinion. Visit any Pokemon website and they will all give you different answers. There are strong cases for each of the three being the 'best', unlike later generations where it's a bit more clear cut. I know you'll hate me for saying this, but I'd go by personal preference. Thus, I go for Bulbasaur or Charmander. Q4: I'm really attached to my Pikachu in Yellow version, but it's getting very weak. How can I remedy this? A4: If you don't mind it not following you any more, trade it to Red or Blue and pump it with a Thunderstone to evolve it into Raichu. Otherwise, grind like hell. Either way, Zapdos is a much better Electric type--I'd use him instead. Q5: Is there a way to get back on the S.S. Anne? I missed some items! A5: Yes; no need to restart your game! I've documented how to get back on the ship in section C09; 'Getting the S.S. Anne to Reappear'. Q6: How many Pokemon can you get in one playthrough without glitches, cheats or trading with other people? A6: 129 in Yellow and 124 in Red/Blue. See section L08; 'Pokemon Locations Checklist' for more details. Q7: I don't know what X means... What does it mean? A7: Check out section T08; 'Competitive Jargon' for a list of common jargon used by RBY enthusiasts. If it's not there, drop me a line so I can include it--in the meantime, try the GameFAQs message boards. You won't be called a noob, I swear... Q8: Are the glitches safe to use? A8: Most glitches in the game are harmless, though you should be careful not to do anything obviously stupid, such as saving while stuck inside a blank wall in glitch city. I've documented the known issues with each glitch in the relevant sections, but I cannot guarantee that any of them are 100% safe--I can only reassure you that, by following the advice given in the 'Warnings' section for each documented glitch, I and many others have been able to replicate these glitches multiple times without ill effect. In other words, if anything happens to your save game as a result of using glitches documented here, I am not accountable. Use them at your own risk. Q9: I'm using a GameShark with Pokemon Yellow and your codes don't work. What's happening? A9: I've written the codes for use with Red and Blue cartridges. They still work for Yellow, except you must decrease the value of the sixth digit by one. In other words, if the sixth digit is 7, change it to 6. If it's an E, change it to D. If you have xxxx60xx where the sixth digit is a zero, change that to xxxx5Fxx. I did mention this at the top of the GameShark section, but it probably is quite easy to miss so this should help clear up any potential confusion. Q10: How do I reorder my Pokemon's moves/my items? With the Select button. Reordering is done manually by swapping items around one at a time. To switch around your Pokemon's moves, you'll have to engage in a battle. Q11: What are the chances of encountering a Pokemon when fishing? 100% with the Old Rod and 33% with the Good and Super Rods, given that you're in an area that contains wild fishing Pokemon available for catching. Q12: I heard you can increase the success rate of using Poke Balls by pressing Up + A / Down + B / some other nonsense combination right when the ball captures the Pokemon. Is this true? A12: No. Not at all. Check out section M08; 'Catch Rate Formula' for more details on that. Q13: What's this OHKO + X Accuracy glitch I've heard about? A13: The X Accuracy item is glitched in this game, boosting your Pokemon's accuracy to 99.6% for all its moves. Therefore, you can use an X Accuracy and spam an OHKO (One-Hit-Knockout) move--which usually only have ~30% accuracy--to cheaply defeat anything you come across. However, these OHKO moves are themselves glitched (like lots of things in this game!) and won't work if you move second in a turn. Therefore, OHKO moves are not really recommended on particularly slow Pokemon. The OHKO moves in this game are Horn Drill, Guillotine and Fissure. _________________________________________________ [A05] Legal Disclaimer _________________________________________________ Official Disclaimer ------------------- This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Any characters, names, places or miscellaneous objects are copyright of their respective companies. Breaking any of these rules is in direct violation of copyright law. Small Print ----------- Hm. Copyright. Well, I'd appreciate it if you didn't totally just rip off my work and sell it or claim it as your own. Oh, and if you're printing it for 'personal, private use', it should be obvious that you can edit and cut as you wish--I wouldn't want you to waste more paper than was necessary! Websites -------- I am only uploading this guide to the following sites and their respective affiliates, simply because I can't be bothered to send updates to loads of sites. The latest version of this guide will pretty much always be found at GameFAQs. - GameFAQs - MyCheats (1UP) - IGN - Neoseeker _________________________________________________ [A06] Help Required _________________________________________________ This is where I swallow my pride and admit the guide is... lacking one or two minor pieces of information. If you find ANY mistakes or missing information-- even minor typos--please let me know. Assuming I'm still working on the guide, I'll update it. Other than that, I need help with: - Hidden Items I can never be sure if I've got them all. If you find any, let me know. - Hidden Coins in the Celadon Game Corner Have I got them all? Are they random or pre-determined? Do they respawn? _________________________________________________ [A07] Contact Information _________________________________________________ Contact me only by email at zero_kid(at)hotmail(dot)co(dot)uk where '(at)' is '@' and '(dot)' is '.' (all without quotation marks). I would include email guidelines, but I don't want to risk sounding like a condescending twat. Basically, don't make your email moronic and I'll answer it as long as I'm working on this guide. And try to make the subject something relevant--'Pokemon Red/Blue/Yellow FAQ' would be nice. _________________________________________________ [A08] Credits _________________________________________________ Sites ----- - GameFAQs: THE resource for all things walkthrough. - Veekun: Probably the best Pokedex on the web, although it's missing a bit of data for generations I and II. Absolutely invaluable. The Pokedex is from here, with kind permission of Alex Munroe (Eevee). - The Cave of Dragonflies: For the Catch Algorithm and the super-effective messages mechanics information. Couldn't have found that data myself. - Smogon: Nice, in-depth movesets for competitive Pokemon, plus a ton of miscellaneous info if you're into that kind of thing. - Serebii: One or two bits of Pokedex information, mostly species names (like Shellfish for Blastoise, etc.) - Bulbapedia: Random smidgets of information when I couldn't find it anywhere else, plus a load of information about glitches like Missingno. and Professor Oak and such. - The Ultimate Pokemon Center: Obedience mechanics, some information on experience and running mechanics, some MoveDex information. Lovely stuff. - TVTropes: Nothing to do with this guide, but I love this site. - Cracked: Ditto. Companies --------- - Anyone who had anything to do with making Pokemon--namely Nintendo and Game Freak--thanks for the time-sink guys! People ------ - My Parents: Thanks for buying me Blue when I was seven! - My Girlfriend: For being a massive nerd with me and not laughing at me for writing this. For getting Pokemon Black after I got Pokemon White. And for lending me Arkham City and Rayman Origins--you're the best. Email Contributors ------------------ Many, many thanks to the readers just like you, who took the time to write in and help me out. - MGSPhantom: Many corrections and some extra information added to the Missingno. Glitch section. - KingofBackflips: For spellchecking my guide and informing me of typos; many thanks! - Michael Papadopoulos: Notified me of an incorrect and unclear passage of text in the Ditto Glitch section--thank you! - Martin Ruani: Corrected a header number for TM/HM compatibility section. - Olivia Marx: Corrected information about a trainer's Pokemon in Viridian Forest. _________________________________________________ [A09] Conclusion _________________________________________________ Dear Reader, Well, here it is. I hope you enjoyed the guide and found it useful. If not and you'd like to see it improved, please drop me an email. I hope I've managed to squeeze in all the information I could. I was considering making a guide for Gold, Silver and Crystal. Judging by the time it took me to write this and my busy schedule in general, I'm not sure if that's going to come to fruition. But we'll see. For now though, I think I'm done with Pokemon for a while. If you liked the guide, be sure to recommend it on GameFAQs--I'd love for it to become a 'starred' guide! And, if you have some spare change burning a hole in your pocket and are grateful for the time and effort I have invested in this guide, consider making a donation to my PayPal account, which I am assured can convert currencies too: https://www.paypal.com/cgi-bin/webscr? cmd=_donations&business=DCSRB76Y3FJQQ&lc=GB&item_name=Zerokid% 20Walkthroughs¤cy_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif% 3aNonHosted That's it for now guys--thanks for reading! Zerokid