yellow

Pokemon Yellow Version: Special Pikachu Edition: FAQ/Walkthrough by Lando_Kashmir

Version 1.01, Last Updated 2007-04-25 View/Download Original File

Hosted by GameFAQs

Return to Pokemon Yellow Version: Special Pikachu Edition (GB) FAQs & Guides

Liked this FAQ? Click here to recommend this item to other users.

POKEMON RED/BLUE/YELLOW

FAQ/WALKTHRU

Copyright Lando_Kashmir 2005-2007

Version 1.0

Created: January 6, 2006

Last updated: April 16, 2007

UPDATE (4/25/07):

I am no longer accepting emails about this guide. Sorry! If you can?t find

the answer to your questions, please ask on one of the message boards or

look in one of the other FAQs.

- Lando_Kashmir

Table of Contents (with page numbers):

A. Introduction - 2

B. Walkthru (pages 4-106)

1. The Start of the Adventure - 4

2. Pewter City Badge - 6

3. Cerulean City Badge - 12

4. Vermilion City Badge - 20

5. Celadon City Badge - 34

6. Fuchsia City Badge - 51

7. Saffron City Badge - 67

8. Cinnabar Island Badge - 81

9. Viridian City Badge - 90

10. Pokemon League - 93

11. Beyond - 103

C. Lists, Charts, and Glitches (pages 106-144)

1. Type Compatibility Chart - 106

2. TM and HM Locations - 107

3. Pokemon Locations - 108

4. Pokemon Evolutions - 111

5. Move List - 112

6. Game Shark Codes - 125

7. Glitches - 135

D. Battle Strategy Guide (pages 144-305)

1. Competitive Battling Basics - 144

2. Individual Pokemon Stats and Strategy - 149

3. Building a Team - 298

E. Conclusion (page 305)

1. Legal Disclaimer - 305

2. Credits - 305

3. Contact Info - 305

################################################################

A. Introduction

Hello and welcome to Red, Blue, and Yellow, Pokemon fans!

Red and Blue were the games that started it all, invented in

Japan in 1995 and brought to America in 1998. Their incredible

popularity brought about a giant slew of spinoffs, toys, games,

and other items related to the series, most notably the Pokemon

TCG, or Trading Card Game.

If you're new to Pokemon, this is the essential place to

start. Playing Red and Blue provides a base understanding to

the rest of the series, and its great gameplay holds up even today.

The first half of this guide consists of the walkthrough where I

launch you into the adventure immediately and all players should

go through it first. It consists of how to use Pokeballs, where

to capture every Pokemon in the game and how to grow strong

enough to beat the Elite Four. Once they've completed the game

and have a solid knowledge of the gameplay, then they should

move on to section two, the battle strategy guide, which shows

players the real soul of Pokemon and how to build a perfect team to

take on fellow players. NOTE: This guide assumes you have the

instruction booklet and know what the basic rules of Pokemon are.

One of the most important things to know in Pokemon are the

different types, and which ones are physical and which ones are

special. The physical attack types use the Attack stat and the

Defense stat for defending against physical attacks, and the

special attack types use the Special stat for both offense and

defense in Red/Blue/Yellow. Here is the key for denoting which

type is physical and special and each type's abbreviation:

Nr: Normal-type (physical)

Fi: Fire-type (special)

Wa: Water-type (special)

Gr: Grass-type (special)

El: Electric-type (special)

Ic: Ice-type (special)

Fg: Fighting- type (physical)

Po: Poison-type (physical)

Gd: Ground-type (physical)

Fl: Flying-type (physical)

Ps: Psychic-type (special)

Bu: Bug-type (physical)

Rk: Rock-type (physical)

Gh: Ghost-type (physical)

Dr: Dragon-type (special)

In case you haven't noticed, Red, Blue, and Yellow are

Three separate games, but there aren't too many differences between

them. Red and Blue were originally created for the Game Boy, so

their graphics are not as sharp or colorful as the Yellow

version. In Red and Blue, you begin with one of three starting

Pokemon: Bulbasaur (Grass/Poison type), Squirtle (Water type),

and Charmander (Fire type), whereas in Yellow you always begin

with Pikachu (Electric type), a Pokemon that follows you around

outside its Poke Ball. Yellow also has several differences in

the storyline that fans of the cartoon may appreciate. The main

difference between Red and Blue is the version-specific Pokemon,

making you have to trade between the two versions to collect all

151. Here are the charts for version-specific Pokemon:

Red-version ONLY Pokemon:

Ekans (Ps)

Arbok (Ps, evolves from Ekans)

Oddish (Gr/Ps)

Gloom (Gr/Ps, evolves from Oddish)

Vileplume (Gr/Ps, evolves from Gloom)

Mankey (Fg)

Primeape (Fg, evolves from Mankey)

Growlithe (Fi)

Arcanine (Fi, evolves from Growlithe)

Scyther (Bu/Fl)

Electabuzz (El)

Blue-version ONLY Pokemon:

Sandshrew (Gd)

Sandslash (Gd, evolves from Sandshrew)

Vulpix (Fi)

Ninetales (Fi, evolves from Vulpix)

Meowth (Nr)

Persion (Nr, evolves from Meowth)

Bellsprout (Gr/Po)

Weepinbell (Gr/Po, evolves from Bellsprout)

Victreebel (Gr/Po, evolves from Weepinbell)

Magmar (Fi)

Pinsir (Bu)

The Yellow version, however, requires trading from BOTH

versions to get all 151. Here are the Pokemon that Yellow does

not contain that must be traded:

Weedle (Bu/Po) -Trade from Red/Blue

Kakuna (Bu/Po, evolves from Weedle) -Trade from Red/Blue

Beedrill (Bu/Po, evolves from Kakuna) -Trade from Red/Blue

Ekans (Po) -Trade from Red

Arbok (Po, evolves from Ekans) -Trade from Red

Raichu (El, evolves from Pikachu)- Trade from Red/Blue

Meowth (Nr) -Trade from Blue

Persian (Nr, evolves from Meowth) -Trade from Blue

Koffing (Po) -Trade from Red/Blue

Weezing (Po, evolves from Koffing) -Trade from Red/Blue

Jynx (Ic/Ps) -Trade from Red/Blue

Electabuzz (El) -Trade from Red

Magmar (Fi) -Trade from Blue

And, of course, the one Pokemon that all versions have an

equally tough time of getting is Mew, #151. Mew is impossible

to get in the actual game, unless you use a working glitch

(described later in the FAQ), use a Game Shark, update your RAM

(2 bits), or let Nintendo update your RAM (32 bits) to get an

"official" Mew. The Pokedex, however, is considered complete

when the first 150 Pokemon are captured anyway, so many people

don't even try to get Mew.

################################################################

B. Walkthru

________________________________________________________________

1. The Start of the Adventure

The beginning of the game introduces you to Professor Oak,

one of the main authorities of Pokemon. Choose your name and

the name of your Rival, and you will begin the game in your room.

Throughout the walkthrough I will refer to your Rival as Gary.

Check out the PC in the top-right corner, go to ITEMS, and get

POTION. This will be useful in just a few minutes. Head

downstairs and say goodbye to your mom, then go outside.

This next section of the game is the first part where there

is a difference in what happens between the Red/Blue and Yellow

versions. In this section I will divide it into two equal

parts:

Red/Blue and Yellow.

RED/BLUE: Walk north a bit to see the exit of the town and enter

the grassy area. Immediately Professor Oak appears and stops

you, saying it's too dangerous for you to go out without a

Pokemon for protection. He takes you inside his lab, where your

Rival, Gary awaits. Oak gives you a choice of three level 5

Pokemon to take with you to begin your journey. Each one has

Its strengths and weaknesses, which I will detail below:

Charmander: A Fire-type. Charmander has a high Speed stat, but

it will be difficult for beginners to progress early in the game

because it does not do well against the first couple Gym

Leaders. Raising strong supporting Pokemon to help Charmander is vital if

you choose him.

Squirtle: A Water-type. Squirtle is the more Defense-oriented

ofthe three starters, and is a good overall choice for beginners

and experienced players alike. You shouldn't have to raise a

supporting Pokemon right away, which gives you more flexibility

in choosing your team.

Bulbasaur: A Grass/Poison type. Bulbasaur has the highest

Special Attack of the three, making it the best pure offensive

type. He is the best choice for beginners, because he can very

easily plow through the first few gyms, giving you lots of time

to make decisions for supporting Pokemon.

After you make your choice, Gary steps in to choose which

Pokemon he wants. No matter which one you choose, Gary will

automatically choose the one that is naturally stronger than

yours. If you chose Charmander, he chooses Squirtle

(Water>Fire); if you chose Squirtle, he chooses Bulbasaur

(Grass>Water); and if you chose Bulbasaur, he chooses Charmander

(Fire>Grass). Make sure to save your game after he's done,

because when you try to leave, Gary will challenge you with his

new Pokemon!

RIVAL Gary $175

Squirtle, level 5-Tackle, Tail Whip (72 EXP.)

OR Bulbasaur, level 5-Tackle, Growl (75 EXP.)

OR Charmander, level 5-Scratch, Growl (69 EXP.)

This battle shouldn't be too challenging if you got POTION

from the PC; if not, it could be frustrating! Just keep using

your Pokemon's base attack (Tackle or Scratch), and don't bother

with the stat-reducing moves; once you're down to very low

health, use POTION and you should be able to quickly despose of

Gary's Pokemon. If you didn't grab the item, though, you have

to hope that Gary wastes his time using the stat-reducing moves.

Once you win, your starter should gain a level, you get

some cash (up to $3175 by now), and Gary leaves.

YELLOW: Walk north and you should see some grass, where the edge

of the town is. Walk into the grass a little bit and Professor

Oak appears, warning you not to walk in tall grass without a

Pokemon to protect you. Just then, a wild Electric-type Pikachu

attacks! Oak uses his Poke Ball to capture it, then takes you

to his lab where Gary, your Rival, is waiting. Oak motions to the

Poke Ball on the table, offering it to you as your first

Pokemon. Right when you move to get it, though, Gary pushes you aside and

claims it for his own (the Poke Ball contains an Eevee), so Oak

instead gives you the Pikachu he caught earlier. Make sure to

save the game now, because Gary is about to test his new Pokemon

on you! Try to leave and Gary approaches you.

RIVAL Gary $175

Eevee, level 5-Tackle, Tail Whip (97 EXP.)

This battle should be pretty easy. Your Pikachu knows

Thunderbolt, so with repeated attacks from it, Eevee should go

down fairly quickly. In addition, Thunderbolt has a chance of

paralyzing the opponent, which incredibly slows it down and has

a 25% chance of preventing the opponent from attacking for a turn.

And if Pikachu's HP goes down to dangerous levels, just use

POTION from your PC you got earlier.

After your victory, Pikachu gains a level and you get some

cash! Gary leaves in a huff.

PALLET TOWN Wild Pokemon:

Water:

Tentacool- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Now all three versions meet up in the same place again.

Leave the lab and go outside, then head north to exit Pallet

Town and enter Route 1.

ROUTE 1 Wild Pokemon:

Pidgey -Very Common (R,B,Y)

Rattata -Very Common (R,B,Y)

As you can see, there are only two Pokemon across Route 1,

Rattata and Pidgey, and they're at low levels (2-4). Make your

way north and talk to the Poke Mart employee who gives you a

free POTION. Continue north, battling a couple wild Pokemon to raise

your starter's level to 7. Be sure to Run from the wild

encounters, however, if your Pokemon sustains too much damage.

The boy gives you a tip on how to jump down the ledges you see

on this route. Eventually you should reach Viridian City.

If you want, you can explore a little bit, talking to

people in houses such, but you can't advance north yet because a grumpy

old man is blocking the road right now. Locate the Poke Center

near the entrance to the city. These buildings heal all the

Pokemon in your party for free, so go there whenever you need

to. Nearby should be the Poke Mart, your objective. Enter it and

the store clerk calls you over to hand you OAK'S PARCEL. Go back to

Pallet Town by Route 1.

Enter Oak's lab to give him the parcel, and Gary struts

back in, saying Oak had called him for something. Oak then explains

to you both what he wants you to do. He wants you to go on a

journey throughout Kanto to capture all 150 Pokemon that exist

and record them in the Pokedex he gives you. After he gives

both of you the Pokedexes, Gary explains that he doesn't need your

help and he will capture them all before you do. Well, we can't

let that happen, right? Now your adventure begins; let's get to

it!

________________________________________________________________

2. Boulder Badge

Pokedex in hand, journey back through Route 1 to Viridian

City (your starter should be at level 8 by now). Head straight

for the Poke Mart after healing at the Poke Center.

Viridian City Poke Mart:

Poke Ball -$200

Antidote -$100

Parlyz Heal -$200

Burn Heal -$250

Viridian City Wild Pokemon:

Water:

Poliwag- Common (R,B,Y)

Tentacool- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Now that you have the Pokedex you can capture Pokemon, so

buy at least 10 Poke Balls ($2000) from the clerk. I also

suggest buying one or two Antidotes for the treck through

Viridian Forest ahead. Go to the north end of Viridian City to

get a little demo on catching Pokemon using Poke Balls from the

old man. In Red and Blue, he successfully catches the wild

Weedle, but in Yellow, he fails. Basically, the concept is

simple: Use your Pokemon's attacks to wittle away at the wild

Pokemon's health, then throw Poke Balls at it to capture it. It

helps even more if you add a status ailment like Paralysis

(using Pikachu's Thunderbolt) or Sleep. Go back down to Route 1 and

test your training by capturing both a wild Rattata and Pidgey.

After doing that, return to Viridian and go westward. You

should see a narrow path leading north as you go left; head up

that path and press A next to the weird-looking tree to get a

POTION. Head back down and continue left to find Route 22.

There is another strange tree to the south next to the city

lake; after learning Cut, you can return here and Cut that tree down

and talk to the man there to receive TM42:Dream Eater.

Route 22 Wild Pokemon:

Land:

Rattata -Very Common (R,B,Y)

Spearow -Common (R,B,Y)

Nidoran(f) -Very Common (B,Y), Common (R)

Nidoran(m) -Very Common (R,Y), Common (B)

Mankey -Common (R,Y)

Water:

Poliwag- Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

As you can see, there are somewhat more diverse types of

Pokemon in this route. It is imperative that you eventually

capture a Flying-type Pokemon, so you have one to use FLY later

in the game. If you're playing Yellow or you chose Charmander

at the beginning, you need a supporting Pokemon, and this is a good

place to start. Mankey is the best choice for immediate results

because it learns Low Kick soon, but a Butterfree (evolved from

a Caterpie, found in Viridian Forest) may even be better. Nidoran

male or female is a very good choice for a team member as well

in the long run (as a TM hogger with good stats), but it won't

stand much of a chance against Brock, leader of Pewter Gym. The

choice is yours: If you started out with Pikachu or Charmander, choose

either Mankey or Butterfree for Brock, bringing along a Nidoran

if you want.

Even if you started with Squirtle or Bulbasaur, it's a good

idea to get a supporting Pokemon now, because Gary is about to

have a rematch with you! He'll challenge you if you try to go

left above the patch of grass on Route 22. Make sure your

Pokemon are at least level 8 or 9 beforehand.

RIVAL Gary $280

RED/BLUE:

Pidgey, level 9- Gust, Sand Attack (105 EXP.)

Squirtle, level 8- Tackle, Tail Whip, Bubble (114 EXP.)

OR Bulbasaur, level 8- Tackle, Growl, Leech Seed (117 EXP.)

OR Charmander, level 8- Scratch, Growl (111 EXP.)

Looks like your Rival beefed up in a short time! Remember

that this is an optional battle, so feel free to skip it and

move onto Viridian Forest if you want, although you'll be missing out

on lots of Experience Points.

Pidgey will probably be the more challenging of the two,

due to its Sand-Attack and higher level. Wear it down with strong

physical attacks from your starter, and switch out if its

accuracy is reduced too much. As for Gary's starter, Squirtle

and Charmander haven't changed that much (Bubble is just a weak

Water attack), but Bulbasaur has learned Leech Seed, a dangerous

move that weakens your Pokemon while healing his at the same

time. Take it out as soon as possible with whichever Pokemon of

yours has the more health left after Pidgey.

YELLOW:

Spearow, level 9- Peck, Growl, Leer (111 EXP.)

Eevee, level 8- Tackle, Tail Whip, Sand-Attack (157 EXP.)

This battle should be easier in Yellow version. Use

Pikachu's Thundershock to easily take down Spearow, and wear out

Eevee as much as you can with him and switch when his health or

accuracy gets too low, then finish Eevee off.

After beating Gary for the second time in a row, he again

taunts you and runs off. Good job! Catch the Nidorans,

Spearow, and Mankey on this route to further your Pokedex along. Don't

bother going left from this route; it leads to the Pokemon

League which you have no way of accessing yet. Return to Viridian

City. To the right of the old man who showed you how to use Poke

Balls, there should be a gym. Unfortunately it's locked for now and no

one knows where the leader is, but don't worry, he'll be back

eventually!

Go up from Viridian to Route 2.

ROUTE 2 Wild Pokemon

Caterpie -Common (R,B,Y)

Pidgey -Very Common (R,B,Y)

Rattata -Very Common (R,B,Y)

Nidoran(f) -Common (Y)

Nidoran(m) -Common (Y)

There isn't much to see on this route, especially if you've

already been to Route 22. Just continue on, through the

building and into Viridian Forest.

VIRIDIAN FOREST Wild Pokemon

Caterpie -Very Common (B,Y), Common (R)

Metapod -Common (B,Y), Rare (R)

Weedle -Very Common (R), Common (B)

Kakuna -Common (R), Common (B)

Pidgey -Common (Y)

Pidgeotto -Rare (Y)

Pikachu -Rare (R,B)

Viridian Forest, home of a bunch of new Bug-type Pokemon.

Be sure to catch all the available types of bugs, and in Yellow,

you might even see a Pidgeotto! The most important Pokemon to

catch in these parts in Red/Blue, however, is Pikachu. It may

be very tough to find one, but this is the only opportunity in the

game to capture one until much later. If you face a wild

Metapod and Kakuna and you've already caught one, be sure to

defeat it with your Pokemon because all they do is Harden, a defensive

move and they dish out good experience. If they wear your Pokemon's

PP down, just go back and refill at the Poke Center.

Now remember, if you chose Charmander or Pikachu as your

starter, you need a supporting Pokemon in your upcoming battle

against Brock! If you didn't get a Mankey from Route 22, then

capture a Caterpie right here and now. Raise it to level 7 so

it evolves into a Metapod, then raise the Metapod to level 10 so it

becomes a Butterfree and learns Confusion, an extremely useful

move. Beedrill (Weedle's final evolution) is also available,

but it does not learn Confusion, rendering it almost useless.

This is the first part of the game where you will face

normal trainers. Remember, if you get poisoned, either use an

Antidote or quickly head back to the Poke Center. The trainers

in Viridian Forest in the Red/Blue versions are actually quite

different in the Yellow version, so I will have a separate

walkthru of this area for both R/B and Y.

RED/BLUE: Go left from the entrance, up the narrow path and to

the left to find a Poke Ball. Head back to the entrance and go

right, then up the path past the trainer who doesn't challenge

you. Go up little bit more to start your first regular trainer

battle!

BUG CATCHER $60

Weedle, level 6- Poison Sting, String Shot (66 EXP.)

Caterpie, level 6- Tackle, String Shot (67 EXP.)

He wasn't too hard, right? Continue up the path past a

long patch of grass to face a second trainer.

BUG CATCHER $70

Red version:

Weedle, level 7- Poison Sting, String Shot (78 EXP.)

Kakuna, level 7- Harden (106 EXP.)

Weedle, level 7- Poison Sting, String Shot (78 EXP.)

Blue version:

Caterpie, level 7- Tackle, String Shot (79 EXP.)

Metapod, level 7- Harden (108 EXP.)

Caterpie, level 7- Tackle, String Shot (79 EXP.)

Go up the left side of the path above to get ANTIDOTE. The

next path splits, but they both end up in the same place.

Follow the path down along the very long grass patch, up another one,

and down another one. In the little cranny to the right you

should find a POTION, and continuing left and up along the path

pits you against the last trainer of the area.

BUG CATCHER $90

Red version:

Weedle, level 9- Poison Sting, String Shot (99 EXP.)

Blue version:

Caterpie, level 9- Tackle, String Shot (100 EXP.)

This should be easy. Now just follow the path up to escape

Viridian Forest!

YELLOW: Go left from the entrance, and you should almost

immediately see a female trainer in the grass patch to the left.

Challenge her!

LASS $90

Nidoran(f), level 6- Growl, Tackle (75 EXP.)

Nidoran(m), level 6- Leer, Tackle (76 EXP.)

After the easy battle, head up the path above you and turn

left to pick up a Poke Ball. Return to the entrance, then take

the right path. Go up past the trainer who doesn't challenge

you, and head north to encounter a Bug Catcher.

BUG CATCHER $70

Caterpie, level 7- Tackle, String Shot (79 EXP.)

Caterpie, level 7- Tackle, String Shot (79 EXP.)

Continue up along the path to face another Bug Catcher.

BUG CATCHER $60

Metapod, level 6- Harden (91 EXP.)

Caterpie, level 6- Tackle, String Shot (67 EXP.)

Metapod, level 6- Harden (91 EXP.)

Go up the left side of the path to get ANTIDOTE. The path

above branches, but it ends up in the same place, so just follow

it left and down. You should see another Bug Catcher, and this

is one that's not in Red/Blue at all.

BUG CATCHER $80

Caterpie, level 8- Tackle, String Shot (90 EXP.)

Metapod, level 8- Tackle, String Shot, Harden (123 EXP.)

As you can see, this Bug Catcher was a little smarter than

the others and evolved his Metapod so it retained its offensive

moves; however, it still has crappy Attack. After defeating

him, continue up and down the long patches of grass. At the bottom

of the second grass-patch, you should see a little cranny to the

right; pick up the POTION there. Now go left and up to meet the

final trainer of the area.

BUG CATCHER $100

Caterpie, level 10- Tackle, String Shot (112 EXP.)

After the quick fight, walk up the final patch of grass to

find the exit.

Now that you're out of Viridian Forest, you find yourself

on the other side of Route 2. This grass-patch contains the same

Pokemon as were on the other side, so it's okay to just skip

over it. Just a little farther north and you've found Pewter City!

This city is the home of the first gym leader you will

challenge on your adventure: Brock, the master of Rock Pokemon.

Feel free to look around the city first, chatting with locals if

you want, but there isn't that much else to do. Check in at the

Poke Mart; you probably need more Poke Balls by now, and

possibly some Potions for the gym.

Pewter City Poke Mart:

Poke Ball -$200

Potion -$300

Escape Rope -$550

Antidote -$100

Burn Heal -$250

Awakening -$200

Paralyz Heal -$200

Escape Rope is an item that exits you out of any cave and

back to the nearest Poke Center. It's useful if you feel like

you're lost and your Pokemon are low on health, but it's pretty

expensive.

Next to the Mart is a boy who will show you the Museum if

you haven't been there yet. It has some pretty cool stuff in it

that may interest you like some lost fossils and space

artifacts, but it's optional. It's only $50 so go ahead and

try it out.

If you try to leave Pewter City to the right you will be

stopped, so let's head to the gym right now. It's below the

museum and slightly to the left.

PEWTER CITY GYM

Style: Rock

Well here it is, your first gym! If you've raised your

Pokemon to at least level 12 and have 1 or 2 supporting Pokemon

if you chose Pikachu or Charmander at the beginning, you're all

set! There's one lone trainer in your way before Brock. You

can skip him by going around the back path, but you'll be missing

experience, so go up and challenge him.

JR. TRAINER(m)

Red/Blue: $220

Diglett, level 11- Scratch (190 EXP.)

Sandshrew, level 11- Scratch, Sand-Attack (219 EXP.)

Yellow: $180

Diglett, level 9- Scratch (156 EXP.)

Sandshrew, level 9- Scratch (178 EXP.)

As you can see, this trainer uses Ground-types different

from those you've seen before. A Squirtle or Bulbasaur, using

Bubble/Water Gun or Vine Whip, respectively, can quickly take

them out, and Charmander should be able to put a big dent into

them as well with Ember. If you're in Yellow version, though,

watch out! Since Pikachu can't put a dent into Ground-types,

you have to use either your Butterfree or Mankey that you've

hopefully trained well up to this time.

Now you should be ready to take on Brock!

GYM LEADER Brock (uses Potion) TM34:Bide, Boulder Badge

Red/Blue: $1386

Geodude, level 12- Tackle, Defense Curl (220 EXP.)

Onix, level 14- Tackle, Screech, Bide (324 EXP.)

Yellow: $1188

Geodude, level 10- Tackle (183 EXP.)

Onix, level 12- Tackle, Screech, Bind, Bide (277 EXP.)

Brock begins the battle by sending out his Geodude. It's a

Rock/Ground type, so Squirtle and Bulbasaur users can very

easily take it out with Bubble/Water Gun or Vine Whip. Geodude is

resistant to Fire, however, and completely immune to Electric,

so supports may be needed. Use Mankey's Low Kick (super-effective

to Rock) or Butterfree's Confusion to take it out. Geodude

itself in Red/Blue is defensive, using Defense Curl to toughen

up its Defense a few times before attacking, but in Yellow, it's a

straight Tackle barrage.

After Geodude comes the giant Rock/Ground type Onix; it can

be tough to deal with if you're new to Pokemon. Again, Squirtle

and Bulbasaur should be able to blow it away no problem, but

support for the others is needed. In Red/Blue, Onix uses Bide

almost exclusively; it's a TM move that absorbs attacks for 2-3

turns then unleashes twice the amount of damage it received in

that period on the defending Pokemon. So if Onix uses Bide,

either use stat-lowering attacks or finish it off as fast as you

can! In Yellow, Onix adds Bind into the mix, an attack which

traps your Pokemon for several turns so it can't move;

fortunately, it has low Attack power. Finally, beware of

Screech, because it severely drops your Pokemon's Defense and

leaves it open for a strong attack.

Once you defeat Onix, you win! In addition to the cash and

Experience Points, you get TM34:Bide (you should know what it

does now) and the Boulder Badge! Congratulations on receiving

your first badge! Heal up at the Center and head left from

Pewter City to begin the next leg of the adventure.

_________________________________________________

3. Cascade Badge

Enter Route 3. Prepare yourself for a slew of trainer

battles! These are tougher trainers than the ones found in

Viridian Forest. Challenge the lass to the immediate right

first.

LASS $135

Pidgey, level 9- Gust, Sand-Attack (105 EXP.)

Pidgey, level 9- Gust, Sand-Attack (105 EXP.)

Go a little north to fight a Bug Catcher you've seen

before.

BUG CATCHER $100

Caterpie, level 10- Tackle, String Shot (112 EXP.)

Weedle, level 10- Poison Sting, String Shot (111 EXP.)

Caterpie, level 10- Tackle, String Shot (112 EXP.)

Now go slightly left to fight a new type of trainer, a

Youngster.

YOUNGSTER $165

Rattata, level 11- Tackle, Tail Whip, Quick Attack (133 EXP.)

Ekans, level 11- Wrap, Leer, Poison Sting (145 EXP.)

Remember, use Antidote if you get poisoned by Ekans or

switch out Pokemon. Continue on to the right to fight another

Lass and a Bug Catcher.

LASS $150

Rattata, level 10- Tackle, Tail Whip, Quick Attack (121 EXP.)

Nidoran(m), level 10- Leer, Tackle, Horn Attack (127 EXP.)

BUG CATCHER $90

Weedle, level 9- Poison Sting, String Shot (99 EXP.)

Kakuna, level 9- Harden (136 EXP.)

Caterpie, level 9- Tackle, String Shot (102 EXP.)

Metapod, level 9- Harden (138 EXP.)

Hop down the small rocks south to fight another Youngster.

YOUNGSTER $210

Spearow, level 14- Peck, Growl, Leer (174 EXP.)

Now hop down and back up around to the right to fight

another Bug Catcher.

BUG CATCHER $110

Caterpie, level 11- Tackle, String Shot (124 EXP.)

Metapod, level 11- Harden (169 EXP.)

Finally, hop down to the big patch of grass and challenge

the Lass to the right.

LASS $210

Jigglypuff, level 14- Sing, Pound, Disable (228 EXP.)

Now here's a Pokemon you haven't seen before! Don't worry,

it doesn't have a lot of power, but its Sing attack puts you to

sleep, which is annoying. After defeating her, you've wrapped

up all the trainers on this route and you can start searching in

the grass for some new Pokemon.

ROUTE 3 Wild Pokemon

Pidgey- Very Common (R,B)

Rattata- Common (Y)

Spearow- Very Common (R,B,Y)

Sandshrew- Rare (Y)

Mankey- Common (Y)

Jigglypuff- Rare (R,B)

The biggest draw obviously here is Jigglypuff, a Pokemon

you can't get anywhere else in Red/Blue. It doesn't appear here in

Yellow, but it does in a later route. You may have to spend

some time looking for it, but it will be well worth the wait as a

valuable addition to your Pokedex. Jigglypuff learns lots of

different TMs and HMs, but its biggest use should probably be

Sing. If you need to capture a new Pokemon, put Jiggly out and

use Sing to put the wild Pokemon to sleep and make it easier to

catch.

Sandshrew ironically appears on this route in Yellow, but

you can also capture it on the other side of Mt. Moon as well,

where it is more common.

Moving on up the route, you should eventually reach a Poke

Center right before the cave; take the opportunity to heal up

before you enter the cave. There's a man here who is willing to

sell you a Magikarp for $500, but don't accept the offer unless

you want to immediately start training one into a Gyarados for

your team. Magikarp will be very easy to catch later on,

though. After catching Jigglypuff, enter the cave next to the Center

known as Mt. Moon and make sure you have some Poke Balls. Mt.

Moon is also a cave with diverse trainers that will challenge

your team. Be well-prepared!

MT. MOON (all floors) Wild Pokemon

Zubat- Very Common (R,B,Y)

Clefairy- Rare (R,B,Y)

Paras- Common (R,B,Y)

Geodude- Common (R,B,Y)

Mt. Moon is a cave with diverse trainers that will

challenge

your team. Be well-prepared!

All new Pokemon here! Zubat, an annoying Poison/Flying-

type, is constantly infesting the halls of Mt. Moon, so it

should be easy to capture one. Pikachu can easily blast them away, but

Bulbasaur/Ivysaur will have problems against them. Geodude, the

Rock/Ground type, can be difficult to catch (this is where Sing

comes in handy), Paras, the Bug/Grass-type, is also common, and

a good pick-up for Charmander teams against the upcoming gym, and

Clefairy is rare like Jigglypuff, so it may take some searching

around to find one; and, like Jigglypuff, it's useful because it

learns lots of TMs and HMs. Mt. Moon is a moderately long

tunnel, and you should retreat back to the Poke Center if your

Pokemon become too injured. Walk north and challenge the Lass

next to the sign.

LASS

Clefairy, level 14- Pound, Growl, Sing (204 EXP.)

This match is similar to the previous Lass; get past Sing

and it's a piece of cake. Walk to the left and challenge the

trainer above you.

BUG CATCHER $110

Weedle, level 11- Poison Sting, String Shot (121 EXP.)

Kakuna, level 11- Harden (166 EXP.)

Grab the POTION northwest of the trainer, then get TM12:

Water Gun directly south of here. Go back right and past the

Lass, and to the northeast you should see a ladder. Take it

down, follow the path down and to the left and down another

ladder. You should see a trainer type you haven't seen before.

Challenge him!

ROCKET $330

Sandshrew, level 11- Scratch, Sand-Attack (219 EXP.)

Rattata, level 11- Tackle, Tail Whip, Quick Attack (133 EXP.)

Zubat, level 11- Leech Life, Screech, Supersonic (126 EXP.)

This is your first encounter with a Team Rocket trainer;

they're a little bit tougher than the average trainer. You will

learn more about them later. To the right on a raised platform

is an HP UP; give it to your favorite Pokemon or the one with

the least HP.

Return back upstairs. As you can see, the path branches up

and down; you can go up right away, but you'll be missing out on

a couple trainers and items, so go down.

SUPER NERD $275

Magnemite, level 11- Tackle (208 EXP.)

Voltorb, level 11- Tackle, Screech (241 EXP.)

Electric Pokemon you haven't seen before! Use Special

Attacks on Magnemite because it has superb Defense, and take

down Voltorb with whatever tactics you want. Southwest of the Super

Nerd is a POTION. Now go around the big slab of rock and

challenge the other trainer.

BUG CATCHER $100

Caterpie, level 10- Tackle, String Shot (112 EXP.)

Metapod, level 10- Harden (153 EXP.)

Caterpie, level 10- Tackle, String Shot (112 EXP.)

Southeast of the Bug Catcher is a Rare Candy! These are

items which automatically raise one of your Pokemon's levels by

one, but the stat increase won't be as great as if you had

leveled that Pokemon up by experience. Use at your own risk,

but in-game, one or two Rare Candies for a Pokemon shouldn't hurt.

North of the Rare Candy is an Escape Rope. Continue north

until you see the northern wall. Fight the trainer that you

see.

LASS $165

Oddish, level 11- Absorb (183 EXP.)

Bellsprout, level 11- Vine Whip, Growth (198 EXP.)

Grass Pokemon here. Oddish is similar to Zubat in its

ability to suck health away, but Bellsprout is nothing special.

Keep going left, then go south and take the ladder down. On the

connecting floor, take the next ladder down, and fight another

Rocket on the bottom floor.

ROCKET $360

Zubat, level 12- Leech Life, Screech, Supersonic (138 EXP.)

Ekans, level 12- Wrap, Leer, Poison Sting (159 EXP.)

And take the item, above the Rocket, which is TM01: Mega

Punch! It's a good move to teach an Attack- strong Pokemon like

Mankey early in the game. Also, check out the weird rock to the

right to get an ETHER, an item that replenishes the PP of one of

your Pokemon's moves.

Return to the top floor and go west to challenge the next

trainer.

YOUNGSTER $150

Rattata, level 10- Tackle, Tail Whip, Quick Attack (121 EXP.)

Rattata, level 10- Tackle, Tail Whip, Quick Attack (121 EXP.)

Zubat, level 10- Leech Life, Screech, Supersonic (115 EXP.)

This Youngster annoys you with Quick Attack and Leech Life;

you may have to go back and visit the Center after this bout.

When you can, continue on and north to encounter a new trainer,

a Hiker.

HIKER $350

Geodude, level 10- Tackle (183 EXP.)

Geodude, level 10- Tackle (183 EXP.)

Onix, level 10- Tackle, Screech (231 EXP.)

As you can see, Hikers generally prefer Rock-types. You

should see a ladder, but don't go down yet! Northwest of the

ladder is a Moon Stone; be sure to grab it. Moon Stones are

very important items that evolve only certain Pokemon. Here are the

list of Pokemon that evolve by Moon Stone:

Nidorino (evolution of Nidoran(m))

Nidorina (evolution of Nidoran(f))

Clefairy

Jigglypuff

There are also only four in the game, so if you want to

complete your Pokedex, hang onto them! Now take the ladder

down, and take the successive ladder down to the southeast from there.

Now on the bottom again, you should see yet another Rocket

to challenge.

ROCKET $480

Red/Blue:

Raticate, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang

(397 EXP.)

Yellow:

Rattata, level 13- Tackle, Tail Whip, Quick Attack (157 EXP.)

Zubat, level 13- Leech Life, Screech, Supersonic (150 EXP.)

Watch out for this Raticate's Hyper Fang! It does a lot of

damage. After disposing of it, start going along the long

outside perimeter right, down, left, then up. Near the end,

another Rocket approaches you. In Yellow version this Rocket

isn't there and is switched with the Rocket right before the

trainer with the fossils.

ROCKET $390

Red/Blue:

Rattata, level 13- Tackle, Tail Whip, Quick Attack (157 EXP.)

Zubat, level 13- Leech Life, Screech, Supersonic (150 EXP.)

Almost there! Go up a little bit and locate the narrow

path leading right. Walk down it and press A at the dead end to get

another Moon Stone! Now go up and fight the trainer protecting

two valuable fossils.

SUPER NERD $300

Grimer, level 12- Pound, Disable (231 EXP.)

Voltorb, level 12- Tackle, Screech (264 EXP.)

Koffing, level 12- Tackle, Smog (292 EXP.)

Don't left Super Nerd mess up your Pokemon with Disable and

Smog! After defeating him, you have a choice from one of two

fossils. Both of them contain a Pokemon that will hatch from

the fossil much later on in the game. The right one contains a

Helix Fossil which creates an Omanyte and the left one contains a Dome

Fossil which creates a Kabuto. It's your choice.

If you're in Red/Blue, congratulations, all you have to do

is follow the path ahead of the Super Nerd and down the two

ladders to exit Mt. Moon! If you're Yellow, however, if you try

to escape, one more Rocket will ambush you (they may look

familiar).

ROCKET $420

Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)

Meowth, level 14- Scratch, Growl, Bite (207 EXP.)

Koffing, level 14- Tackle, Smog (342 EXP.)

Yes, it's Jessie and James from the TV show! Looks like

they took the Super Nerd's fossil and now are out to steal

yours. Show them who they're dealing with! This shouldn't be difficult

unless your Pokemon are very low on energy, since their Pokemon

don't know good moves yet. After defeating them, you're free to

head down the two ladders and exit Mt. Moon.

Outside of Mt. Moon is Route 4. There isn't much here, so

just head right, go up the small ledge and grab TM04: Whirlwind

if you want (it's pretty useless) and hop down the ledge to

where the grass area is. You probably need to head right to Cerulean

City first and heal at the Poke Center before anything else, but

when you're done, check out this patch of grass to look for new

Pokemon.

ROUTE 4 Wild Pokemon

Land:

Rattata- Very Common (R,B), Common (Y)

Spearow- Very Common (R,B,Y)

Ekans- Common (R)

Sandshrew- Common (B,Y)

Mankey- Very Common (Y)

Water:

Psyduck- Common (R,B)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

This is one of the only routes where you can catch a wild

Ekans! So if you're playing the Red version, be sure to grab

that, and if you're playing Blue or Yellow, capture a Sandshrew

and consider making it a part of your team! It's a great

Ground-type that rivals Diglett in team strength. It also learns Slash

at level 17, so it can become very useful very quickly. There

shouldn't be any other Pokemon you need, so now head east to

Cerulean City.

CERULEAN CITY Wild Pokemon:

Water:

Psyduck- Common (R,B)

Poliwag- Common (R,B,Y)

Poliwhirl- Rare (R,B,Y)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

After healing in the local Center, check out the city. In

the very southwest is a Bike Shop, but the bikes there cost

$1,000,000! Considering the fact that you'll never get that

kind of money, you'll have to hold off on buying a bike for now. To

the east of the Bike Shop is the local Poke Mart.

Cerulean City Poke Mart:

Poke Ball -$200

Potion -$300

Repel -$350

Antidote -$100

Burn Heal -$250

Awakening -$200

Parlyz Heal -$200

You may want to get a Repel or two, in case you need to

make a quick escape from a Route when all your Pokemon are almost

fainted. Directly left of the Poke Center is a house where a

man will offer to trade his Jynx for your Poliwhirl in the Red/Blue

versions. You don't have a Poliwhirl yet, but they're not very

hard to get; make sure to get one as soon as you are able. In

the Yellow version, this house contains a girl that takes care

of orphaned Pokemon. She gives you a Bulbasaur! Bulbasaur is a

great supporting Pokemon to use in your party, but you'll have

to train it up a bit first, since you get it at level 10.

Finally, there is a house in the northwest holding a man

that tells you the secrets of all the badges. It's pretty

interesting information and you should hear him out if you're

new to the world of Pokemon. Also, check out the small area behind

his house. Keep pressing A at random tiles and you'll find a

RARE CANDY! Now it's time to take on the Cerulean City gym.

CERULEAN CITY GYM

Style: Water

CERULEAN CITY GYM Wild Pokemon:

Water:

Psyduck- Common (R,B)

Krabby- Very Common (R,B)

Goldeen- Very Common (R,B)

Magikarp- Very Common (R,B)

You've made it to your second gym; this one has trainers

using Water-types. Look at your Pokemon's levels; they should

be at least level 20-22 by now, or else you could have trouble with

the leader, Misty. If they're underleveled, you may want to

explore routes 24-25 north of Cerulean before challenging the

gym.

Ivysaur and Pikachu can easily take this gym by themselves,

but any Charmander or Squirtle team has their work cut out for

them! There haven't been many opportunities to catch Grass

Pokemon to fight Misty, so your supporting Pokemon will just

have to gut it out move-for-move with them.

Advance forward to fight the first trainer, a Swimmer. You can

avoid him by taking the long path, but no sense on wimping out

on the worst trainer of the gym...

SWIMMER $80

Horsea, level 16- Bubble (283 EXP.)

Shellder, level 16- Tackle, Withdraw (331 EXP.)

Not much strategy here; Horsea uses a weak Bubble attack

only and Shellder uses Withdraw to raise Defense then Tackle.

Walk up the path toward Misty and a second trainer should

advance to challenge you.

JR. TRAINER(f) $380

Goldeen, level 19- Peck, Tail Whip, Supersonic (451 EXP.)

Don't be afraid to battle Goldeen; it doesn't have any

Water attacks! Be sure to switch out if it uses Supersonic though;

confusion is a dangerous status ailment. Once you've finished

it off, save your game and battle the Gym Leader.

GYM LEADER Misty (uses X Defend) $2079, TM11:Bubblebeam, Cascade Badge

Red/Blue:

Staryu, level 18- Tackle, Water Gun (408 EXP.)

Starmie, level 21- Tackle, Water Gun, Bubblebeam (931 EXP.)

Yellow:

Staryu, level 18- Tackle, Water Gun (408 EXP.)

Starmie, level 21- Tackle, Water Gun, Harden, Bubblebeam (931 EXP.)

Misty says she's an all-out Water attacker, but that's not

quite true. For one thing, she likes to use X Defend a lot to

increase her Pokemon's Defense, and in Yellow, her Starmie

picked up Harden.

She sends out Staryu first, the weaker of her two Pokemon.

You should be able to knock it out using any Pokemon you want

except Charmeleon. Starmie, however, is a behemoth at level 21.

It has terrific defenses and a very powerful Water attack called

Bubblebeam. Ivysaur has the easiest time against it because

it's resistant to Water and Grass attacks are super-effective against

it. In Yellow, weaken Starmie with a supporting Pokemon, then

switch and let Pikachu finish it off with Thundershock. If

you're using a Wartortle, you could try to outlast Starmie by

using Normal attacks and healing with Potion, but Charmeleon

teams will have a very tough time and have to rely, yet again,

on supporting Pokemon. If you have a Butterfree, put it to sleep

then attack it as much as you can. If not, you will have to

hope either your Mankey or Paras if you picked one up can wear it

out. This is probably the toughest gym battle for Charmander teams.

But after you defeat her, you get lots of experience, cash,

the Cascade badge, and TM11: Bubblebeam. If you have Wartortle,

give that TM to it. You now have two badges. On to the next

gym!

_________________________________________________________________

4. Thunder Badge

The first thing you should do is head to the route north of

Cerulean City. Suddenly, Gary appears out of nowhere to

challenge you!

RIVAL Gary $595

Red/Blue:

Pidgeotto, level 18- Gust, Sand-Attack, Quick Attack (435 EXP.)

Abra, level 15- Teleport (234 EXP.)

Rattata, level 15- Tackle, Tail Whip, Quick Attack, Hyper Fang (183 EXP.)

Squirtle, level 17- Tackle, Tail Whip, Bubble, Water Gun (238 EXP.)

OR Bulbasaur, level 17- Tackle, Growl, Leech Seed, Vine Whip (241 EXP.)

OR Charmander, level 17- Scratch, Growl, Ember, Leer (235 EXP.)

Yellow:

Spearow, level 18- Peck, Growl, Leer, Fury Attack (223 EXP.)

Sandshrew, level 15- Scratch, Sand-Attack (298 EXP.)

Rattata, level 15- Tackle, Tail Whip, Quick Attack, Hyper Fang (183 EXP.)

Eevee, level 17- Tackle, Tail Whip, Sand-Attack (334 EXP.)

In Red and Blue, Gary has made some changes to his team.

He evolved his Pidgey into Pidgeotto, and it's the hardest Pokemon

to defeat of his, but after Misty, it's a walk in the park.

Just remember to switch if your Pokemon are hazed out too much by

Sand-Attack. Abra is helpless because it only knows Teleport,

Rattata is the same as always except with Hyper Fang, and Gary

hasn't evolved his starter Pokemon yet. The starters now all

know an elemental move, so you may still want to use someone

other than your starter against them.

In Yellow, Gary has added Sandshrew and Rattata. Spearow

can be flattened with Pikachu, use your Mankey/Butterfree/other

against Sandshrew, Rattata is the same as R/B, and Eevee has

only learned Sand-Attack, making it pretty easy to defeat.

After making quick work of Gary, it's time to take on the

Nugget Bridge north of Cerulean on Route 24. Defeat all five of

the trainers in a row to get a special prize! Here are the

trainers (you may need a couple Antidotes):

BUG CATCHER $140

Caterpie, level 14- Tackle, String Shot (159 EXP.)

Weedle, level 14- Poison Sting, String Shot (156 EXP.)

LASS $210

Red/Blue:

Pidgey, level 14- Gust, Sand-Attack, Quick Attack (165 EXP.)

Nidoran(f), level 14- Growl, Tackle, Scratch, Poison Sting (177 EXP.)

Yellow:

Pidgey, level 14- Gust, Sand-Attack, Quick Attack (165 EXP.)

Nidoran(f), level 14- Growl, Tackle, Scratch, Double Kick (177 EXP.)

YOUNGSTER $210

Rattata, level 14- Tackle, Tail Whip, Quick Attack (171 EXP.)

Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)

Zubat, level 14- Leech Life, Screech, Supersonic (162 EXP.)

LASS $240

Red/Blue:

Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)

Nidoran(f), level 16- Growl, Tackle, Scratch, Poison Sting (201 EXP.)

Yellow:

Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)

Nidoran(f), level 16- Growl, Tackle, Scratch, Double Kick (201 EXP.)

JR. TRAINER(m) $360

Red/Blue:

Mankey, level 18- Scratch, Leer, Karate Chop (285 EXP.)

Yellow:

Mankey, level 18- Scratch, Leer, Low Kick, Karate Chop (285 EXP.)

After defeating the five, talk to the man at the end to get

a NUGGET. Turns out this Nugget Bridge group is a small group

of Team Rocket's, and you have one more fight.

ROCKET $450

Ekans, level 15- Wrap, Leer, Poison Sting (198 EXP.)

Zubat, level 15- Leech Life, Screech, Supersonic, Bite (172 EXP.)

He's just an underling, so he should be no problem. Heal

back up at the Cerulean Poke Center, and sell that Nugget at the

Poke Mart for $5000!

Now go on a little past Nugget Bridge and in the northwest

plateau there should be something there. Not only is here TM45:

Thunder Wave, but in Yellow, there is a trainer who will give

you a Charmander! South of here is another trainer and a patch of

grass to look for Pokemon in.

JR. TRAINER(m) $280

Rattata, level 14- Tackle, Tail Whip, Quick Attack (171 EXP.)

Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)

Look in the grass here to find lots of interesting Pokemon!

ROUTES 24 & 25 Wild Pokemon

Land:

Caterpie- Common (R,B)

Metapod- Very Common (R,B)

Weedle- Common (R,B)

Kakuna- Very Common (R,B)

Pidgey- Very Common (R,B,Y)

Pidgeotto- Rare (Y)

Oddish- Very Common (R,Y)

Bellsprout- Very Common (B,Y)

Venonat- Common (Y)

Abra- Common (R,B)

Water:

Psyduck- Common (R,B)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

The main Pokemon you want to get here are Oddish (Red

version), Bellsprout (Blue version), both (Yellow version), Abra

(Red/Blue versions), and Venonat (Yellow version). Abra isn't

here in Yellow on this route, but you will encounter it later

on. Abra is very difficult to catch because it always teleports away

when you encounter it. The best way is to put it to sleep with

Butterfree or use the TM you just got on a compatible Pokemon to

paralyze it, then throw Poke Balls at it. Otherwise, you may

have to just throw Poke Balls at it when you first find it and

cross your fingers. You should also seriously consider making

Abra a part of your team. Level it up by putting it first in

battle and then switching to a stronger Pokemon until it gets to

level 16 so it evolves, then it becomes a powerful Psychic

Pokemon for your team.

Proceed east from Nugget Bride to Route 25, where you will

do battle against the trainers here. The patch of grass left of

the first Hiker contains the same Pokemon from Route 24.

Challenge that Hiker first!

HIKER $525

Machop, level 15- Karate Chop (282 EXP.)

Geodude, level 15- Tackle, Defense Curl (276 EXP.)

Machop is a Fighting-type similar to Mankey, and it's weak

to Flying and Psychic-types. Go a little east to challenge the

Youngster.

YOUNGSTER $225

Rattata, level 15- Tackle, Tail Whip, Quick Attack (183 EXP.)

Spearow, level 15- Peck, Growl, Leer, Fury Attack (186 EXP.)

Directly south is another Hiker.

HIKER $595

Onix, level 17- Tackle, Screech, Bind (393 EXP.)

A little northeast of the Hiker, challenge another

Youngster.

YOUNGSTER $255

Slowpoke, level 17- Confusion (360 EXP.)

Slowpoke is an interesting Pokemon; it's part Water, part

Psychic. Challenge the trainer directly below this Youngster.

LASS $225

Red/Blue:

Nidoran(m), level 15- Leer, Tackle, Horn Attack, Poison Sting (192 EXP.)

Nidoran(f), level 15- Growl, Tackle, Scratch, Poison Sting (189 EXP.)

Yellow:

Nidoran(m), level 15- Leer, Tackle, Horn Attack, Double Kick (192 EXP.)

Nidoran(f), level 15- Growl, Tackle, Scratch, Double Kick (192 EXP.)

...And directly east of the Lass is another Hiker!

HIKER $455

Geodude, level 13- Tackle, Defense Curl (238 EXP.)

Geodude, level 13- Tackle, Defense Curl (238 EXP.)

Machop, level 13- Karate Chop (244 EXP.)

Geodude, level 13- Tackle, Defense Curl (238 EXP.)

Now there is an important item to the north, but in order

to get to it now, you have to get the trainer north to walk out of

the way. So if you're one square north of the Hiker you just

fought, take one step east and north for the north trainer to

challenge you and clear the way to the item.

JR. TRAINER(m) $280

Rattata, level 14- Tackle, Tail Whip, Quick Attack, Hyper Fang (171 EXP.)

Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)

Now walk north into the small grove to get TM19: Seismic

Toss! This is another useful item near the beginning of the

adventure that always does a set damage to the opposing Pokemon.

Now head back out and east to fight the next trainer.

YOUNGSTER $210

Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)

Sandshrew, level 14- Scratch, Sand-Attack (279 EXP.)

Go east a little bit to fight the last trainer of this

route.

LASS $195

Oddish, level 13- Absorb (216 EXP.)

Pidgey, level 13- Gust, Sand-Attack, Quick Attack (153 EXP.)

Oddish, level 13- Absorb (216 EXP.)

You've cleared all the trainers on this route now, so head

a little bit more east to get to your destination, Bill's cottage.

You should have heard Gary talk about him a little bit after you

beat him; Bill is one of the chief authorities on Pokemon out

there. Unfortunately when you meet him at his cottage, he's in

a little trouble! Looks like he messed up an experiment or too.

Just run the Teleport Ignition Separator when he tells you to,

though, and he'll be back to normal (in Yellow, Pikachu goes

crazy through the whole scene). Talk to him afterwards and

he'll give you a free ticket to board the S.S.ANNE near Vermilion

City.

Exit the cottage and cross the bridge south, then take the

little shortcut back to Cerulean City. When you get back, you

should notice that the house previously being guarded by a

police officer is now unguarded so you can go through. It turns out a

Team Rocket member robbed this household of a precious item.

Take the back door out and challenge the Rocket to get that item

back!

ROCKET $510, TM28: Dig

Machop, level 17- Karate Chop (319 EXP.)

Drowzee, level 17- Pound, Hypnosis, Disable, Confusion (370 EXP.)

That Drowzee can be a bit of a pain. Don't let your

Pokemon be hypnotized, or else, you have to switch. After beating him,

you get TM28: Dig! This is a great Ground-type move that

not only deals a lot of damage in battle but has the ability to

work like in Escape Rope when a Pokemon uses it. Teach it to

Sandshrew if you have one, or possibly Charmeleon.

Time to exit Cerulean! From where you beat the Rocket, go

down the path south. To the east is another route, but it's

blocked by a tree you can't get past yet. Head all the way

south to Route 5.

ROUTE 5 Wild Pokemon

Pidgey- Very Common (R,B,Y)

Pidgeotto- Common (Y)

Rattata- Very Common (Y)

Jigglypuff- Rare (Y)

Oddish- Common (R)

Bellsprout- Common (B)

Meowth- Common (B)

Mankey- Common- (R)

Abra- Very Common (Y)

There are lots of version-exclusives here! Oddish and

Mankey in Red version, and Bellsprout and Meowth in Blue

version; stock up here if you haven't already. Meowth is another Pokemon

fit for battling in a competitive team. And in Yellow, Abra and

Jigglypuff are finally catchable Pokemon (although at very low

levels)!

At the bottom of the central-section of this rout, there is

a Daycare Man. He can look after one of your Pokemon for

awhile, and it will raise its level over time. The downsides are that

you can only do one at a time, and although your Pokemon will

level up, you can't select which moves it deletes, so you have

to be careful; also, they don't evolve in the Daycare Center. The

upsides are that it doesn't take that long to level up the

weaker Pokemon (like Abra) at lower levels, and it's relatively cheap:

only $100 plus $100 more for every level your Pokemon gains.

Time in the Daycare Center is measured by the number of steps

you take; the lower-leveled and weaker the Pokemon, the less time it

takes to level it up. You may want to give it a try; the best

way is to put Abra or Magikarp in (Pokemon that are tough to

train manually), and take them out right before they evolve:

that means take out Abra at level 15 and Magikarp at level 20. Then

they will be one level away from their strong evolutions.

At the very bottom of Route 5 there is a large building

connecting to Saffron City, but the guard won't let you pass.

Head through the Underground Pass to the east. In the small

building there is a small girl that's willing to trade: In Red,

she'll trade you a Nidoran(f) for a Nidoran(m), in Blue, she'll

trade you a Nidoran(m) for a Nidoran(f), and in Yellow she'll

trade you a Machoke for a Cubone. The Yellow version trade is

really valuable because when you trade, Machoke will

automatically evolve into a Machamp! If you want a Fighting

Pokemon on your team, come back here after you catch a Cubone.

Take the stairs down, and walk the long underground path

that exits out to Route 6, north of Vermilion and south of

Saffron.

ROUTE 6 Wild Pokemon

Land:

Pidgey- Very Common (R,B,Y)

Pidgeotto- Common (Y)

Rattata- Very Common (Y)

Jigglypuff- Rare (Y)

Oddish- Common (R)

Bellsprout- Common (B)

Meowth- Common (B)

Mankey- Common- (R)

Abra- Very Common (Y)

Water:

Psyduck- Common (Y)

Shellder- Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Same Pokemon on land here as were in Route 5. Go west to

challenge the first trainer on ths route.

BUG CATCHER $160

Weedle, level 16- Poison Sting, String Shot (177 EXP.)

Caterpie, level 16- Tackle, String Shot (181 EXP.)

Weedle, level 16- Poison Sting, String Shot (177 EXP.)

Take on the couple to the southeast.

JR. TRAINER(m)

Red/Blue: $400

Squirtle, level 20- Tackle, Tail Whip, Bubble, Water Gun (282 EXP.)

Yellow: $320

Weepinbell, level 16- Vine Whip, Growth, Wrap, Poisonpowder (517 EXP.)

JR. TRAINER(f)

Red/Blue: $320

Rattata, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (195 EXP.)

Pikachu, level 16- Thundershock, Growl, Thunder Wave, Quick Attack (280 EXP.)

Yellow: $400

Cubone, level 20- Growl, Bone Club, Tail Whip, Headbutt (372 EXP.)

Don't send your Pikachu out against that Cubone! Go

southeast of them to another Bug Catcher.

BUG CATCHER $200

Red/Blue:

Butterfree, level 20- Confusion, Poisonpowder, Stun Spore, Sleep Powder (685

EXP.)

Yellow:

Butterfree, level 20- Poisonpowder, Stun Spore, Sleep Powder, Supersonic (685

EXP.)

Be careful of status effects here! Switch out if your lead

Pokemon gets put to sleep or paralyzed. Fortunately for Yellow

players, this Bug Catcher's Butterfree doesn't know the

Confusion attack.

Go southwest to take on the last two trainers of this

route.

JR. TRAINER(f) $320

Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)

Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)

Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)

JR. TRAINER(m) $320

Spearow, level 16- Peck, Growl, Leer, Fury Attack (198 EXP.)

Raticate, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (397 EXP.)

Head south to enter Vermilion City! After healing at the

Poke Center, look around town a bit as always. Check out the

Poke Mart first:

Vermilion City Poke Mart:

Poke Ball- $200

Super Potion- $700

Ice Heal- $250

Awakening- $200

Parlyz Heal- $200

Repel- $350

VERMILION CITY Wild Pokemon:

Water:

Shellder- Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

A new item available for purchase is Super Potion, which

heals 50 HP instead of just 20. In the northwest corner of the

city, be sure to talk to the Fishing Guru inside there to get

OLD ROD! Unfortunately, all it can catch are Magikarps, but now

you'll have all the time you need to get one. Head to the

southern part of town. In Red/Blue, the house slightly

northeast of the gym holds a trainer willing to trade a Spearow for a

Farfetch'd! Make this trade as soon as you can to further your

Pokedex and get a rare Pokemon. Also, check out the house

northwest of the gym. Talk to the man in the black suit, the

Chairman. Just listen to him blab on about his Rapidash for a

bit, and in all versions, he'll give you BIKE VOUCHER so you can

get a free bike at Cerulean! Head back to that town whenever

you want to exchange the voucher for your bike; it really cuts down

traveling time. You can't challenge the Vermilion gym yet

because it's closed off by a tree, so for now, head east from

the

city.

You have three options as to where to go from here. To the

far east is Route 11, full of wild Pokemon and trainers.

There's also the S.S.Anne, where you get HM01: Cut, and Diglett's Cave.

S.S.Anne is the only mandatory one, but if you want to complete

your Pokedex, you had better go through all three areas. This

walkthrough assumes you're going through Route 11 first.

ROUTE 11 Wild Pokemon

Land:

Pidgey- Very Common (Y)

Pidgeotto- Rare (Y)

Rattata- Very Common (Y)

Raticate- Rare (Y)

Spearow- Very Common (R,B)

Ekans- Common (R)

Sandshrew- Common (B)

Drowzee- Common (R,B,Y)

Water:

Shellder- Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Be sure to pick up a Drowzee. Here are the trainers on

this route to battle and gain experience from:

YOUNGSTER $315

Ekans, level 21- Wrap, Leer, Poison Sting, Bite (279 EXP.)

GAMBLER $1260

Poliwag, level 18- Bubble, Hypnosis (297 EXP.)

Horsea, level 18- Bubble (319 EXP.)

Gamblers are a new type of trainer; they choose a random

type of Pokemon to use and hope it'll be super-effective against

your Pokemon. They also give away a lot of cash, which is good.

Proceed to wipe the rest of the trainers' Pokemon off the face

of the earth.

YOUNGSTER $285

Sandshrew, level 19- Scratch, Sand-Attack, Slash (378 EXP.)

Zubat, level 19- Leech Life, Screech, Supersonic, Bite (219 EXP.)

YOUNGSTER $270

Red/Blue:

Nidoran(m), level 18- Leer, Tackle, Horn Attack, Poison Sting (231 EXP.)

Nidorino, level 18- Leer, Tackle, Horn Attack, Poison Sting (454 EXP.)

Yellow:

Nidoran(m), level 18- Tackle, Horn Attack, Double Kick, Poison Sting (231 EXP.)

Nidorino, level 18- Leer, Tackle, Horn Attack, Double Kick (454 EXP.)

GAMBLER $1260

Bellsprout, level 18- Growth, Wrap, Poisonpowder, Sleep Powder (324 EXP.)

Oddish, level 18- Absorb, Poisonpowder, Stun Spore (300 EXP.)

GAMBLER $1260

Growlithe, level 18- Bite, Roar, Ember (351 EXP.)

Vulpix, level 18- Ember, Tail Whip, Quick Attack (243 EXP.)

ENGINEER $1050

Magnemite, level 21- Tackle, Sonicboom (400 EXP.)

ENGINEER $900

Magnemite, level 18- Tackle (342 EXP.)

Magnemite, level 18- Tackle (342 EXP.)

Magneton, level 18- Tackle (621 EXP.)

YOUNGSTER $255

Rattata, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (207 EXP.)

Rattata, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (207 EXP.)

Raticate, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (421 EXP.)

GAMBLER $1260

Voltorb, level 18- Tackle, Screech, Sonicboom (396 EXP.)

Magnemite, level 18- Tackle (342 EXP.)

Now if you try to go east of Route 11 past the guard house,

you'll find a giant Snorlax blocking the way. In the guard

house, go up the stairs to find a couple of people. One of them

is one of Professor Oak's aids; if you've collected 30 or more

kinds of Pokemon in your Pokedex, he will give you an

ITEMFINDER. This item can be used to find hidden objects lying on the

ground. The other person is a trainer; In Red, he'll trade you a

Nidorina for a Nidorino, in Blue, Nidorino for Nidorina, and in Yellow,

trade a Dugtrio to him to get a Lickitung, the only place you

can get one in that version! Be sure to catch in extra Dugtrio for

this purpose in case you plan to make one a part of your team.

You're finished with this route, so now head west to

Diglett's Cave. It shouldn't be very hard to find; it's just

the cave directly west of Route 11.

DIGLETT'S CAVE Wild Pokemon

Diglett- Very Common (R,B,Y)

Dugtrio- Rare (R,B,Y)

Diglett and Dugtrio are the only inhabitants of this small

tunnel, so catch 'em! Dugtrio, if you can find one, makes a

great choice for a team because it learns Dig and Slash, and

could fill that Ground-type spot to use against the next gym

leader if you don't have a Sandshrew. You can usually find them

between levels 29 and 31 here. Unfortunately they're very hard

to catch, so buy plenty of Poke Balls beforehand! Diglett's

Cave is also very good for training Pokemon at this stage of the

game, so if you have any that are lagging behind in levels, each

Diglett gives off an average of 200 EXP.

In order to access the secret areas beyond Diglett's Cave,

you need Cut, so it's best just to leave now and head for the

S.S.Anne. The docking bay is directly east of Vermilion; just

go down the boardwalk and flash your ticket to board the ship!

The object of your journey in the S.S.Anne is to get HM01:

Cut, but there are plenty of trainers restless to battle in

here, so don't miss out on the opportunity to gain lots of experience.

From the entrance of the ship, take the door directly south and

slightly right. Challenge the old man here to a battle.

GENTLEMAN $1260

Growlithe, level 18- Bite, Roar, Ember (351 EXP.)

Growlithe, level 18- Bite, Roar, Ember (351 EXP.)

Growlithe is one of the first Fire-types you'll fight; just

don't use a weak Grass-type against it and you'll do fine. Exit

this room and go right and down, then take the stairs. Enter

the first door from the left and grab the MAX POTION. The next room

to the left contains two Sailors.

SAILOR $510

Horsea, level 17- Bubble (301 EXP.)

Shellder, level 17- Tackle, Withdraw (352 EXP.)

Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)

SAILOR $630

Shellder, level 21- Tackle, Withdraw, Supersonic (436 EXP.)

Sailors generally use Water and Fighting-type Pokemon. The

room to the left of this one has another Sailor.

SAILOR $510

Horsea, level 17- Bubble (301 EXP.)

Horsea, level 17- Bubble (301 EXP.)

Horsea, level 17- Bubble (301 EXP.)

The item in this room is an ETHER. Take the next door to

the left to fight another Sailor.

SAILOR $540

Tentacool, level 18- Acid, Supersonic, Wrap, Poison Sting (405

EXP.)

Staryu, level 18- Tackle, Water Gun (408 EXP.)

Remember, Tentacool are part Poison as well as Water, so

they're weak against Ground and Psychic-type attacks. You can

get TM44:Rest in this room! Rest is a move that automatically

completely heals your Pokemon but puts it to sleep for a few

turns. Put in on a good defensive Pokemon. The last room to

the left holds two more trainers.

FISHERMAN $595

Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)

Staryu, level 17- Tackle, Water Gun (385 EXP.)

Shellder, level 17- Tackle, Withdraw (352 EXP.)

SAILOR $600

Machop, level 20- Karate Chop, Low Kick (376 EXP.)

There's nothing more on this floor of the ship, so head

back right and up the staircase, then back below the entrance. Take

the door directly southeast of the entrance to fight another

trainer.

GENTLEMAN $1330

Red/Blue:

Nidoran(m), level 19- Leer, Tackle, Horn Attack, Poison Sting (243 EXP.)

Nidoran(f), level 19- Growl, Tackle, Scratch, Poison Sting (240 EXP.)

Yellow:

Nidoran(m), level 19- Tackle, Horn Attack, Double kick, Poison Sting (243 EXP.)

Nidoran(f), level 19- Tackle, Scratch, Double Kick, Poison Sting (240 EXP.)

The next two rooms to the left contain just tourists, but

in the third one there is a group that'll challenge you to a couple

battles.

LASS $270

Red/Blue:

Pidgey, level 18- Gust, Sand-Attack, Quick Attack (211 EXP.)

Nidoran(f), level 18- Growl, Tackle, Scratch, Poison Sting (226 EXP.)

Yellow:

Pidgey, level 18- Gust, Sand-Attack, Quick Attack (211 EXP.)

Nidoran(f), level 18- Tackle, Scratch, Double Kick, Poison Sting (226 EXP.)

YOUNGSTER $315

Red/Blue:

Nidoran(m), level 21- Tackle, Horn Attack, Poison Sting, Focus Energy (270 EXP.)

Yellow:

Nidoran(m), level 21- Tackle, Horn Attack, Double Kick, Poison Sting (270 EXP.)

And be sure to grab the item in here, TM08: Body Slam!

It's a very useful physical attack many Pokemon can use that has a

possibility of paralyzing the opponent when it hits. The room

left of here just has an investigator, so pass it on. At the

very left edge of the ship, first go down past the staircase to

find the kitchen. The only reason you want to be here is for an

item. Go to the right side of the room where the chefs are

peeling potatoes, and press A facing the bottom trash can to

find a GREAT BALL! Great Balls are like Poke Balls but are more

consistent in capturing Pokemon. If you haven't caught a

Dugtrio yet, this could really aid you well.

Head back out of the kitchen and go north to head

downstairs. Go down and take another flight of stairs, then

head all the way left out of this long room to reach the outside deck

of the ship. Talk to everyone here to challenge a couple of

them.

SAILOR $510

Machop, level 17- Karate Chop (319 EXP.)

Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)

SAILOR $540

Machop, level 18- Karate Chop (339 EXP.)

Shellder, level 18- Tackle, Withdraw, Supersonic (373 EXP.)

That's all there is on this part of the ship, so head back

and through the long room to the right. In this hallway, enter

the first room on the right and a man will show you a pic of a

big fat Pokemon he saw. The room to the right of this one holds

two more trainers.

FISHERMAN $595

Goldeen, level 17- Peck, Tail Whip (403 EXP.)

Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)

Goldeen, level 17- Peck, Tail Whip (403 EXP.)

GENTLEMAN

Red/Blue: $1610

Pikachu, level 23- Thundershock, Growl, Thunder Wave, Quick Attack (403 EXP.)

Yellow: $1540

Voltorb, level 22- Tackle, Screech, Sonicboom, Selfdestruct (484 EXP.)

Magnemite, level 22- Tackle, Sonicboom (418 EXP.)

Watch out for the self-destructing Voltorb in Yellow! Grab

the MAX ETHER in this room. The people in the next room won't

challenge you, but the people in the room after them will!

GENTLEMAN $1190

Growlithe, level 17- Bite, Roar (331 EXP.)

Ponyta, level 17- Ember (553 EXP.)

LASS

Red/Blue: $270

Rattata, level 18- Tackle, Tail Whip, Quick Attack, Hyper Fang (219 EXP.)

Pikachu, level 18- Thundershock, Growl, Thunder Wave, Quick Attack (315 EXP.)

Yellow: $300

Jigglypuff, level 20- Sing, Pound, Disable, Defense Curl (325 EXP.)

The item in this room is another Rare Candy! Use it if you

wish to. The last two rooms to the right just contain nice

trainers, no challengers, so continue on past to the captain's

ward. Before you get to the stairs, however, out pops Gary!

Looks like he wants to redeem himself, so prepare for another

duel. He's caught 40 Pokemon already! Are you keeping pace?

RIVAL Gary $1300

Red/Blue:

Pidgeotto, level 19- Gust, Sand-Attack, Quick Attack (459 EXP.)

Raticate, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (397 EXP.)

Kadabra, level 18- Teleport, Confusion (558 EXP.)

Wartortle, level 20- Tackle, Tail Whip, Bubble, Water Gun (616 EXP.)

OR Ivysaur, level 20- Tackle, Growl, Leech Seed, Vine Whip (625 EXP.)

OR Charmeleon, level 20- Scratch, Growl, Ember, Leer (607 EXP.)

Yellow:

Spearow, level 19- Peck, Growl, Leer, Fury Attack (235 EXP.)

Rattata, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (195 EXP.)

Sandshrew, level 18- Scratch, Sand-Attack, Slash (358 EXP.)

Eevee, level 20- Tackle, Tail Whip, Sand-Attack, Growl (393 EXP.)

In Red/Blue, Gary has evolved the rest of his Pokemon, so

his team may actually be pretty tough to defeat. Pidgeotto

leads off again, using Sand-Attack to try to reduce your accuracy.

Raticate still knows Hyper Fang, and the starters all have the

same moves as the previous battle. The biggest advancement for

Gary this time around is his Abra evolution; Kadabra knows

Confusion, so make sure you don't use a Psychic-weak Pokemon

against it. Overall, though, this should be much easier than

the battle near Cerulean, because he has seriously underleveled his

Pokemon at this point and you've gotten plenty more experience.

In Yellow, he's even easier. He has the exact same Pokemon

as before, so it appears that all he's been doing during the

time between this and the last battle is catching Pokemon. His

Sandshrew is the only real threat with the Slash attack. He'll

start to build his team around his starter after this fight.

After taking Gary out again, go down the stairs he was

blocking to find the captain's cabin. It appears he's seasick,

but all you have to do is "rub-rub" his back, and he's all

healthy again. As a reward for "curing" him, he gives you HM01:

Cut! This is the first HM you have received so far, so it's

important to understand it. HMs are like regular TMs, except

you can only use a TM once, they can be used outside battle for

special purposes, and they can be deleted. HMs, however, can be

used as many times as you want and outside battles for special

purposes, but they cannot be deleted. If you teach a Pokemon an

HM, it's stuck with that move forever. Thus, since Cut is not a

particularly strong move, it's best not to teach it to one of

your fighting Pokemon, but instead a Grass-type you've caught

along the way so far. Keep a designated Pokemon like Oddish

around in your party to keep Cut available.

There's nothing more to do on the ship, so make your way

out. The S.S.Anne departs Vermilion, and it won't come back

during the game. You're almost ready for Vermilion gym! The

last thing to do is to explore the area outside the other end of

Diglett; now fully available since you have Cut.

So head back through Diglett's Cave and out the other side,

where you will find yourself back on Route 2, on the side you

couldn't get to before. To the left is a tree you can use Cut

on to access Pewter City, but right now you want to go south.

Enter the house there to find a trainer in the back who will make a

trade with you: In Red/Blue, give him Abra and he gives you Mr.

Mime; in Yellow, give him Clefairy for Mr. Mime. This is the

only place in the game you can get a Mr. Mime, so give him an

extra Abra if you've got one! Abra are found on Routes 24-25 in

Red/Blue, and Clefairy are found in Mt. Moon in Yellow. Now

exit this house and use Cut on the tree below, then head farther

south to larger building. In there is one of Professor Oak's aides

who will give you HM05: Flash if you've caught at least 10 kinds of

Pokemon. Flash isn't completely necessary to get through the

game, but it's still helpful if it's your first or second time

through the game. Finally, exit the building south to find a

couple of items: HP UP immediately south and a MOON STONE

farther down. Remember, you need all the Moon Stones to complete your

Pokedex!

At last, you are ready to challenge the Vermilion City gym!

Return through Route 2 and Diglett Cave, and use Cut on the tree

blocking the gym to access it.

VERMILION CITY GYM

Style: Electric

The Vermilion City gym is home of Electric-type trainers,

hence the absolute best type to use against this gym is Ground

because they are completely immune to Electric. Use Sandslash

or Dugtrio to sweep through this gym; if you didn't pick either of

them up, then it will be more of a challenge. Those who started

with Bulbasaur again have the easiest time, because Grass is

resistant against Electric. If you chose Squirtle,

unfortunately you won't be able to use him much here! This is

the first gym where Charmander starters don't get a disadvantage.

Before you challenge the gym leader, Lt. Surge, take care

of the other three trainers first.

SAILOR

Red/Blue: $630

Pikachu, level 21- Thundershock, Growl, Thunder Wave, Quick Attack (369 EXP.)

Pikachu, level 21- Thundershock, Growl, Thunder Wave, Quick Attack (369 EXP.)

Yellow: $720

Magnemite, level 24- Tackle, Sonicboom (457 EXP.)

I hate to say this, Yellow fans, but Pikachu isn't one of

the strongest Electric types. It can paralyze you with Thunder

Wave, but it doesn't have the power of the others.

ROCKER $500

Red/Blue:

Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)

Magnemite, level 20- Tackle (381 EXP.)

Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)

Yellow:

Voltorb, level 20- Tackle Screech, Sonicboom (441 EXP.)

Voltorb, level 20- Tackle Screech, Sonicboom (441 EXP.)

Voltorb, level 20- Tackle Screech, Sonicboom (441 EXP.)

Sonicboom is one of the most dangerous moves in the gym,

because it always does 20 HP damage. Don't allow one of your

Pokemon to get caught up in too many of them.

GENTLEMAN

Red/Blue: $1610

Pikachu, level 23- Thundershock, Growl, Thunder Wave, Quick Attack (403 EXP.)

Yellow: $1540

Voltorb, level 22- Tackle, Screech, Sonicboom, Selfdestruct (484 EXP.)

Magnemite, level 22- Tackle, Sonicboom (418 EXP.)

Now, Lt. Surge is protected by a door that won't open until

you locate the two switches in the trash cans littered

throughout the gym. You have to find them both in a row; i.e., if you find

the first switch and then the next trash can you inspect doesn't

have the second switch, they reset. The second switch is always

adjacent to the first. To solve the puzzle, just keep looking

around in the trash cans until you find one of the switches,

then save your game, and look in all the adjacent trash cans,

resetting your game until you get it. Once you hit both the

switches in a row, the doors open and you can challenge the gym

leader!

GYM LEADER Lt. Surge (uses X Speed) TM24:Thunderbolt, Thunder Badge

Red/Blue: $2376

Voltorb, level 21- Tackle, Screech, Sonicboom (463 EXP.)

Pikachu, level 18- Thundershock, Growl, Thunder Wave, Quick Attack (315 EXP.)

Raichu, level 24- Thundershock, Growl, Thunderbolt (627 EXP.)

Yellow: $2772

Raichu, level 28- Growl, Mega Punch, Mega Kick, Thunderbolt (732 EXP.)

In Red/Blue, Lt. Surge's only hope of defending a Ground-

assault is his lead-off Voltorb using Sonicboom. His strategy,

apart from that, is to weaken with Sonicboom, paralyze you with

Pikachu, and make an offensive assault with Raichu. Now if you

have a Ground type, then Raichu is helpless; if you don't, he is

still defeatable. Thunderbolt is a powerful Electric move, and

whatever you do, don't use Flying or Water-types against it!

Use strong physical attacks to take advantage of Raichu's low

Defense before it can knock out your Pokemon. Unless your Pokemon are

4-5 levels above his, expect to go second in each round- his

Pokemon are fast.

In Yellow, Raichu is Lt. Surge's only Pokemon! This time

he has taught it Mega Punch and Mega Kick to use when his

Thunderbolt won't do the job. Attack it in the same way by

using powerful physical attacks to take it down fast; of course, using

a Ground-type is an almost automatic victory even with Raichu's

new attacks. If you want an added challenge, try beating Lt.

Surge's Raichu with just your Pikachu!

When the battle is ended and you have won, collect the

Thunder Badge and TM24: Thunderbolt. This is the best Electric

move in the game, so if you plan on getting an Electric-type for

your team eventually, hang on to it!

________________________________________________________________

5. Rainbow Badge

You have now reached the point of Pokemon Red/Blue/Yellow

where you need to seriously start thinking over the team you

eventually are going to use in the Pokemon League. You have

three badges. Look over the Pokemon encounters you've had in

the past and decide upon if you will make some changes to your team.

If you've been using a Raticate or a Butterfree as part of your

battling team, seriously consider letting that Pokemon go and

using one like Kadabra or Dugtrio instead. You need to start

thinking about how your team works together; you should have at

least 3 or 4 Pokemon in your team right now, and they should all

be different types, not sharing any weaknesses (e.g., if 2 of

your 3 Pokemon have Psychic weakness, that's not good). It's

not exactly wise to have 6 Pokemon as a team already; you want to

save a couple spots for later Pokemon as well, and you need

spots open for HM-using Pokemon. Remember, you're nearing the

midpoint of the game, and it's time to start thinking about the hardest

challenges you'll face in the future!

While still in Vermilion in the Yellow version, talk to the

Officer in the middle of the city. Show her the Thunder Badge

and she lets you have your own Squirtle! It's only at level 10,

though, so you'll have to train it hard to make it a part of

your team.

It's now time to return to Cerulean. Head north from

Vermilion, going from Route 6, through the Underground Path, and

Route 5 to reach the city. Be sure to exchange your BIKE

VOUCHER for a Bicycle at the Bike Shop if you haven't yet! It's not

necessary to complete the game, but it seriously cuts down on

traveling time. And now that you have Cut, it's possible to

unblock that tree to the east of Cerulean. Head east from the

tree to Route 9 and challenge the first trainer you see there!

JR. TRAINER(f) $360

Oddish, level 18- Absorb, Poisonpowder, Stun Spore (300 EXP.)

Bellsprout, level 18- Growth, Wrap, Poisonpowder, Sleep Powder (324 EXP.)

Oddish, level 18- Absorb, Poisonpowder, Stun Spore (300 EXP.)

Bellsprout, level 18- Growth, Wrap, Poisonpowder, Sleep powder (324 EXP.)

Lots of Grass here. Perhaps you should purchase an

ANTIDOTE before you go any further. Hop down two ledges from here to

collect TM30:Teleport. This move works like an Escape Rope, but

if you already have Dig, you don't need this TM because it

doesn't do anything in battle. Fight the nearby Hiker.

HIKER $700

Machop, level 20- Karate Chop, Low Kick (376 EXP.)

Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)

Head right past the Hiker, up the ledge, then go all the

way to the lower-right portion of the route to fight another Hiker.

HIKER $735

Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)

Onix, level 21- Tackle, Screech, Bind, Rock Throw (486 EXP.)

Go back to the left and up two successive ledges to

challenge a different trainer next to a sign. NOTE: In Yellow,

you might recognize this trainer from the TV show!

Red/Blue:

JR. TRAINER(m) $420

Growlithe, level 21- Bite, Roar, Ember (409 EXP.)

Charmander, level 21- Scratch, Growl, Ember, Leer (292 EXP.)

Yellow:

YOUNGSTER $360

Sandshrew, level 24- Scratch, Sand-Attack, Slash, Fissure (477 EXP.)

North of him is a dedicated Bug Catcher.

BUG CATCHER $190

Beedrill, level 19- Fury Attack, Focus Energy (646 EXP.)

Beedrill, level 19- Fury Attack, Focus Energy (646 EXP.)

To the left of the Bug Catcher is a big patch of grass to

catch Pokemon in.

ROUTE 9 Wild Pokemon

Rattata- Very Common (R,B,Y)

Raticate- Common (Y)

Spearow- Very Common (R,B,Y)

Fearow- Rare (Y)

Nidoran(f)- Very Common (Y)

Nidorina- Common (Y)

Nidoran(m)- Very Common (Y)

Nidorino- Common (Y)

Ekans- Common (R)

Sandshrew- Common(B)

Raticate, Fearow, Nidorina, and Nidorino could be Pokemon

of interest if you want to speed up your Pokedex collection in

Yellow. From the grass, head back east, down two ledges, then

east and up a ledge to fight another trainer.

BUG CATCHER $200

Red/Blue:

Caterpie, level 20- Tackle, String Shot (226 EXP.)

Weedle, level 20- Poison Sting, String Shot (222 EXP.)

Venonat, level 20- Tackle, Disable (321 EXP.)

Yellow:

Caterpie, level 20- Tackle, String Shot (226 EXP.)

Weedle, level 20- Poison Sting, String Shot (222 EXP.)

Venonat, level 20- Tackle, Disable, Confusion, Poisonpowder (321 EXP.)

Up a shade and to the left to the next trainer.

JR. TRAINER(m) $380

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

Diglett, level 19- Scratch, Growl, Dig (328 EXP.)

Ekans, level 19- Wrap, Leer, Poison Sting, Bite (252 EXP.)

Sandshrew, level 19- Scratch, Sand-Attack, Slash (378 EXP.)

There's a tiny patch of grass northeast, but there aren't

any new Pokemon. Go back east and up the ledge above the Bug

Catcher to challenge the Hiker.

HIKER $700

Geodude, level 20- Tackle, Defense Curl, Rock Throw (367 EXP.)

Machop, level 20- Karate Chop, Low Kick (376 EXP.)

Geodude, level 20- Tackle, Defense Curl, Rock Throw (367 EXP.)

Go east from him, and hop down the ledge for another fight.

JR. TRAINER(f) $460

Meowth, level 23- Scratch, Growl, Bite, Pay Day (339 EXP.)

Now you can head east from her to Route 10 to investigate

the large grass patch to the right.

ROUTE 10 Wild Pokemon

Land:

Rattata- Very Common (R,B,Y)

Spearow- Very Common (R,B), Common (Y)

Nidoran(f)- Very Common (Y)

Nidoran(m)- Very Common (Y)

Ekans- Common (R)

Sandshrew- Common (B)

Machop- Rare (Y)

Magnemite- Common (Y)

Voltorb- Common (R,B)

Water:

Poliwag- Very Common (R,B,Y)

Poliwhirl- Common (R,B,Y)

Slowpoke- Very Common (R,B)

Magikarp- Very Common (R,B,Y)

The only real points of interest in these routs are the new

Electric-types. In Red/Blue, look hard for the Voltorb, and in

Yellow, look hard for the Magnemite. Don't worry; they are

eventually available in all versions. The water path to the

north leads around to a different area, but you can't access it

yet; be sure to come back here after you learn Surf! Head south

to the Poke Center and heal up to prepare for the long tunnel

ahead. Go around the trees west of the Center and fight the

trainer right before the tunnel.

JR. TRAINER(f) $400

Red/Blue:

Pikachu, level 20- Thundershock, Growl, Thunder Wave, Quick Attack (351 EXP.)

Clefairy, level 20- Pound, Growl, Sing, Doubleslap (291 EXP.)

Yellow:

Jigglypuff, level 20- Sing, Pound, Disable, Defense Curl (325 EXP.)

Clefairy, level 20- Pound, Growl, Sing, Doubleslap (291 EXP.)

Enter the cave opening north to begin your trek through the

very long and treacherous Rock Tunnel. Be prepared to fight a

lot of Rock and Ground-type Pokemon.

ROCK TUNNEL Wild Pokemon (all floors)

Zubat- Very Common (R,B,Y)

Machop- Common (R,B,Y)

Geodude- Very Common (R,B,Y)

Onix- Common (R,B), Common (Y, 2nd Basement and lower)

There are a couple new obvious Pokemon here, namely Onix

and Machop. Be sure to pick them up and decide whether or not you

want to add Machop to your party. Rock Tunnel is also very

dark; it's possible to get through the tunnel without Flash but it's

difficult, so you'd do best to bring along an Electric Pokemon

to use Flash so you can see. If you're using Pikachu, this could

be a tough cave for him! Best to use your supporting Pokemon to

get through this cave instead. Go southeast from the entrance to

find the first trainer here.

POKeMANIAC $1150

Red/Blue:

Cubone, level 23- Growl, Bone Club (427 EXP.)

Slowpoke, level 23- Confusion, Disable, Headbutt (487 EXP.)

Yellow:

Cubone, level 23- Growl, Bone Club, Tail Whip, Headbutt (427 EXP.)

Slowpoke, level 23- Confusion, Disable, Headbutt (487 EXP.)

This Pokemaniac uses a clever combination that cancels his

two Pokemon's weaknesses out, but a Grass-type can easily handle

them both. Go east from the trainer, then north to take the

ladder down. In this large room, head southwest to find the

path and be challenged again.

POKeMANIAC $1250

Slowpoke, level 25- Confusion, Disable, Headbutt (529 EXP.)

Go left again and take the north path in the fork (the left

path just leads to a dead end) and you'll be attacked by another

trainer.

JR. TRAINER(f) $440

Oddish, level 22- Absorb, Poisonpowder, Stun Spore, Sleep Powder (367 EXP.)

Bulbasaur, level 22- Growl, Leech Seed, Vine Whip, Poisonpowder (301 EXP.)

And northeast of her is another PokeManiac!

POKeMANIAC $1100

Red/Blue:

Charmander, level 22- Growl, Ember, Leer, Rage (306 EXP.)

Cubone, level 22- Growl, Bone Club (409 EXP.)

Yellow:

Charmander, level 22- Growl, Ember, Leer, Rage (306 EXP.)

Cubone, level 22- Growl, Bone Club, Tail Whip, Headbutt (409 EXP.)

Continue northeast along the path until you get to another

fork. Go all the way north to challenge a trainer.

HIKER $700

Machop, level 20- Karate Chop, Low Kick (376 EXP.)

Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)

Go around the slab of rock to the south to fight another

Hiker.

HIKER $875

Geodude, level 25- Tackle, Defense Curl, Rock Throw, Selfdestruct (460 EXP.)

Hiker's Geodude likes to bomb itself, so perhaps you should

save before challenging him in case one of your Pokemon gets

knocked out. Take the ladder northwest of here to go down to

the second basement. Another giant slab of rock! Challenge the two

Hikers here.

HIKER $665

Geodude, level 19- Tackle, Defense Curl, Rock Throw (349 EXP.)

Machop, level 19- Karate Chop (357 EXP.)

Geodude, level 19- Tackle, Defense Curl, Rock Throw (349 EXP.)

Geodude, level 19- Tackle, Defense Curl, Rock Throw (349 EXP.)

HIKER $700

Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)

Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)

Geodude, level 20- Tackle, Defense Curl, Rock Throw (367 EXP.)

Head east from here and challenge a third Hiker below the

next ladder.

HIKER $735

Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)

Graveler, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (603 EXP.)

Take the next ladder down above the Hiker. Go directly

left to challenge a trainer on this floor.

JR. TRAINER(f) $420

Jigglypuff, level 21- Sing, Pound, Disable, Defense Curl (342 EXP.)

Pidgey, level 21- Gust, Sand-Attack, Quick Attack, Whirlwind (247 EXP.)

Meowth, level 21- Scratch, Growl, Bite, Pay Day (310 EXP.)

Go straight left from her to challenge another Hiker.

HIKER $735

Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)

Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)

Graveler, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (603 EXP.)

This is probably the toughest trainer so far, especially

since your Pokemon are tired out by now. Remember to save when

you can and to use those leftover Potions you most likely have.

Go northwest from the Hiker to be challenged by a PokeManiac.

POKeMANIAC $1000

Slowpoke, level 20- Confusion, Disable (423 EXP.)

Slowpoke, level 20- Confusion, Disable (423 EXP.)

Slowpoke, level 20- Confusion, Disable (423 EXP.)

Take the ladder down above the PokeManiac. Almost there!

Challenge the two female trainers you see here first.

JR. TRAINER(f) $440

Bellsprout, level 22- Wrap, Poisonpowder, Sleep Powder, Stun Spore (396 EXP.)

Clefairy, level 22- Pound, Growl, Sing, Doubleslap (319 EXP.)

JR. TRAINER(f) $380

Pidgey, level 19- Gust, Sand-Attack, Quick Attack, Whirlwind (223 EXP.)

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

Bellsprout, level 19- Growth, Wrap, Poisonpowder, Sleep powder (342 EXP.)

Follow the path straight left and challenge the final

trainer in Rock Tunnel.

JR. TRAINER(f) $400

Meowth, level 20- Scratch, Growl, Bite, Pay Day (295 EXP.)

Oddish, level 20- Absorb, Poisonpowder, Stun Spore, Sleep Powder (333 EXP.)

Pidgey, level 20- Gust, Sand-Attack, Quick Attack, Whirlwind (235 EXP.)

Go left a tiny bit, then down past the sign to free

yourself from Rock Tunnel! You're still not quite safe yet.

Now on the other side of Route 10, talk the girl right next

to the cave exit to challenge her.

JR. TRAINER(f) $420

Pidgey, level 21- Gust, Sand-Attack, Quick Attack, Whirlwind (247 EXP.)

Pidgeotto, level 21- Gust, Sand-Attack, Quick Attack, Whirlwind (508 EXP.)

Head to the right from her and you should see a strange

bush; press A facing it to get a MAX ETHER. Go back left past

her to fight a Hiker.

HIKER $735

Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)

Onix, level 21- Tackle, Screech, Bind, Rock Throw (486 EXP.)

...And hop down the ledge below to challenge one more.

HIKER $665

Onix, level 19- Tackle, Screech, Bind, Rock Throw (439 EXP.)

Graveler, level 19- Tackle, Defense Curl, Rock Throw (544 EXP.)

Head east to challenge the last trainer before entering the

town below.

POKeMANIAC $1000

Red/Blue:

Cubone, level 20- Growl, Bone Club (372 EXP.)

Slowpoke, level 20- Confusion, Disable (423 EXP.)

Yellow:

Cubone, level 20- Growl, Bone Club, Tail Whip, Headbutt (372 EXP.)

Slowpoke, level 20- Confusion, Disable (423 EXP.)

Congratulations, you've made it to Lavender Town! Before

doing anything else, head straight to the Poke Center which I'm

sure you need to use.

Lavender is a sad, sad town (it's the grave site of

deceased Pokemon). If you go to the Pokemon Volunteer house in the

middle, you'll find that Mr. Fuji, leader of the club, isn't

there. There is a Poke Mart in this town that finally sells

Great Balls!

Lavender Town Poke Mart:

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

Great Balls are more expensive than Poke Balls, but they

catch Pokemon with much greater consistency. The house directly

south of the Volunteer House is the Name Rater. This man will

change the nickname of your Pokemon if you want to. Traded

Pokemon can't have their names changed if you're not the

Original Trainer of the Pokemon, however.

The main draw of Lavender Town is the Pokemon Tower, the

place where all deceased Pokemon are laid to rest. All the

Pokemon in the tower are ghosts though, and they can't be

revealed until you get the Silph Scope, so there's no point in

scaling the tower yet. The route that goes south of Lavender

leads to Fuchsia, but you don't have the items to get through

that route either; instead, head west from Lavender to Route 8.

There's a trainer directly southwest from the entrance;

challenge her first.

LASS $330

Clefairy, level 22- Pound, Growl, Sing, Doubleslap (319 EXP.)

Clefairy, level 22- Pound, Growl, Sing, Doubleslap (319 EXP.)

And there's a trainer directly west of her.

GAMBLER $1680

Growlithe, level 24- Bite, Roar, Ember, Leer (468 EXP.)

Vulpix, level 24- Ember, Tail Whip, Quick Attack, Roar (324 EXP.)

The Gamblers are back again! There is a large patch of

grass behind a cuttable tree to the left, but take care of the

rest of the trainers around it first. Challenge the Super Nerd

northwest of the Gambler.

SUPER NERD $550

Grimer, level 22- Pound, Disable (423 EXP.)

Muk, level 22- Pound, Disable (739 EXP.)

Grimer, level 22- Pound, Disable (423 EXP.)

To the left of the Super Nerd are a group of four trainers,

all standing in a line.

LASS $345

Red/Blue:

Nidoran(f), level 23- Tackle, Scratch, Poison Sting, Tail Whip (289 EXP.)

Nidorina, level 23- Tackle, Scratch, Poison Sting, Tail Whip (576 EXP.)

Yellow:

Nidoran(f), level 23- Scratch, Double Kick, Poison Sting, Tail Whip (289 EXP.)

Nidorina, level 23- Tackle, Scratch, Double Kick, Poison Sting (576 EXP.)

SUPER NERD $650

Koffing, level 26- Tackle, Smog (634 EXP.)

LASS $360

Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)

Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)

Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)

LASS $285

Red/Blue:

Pidgey, level 19- Gust, Sand-Attack, Quick Attack, Whirlwind (223 EXP.)

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

Nidoran(m), level 19- Leer, Tackle, Horn Attack, Poison Sting (243 EXP.)

Meowth, level 19- Scratch, Growl, Bite, Pay Day (280 EXP.)

Pikachu, level 19- Thundershock, Growl, Thunder Wave, Quick Attack (333 EXP.)

Yellow:

Pidgey, level 19- Gust, Sand-Attack, Quick Attack, Whirlwind (223 EXP.)

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

Nidoran(f), level 19- Tackle, Scratch, Double Kick, Poison Sting (240 EXP.)

Meowth, level 19- Scratch, Growl, Bite, Pay Day (280 EXP.)

Nidoran(m), level 19- Tackle, Horn Attack, Double Kick, Poison Sting (243 EXP.)

Now cut through the tree to look in the grasses of Route 8.

ROUTE 8 Wild Pokemon

Pidgey- Very Common (R,B,Y)

Pidgeotto- Rare (Y)

Rattata- Very Common (Y)

Ekans- Common (R)

Sandshrew- Common (B)

Vulpix- Common (B)

Jigglypuff- Common (Y)

Meowth- Very Common (B)

Mankey- Very Common (R)

Growlithe- Common (R)

Abra- Common (Y)

Kadabra- Rare (Y)

In Red and Blue, this is the principal route of the

version-exclusive Pokemon! Ekans, Vulpix (for the first time),

and Mankey in Red, and Sandshrew, Meowth, and Growlithe (for the

first time) in Blue. Catch your new version exclusive Fire

Pokemon and you should be done here. Vulpix and Growlithe can

greatly aid you in the next gym battle, by the way. In Yellow,

Kadabra is catchable for the first time! If you didn't bother

to train up an Abra from earlier, now is the perfect time to

capture its evolved form to make it one of your own.

After that, continue west. There's another guard house

like the one on Route 5 from before, the road's still closed.

Challenge the Gambler near the guard house.

GAMBLER $1540

Poliwag, level 22- Bubble, Hypnosis, Water Gun (363 EXP.)

Poliwag, level 22- Bubble, Hypnosis, Water Gun (363 EXP.)

Poliwhirl, level 22- Bubble, Hypnosis, Water Gun (616 EXP.)

And battle the trainer north of him.

SUPER NERD $500

Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)

Koffing, level 20- Tackle, Smog (487 EXP.)

Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)

Magnemite, level 20- Tackle (381 EXP.)

North of the Super Nerd is another Underground Path, this

one leading from Route 8 to Route 7, which is right next to

Celadon City.

ROUTE 7 Wild Pokemon

Pidgey- Very Common (R,B,Y)

Pidgeotto- Rare (Y)

Rattata- Very Common (Y)

Oddish- Common (R)

Bellsprout- Common (B)

Vulpix- Common (B)

Jigglypuff- Common (Y)

Meowth- Very Common (B)

Mankey- Very Common (R)

Growlithe- Common (R)

Abra- Common (Y)

Kadabra- Rare (Y)

The wild Pokemon here are pretty much the same as the

previous route, just with Oddish and Bellsprout substituting for

Ekans and Sandshrew. Simply head up the ledge and to the left

to reach Celadon City!

CELADON CITY Wild Pokemon:

Water:

Poliwhirl- Common (R,B,Y)

Slowpoke- Common (R,B)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Celadon is a really big city, home of many events and

things to do. First thing you should probably do is check out the

Poke Center close to the entrance. After that, exit the Center and

to the left, you should see a narrow path leading up between the

Center and some trees. Take that path up, behind the houses and

to the left. Go up another opening, and you should see a back

entrance to a big building. Enter, climb the three flights of

stairs and enter the little room. The Poke Ball on the table

contains an Eevee! Eevee can be evolved into one of 3 Pokemon

(a Water-type, Electric-type, or Fire-type), and it can fill in a

missing type on your team. Plus, you get it at level 25, so you

won't have to train it that much from the beginning!

Now return back out of the building and back to where the

Center is. Head straight left from here and you should see the

Pokemon Mansion, the place you were before with the back

entrance. You can explore it if you want; there are no more

items to get. And left of the Mansion is a giant Poke Mart!

This is the biggest Mart of the game, and contains lots of items

that should cater to your needs.

Celadon City Poke Mart:

1F: SERVICE COUNTER

2F: TRAINER'S MARKET

1st Attendant:

TM32:Double Team- $1000

TM33:Reflect- $1000

TM02:Razor Wind- $2000

TM07:Horn Drill- $2000

TM37:Egg Bomb- $2000

TM01:Mega Punch- $3000

TM05:Mega Kick- $3000

TM09:Take Down- $3000

TM17:Submission- $3000

2nd Attendant:

Great Ball- $600

Super Potion- $700

Revive- $1500

Super Repel- $500

Antidote- $100

Burn Heal- $250

Ice Heal- $250

Awakening- $200

Parlyz Heal- $200

3F: TV GAME SHOP

4F: WISEMAN GIFTS

Poke Doll- $1000

Fire Stone- $2100

Thunder Stone- $2100

Water Stone- $2100

Leaf Stone- $2100

5F: DRUG STORE

1st Attendant:

HP Up- $9800

Protein- $9800

Iron- $9800

Carbos- $9800

Calcium- $9800

2nd Attendant:

X Accuracy- $950

Guard Spec.- $700

Dire Hit- $650

X Attack- $500

X Defend- $550

X Speed- $350

X Special- $350

ROOFTOP SQUARE

Vending Machine:

Fresh Water- $200

Soda Pop- $300

Lemonade- $350

Look through the second floor items first off; you should

probably stock up on Great Balls and Super Potions if you

haven't already. There are quite a few TMs being sold, but the moves

themselves are not very useful and it's best not to waste your

money on them for now. There aren't any items being sold on the

third floor, but talk to the man behind the counter to get

TM18:Counter! This is a move that supposedly reflects back the

damage inflicted on the defending Pokemon back onto the

opponent, but there is a problem with this move that is defined in the

Battle Strategy Guide.

The fourth floor contains all the important stones. There

are certain Pokemon that evolve only with these stones; these

Pokemon are:

Pikachu-> Raichu (Thunder Stone, Red/Blue versions ONLY)

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) OR Jolteon (Thunder Stone), OR Flareon (Fire

Stone)

And of course, the Moon Stone evolution Pokemon have

already been covered. Remember, the only way to complete

your Pokedex is to purchase the stones they evolve with! You

can also purchase a Poke Doll here, but you won't need one

until later.

The fifth floor's first attendant sells drugs, or stat-

enhancers. They are expensive, but are vital to giving your

Pokemon the best possible stats. These are discussed in detail

in the Battle Strategy Guide. There are also some battle-only

stat increasers you can purchase from the second attendant, but

since they take a full turn in battle to use, they're usually

not necessary.

Head up to the rooftop. There is a thirsty girl here who

will give you TMs if you give her drinks from the vending

machines on this level. Give her Fresh Water and she gives you

TM13:Ice Beam, a very powerful Ice-type attack! Give her Soda

Pop and you get TM48:Rock Slide, which is a great Rock-type

attack. And finally, give her Lemonade and she gives you

TM49:Tri Attack. Be sure to pick up some of the drinks for

yourself to; the Lemonade heals 80 HP per use and only costs

only $350, so it's a much better deal than the Super Potion. You

also need to hold on to at least one drink for use later in the game

to fulfill a special purpose.

Now that you've thoroughly explored the Poke Mart, head out

and now walk (or bike) all the way to the lower-right corner of

the city. In one of these small houses there is a bar. Talk to

the man in glasses in the upper-left corner to get a free COIN

CASE. You need this for our next stop, the Game Corner. It's

directly right of the small lake in the middle of the city, and

the Prize Exchange building is right next to it.

Game Corner Prize Exchange (Red/Blue versions):

1st Window:

Abra- 120 coins

Clefairy- 750 coins

Nidorino(Blue), Nidorina(Red)- 1200 coins

2nd Window:

Pinsir(Blue), Scyther(Red)- 2500 coins

Dratini- 4600 coins

Porygon- 6500 coins(Blue), 9999 coins(Red)

3rd Window:

TM23:Dragon Rage- 3300 coins

TM15:Hyper Beam- 5500 coins

TM50:Substitute- 7700 coins

Game Corner Prize Exchange (Yellow version):

1st Window:

Abra- 230 coins

Vulpix- 1000 coins

Wigglytuff- 2680 coins

2nd Window:

Scyther- 6500 coins

Pinsir- 6500 coins

Porygon- 9999 coins

3rd Window:

TM23:Dragon Rage- 3300 coins

TM15:Hyper Beam- 5500 coins

TM50:Substitute- 7700 coins

The Game Corner is where you spend your money to buy coins

to play the slot machines, and to hopefully gain enough coins to

get a good prize in the Prize Exchange. You need a Coin Case to

play at all, though, and then you can buy 50 coins for $1000.

Before you buy any, though, check around the floor of the Game

Corner and talk to a few gamblers to get a few hundred coins to

start you out with. Playing the slot machines is pretty easy;

just put 1, 2, or 3 coins into the slot and roll. The more

coins you put in, the better chances you have of winning. Be sure to

save your game beforehand so you can try again if you have bad

luck. You may also notice that the slots in the Yellow version

look quite different!

There are some nice prizes in the Prize Exchange, but the

one you should be aiming for is Porygon since you can get all

the other Pokemon outside of the Game Corner. And since you

probably won't get 9,999 coins (6,500 in Blue) by playing the slots,

you may have to just fork over the $200,000 to buy that many! Don't

worry; there's no hurry. Whether or not you want to try to get

one of the somewhat-powerful TMs available is up to you.

You may have noticed a few Team Rocket members lurking

around Celado., The reason for this is that they're trying to

make business by buying shipments of Pokemon and selling them

off at the Game Corner (you find this out in the house next to the

bar). We can't let this go on any further, can we? Talk to the

Rocket member looking at the sign near the coin counter. He'll

challenge you to a fight!

ROCKET $600

Raticate, level 20- Tackle, Tail Whip, Quick Attack, Hyper Fang (496 EXP.)

Zubat, level 20- Leech Life, Screech, Supersonic, Bite (231 EXP.)

If you have trouble with him, you're hopeless to beat Team

Rocket. After he leaves, press A next to the poster on the wall

to find a hidden switch! Press it to reveal Team Rocket's

secret hideout. Go right from the poster to go down the opened

stairway.

Battle the first Rocket southeast of the steps.

ROCKET $630

Drowzee, level 21- Pound, Hypnosis, Disable, Confusion (459 EXP.)

Machop, level 21- Karate Chop, Low Kick (396 EXP.)

There's a gate to the south, so go left instead to fight

another Rocket down the hallway.

ROCKET $630

Raticate, level 21- Tackle, Tail Whip, Quick Attack, Hyper Fang (522 EXP.)

Raticate, level 21- Tackle, Tail Whip, Quick Attack, Hyper Fang (522 EXP.)

The item south of this Rocket behind the table is an ESCAPE

ROPE. You can't do anything more on this floor at the moment,

so go back to the staircases and take the one down. Go down and

fight the Rocket to the left.

ROCKET $510

Zubat, level 17- Leech Life, Screech, Supersonic, Bite (196 EXP.)

Koffing, level 17- Tackle, Smog (414 EXP.)

Grimer, level 17- Pound, Disable (327 EXP.)

Zubat, level 17- Leech Life, Screech, Supersonic, Bite (196 EXP.)

Raticate, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (421 EXP.)

To the left of this Rocket is a floor-sliding puzzle, one

of the many traps the Rockets like to use. There are two arrows

leading left. Take the bottom one to go completely to the left.

When you stop, grab the item in the small niche to the south;

it's the final Moon Stone! Go back to where you stopped, and

snake your way along the top wall to the end to get a NUGGET.

Again, head back to where you stopped, go down a tad, then take

the arrow right. Grab TM07:Horn Drill there if you want. Go

right and down, take the left going-down arrow, and right two

spaces to step onto a right arrow that takes you a little

southeast. Take the left arrow to go a little southwest. If

you want to get another item, take the southern arrow left and it'll

take you to behind a wall. Go to the bottom-left corner and

take the farthest-right arrow up, then grab the SUPER POTION. Return

to where the two arrows were facing left, and take the top one.

Take the right arrow right below it to exit the maze.

There is an elevator to the right which gives access to the

bottom floor (your destination), but you need a key to activate

it. Take the stairway going up to another floor. Challenge the

Rocket directly to your left.

ROCKET $570

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

Raticate, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (471 EXP.)

Raticate, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (471 EXP.)

Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)

And take on the Rocket north of him.

ROCKET $600

Grimer, level 20- Pound, Disable (385 EXP.)

Koffing, level 20- Tackle, Smog (487 EXP.)

Koffing, level 20- Tackle, Smog (487 EXP.)

Go left of this Rocket to get a HYPER POTION! This is a

great item that heals up to 200 HP in battle. Now return back

downstairs, and back to the floor with the maze. To the left of

the staircase is a little shortcut you can take with arrows

pointing up. This leads back to the beginning of the maze and a

Rocket you've already defeated. Go down the staircase that you

haven't been down yet. On this floor, challenge the Rocket to

the south.

ROCKET $630

Machop, level 21- Karate Chop, Low Kick (396 EXP.)

Machop, level 21- Karate Chop, Low Kick (396 EXP.)

Take the winding path below this Rocket to get TM10:Double-

Edge. Now go back left of the staircase, where you will find

another maze. Enter the small narrow path to the south and take

the first arrow down, so you can get a RARE CANDY in the little

niche. Take the nearby arrow up, then go up and around the wall

to the left. At the arrows facing left and right, take the left

one, then down to where there are four successive arrows facing

right. Take the one second from bottom. This leads you

directly into the path of a waiting Rocket.

ROCKET $600

Rattata, level 20- Tackle, Tail Whip, Quick Attack, Hyper Fang (243 EXP.)

Raticate, level 20- Tackle, Tail Whip, Quick Attack, Hyper Fang (496 EXP.)

Drowzee, level 20- Pound, Hypnosis, Disable, Confusion (436 EXP.)

Go south from this Rocket and right around the wall to

another staircase leading down. Go to the little room to the

left to get an HP UP. Head north along the hall, and fight the

lone Rocket in the room to the left.

ROCKET $630

Koffing, level 21- Tackle, Smog (513 EXP.)

Zubat, level 21- Screech, Supersonic, Bite, Confuse Ray (243 EXP.)

Talk to the Rocket after you defeat him and he drops the

crucial LIFT KEY (in Yellow, it drops automatically)! The item

on the other side of the table is TM02:Razor Wind. Now you need

to backtrack back to the elevator you couldn't activate before.

To do this, first head back up the stairs you just took, take

the arrows to the left up, go up another flight of stairs, and

navigate the maze again on this floor. Refer to the part

earlier in the guide if you need help. When you reach the elevator

(there's an opening in the wall that makes it easy to see where

it is), you can now select the floor you wish to go to. Select

the B4F. This next part is a little different between Red/Blue

and Yellow.

RED/BLUE: There are two Rocket guards to the north; you need to

defeat them both the unlock the door. Take preparations; these

guards are a little tougher then the Grunts you've faced so far.

ROCKET $690

Ekans, level 23- Wrap, Leer, Poison Sting, Bite (304 EXP.)

Sandshrew, level 23- Scratch, Sand-Attack, Slash (457 EXP.)

Arbok, level 23- Wrap, Leer, Poison Sting, Bite (724 EXP.)

ROCKET $690

Sandshrew, level 23- Scratch, Sand-Attack, Slash (457 EXP.)

Ekans, level 23- Wrap, Leer, Poison Sting, Bite (304 EXP.)

Sandslash, level 23- Scratch, Sand-Attack, Slash (802 EXP.)

And with that, the door opens and you come face-to-face

with the boss of Team Rocket for the first time, Giovanni! He is the

most powerful Rocket out there, so take caution!

GIOVANNI $2871 (uses Guard Spec.)

Onix, level 25- Screech, Bind, Rock Throw, Rage (577 EXP.)

Rhyhorn, level 24- Horn Attack (693 EXP.)

Kangaskhan, level 29- Comet Punch, Rage, Bite (1087 EXP.)

Giovanni's Onix and Rhyhorn should be simple enough to take

out; they're both Rock/Ground types, so they're incredibly weak

to Water and Grass-type attacks. Kangaskhan looks scary at

level 29, but its attacks are not the strongest; just use your most

powerful attacks against it to take it down. As a final note,

Giovanni likes to use Guard Spec., which negates all stat-

reducing moves used against him. After you defeat him, he

disappears and leaves behind SILPH SCOPE. This is the item that

reveals the ghosts in Pokemon Tower in Lavender Town.

YELLOW: As soon as you walk toward the open door where Giovanni

is, Jessie and James come to interrupt your plans! Let's show

them your power.

ROCKET $750

Koffing, level 25- Tackle, Smog (610 EXP.)

Meowth, level 25- Growl, Bite, Pay Day, Screech (369 EXP.)

Ekans, level 25- Leer, Poison Sting, Bite, Glare (331 EXP.)

Jessie and James will try to mess up your Pokemon, pretty

much. Smog poisons your Pokemon sometimes, Pay Day steals

money, and Glare paralyzes. Still, if you attack them head-on before

they can inflict their status conditions on you, you should tear

them apart.

GIOVANNI $2871 (uses Guard Spec.)

Onix, level 25- Screech, Bind, Rock Throw, Rage (577 EXP.)

Rhyhorn, level 24- Horn Attack (693 EXP.)

Persian, level 29- Growl, Bite, Pay Day, Screech (919 EXP.)

Giovanni is pretty much the same here as in Red/Blue,

except he uses Persian, the evolved form of Meowth, instead of

Kangaskhan. Persian is a fast cat that can be deadly. If you

have any Fighting-type moves, use it against Persian. Pick up

the SILPH SCOPE after beating Giovanni.

All you have to do now is exit. Head south out of this

room and go left, where there is an item on a table. This item is

IRON, which increases one of your Pokemon's Defense. Head back

to the elevator and to the BF1. Looks like there's one more

Rocket to beat before you're out of here.

ROCKET $660

Grimer, level 22- Pound, Disable (423 EXP.)

Koffing, level 22- Tackle, Smog (537 EXP.)

And with that, the door above opens and you can take the

staircase up out of the secret hideout. Head back to the Poke

Center for a little bit, then gear yourself up for the Celadon

City Gym! To get to the gym, you need to go to the bottom

right-hand corner of the city, where you can see an odd tree you can

use Cut on. Do so, head all the way left, then up the ledge to

where the gym is.

CELADON CITY GYM

Style: Grass

Grass is the name of the game of this gym, and so

obviously, Fire types are the Pokemon of choice here. But unless

you chose Charmander as your starter, you'll have needed to train up

either a Vulpix, Growlithe, or Flareon to have the best advantage.

Ground-types are second-best because they are super-effective

against Poison-types (most Grass-types have a secondary Poison-

type), but Grass is super-effective against them in turn. If

you don't have either, guard yourself well against status effects

and, whatever you do, don't use a Water-type! Finally, watch

closely for any move combos the trainers might use and do your

best to counter them.

There are more trainers guarding the leader, Erika, here

than in previous gyms but it's still best to defeat them all to

gain the most experience. Walk up the middle of the gym to

battle the first two trainers here.

LASS $345

Bellsprout, level 23- Wrap, Poisonpowder, Sleep Powder, Stun Spore (414 EXP.)

Weepinbell, level 23- Wrap, Poisonpowder, Sleep Powder, Stun Spore (744 EXP.)

BEAUTY $1470

Oddish, level 21- Absorb, Poisonpowder, Stun Spore, Sleep Powder (351 EXP.)

Bellsprout, level 21- Wrap, Poisonpowder, Sleep Powder, Stun Spore (378 EXP.)

Oddish, level 21- Absorb, Poisonpowder, Stun Spore, Sleep Powder (351 EXP.)

Bellsprout, level 21- Wrap, Poisonpowder, Sleep Powder, Stun Spore (378 EXP.)

The Lass uses a status-attack + Wrap combo that could drive

you crazy if you don't knock out her Pokemon right away. There

are two more trainers outside the center square; challenge them

next.

JR. TRAINER(f) $480

Bulbasaur, level 24- Growl, Leech Seed, Vine Whip, Poisonpowder (328 EXP.)

Ivysaur, level 24- Growl, Leech Seed, Vine Whip, Poisonpowder (724 EXP.)

BEAUTY $1680

Bellsprout, level 24- Wrap, Poisonpowder, Sleep Powder, Stun Spore (432 EXP.)

Bellsprout, level 24- Wrap, Poisonpowder, Sleep Powder, Stun Spore (432 EXP.)

Bulbasaur/Ivysaur are slightly more dangerous because of

Vine Whip (a strong Grass-type attack) and the Leech Seed +

Poisonpowder combo. You're almost to Erika! Battle the three

trainers surrounding her first.

LASS $345

Oddish, level 23- Absorb, Poisonpowder, Stun Spore, Sleep Powder (384 EXP.)

Gloom, level 23- Absorb, Poisonpowder, Stun Spore, Sleep Powder (649 EXP.)

BEAUTY $1820

Exeggcute, level 26- Barrage, Hypnosis, Reflect (546 EXP.)

COOLTRAINER(f) $840

Weepinbell, level 24- Wrap, Poisonpowder, Sleep Powder, Stun Spore (775 EXP.)

Gloom, level 24- Absorb, Poisonpowder, Stun Spore, Sleep Powder (678 EXP.)

Ivysaur, level 24- Growl, Leech Seed, Vine Whip, Poisonpowder (724 EXP.)

As you can see, CoolTrainers are tougher than your average

trainer! She should be a test of your abilities; if you can

beat her no problem, then go ahead and challenge Erika. If not, your

Pokemon are underleveled and you need to go back and train on

the previous routes some more. When you're ready, talk to Erika to

begin your fourth gym leader battle!

GYM LEADER Erika (uses Super Potion) TM21:Mega Drain, Rainbow Badge

Red/Blue: $2871

Victreebel, level 29- Wrap, Poisonpowder, Sleep Powder, Razor Leaf (1186 EXP.)

Tangela, level 24- Constrict, Bind, (853 EXP.)

Vileplume, level 29- Poisonpowder, Mega Drain, Sleep Powder, Petal Dance (1143

EXP.)

Yellow: $3168

Tangela, level 30- Constrict, Bind, Vine Whip, Mega Drain (1066 EXP.)

Weepinbell, level 32- Sleep Powder, Stun Spore, Acid, Razor Leaf (1035 EXP.)

Gloom, level 32- Acid, Stun Spore, Sleep Powder, Petal Dance (904 EXP.)

After taking down all the previous trainers in this gym,

you should have an idea of what to expect here, although it still

may be the hardest gym leader battle so far. In Red/Blue,

Victreebel, the evolution of Weepinbell, is the first Pokemon.

Erika's general preference is to put your Pokemon to sleep and

then pound you with attacks; in Victreebel's case, it's Razor

Leaf. To beat her Pokemon, you need to either use Fire-types,

Ice Beam (gotten from the Game Corner), Flying-types, or Ground-

types; you can also use a Grass-type against her to guard

against status effects and beat her down with physical attacks.

Tangela is not a problem since it only knows a couple weak attacks.

Vileplume knows the strongest Grass attack in Petal Dance, but

after she uses it, Vileplume becomes Confused and vulnerable to

attack.

In Yellow, Erika is a little bit better-prepared with her

Grass-types. Tangela is at level 30 and a straight Grass-type,

so you can't use Psychic or Ground to your advantage, and it

knows Mega Drain, a powerful attack that steals your HP (like a

more dangerous Leech Life from Zubat). Weepinbell and Gloom use

Acid as their staple attack (it's Poison-type), and try to

Paralyze or put to sleep your poor Pokemon. The same tactics

apply here as in Red/Blue: You should have at least one Pokemon

at this stage in the game that can have somewhat of an advantage

against them, and that includes Flying, Ground, Psychic, Fire,

or Ice attacks.

You are now more closer to reaching your goal than ever!

Beating Erika gives you the TM21:Mega Drain (a good Grass-type

attack but not as useful as Razor Leaf), lots of money, and the

fourth badge.

________________________________________________________________

6. Soul Badge

Now you have a choice as to where you want to go next on

your journey. You can either head straight to Fuchsia and get

the badge by the Cycling Road or Routes 12-15, or get the badge

at Saffron first (although you need to beat Team Rocket at both

the Pokemon Tower before you do either). In this walkthrough,

we will first take out Team Rocket at the Pokemon Tower in Lavender

Town, then get the Fuchsia badge, then deal with Saffron.

Hi-tail back through the underground path east to Lavender,

and enter Pokemon Tower. There appear to be a lot of sad people

here! Head up the steps to the right. Who's that up there?

It's your old pal! Be prepared; he's made quite a few changes

since we've last met.

RIVAL Gary

Red/Blue: $1625

Pidgeotto, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (604 EXP.)

Growlithe, level 23- Bite, Roar, Ember, Leer (447 EXP.)

Exeggcute, level 22- Barrage, Hypnosis (465 EXP.)

Kadabra, level 20- Teleport, Confusion, Disable (621 EXP.)

Wartortle, level 25- Tail Whip, Bubble, Water Gun, Bite (769 EXP.)

OR

Pidgeotto, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (604 EXP.)

Gyarados, level 23- Thrash, Tackle, Bite (1054 EXP.)

Growlithe, level 22- Bite, Roar, Ember (429 EXP.)

Kadabra, level 20- Teleport, Confusion, Disable (621 EXP.)

Ivysaur, level 25- Growl, Leech Seed, Vine Whip, Poisonpowder (754 EXP.)

OR

Pidgeotto, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (604 EXP.)

Exeggcute, level 23- Barrage, Hypnosis (483 EXP.)

Gyarados, level 22- Thrash, Tackle, Bite (1008 EXP.)

Kadabra, level 20- Teleport, Confusion, Disable (621 EXP.)

Charmeleon, level 25- Growl, Ember, Leer, Rage (760 EXP.)

Yellow: $1625

Fearow, level 25- Growl, Leer, Fury Attack, Mirror Move (867 EXP.)

Vulpix, level 23- Ember, Tail Whip, Quick Attack, Roar (308 EXP.)

Magnemite, level 22- Tackle, Sonicboom (419 EXP.)

Sandshrew, level 20- Scratch, Sand-Attack, Slash (397 EXP.)

Eevee, level 25- Growl, Tail Whip, Sand-Attack, Quick Attack (492 EXP.)

OR

Fearow, level 25- Growl, Leer, Fury Attack, Mirror Move (867 EXP.)

Magnemite, level 23- Tackle, Sonicboom (438 EXP.)

Shellder, level 22- Tackle, Withdraw, Supersonic, Clamp (466 EXP.)

Sandshrew, level 20- Scratch, Sand-Attack, Slash (397 EXP.)

Eevee, level 25- Growl, Tail Whip, Sand-Attack, Quick Attack (492 EXP.)

OR

Fearow, level 25- Growl, Leer, Fury Attack, Mirror Move (867 EXP.)

Shellder, level 23- Tackle, Withdraw, Supersonic, Clamp (477 EXP.)

Vulpix, level 22- Ember, Tail Whip, Quick Attack, Roar (297 EXP.)

Sandshrew, level 20- Scratch, Sand-Attack, Slash (397 EXP.)

Eevee, level 25- Growl, Tail Whip, Sand-Attack, Quick Attack (492 EXP.)

As you can see, Gary has now established the types he would

like to use on his team. In Red/Blue, he uses the main types:

Flying, Water, Fire, Grass, and Psychic. In Yellow, he uses

Flying, Fire, Water, Ground, and Normal types (although his

Eevee is yet to evolve. In Red/Blue, what his team is depends on what

Pokemon you chose from the start, and in Yellow, what team he

uses depends on whether or not you beat him in the first two

matches against him. Gary should not be challenging right now,

since his levels are far below that of Erika's. This team is

basically a foreshadowing of things to come from him. After you

beat him, make your way left up to the next step to begin your

climb up the tower.

POKeMON TOWER Wild Pokemon

Gastly- Very Common (R,B,Y)

Haunter- Common (R,B,Y)

Cubone- Rare (R,B)

Gastly are everywhere in the Pokemon Tower, but Haunter

(the evolution of Gastly) and Cubone are hard to find. To unlock the

identity of the ghosts in here at all, you need the SILPH SCOPE

from Celadon which you should have already gotten. You will be

fighting mostly Ghost-types here, so you need to know that

Ghosts are immune to Normal and Fighting-type attacks. All this means

is that you need to make sure you use other types of attacks,

and you should be fine. These Ghosts, because they are part Poison

as well, are weak to Ground and Psychic-type attacks.

After going up the first stairwell and getting the hint

from the Channeler about the Silph Scope, head up in this room.

Challenge the Channeler near the item ball.

CHANNELER $690

Gastly, level 23- Lick, Confuse Ray, Night Shade (468 EXP.)

This tower is infested by these possessed Channelers. The

item ball contains an ESCAPE ROPE; grab it, then return and go

south to fight the Channeler directly to the right.

CHANNELER $660

Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)

And challenge the one directly north of her.

CHANNELER $720

Gastly, level 24- Lick, Confused Ray, Night Shade (487 EXP.)

Go around the gravestones to the right and take the next

staircase up. There's a Channeler directly to the left.

CHANNELER $690

Gastly, level 23- Lick, Confuse Ray, Night Shade (468 EXP.)

Gastly, level 23- Lick, Confuse Ray, Night Shade (468 EXP.)

The two item balls in clear view from here contain ELIXER

and AWAKENING. Fight the Channeler that was south of the last

one.

CHANNELER $660

Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)

Grab the useful HP UP in the niche to the south. Northwest

of here is the last Channeler on this floor.

CHANNELER $720

Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)

...And take the staircase up to the left of her! Go east

and fight the Channeler to the north.

CHANNELER $660

Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)

Challenge the Channeler southeast of her.

CHANNELER $690

Haunter, level 23- Lick, Confuse Ray, Night Shade (621 EXP.)

Talk to the Channeler left of her. She won't challenge

you, but instead, she shows you the four-square space she sealed with

white magic! Step into it to heal your Pokemon if you need to,

then challenge the Channeler to the left.

CHANNELER $720

Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)

Grab the NUGGET south of her, and take on the last

Channeler to the south.

CHANNELER $660

Haunter, level 22- Lick, Confuse Ray, Night Shade (594 EXP.)

Now you can go northeast of here to take the next staircase

up. Take on the Channeler to the left.

CHANNELER $660

Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)

Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)

Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)

There is an X ACCURACY right to the south of her. Go all

the way north to fight the next Channeler.

CHANNELER $720

Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)

Head around the gravestones to the left and fight this

Channeler. It's the last one!

CHANNELER $720

Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)

Grab the RARE CANDY blocking the path to the southwest.

Now locate the staircase to the southeast. There is the ghost-form

of the murdered Marowak (Cubone's mother) the townspeople were

talking about here; and if you don't have the Silph Scope, it

doesn't let you pass. If you do have it, however, you reveal

its true form. The Marowak is at level 30 and unfortunately you

can't catch it, so you have to knock it out to lay its soul to

rest. Remember that it's a Ground-type and that Water and

Grass-type attacks are best to use against it.

Go up the staircase to enter the final hall. You've found

Team Rocket! In Red/Blue, take all three of the Grunts out

quickly.

Red/Blue:

ROCKET $750

Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)

Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)

Golbat, level 25- Screech, Supersonic, Bite, Confuse Ray (915 EXP.)

ROCKET $780

Koffing, level 26- Tackle, Smog (634 EXP.)

Drowzee, level 26- Hypnosis, Disable, Confusion, Headbutt (567 EXP.)

ROCKET $690

Zubat, level 23- Screech, Supersonic, Bite, Confuse Ray (265 EXP.)

Rattata, level 23- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (280 EXP.)

Raticate, level 23- Tackle, Tail Whip, Quick Attack, Hyper Fang (571 EXP.)

Zubat, level 23- Screech, Supersonic, Bite, Confuse Ray (265 EXP.)

In Yellow, however, you'll be attacked by Jessie and James

again! They've finally evolved their Ekans and Koffing, but

once again, they just don't have strong enough attacks to pose a

serious threat to you.

Yellow:

ROCKET $810

Meowth, level 27- Growl, Bite, Pay Day, Screech (399 EXP.)

Arbok, level 27- Leer, Poison Sting, Bite, Glare (850 EXP.)

Weezing, level 27- Tackle, Smog (1000 EXP.)

After taking care of the last of the Rockets, you'll see

Mr. Fuji up there. It appears that he came here of his own free

will to pray for Marowak. He takes you to his house, nevertheless,

and talk to him afterwards to get the POKeFLUTE! This is an

important item that not only acts as a permanent AWAKENING, but

is also necessary for further advancement in your adventure.

Your job at Lavender Town is finished, so it's time to

decide how you want to get to Fuchsia. Would you rather take

the Cycling Road west of Celadon City (the faster route) or Routes

12-15 south of Lavender (the longer route but gives you more

experience)? It's your choice; if you feel up for it, you can

do both!

THE CYCLING ROAD (Routes 16-18):

Head back to Celadon City, and go west to Route 16. You

should see a small tree in the narrow route; use Cut on it to

reveal a secret passage! There's a little patch of grass here.

ROUTE 16 Wild Pokemon

Rattata- Very Common (R,B,Y)

Raticate- Common (R,B,Y)

Spearow- Very Common (R,B,Y)

Fearow- Common (R,B,Y)

Ponyta- Common (Y)

Doduo- Common (R,B,Y)

Dodrio- Rare (Y)

ROUTES 17-18 Wild Pokemon:

Land:

Rattata- Very Common (R,B,Y)

Raticate- Common (R,B,Y)

Spearow- Very Common (R,B,Y)

Fearow- Common (R,B,Y)

Ponyta- Common (Y)

Doduo- Common (R,B,Y)

Dodrio- Rare (Y)

Water:

Tentacool- Very Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

The main Pokemon here should be a Doduo; be sure to catch

it, and possibly Dodrio and Ponyta in the Yellow version. The

wild Pokemon stand the same for Routes 16-18, which include all

of Cycling Road. Now west from the patch of grass is the north

part of the guard house; you can enter here! Go to the other

side and enter the cottage. The girl there gives you HM02:Fly!

This is a very useful HM you can teach to all Flying-types to

take you to a town that you've already been to instantly. It's

the ultimate way to skip around the globe.

Return to the patch of grass and down to Cut the tree

again, and to the left you'll find a giant Pokemon blocking the way.

This Pokemon is a level 30 Snorlax, and the only way to move it

out of the way is first by using your Poke Flute you got from

Mr. Fuji to wake it up, then battle it. There are only two Snorlax

in Kanto, so you need to make sure you capture at least one of

them. To do this, you will probably need a lot of Great Balls

and luck. It doesn't help a lot to give it a status ailment

because it uses Rest to cure everything, but you can use that to

your advantage. The best way to capture a Snorlax is by

damaging it until it uses Rest, then hurriedly put some damage on

it and throw some balls at it while it's still asleep. Snorlax

requires time and patience to capture; as long as you've saved

beforehand, however, you'll eventually get him.

After you've either captured or KO'd it, Snorlax is no

longer blocking your way and you can head onto the Cycling Road.

Note that you must have a Bicycle to traverse this route;

otherwise, either get one by using the Bike Voucher obtained in

Vermilion or go to Fuchsia via Routes 12-15 south of Lavender.

At the top of the slope is a whole gang of Bikers that uses all

Poison and Fighting-types; you may want to bring an Antidote or

two. Challenge them all!

BIKER $580

Grimer, level 29- Pound, Disable (558 EXP.)

Koffing, level 29- Tackle, Smog (708 EXP.)

CUE BALL $700

Red/Blue:

Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)

Mankey, level 28- Leer, Karate Chop, Fury Swipes, Focus Energy (444 EXP.)

Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)

Yellow:

Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)

Mankey, level 28- Low Kick, Karate Chop, Fury Swipes, Focus Energy (444 EXP.)

Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)

CUE BALL $725

Red/Blue:

Mankey, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)

Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)

Yellow:

Mankey, level 29- Low Kick, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)

Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)

BIKER $520

Grimer, level 26- Pound, Disable (501 EXP.)

Grimer, level 26- Pound, Disable (501 EXP.)

Grimer, level 26- Pound, Disable (501 EXP.)

Grimer, level 26- Pound, Disable (501 EXP.)

BIKER $660

Weezing, level 33- Tackle, Smog, Sludge (1222 EXP.)

CUE BALL $825

Machop, level 33- Karate Chop, Low Kick, Leer, Focus Energy (621 EXP.)

Having taken care of them, start down the downslope, and

check out the patch of grass to the right where Doduo should be

a little bit more common. There are also a couple more Bikers.

CUE BALL $725

Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)

Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)

CUE BALL $725

Red/Blue:

Mankey, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)

Primeape, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (925 EXP.)

Yellow:

Mankey, level 29- Low Kick, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)

Primeape, level 29- Karate Chop, Fury Swipes, Focus Energy, Rage (925 EXP.)

And there's one more Biker to the left of them.

BIKER $560

Weezing, level 28- Tackle, Smog (1038 EXP.)

Koffing, level 28- Tackle, Smog (684 EXP.)

Weezing, level 28- Tackle, Smog (1038 EXP.)

The path splits to the left and right now. Here are the

trainers you'll face on the left (the center path has none)

BIKER $660

Muk, level 33- Pound, Disable, Poison Gas (1110 EXP.)

CUE BALL $650

Red/Blue:

Mankey, level 26- Scratch, Leer, Karate Chop, Fury Swipes (411 EXP.)

Mankey, level 26- Scratch, Leer, Karate Chop, Fury Swipes (411 EXP.)

Machoke, level 26- Karate Chop, Low Kick, Leer (813 EXP.)

Machop, level 26- Scratch, Leer, Karate Chop, Fury Swipes (489

EXP.)

Yellow:

Mankey, level 26- Leer, Low Kick, Karate Chop, Fury Swipes (411 EXP.)

Mankey, level 26- Leer, Low Kick, Karate Chop, Fury Swipes (411 EXP.)

Machoke, level 26- Karate Chop, Low Kick, Leer (813 EXP.)

Machop, level 26- Leer, Low Kick, Karate Chop, Fury Swipes (489 EXP.)

BIKER $580

Weezing, level 29- Tackle, Smog (1074 EXP.)

Muk, level 29- Pound, Disable (975 EXP.)

And here are the trainers on the right path:

BIKER $580

Voltorb, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (639 EXP.)

Voltorb, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (639 EXP.)

CUE BALL $825

Machoke, level 33- Karate Chop, Low Kick, Leer (1032 EXP.)

CUE BALL $725

Red/Blue:

Primeape, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (925 EXP.)

Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)

Yellow:

Primeape, level 29- Karate Chop, Fury Swipes, Focus Energy, Rage (925 EXP.)

Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)

And both the paths converge onto the center where you'll

face one final trainer.

BIKER $500

Koffing, level 25- (610 EXP.)

Weezing, level 25- (925 EXP.)

Koffing, level 25- (610 EXP.)

Koffing, level 25- (610 EXP.)

Weezing, level 25- (925 EXP.)

The slope finally comes to an end below this trainer. Head

east to the guard house and hop off your bike. If you're in

Red/Blue, be sure to head up the stairs and talk the man there.

He'll offer you to trade your Slowbro for a Lickitung! This is

the only place you can get a Lickitung, so don't hesitate to

trade if you're filling up your Pokedex (just don't use it as

part of your team). In Yellow, though, it's just a Tangela for

Parasect trade, and Parasects are comparatively easy to come by.

In any case, exit east out of this house. There is one final

patch of grass to the south with a few more trainers, but the

wild Pokemon are still the same. These trainers all use Flying-

types.

BIRD KEEPER $725

Spearow, level 29- Leer, Fury Attack, Mirror Move, Drill Peck (360 EXP.)

Fearow, level 29- Growl, Leer, Fury Attack, Mirror Move (1006 EXP.)

BIRD KEEPER $650

Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)

Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)

Fearow, level 26- Growl, Leer, Fury Attack, Mirror Move (901 EXP.)

Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)

BIRD KEEPER $850

Dodrio, level 34- Peck, Growl, Fury Attack, Drill Peck (1150 EXP.)

Directly east from here is Fuchsia City!

THE WALKING ROAD (Routes 12-15):

What follows is a true test of a Pokemon trainer's stamina.

If you can make it through all the trainers on these four routes

in one go, consider yourself well off! However, just to be

safe, have a Pokemon on your team that knows Fly (even if it isn't one

of you fighters) so you can Fly back to Lavender when your team

is hurting. Head south on the docks to the guard house, and get

TM39:Swift from the girl upstairs. Exit the building south to

begin your trek.

ROUTE 12 Wild Pokemon

Land:

Pidgey- Very Common (R,B,Y)

Pidgeotto- Rare (Y)

Oddish- Very Common (R,Y)

Gloom- Common (R,Y)

Venonat- Common (R,B,Y)

Venomoth- Rare (Y)

Bellsprout- Very Common (B,Y)

Weepinbell- Common (B,Y)

Farfetch'd- Common (Y)

Water:

Tentacool- Very Common (R,B,Y)

Slowpoke- Common (Y)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

ROUTE 13 Wild Pokemon:

Land:

Pidgey- Very Common (R,B,Y)

Pidgeotto- Rare (Y)

Oddish- Very Common (R,Y)

Gloom- Common (R,Y)

Venonat- Common (R,B,Y)

Venomoth- Rare (Y)

Bellsprout- Very Common (B,Y)

Weepinbell- Common (B,Y)

Farfetch'd- Common (Y)

Ditto- Rare (R,B,Y)

Water:

Tentacool- Very Common (R,B,Y)

Slowpoke- Common (Y)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

ROUTES 14-15 Wild Pokemon:

Pidgey- Very Common (R,B,Y)

Pidgeotto- Rare (R,B,Y)

Oddish- Very Common (R,Y)

Gloom- Common (R,Y)

Venonat- Common (R,B,Y)

Venomoth- Rare (Y)

Bellsprout- Very Common (B,Y)

Weepinbell- Common (B,Y)

Ditto- Common (R,B,Y)

Head down south around the bend on the docks to meet the

first Fisherman.

FISHERMAN $770

Goldeen, level 22- Peck, Tail Whip, Supersonic (522 EXP.)

Poliwag, level 22- Bubble, Hypnosis, Water Gun (363 EXP.)

Goldeen, level 22- Peck, Tail Whip, Supersonic (522 EXP.)

The item on the block in the middle of the water is

TM16:Pay Day, but obviously you can't get there until you can Surf first.

Head west to another trainer.

FISHERMAN $840

Tentacool, level 24- Supersonic, Wrap, Poison Sting, Water Gun (540 EXP.)

Goldeen, level 24- Peck, Tail Whip, Supersonic, Horn Attack (570 EXP.)

And southeast to another Fisherman below him.

FISHERMAN $945

Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)

Continue south to yet another Fisherman.

FISHERMAN $735

Poliwag, level 21- Bubble, Hypnosis, Water Gun (346 EXP.)

Shellder, level 21- Tackle, Withdraw, Supersonic (436 EXP.)

Goldeen, level 21- Peck, Tail Whip, Supersonic (499 EXP.)

Horsea, level 21- Bubble, Smokescreen (373 EXP.)

Now when you continue south you come across the other

Snorlax. If you didn't catch the other one, make sure to catch

this one or you will never see it again! Use your Pokeflute on

the Snorlax to wake it up, and see the Cycling Road section for

strategies on how to capture it.

With that taken care of, you now have free access to Route

11 from here, and more importantly, the routes below. Head

south to where the house is and battle the trainer here. The enemy

levels will start to rise.

ROCKER $725

Voltorb, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (639 EXP.)

Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)

Go into that house and speak to the Fishing Guru to get the

SUPER ROD, the strongest rod in the game! Now you can catch ANY

Pokemon that appears in the Wild Pokemon: Water list, so feel

free to take the time and catch up on your Pokedex. When you're

ready to move on, go south from the Fishing Guru's house and you

should notice a small square of woods on your left. Cut it down

to fight a Fisherman and gain an IRON.

FISHERMAN $840

Magikarp, level 24- Splash, Tackle (102 EXP.)

Magikarp, level 24- Splash, Tackle (102 EXP.)

Battle the trainer southeast of the crop of bushes.

JR. TRAINER(m) $580

Red/Blue:

Nidoran(m), level 29- Horn Attack, Poison Sting, Focus Energy, Fury Attack (372

EXP.)

Nidorino, level 29- Tackle, Horn Attack, Poison Sting, Focus Energy (732 EXP.)

Yellow:

Nidoran(m), level 29- Tackle, Horn Attack, Poison Sting, Focus Energy (372 EXP.)

Nidorino, level 29- Tackle, Horn Attack, Poison Sting, Focus Energy (732 EXP.)

Heading south of him, you should notice another cuttable

tree to your left, this one leading to a big patch of grass. In

Red and Blue you won't find any new Pokemon here, but in Yellow,

this is your chance to catch a Farfetch'd and Venomoth and add

them to your collection.

Keep going south to enter Route 13 and you'll encounter a

female trainer.

JR. TRAINER(f) $560

Goldeen, level 28- Peck, Tail Whip, Supersonic, Horn Attack (666 EXP.)

Poliwag, level 28- Bubble, Hypnosis, Water Gun, Doubleslap (462 EXP.)

Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)

Directly south from her is a couple.

BIRD KEEPER $725

Pidgey, level 29- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (340 EXP.)

Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)

JR. TRAINER(f) $480

Pidgey, level 24- Gust, Sand-Attack, Quick Attack, Whirlwind (282 EXP.)

Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)

Rattata, level 24- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (292 EXP.)

Pidgey, level 24- Gust, Sand-Attack, Quick Attack, Whirlwind (282 EXP.)

Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)

Going west, you have now reached an area named Silence

Bridge. Head west from the Silence Bridge sign and press A in

the space to the right of the sign behind the barrier to find a

CALCIUM. The following is the list of trainers on Silence

Bridge. If you want, there is a cuttable tree on the northeast

part of here, in which you can search for the new Pokemon Ditto

if you'd like.

BEAUTY $1890

Rattata, level 27- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (328 EXP.)

Vulpix, level 27- Ember, Tail Whip, Quick Attack, Roar (364 EXP.)

Rattata, level 27- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (328 EXP.)

BEAUTY $2030

Clefairy, level 29- Growl, Sing, Doubleslap, Minimize (421 EXP.)

Meowth, level 29- Growl, Bite, Pay Day, Screech (427 EXP.)

JR. TRAINER(f) $600

Poliwag, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (495 EXP.)

Poliwag, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (495 EXP.)

JR. TRAINER(f) $540

Pidgey, level 27- Gust, Sand-Attack, Quick Attack, Whirlwind (318 EXP.)

Meowth, level 27- Growl, Bite, Pay Day, Screech (399 EXP.)

Pidgey, level 27- Gust, Sand-Attack, Quick Attack, Whirlwind (318 EXP.)

Pidgeotto, level 27- Gust, Sand-Attack, Quick Attack, Whirlwind (652 EXP.)

BIRD KEEPER $650

Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)

Pidgeotto, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (628 EXP.)

Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)

Fearow, level 26- Growl, Leer, Fury Attack, Mirror Move (901 EXP.)

To the left of this Bird Keeper you can find a PP UP in the

space in the barriers.

BIRD KEEPER $625

Spearow, level 25- Growl, Leer, Fury Attack, Mirror Move (310 EXP.)

Pidgey, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (294 EXP.)

Pidgey, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (294 EXP.)

Spearow, level 25- Growl, Leer, Fury Attack, Mirror Move (310 EXP.)

Spearow, level 25- Growl, Leer, Fury Attack, Mirror Move (310 EXP.)

BIKER $560

Koffing, level 28- Tackle, Smog (684 EXP.)

Koffing, level 28- Tackle, Smog (684 EXP.)

Koffing, level 28- Tackle, Smog (684 EXP.)

BIRD KEEPER $700

Pidgey, level 28- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (330 EXP.)

Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)

Pidgeotto, level 28- Gust, Sand-Attack, Quick Attack, Whirlwind (678 EXP.)

BIRD KEEPER $650

Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)

Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)

Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)

Fearow, level 26- Growl, Leer, Fury Attack, Mirror Move (901 EXP.)

BIRD KEEPER $725

Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)

Fearow, level 29- Growl, Leer, Fury Attack, Mirror Move (1006 EXP.)

That last Bird Keeper stands at the exit of Silence Bridge.

Right below him, however, is another one!

BIRD KEEPER $700

Spearow, level 28- Growl, Leer, Fury Attack, Mirror Move (348 EXP.)

Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)

Fearow, level 28- Growl, Leer, Fury Attack, Mirror Move (972 EXP.)

You have now entered the Route 14-15 stretch, which leads

eventually to Fuchsia City. Keep on moving south where you'll

spot two more trainers.

BIKER $580

Koffing, level 29- Tackle, Smog (708 EXP.)

Muk, level 29- Pound, Disable (975 EXP.)

BIRD KEEPER $825

Farfetch'd, level 33- Leer, Fury Attack, Swords Dance, Agility (664 EXP.)

Now if you cut the tree to the left to explore the patch of

grass there, you'll have to face two more Bikers first.

BIKER $580

Koffing, level 29- Tackle, Smog (708 EXP.)

Grimer, level 29- Pound, Disable (558 EXP.)

BIKER $560

Grimer, level 28- Pound, Disable (540 EXP.)

Grimer, level 28- Pound, Disable (540 EXP.)

Koffing, level 28- Tackle, Smog (684 EXP.)

You don't even have to visit that patch, since you can find

the same exact Pokemon along the small patches of the west

Route. Try hard to snag one of the elusive Ditto, as well as the

evolved form of your version-exclusive Grass-type; they're more common

here than anywhere else.

Now if you want, you can cut the tree to the left that's

below the north patch of grass, and you can skip most of the

trainers along these two routes (except one):

JR. TRAINER(f) $660

Clefairy, level 33- Sing, Doubleslap, Minimize, Metronome (480 EXP.)

This way you can take a shortcut to Fuchsia and get

TM20:Rage. However, the smart thing to do is to battle all of

the trainers to gain the maximum experience points for your

Pokemon. Thus, if you feel up for it, try to defeat all the

remaining trainers. Here is the list of the remaining trainers

spanning the straight road of Routes 14-15:

BIKER $520

Koffing, level 26- Tackle, Smog (634 EXP.)

Koffing, level 26- Tackle, Smog (634 EXP.)

Grimer, level 26- Pound, Disable (501 EXP.)

Koffing, level 26- Tackle, Smog (634 EXP.)

BIRD KEEPER $725

Spearow, level 29- Leer, Fury Attack, Mirror Move, Drill Peck (360 EXP.)

Fearow, level 29- Growl, Leer, Fury Attack, Mirror Move (1006 EXP.)

JR. TRAINER(f) $580

Pidgey, level 29- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (340 EXP.)

Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)

BEAUTY $2030

Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)

Wigglytuff, level 29- Pound, Growl, Sing, Doubleslap (676 EXP.)

BIKER $500

Koffing, level 25- Tackle, Smog (610 EXP.)

Koffing, level 25- Tackle, Smog (610 EXP.)

Weezing, level 25- Tackle, Smog (925 EXP.)

Koffing, level 25- Tackle, Smog (610 EXP.)

Grimer, level 25- Pound, Disable (481 EXP.)

BIKER $560

Koffing, level 28- Tackle, Smog (684 EXP.)

Grimer, level 28- Pound, Disable (540 EXP.)

Weezing, level 28- Tackle, Smog (1038 EXP.)

BEAUTY $2030

Bulbasaur, level 29- Leech Seed, Vine Whip, Poisonpowder, Razor Leaf (397 EXP.)

Ivysaur, level 29- Growl, Leech Seed, Vine Whip, Poisonpowder (876 EXP.)

JR. TRAINER(f) $560

Gloom, level 28- Poisonpowder, Stun Spore, Sleep Powder, Acid (792 EXP.)

Oddish, level 28- Poisonpowder, Stun Spore, Sleep Powder, Acid (468 EXP.)

Oddish, level 28- Poisonpowder, Stun Spore, Sleep Powder, Acid (468 EXP.)

BIRD KEEPER $700

Dodrio, level 28- Peck, Growl, Fury Attack (948 EXP.)

Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)

Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)

BIRD KEEPER $650

Pidgeotto, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (628 EXP.)

Farfetch'd, level 26- Sand-Attack, Leer, Fury Attack, Swords Dance (523 EXP.)

Doduo, level 26- Peck, Growl, Fury Attack (534 EXP.)

Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)

JR. TRAINER(f) $580

Red/Blue:

Bellsprout, level 29- Poisonpowder, Sleep Powder, Stun Spore, Acid (522 EXP.)

Oddish, level 29- Poisonpowder, Stun Spore, Sleep Powder, Acid (484 EXP.)

Tangela, level 29- Constrict, Bind, Absorb (1030 EXP.)

Yellow:

Bellsprout, level 29- Poisonpowder, Sleep Powder, Stun Spore, Acid (522 EXP.)

Oddish, level 29- Poisonpowder, Stun Spore, Sleep Powder, Acid (484 EXP.)

Tangela, level 29- Constrict, Bind, Absorb, Vine Whip (1030 EXP.)

After the last trainer, just head west past the guard house

and, congratulations, you've reached Fuchsia City at last! Head

straight for the Poke Center and heal up those injuries. The

Poke Mart is located in the northwest section of the city;

you'll need to cut down a tree to get to it.

Fuchsia City Poke Mart:

Ultra Ball -$1200

Great Ball -$600

Super Potion -$700

Revive -$1500

Full Heal -$600

Super Repel -$500

FUCHSIA CITY Wild Pokemon

Water:

Psyduck- Common (R,B)

Krabby- Very Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Seaking- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Gyarados- Rare (Y)

Also, on the beaches in the Yellow version, you may notice

a house to your left that contains the only other Pikachu in the

game. This is the Surfing Pikachu game, and it's only available

to play after getting a Surfing Pikachu in Pokemon Stadium. See

the Pokemon Stadium Strategy Guide for details. Gyarados is

available for catching in the Yellow version here.

You should be fully prepared after your long hike from

Celadon for the Fuchsia City Gym. Make that your first

destination.

FUCHSIA CITY GYM

Style: Poison

Entering the fifth gym in your adventure, you should notice

that there are semi-invisible walls in the room. You can't walk

through them, and the only way to get to the Gym Leader, Koga,

is to walk around the outside perimeter of the room, starting at

the bottom-right hand corner of the room.

The trainers here are more difficult than any other ones

you've faced so far in the game. Some of them use Psychic

Pokemon which can destroy your Fighting-types, and the others

use Poison and Ground-types. If you've trained up a Kadabra or

Drowzee to this point, you're in great condition, and Ground

attacks are great against Poison as well. Versus Psychic, you

just have to take advantage of their bad Defense and pound them

with physical attacks. To start off, battle the trainer directly

northwest of the left statue.

JUGGLER $1190

Drowzee, level 34- Confusion, Headbutt, Poison Gas, Psychic (742 EXP.)

Kadabra, level 34- Confusion, Disable, Psybeam, Recover (1056 EXP.)

Jugglers like to withdraw their Pokemon for a different one

sometimes, but most of the time that just helps you. Next,

battle the Juggler on the other side of the room.

JUGGLER $1330

Hypno, level 38- Confusion, Headbutt, Poison Gas, Psychic (1342 EXP.)

Go north of this Juggler to face yet another one.

JUGGLER $1085

Drowzee, level 31- Disable, Confusion, Headbutt, Poison Gas (676 EXP.)

Drowzee, level 31- Disable, Confusion, Headbutt, Poison Gas (676 EXP.)

Kadabra, level 31- Confusion, Disable, Psybeam, Recover (963 EXP.)

Drowzee, level 31- Disable, Confusion, Headbutt, Poison Gas (676 EXP.)

Go now to the northeast corner where there is another

trainer obviously in your way. Don't be afraid of his evolved

Pokemon!

TAMER $1320

Arbok, level 33- Leer, Poison Sting, Bite, Glare (1039 EXP.)

Sandslash, level 33- Scratch, Sand-Attack, Slash, Poison Sting (1152 EXP.)

Arbok, level 33- Leer, Poison Sting, Bite, Glare (1039 EXP.)

Now from the northeast corner, go all the way to the left.

Dip down a couple spaces, then take on the trainer to the right.

TAMER $1360

Sandslash, level 34- Scratch, Sand-Attack, Slash, Poison Sting (1186 EXP.)

Arbok, level 34- Leer, Poison Sting, Bite, Glare (1071 EXP.)

Go one left of this trainer, then down a couple more to

fight the last trainer before Koga.

JUGGLER $1190

Drowzee, level 34- Confusion, Headbutt, Poison Gas, Psychic (742 EXP.)

Hypno, level 34- Disable, Confusion, Headbutt, Poison Gas (1201 EXP.)

You should now have access to the center of the gym, where

Koga is. Save your game, make sure you're prepared with a

couple Full Heals, and challenge him!

GYM LEADER Koga (uses X Attack) TM06:Toxic, Soul Badge

Red/Blue: $4257

Koffing, level 37- Tackle, Smog, Sludge, Smokescreen (903 EXP.)

Muk, level 39- Disable, Poison Gas, Minimize, Sludge (1311 EXP.)

Koffing, level 37- Tackle, Smog, Sludge, Smokescreen (903 EXP.)

Weezing, level 43- Smog, Sludge, Toxic, Selfdestruct (1593 EXP.)

Yellow: $4950

Venonat, level 44- Tackle, Toxic, Sleep Powder, Psychic (706 EXP.)

Venonat, level 46- Supersonic, Toxic, Psybeam, Psychic (738 EXP.)

Venonat, level 48- Double-Edge, Toxic, Sleep Powder, Psychic (771 EXP.)

Venomoth, level 50- Double Team, Toxic, Leech Life, Psychic (1477 EXP.)

In Red/Blue, Koga follows a very simple strategy: Quickly

poison the opponent, then wittle down its health with other

attacks. With his Koffings, Koga can use Smokecreen in addition

to lower your accuracy, and with Muk he can raise its own

evasion with Minimize. Koga also likes to use a lot of X Attacks to

power up his Pokemon's Poison attacks before attacking. Due to

all this setup that his Pokemon need to be effective though, you

can win pretty decisively if you're quick. Dig is a useful

Ground-type move you should have available that's super-

effective against all his Pokemon, and any good Psychic-type can rip

through Koga's team. All you have to worry about are his first

three Pokemon; Koga likes to selfdestruct his Weezing, which

basically gives you a free win as long as you have at least one

other active Pokemon.

In Yellow, Koga has taken a liking to the Venonat family.

All of his Pokemon know Toxic, the deadly move that poisons your

Pokemon for more damage every passing turn. It's easy to not

let it be a factor, though; it takes too long for the poison to

become really damaging, and you can just switch out your

poisoned Pokemon. Besides that, this shouldn't be too hard; despite the

high levels, Koga's Pokemon don't have the greatest stats. They

are all of the Bug/Poison type, which means you can have a

severe advantage over him with any Flying-type, Fire-type, Rock-type,

Ground-type, or Psychic-type! You should have at least one or

two of those types in your party to deal with Koga's team.

After the victory, you are rewarded with the Soul Badge and

nearly $5000 to boot! You also get TM06:Toxic. If you're

training up a stalling Pokemon, it's a good idea to hang on to

it. Otherwise, it's not too useful for your adventure. Next

stop: Safari Zone!

________________________________________________________________

7. Marsh Badge

Since we're still in the area, it's a good idea to start

exploring the Safari Zone now. Head north from the gym and cut

down a couple trees blocking your way to get to the entry house.

Pay the man the cheap fee of $500 and enter the park. Make sure

to have an empty box in your PC!

SAFARI ZONE Wild Pokemon:

ENTRANCE

Land:

Nidoran(f)- Very Common (B,Y)

Nidorina- Common (R,B)

Nidoran(m)- Very Common (R,Y)

Nidorino- Common (R,B,Y)

Paras- Very Common (Y)

Parasect- Common (R,B,Y)

Venonat- Common (R,B)

Exeggcute- Very Common (R,B,Y)

Rhyhorn- Common (R,B,Y)

Tangela- Rare (Y)

Chansey- Rare (R,B,Y)

Scyther- Rare (R)

Pinsir- Rare (B)

Water:

Psyduck- Common (R,B)

Slowpoke- Common (R,B)

Krabby- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Dratini- Common (R,B,Y)

Dragonair- Rare (R,B,Y)

ZONE 1

Land:

Nidoran(f)- Very Common (B,Y)

Nidorina- Common (R,B,Y)

Nidoran(m)- Very Common (R,Y)

Nidorino- Common (R,B)

Paras- Very Common (R,B)

Parasect- Common (R,B)

Doduo- Common (R,B)

Cubone- Common (Y)

Marowak- Rare (Y)

Exeggcute- Very Common (R,B,Y)

Rhyhorn- Common (R,B)

Kangaskhan- Rare (R,B)

Scyther- Rare (R,Y)

Pinsir- Rare (B)

Tauros- Rare (Y)

Chansey- Rare (Y)

Water:

Psyduck- Common (R,B)

Slowpoke- Common (R,B)

Krabby- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Dratini- Common (R,B,Y)

Dragonair- Rare (R,B,Y)

ZONE 2

Nidoran(f)- Very Common (B,Y)

Nidorina- Common (R,B,Y)

Nidoran(m)- Very Common (R,Y)

Nidorino- Common (R,B)

Paras- Very Common (R,B)

Venomoth- Rare (R,B)

Cubone- Common (Y)

Exeggcute- Very Common (R,B,Y)

Rhyhorn- Common (R,B,Y)

Kangaskhan- Rare (Y)

Scyther- Rare (Y)

Pinsir- Rare (Y)

Chansey- Rare (R,B)

Tauros- Rare (R,B)

Water:

Psyduck- Common (R,B)

Slowpoke- Common (R,B)

Krabby- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Dratini- Common (R,B,Y)

Dragonair- Rare (R,B,Y)

ZONE 3

Nidoran(f)- Very Common (B,Y)

Nidorina- Common (R,B)

Nidoran(m)- Very Common (R,Y)

Nidorino- Common (R,B,Y)

Venonat- Common (R,B)

Venomoth- Rare (R,B)

Doduo- Common (R,B)

Cubone- Common (Y)

Marowak- Rare (Y)

Exeggcute- Very Common (R,B,Y)

Tangela- Common (Y)

Kangaskhan- Rare (R,B)

Pinsir- Rare (Y)

Tauros- Rare (R,B,Y)

Water:

Psyduck- Common (R,B)

Slowpoke- Common (R,B)

Krabby- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Dratini- Common (R,B,Y)

Dragonair- Rare (R,B,Y)

There are a couple important objectives we must complete in

the Safari Zone, but first, let's explore the park inside and

out. There are many, many exclusive Pokemon here that can't be

found anywhere else. However, there is a limit to how much you

can explore in one trip! Once you've taken 500 steps, the PA

calls and forces you to come back. You can make the trip last a

lot longer, though, if you stand in place in a grass space and

turn around but don't make any steps. You'll still encounter

wild Pokemon in this way. The best way to capture Pokemon in

the Safari Zone is to just toss the Safari Balls; throwing bait or

rocks really doesn't help much, and just wastes time. Don't go

into the houses unless you want to explore; they still take away

your step count, and there aren't any Pokemon there!

Let's start in the entrance area. You can find plenty of

Exeggcute, some Rhyhorns and some Parasects. There are the more

rare types scattered about here but they are very hard to find.

Most importantly, take some time with your Super Rod (found on

Route 12) in the watery area here to fish up some interesting

Pokemon. You may end up finding Dratini, the lone Dragon-type

Pokemon in the game! It would be very ambitious to try to raise

a Dratini at this point, but do what you wish. There are no

items in this area except the NUGGET in the middle of the lake,

so when you are ready, head northeast to Zone 1, or the Center

Area.

Head up the steps to the right and pick up the CARBOS to

the north. In the main square area, there is TM37:Egg Bomb on a

little bridge in the water, and a MAX POTION in the northwest

corner of the main square. Don't forget to grab the FULL

RESTORE right next to the rest house in the northeast of the zone!

As for Pokemon, you should start looking for your rare version-

exclusive Bug Pokemon here: In Red, it's Scyther, and in Blue,

it's Pinsir (in Yellow you can get both, and you can also buy

them in all versions in the Celadon Game Corner). You can catch

a Kangaskhan here also in Red/Blue. In Yellow, this is your

chance to get a Cubone! Search hard for one; and possibly you'll

find a Marowak if you're really lucky! You can also find Chansey

and Tauros in Yellow in this area, so you may want to spend a while

in here. Afterwards, head northwest from the rest house and

take the route west to Zone 2.

Go west from the entrance of the zone and take the

zigzagging route where you can see a couple ponds of water. In

the grass, look for Venomoth, Chansey, and Tauros in Red/Blue,

and Kangaskhan, Cubone, Scyther, and Pinsire in Yellow. You

should be on the right side of the ponds. Go up and around the

north row of trees; there's TM40:Skull Bash and a PROTEIN along

the way. Follow the path to the northwest corner of the area,

then work your way down, now on the left side of the ponds.

You are now in Zone 3! Right below you are the very

important GOLD TEETH, and you'll find out why you need them

soon. Head west, grab TM32:Double Team if you want, and enter the

secret house! The man inside will give you HM03:Surf! Teach it

to one of your Pokemon right away; now that you have the Soul

Badge, you can surf on water! Test it out (if you have a Water

Pokemon in your party) by swimming south over the lake and

exploring the Zone 3 grasses. Yellow owners can search for

Tangela, Marowak, Pinsir, and Tauros here, and Red/Blue owners

can search for Venomoth, Kangaskhan, and Tauros. Additionally,

there is a MAX POTION and a MAX REVIVE placed around the rock

face. You now have the items you came here to get, so exit when

you're ready to get back to Fuchsia.

Go down to the southeast part of Fuchsia, where there are a

couple square houses. The left one is the important one. Give

the Golden Teeth to the Warden inside, and he'll give you

HM04:Strength, which lets you move boulders when taught to a

Pokemon! Test it out in this house by moving aside that boulder

to get a RARE CANDY.

Now that you have Surf, we can go on a special

sidequest to get a legendary Pokemon. Our objective is to get to the

Power Plant, which is near the entrance to Rock Tunnel. To start off,

however, make sure you're well-supplied. You need to purchase

20-30

Great Balls (almost as good as Ultra Balls, and a lot cheaper), and have

at least one Pokemon that knows a status attack like Thunder Wave or Hypnosis.

Fly to Cerulean City, then head east to Route 9 all the way to the patch

of grass north of the Poke Center. Now go north of the patch to the river

that runs around. Follow the river, using Surf, going all the way

south and then getting back onto land. There's a trainer to the

west.

POKeMANIAC $1500

Rhyhorn, level 30- Horn Attack, Stomp (867 EXP.)

Lickitung, level 30- Supersonic, Stomp, Disable, Defense Curl (816 EXP.)

The building right ahead is the Power Plant! Enter at your

own risk.

POWER PLANT Wild Pokemon

Pikachu- Common (R,B)

Raichu- Rare (R,B)

Magnemite- Common (R,B,Y)

Magneton- Very Common (R,B,Y)

Grimer- Very Common (Y)

Muk- Rare (Y)

Voltorb- Common (R,B,Y)

Electrode- Rare (R,B,Y)

Electabuzz- Common (R)

Take a look at the Pokemon here and you may see a couple

you need. Magneton are here a plenty, so take at least one. For

Red owners, this is the only place Electabuzz can be found! There

also wild Pikachu and Raichu in Red/Blue if you didn't catch one

way back in Viridian Forest. The real reason we're here,

though, is found at the end of the Power Plant path.

Heading north from the entrance, take the CARBOS to your

right. Take the u-turn down, and to your right you'll notice

something that looks like an item ball. However, it's actually

a high-level Voltorb! Those are scattered throughout the Power

Plant, and you must be cautious. The path directly east from

that Voltorb leads to a dead end with a Voltorb and Electrode

hiding as Poke Balls, but if you press A next to the wall west

of the Electrode you'll get a MAX ELIXER. Return back to the

middle path leading south, and go all the way south. In the room

east there is a Voltorb to the right and TM33:Reflect to the left.

Now take the path right you haven't been in yet. Both the item

balls here are Voltorbs. When you see a crack in the wall going

south, grab the west item ball to get TM25:Thunder! The ball to

the east is another Voltorb. Head east until you hit the east

wall, then follow it up. Where the path opens to a little room

to the north, you can find both a useful HP UP and a RARE CANDY.

Back on the main corridor, follow it up and down around the

wall, and the item ball to the south contains an Electrode. Go up

the obvious path and press A next to the right crack in the wall for

a PP UP. Now dip to the left and down and you've reached

Zapdos! Save your game right now and get prepared to capture it.

Zapdos is the first of three legendary birds in

Red/Blue/Yellow, and each one of them can only be encountered

once; so if you fail to capture it now, you won't have another

chance again! As for how to snag it, the legendary birds are

very fast and quick, so unless you immobilize them with

paralysis, freeze, or sleep, they will be very difficult to

catch. Also, you have to use Great Balls or Ultra Balls here;

there is no way to catch them with ordinary Poke Balls. So to

begin the battle, inflict your status condition to stop them

from damaging your Pokemon so easily, and wittle down its HP

gradually. Once you've gotten it down to the red, or critical

zone, and it's still under the effects of the status, then you

can begin throwing Great/Ultra Balls at it. It can still take

some time and patience, and if you run out of balls you should

restart the game and try again. Once you've caught it, can

become a very valuable remember of your team at level 50,

especially if you don't already have an Electric-type.

Now it's time to get back to the main quest. Your

objective now is to gain access to Saffron City; if you've noticed the

guards blocking the entrances on all four sides of the city, it

would appear you can't get in. This is easily fixed; Fly over

to the Celadon City Department Store, and buy one of the

refreshments on the rooftop square. While you're there, Surf

across the pond in the middle of the city and talk to the man to

get TM41:Softboiled. Give the refreshment to one of the guards,

and he'll happily accept the drink and let you in. He'll also

share it with the other guards so you don't have to do it again.

Saffron is a giant city with many things to do within, but

you'll notice that it's being temporarily held up by Team

Rocket. Many of the houses are blocked up, and your exploration is

limited for the time being. Before you go to stop Team Rocket,

however, there are a couple of things you can do. First, go to

Mr. Psychic's house at the southeast corner of the city to get

TM29:Psychic! This is a very useful and powerful attack you

should teach to a special-type Pokemon. Next, if you go up a

couple row of houses, you can enter the Poke Mart from the right

side of the very large building.

Saffron City Poke Mart:

Great Ball -$600

Hyper Potion -$1500

Max Repel -$700

Escape Rope -$550

Full Heal -$600

Revive -$1500

Finally, if you go to the northeast part of the city, you

should notice that there are two gyms! One is blocked, one

isn't. Enter the one that isn't.

This is the karate dojo, and isn't an actual gym per se.

You don't get a badge for defeating the master, but you do win

an important prize. Challenge the four students first; you

shouldn't have too much trouble with the Fighting-types they

use. Psychic and Flying-types work best against them, just in case

you need to know.

BLACKBELT $775

Red/Blue:

Machop, level 31- Karate Chop, Low Kick, Leer (583 EXP.)

Mankey, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)

Primeape, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (988 EXP.)

Yellow:

Machop, level 31- Karate Chop, Low Kick, Leer (583 EXP.)

Mankey, level 31- Low Kick, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)

Primeape, level 31- Karate Chop, Fury Swipes, Focus Energy, Rage (988 EXP.)

BLACKBELT $800

Machop, level 32- Karate Chop, Low Kick, Leer, Focus Energy (603 EXP.)

Machoke, level 32- Karate Chop, Low Kick, Leer (1000 EXP.)

BLACKBELT $900

Red/Blue:

Primeape, level 36- Leer, Karate Chop, Fury Swipes, Focus Energy (1149 EXP.)

Yellow:

Primeape, level 36- Karate Chop, Fury Swipes, Focus Energy, Rage (1149 EXP.)

BLACKBELT $775

Red/Blue:

Mankey, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)

Mankey, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)

Primeape, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (988 EXP.)

Yellow:

Mankey, level 31- Low Kick, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)

Mankey, level 31- Low Kick, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)

Primeape, level 31- Karate Chop, Fury Swipes, Focus Energy, Rage (988 EXP.)

After they're taken care of, talk to the master BlackBelt

to challenge him.

BLACKBELT $925

Hitmonlee, level 37- Double Kick, Meditate, Rolling Kick (1101 EXP.)

Hitmonchan, level 37- Comet Punch, Agility, Fire Punch (1110 EXP.)

After defeating him, take you pick prize Pokemon: The

Hitmonlee on the left, or the Hitmonchan on the right. You can

only get one, and the only way you can get the other one is by

trading with a friend. If you want to use one on your team,

choose Hitmonlee. Hitmonchan is a terrible fighter, so it won't

do you any good. Now you're free to take on Team Rocket! Head

to the giant Silph Co. building near the middle of the city and

enter. If there's a Rocket blocking your way then you haven't

beaten the Rockets at the Lavender Town Pokemon Tower yet. Get

to it!

Silph Co. is swarming with Rockets. Before you do anything

else, head to the 5th floor. Go southwest and down the small

corridor. You should see a Rocket next to a square thing. These

squares are teleporters that transport you to another floor of

the building. It's best to avoid them as much as possible to

avoid getting lost. You absolutely have to fight this Rocket, so

just do it now.

ROCKET $990

Arbok, level 33- Leer, Poison Sting, Bite, Glare (1039 EXP.)

Step into the teleporter, then step into it again after you

land. You can now go into the tiny corridor leading to the

right; this leads to the CARD KEY! Now you have free access to

all the rooms in the building. You could simply go straight to

the 3rd floor now and unlock the door which leads to the boss,

but we're going to explore the building starting from the 2nd

floor and going up. In the second floor, there's a Rocket below

the stairs. Fight and defeat him.

ROCKET $750

Golbat, level 25- Leech Life, Supersonic, Bite, Confuse Ray (915 EXP.)

Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)

Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)

Raticate, level 25- Tackle, Tail Whip, Quick Attack, Hyper Fang (621 EXP.)

Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)

Southwest of this Rocket is another one in between the

tables.

ROCKET $870

Red/Blue:

Cubone, level 29- Growl, Bone Club, Leer (540 EXP.)

Zubat, level 29- Supersonic, Bite, Confuse Ray, Wing Attack (334 EXP.)

Yellow:

Cubone, level 29- Bone Club, Tail Whip, Headbutt, Leer (540 EXP.)

Zubat, level 29- Supersonic, Bite, Confuse Ray, Wing Attack (334 EXP.)

There's a scientist in the room east of this Rocket.

SCIENTIST $1400

Magnemite, level 28- Tackle, Sonicboom, Thundershock (534 EXP.)

Voltorb, level 28- Tackle, Screech, Sonicboom, Selfdestruct (618 EXP.)

Magneton, level 28- Tackle, Sonicboom, Thundershock (966 EXP.)

There are two rooms in the west you can open up with the

Card Key; the bottom one leads to a Scientist...

SCIENTIST $1300

Grimer, level 26- Pound, Disable (501 EXP.)

Weezing, level 26- Tackle, Smog (963 EXP.)

Koffing, level 26- Tackle, Smog (634 EXP.)

Weezing, level 26- Tackle, Smog (963 EXP.)

...and the top one leads to a girl who gives you

TM36:Selfdestruct. Take the steps up to the 3rd floor, and

fight the Rocket down the middle corridor.

ROCKET $840

Raticate, level 28- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (696 EXP.)

Hypno, level 28- Hypnosis, Disable, Confusion, Headbutt (990 EXP.)

Raticate, level 28- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (696 EXP.)

Unlock the two doors on your left and fight the Scientist.

SCIENTIST $1450

Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)

Weezing, level 29- Tackle, Smog (1074 EXP.)

Grab the HYPER POTION in the northeast corner of this room.

Now you could take the teleporter here which leads to the path

to the boss, but we're on a mission to clear this building of all

the Rockets, so head up to the 4th floor. Go straight south and

fight this Rocket.

ROCKET $840

Red/Blue:

Ekans, level 28- Leer, Poison Sting, Bite, Glare (372 EXP.)

Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)

Cubone, level 28- Growl, Bone Club, Leer (522 EXP.)

Yellow:

Ekans, level 28- Leer, Poison Sting, Bite, Glare (372 EXP.)

Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)

Cubone, level 28- Bone Club, Tail Whip, Headbutt, Leer (522 EXP.)

Go down the tiny passage in the middle of the room and left

to another Rocket.

ROCKET $870

Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)

Drowzee, level 29- Disable, Confusion, Headbutt, Poison Gas (633 EXP.)

Open up the door directly north of this Rocket to face

another Scientist.

SCIENTIST $1650

Electrode, level 33- Screech, Sonicboom, Selfdestruct, Light Screen (1060 EXP.)

Open up the remaining in this door to find a few items: an

ESCAPE ROPE on the right, a MAX REVIVE in the middle, and a FULL

HEAL on the left. Head up the stairs to get back to the 5th

floor, and fight the Rocket on the right blocking the tight

corridor.

ROCKET $990

Hypno, level 33- Disable, Confusion, Headbutt, Poison Gas (1165 EXP.)

Go into the large room with the big table and fight the

trainer here.

JUGGLER $1015

Kadabra, level 29- Teleport, Confusion, Disable, Psybeam (900 EXP.)

Mr. Mime, level 29- Confusion, Barrier, Light Screen (844 EXP.)

Feel free to read the Pokemon Reports on the table if you'd

like. Open the door to the left to free one of the Silph

employees, then to the left side of the floor to fight the

Scientist here.

SCIENTIST $1300

Magneton, level 26- Tackle, Sonicboom, Thundershock (897 EXP.)

Koffing, level 26- Tackle, Smog (634 EXP.)

Weezing, level 26- Tackle, Smog (963 EXP.)

Magnemite, level 26- Tackle, Sonicboom, Thundershock (495 EXP.)

Unlock the door to the left for a PROTEIN. Now that this

floor is cleared, continue up to the 6th. Fight the Rocket

guarding the north entrance to the main room.

ROCKET $870

Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)

Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)

Talk to the people if you want, then fight the Rocket

guarding the south entrance.

ROCKET $840

Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)

Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)

Golbat, level 28- Leech Life, Supersonic, Bite, Confuse Ray (1026 EXP.)

Go to the left of this Rocket, and open up the door for

another item room. Grab the HP UP and the X ACCURACY. Fight

the Scientist to the north.

SCIENTIST $1250

Voltorb, level 25- Tackle, Screech, Sonicboom, Selfdestruct (550 EXP.)

Koffing, level 25- Tackle, Smog (610 EXP.)

Magneton, level 25- Tackle, Sonicboom, Thundershock (862 EXP.)

Magnemite, level 25- Tackle, Sonicboom, Thundershock (475 EXP.)

Koffing, level 25- Tackle, Smog (610 EXP.)

Now head up to the 7th floor. Challenge the Rocket in

plain view to a duel.

ROCKET $870

Red/Blue:

Cubone, level 29- Growl, Bone Club, Leer (540 EXP.)

Cubone, level 29- Growl, Bone Club, Leer (540 EXP.)

Yellow:

Cubone, level 29- Bone Club, Tail Whip, Headbutt, Leer (540 EXP.)

Cubone, level 29- Bone Club, Tail Whip, Headbutt, Leer (540 EXP.)

Unlock that door to find TM03:Swords Dance in the southeast

corner of this room, and unlock the next door to fight this

Rocket.

ROCKET $870

Sandshrew, level 29- Scratch, Sand-Attack, Slash, Poison Sting (577 EXP.)

Sandslash, level 29- Scratch, Sand-Attack, Slash, Poison Sting (1012 EXP.)

Now if you go down the tiny corridor in the middle of the

room and go around, you'll find a CALCIUM and a Scientist.

SCIENTIST $1450

Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)

Muk, level 29- Pound, Disable (975 EXP.)

Go back around and fight the Rocket in the room to the left

of the elevator.

ROCKET $780

Raticate, level 26- Tackle, Tail Whip, Quick Attack, Hyper Fang (645 EXP.)

Arbok, level 26- Wrap, Leer, Poison Sting, Bite (819 EXP.)

Koffing, level 26- Tackle, Smog (634 EXP.)

Golbat, level 26- Leech Life, Supersonic, Bite, Confuse Ray (952 EXP.)

Open up the door to the south and talk to the Silph

employees if you want, then head up to the 8th floor. We're

getting there! Attack the Rocket east of the stairs here.

ROCKET $780

Raticate, level 26- Tackle, Tail Whip, Quick Attack, Hyper Fang (645 EXP.)

Zubat, level 26- Screech, Supersonic, Bite, Confuse Ray (300 EXP.)

Golbat, level 26- Leech Life, Supersonic, Bite, Confuse Ray (952 EXP.)

Rattata, level 26- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (316 EXP.)

Head down the middle corridor to the next Rocket.

ROCKET $840

Weezing, level 28- Tackle, Smog (1038 EXP.)

Golbat, level 28- Leech Life, Supersonic, Bite, Confuse Ray (1026 EXP.)

Koffing, level 28- Tackle, Smog (684 EXP.)

Go up the room to the left of this Rocket to another

Scientist.

SCIENTIST $1450

Grimer, level 29- Pound, Disable (558 EXP.)

Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)

Unlocking the door to the left just leads to another Silph

employee. Head up to the 9th floor now, and unlock the two

doors to the south to face a Scientist.

SCIENTIST $1400

Voltorb, level 28- Tackle, Screech, Sonicboom, Selfdestruct (618 EXP.)

Koffing, level 28- Tackle, Smog (684 EXP.)

Magneton, level 28- Tackle, Sonicboom, Thundershock (966 EXP.)

After stealing his cash, go around to the other side of the

room and fight the Rocket at the bottom of the middle corridor.

ROCKET $840

Golbat, level 28- Leech Life, Supersonic, Bite, Confuse Ray (1026 EXP.)

Drowzee, level 28- Hypnosis, Disable, Confusion, Headbutt (612 EXP.)

Hypno, level 28- Hypnosis, Disable, Confusion, Headbutt (990 EXP.)

Unlock the door to the left to find a nurse who will let

you rest and completely heal, which I'm sure you'll need by now if

you haven't visited a Poke Center yet! Go north from the beds,

unlock the door and fight the next Rocket.

ROCKET $840

Drowzee, level 28- Hypnosis, Disable, Confusion, Headbutt (612 EXP.)

Grimer, level 28- Pound, Disable (540 EXP.)

Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)

Go back to the stairs and up to the 10th floor. Fight the

Scientist right in your face.

SCIENTIST $1450

Magnemite, level 29- Tackle, Sonicboom, Thundershock, Supersonic (552 EXP.)

Koffing, level 29- Tackle, Smog (708 EXP.)

Unlocking the door to the south leads to a female employee.

Go the southwest part of the floor and fight the Rocket there.

ROCKET $990

Machoke, level 33- Karate Chop, Low Kick, Leer (1032 EXP.)

Collect the items: CARBOS, RARE CANDY, and TM26:Earthquake!

Teach it to any compatible physical Pokemon you have; it's a

great Ground-type attack. Go up to the 11th and final floor!

You can see the Silph Co. President, but there's no way to get

to him from here. Fight the Rocket to the southeast.

ROCKET $750

Rattata, level 25- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (304 EXP.)

Rattata, level 25- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (304 EXP.)

Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)

Rattata, level 25- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (304 EXP.)

Ekans, level 25- Leer, Poison Sting, Bite, Glare (331 EXP.)

You're finally ready to rescue the President! Make sure

your Pokemon are in good condition, go down to the 3rd floor,

then head left a little bit from where the Rocket in the center

corridor is. Take the teleporter near the table. Wait, who's

that? It's Gary!

RIVAL Gary $2600

Red/Blue:

Pidgeot, level 37- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (1363 EXP.)

Growlithe, level 38- Roar, Ember, Leer, Take Down (764 EXP.)

Exeggcute, level 35- Hypnosis, Reflect, Leech Seed, Stun Spore (630 EXP.)

Alakazam, level 35- Confusion, Disable, Psybeam, Recover (1395 EXP.)

Blastoise, level 40- Bubble, Water Gun, Bite, Withdraw (1830 EXP.)

OR

Pidgeot, level 37- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (1363 EXP.)

Gyarados, level 38- Tackle, Bite, Dragon Rage, Leer (1741 EXP.)

Growlithe, level 35- Roar, Ember, Leer, Take Down (682 EXP.)

Alakazam, level 35- Confusion, Disable, Psybeam, Recover (1395 EXP.)

Venusaur, level 40- Leech Seed, Vine Whip, Poisonpowder, Razor Leaf (1782 EXP.)

OR

Pidgeot, level 37- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (1363 EXP.)

Exeggcute, level 38- Reflect, Leech Seed, Stun Spore, Poisonpowder (684 EXP.)

Gyarados, level 35- Tackle, Bite, Dragon Rage, Leer (1675 EXP.)

Alakazam, level 35- Confusion, Disable, Psybeam, Recover (1395 EXP.)

Charizard, level 40- Ember, Leer, Rage, Slash (1806 EXP.)

Yellow:

Sandslash, level 38- Sand-Attack, Slash, Poison Sting, Swift (1326 EXP.)

Magneton, level 35- Tackle, Sonicboom, Thundershock, Supersonic (1142 EXP.)

Ninetales, level 37- Ember, Tail Whip, Quick Attack, Roar (1373 EXP.)

Kadabra, level 35- Confusion, Disable, Psybeam, Recover (1087 EXP.)

Vaporeon, level 40- Water Gun, Quick Attack, Bite, Aurora Beam (1735 EXP.)

OR

Sandslash, level 38- Sand-Attack, Slash, Poison Sting, Swift (1326 EXP.)

Ninetales, level 35- Ember, Tail Whip, Quick Attack, Roar (1335 EXP.)

Cloyster, level 37- Withdraw, Supersonic, Clamp, Aurora Beam (1609 EXP.)

Kadabra, level 35- Confusion, Disable, Psybeam, Recover (1087 EXP.)

Jolteon, level 40- Thundershock, Quick Attack, Double Kick, Pin Missile (1687

EXP.)

OR

Sandslash, level 38- Sand-Attack, Slash, Poison Sting, Swift (1326 EXP.)

Cloyster, level 35- Withdraw, Supersonic, Clamp, Aurora Beam (1571 EXP.)

Magneton, level 37- Tackle, Sonicboom, Thundershock, Supersonic (1198 EXP.)

Kadabra, level 35- Confusion, Disable, Psybeam, Recover (1087 EXP.)

Flareon, level 40- Ember, Quick Attack, Bite, Fire Spin (1711 EXP.)

Gary has sufficiently upgraded his team from the last time

you saw him. Not only does he have most of his Pokemon fully

evolved, but at high and dangerous levels, especially if your

Pokemon are tired right now. In Red/Blue, Gary leads off with

his traditional bird- Pidgeot. Take it down with Electric, Ice,

or any strong attack and hope that it doesn't use Sand-Attack.

For the three different possible Pokemon he could have,

Growlithe, Exeggcute, or Gyarados, Gyarados is the only real

threat. Alakazam can easily be taken down with a powerful

physical attack like Body Slam or Earthquake, and you should

have by now at least one Pokemon that's super-effective against

Gary's starter: Use Fire, Ice, Ground, Flying, or Psychic attacks on

Venusaur; Water, Electric, or Rock attacks on Charizard, and

Grass or Electric attacks on Blastoise. In Yellow, Gary leads

off with Sandslash, a similar Pokemon to Pidgeot in that it will

try to lower your Pokemon's accuracy. Gary's three different

Pokemon teams all have the same three types- Water, Electric,

and Fire. Use Water, Rock or Ground attacks against the Fire-type;

Grass or Electric against the Water-type and Ground attacks

against the Electric-type. Use strengths against weaknesses for

this battle, as you should be used to by now, and you'll come

out on top.

After defeating Gary, talk to the other man in the room and

he gives you a Lapras! It's at level 15, so it would take some

time to level it up for battling usage, but if you're willing to

try, it can make for a great addition to your team. Step into

the next teleporter. This part is a little different between

Red/Blue and Yellow; in Red/Blue there is a lone Rocket guarding

the boss room:

ROCKET $960

Cubone, level 32- Growl, Bone Club, Leer, Focus Energy (595 EXP.)

Drowzee, level 32- Confusion, Headbutt, Poison Gas, Psychic (699 EXP.)

Marowak, level 32- Growl, Bone Club, Leer, Focus Energy (849 EXP.)

And Yellow has the final fight with Jessie and James.

ROCKET $930

Weezing, level 31- Tackle, Smog (1149 EXP.)

Arbok, level 31- Leer, Poison Sting, Bite, Glare (976 EXP.)

Meowth, level 31- Growl, Bite, Pay Day, Screech (457 EXP.)

It looks like they'll always be pathetic. Head south and

unlock the final door to the President's room. It's Giovanni

again, the leader of Team Rocket, behind it all! Let's teach

him another lesson, shall we?

GIOVANNI $4059 (uses Guard Spec.)

Red/Blue:

Nidorino, level 37- Horn Attack, Poison Sting, Focus Energy, Fury Attack (934

EXP.)

Kangaskhan, level 35- Comet Punch, Rage, Bite, Tail Whip (1312 EXP.)

Rhyhorn, level 37- Horn Attack, Stomp, Tail Whip (1069 EXP.)

Nidoqueen, level 41- Tackle, Scratch, Poison Sting, Body Slam (1704 EXP.)

Yellow:

Nidorino, level 37- Double Kick, Poison Sting, Focus Energy, Fury Attack (934

EXP.)

Persian, level 35- Growl, Bite, Pay Day, Screech (1110 EXP.)

Rhyhorn, level 37- Horn Attack, Stomp, Tail Whip (1069 EXP.)

Nidoqueen, level 41- Tackle, Scratch, Double Kick, Body Slam (1704 EXP.)

Giovanni is not as difficult as Gary to defeat; mostly

because his team is not as well-balanced and his Pokemon don't

know very strong moves. There's no real status effects to worry

about, and you can count on Giovanni wasting at least one turn

putting Guard Spec. on one of his Pokemon. His Nidoqueen may

look intimidating, but it's a Poison-Ground type, meaning it has

weaknesses to Psychic, Ground, Water and Ice attacks.

With Giovanni defeated, Team Rocket disappears, and Silph

Co. is completely safe once again! Head north to talk to the

President, and he gives you the MASTER BALL in return for saving

his company. This is probably the most useful item in the

entire game, because it allows you to capture any Pokemon without

fail. And you can only use it once. Hang on to it, or store it in

your PC so you don't accidentally dispose of it! Use Dig to return

to Saffron and heal up at the Poke Center. Team Rocket no longer

lurks around the city, so feel free to do a little bit more

exploring before taking on the Saffron City Gym. In the very

northwest part of the city is a house where a girl who lives on

the second floor will give you TM31:Mimic if you give her a Poke

Doll (found at Celadon City Department Store).

SAFFRON CITY GYM

Style: Psychic

This is an interesting gym made up of nine different rooms,

which, with the exceptions of the entrance room and the Gym

Leader Sabrina's room, have four teleporters each. This means

you must find your way through the maze of teleporters to reach

Sabrina in the middle of the gym. As far as the trainers go,

they're about the same levels as the Fuchsia City Gym, so you

should have more of an advantage this time. They will use

mostly Psychic-type Pokemon, which have no weaknesses (other than Bug,

which is an almost-completely useless type), so you have to play

by stats to win. Most Psychic types have low Defense. Whatever

you do, don't try battling with Fighting or Poison-types in

here; you'll get pummeled! Here is the list of trainers in the gym

according to the rooms they're in:

Southeast corner:

PSYCHIC $330

Slowpoke, level 33- Disable, Headbutt, Growl, Water Gun (699 EXP.)

Slowpoke, level 33- Disable, Headbutt, Growl, Water Gun (699 EXP.)

Slowbro, level 33- Disable, Headbutt, Growl, Water Gun (1159 EXP.)

Southwest corner:

CHANNELER $990

Gastly, level 33- Lick, Confuse Ray, Night Shade, Hypnosis (670 EXP.)

Gastly, level 33- Lick, Confuse Ray, Night Shade, Hypnosis (670 EXP.)

Haunter, level 33- Lick, Confuse Ray, Night Shade, Hypnosis (891 EXP.)

Northeast corner:

PSYCHIC $310

Kadabra, level 31- Confusion, Disable, Psybeam, Recover (963 EXP.)

Slowpoke, level 31- Confusion, Disable, Headbutt, Growl (657 EXP.)

Mr. Mime, level 31- Confusion, Barrier, Light Screen, Doubleslap (903 EXP.)

Kadabra, level 31- Confusion, Disable, Psybeam, Recover (963 EXP.)

Northwest corner:

PSYCHIC $380

Slowbro, level 38- Headbutt, Growl, Water Gun, Withdraw (1335 EXP.)

Middle north:

CHANNELER $1020

Gastly, level 34- Lick, Confuse Ray, Night Shade, Hypnosis (691 EXP.)

Haunter, level 34- Lick, Confuse Ray, Night Shade, Hypnosis (918 EXP.)

Middle west:

CHANNELER $1140

Haunter, level 38- Confuse Ray, Night Shade, Hypnosis, Dream Eater (1026 EXP.)

Middle east:

PSYCHIC $340

Mr. Mime, level 34- Confusion, Barrier, Light Screen, Doubleslap (990 EXP.)

Kadabra, level 34- Confusion, Disable, Psybeam, Recover (1056 EXP.)

Now to get to Sabrina the fastest way, first take the first

teleporter, then take the northwest teleporter, then the

southwest teleporter, and then the southwest teleporter again.

Save your game and get ready for the fight versus Sabrina, the

Psychic master!

GYM LEADER Sabrina (uses X Defend) TM46:Psywave, Marsh Badge

Red/Blue: $4257

Kadabra, level 38- Disable, Psybeam, Recover, Psychic (1180 EXP.)

Mr. Mime, level 37- Confusion, Barrier, Light Screen, Doubleslap (1077 EXP.)

Venomoth, level 38- Poisonpowder, Leech Life, Stun Spore, Psybeam (1123 EXP.)

Alakazam, level 43- Psywave, Recover, Psychic, Reflect (1713 EXP.)

Yellow: $4950

Abra, level 50- Teleport (781 EXP.)

Kadabra, level 50- Psywave, Kinesis, Recover, Psychic (1552 EXP.)

Alakazam, level 50- Psywave, Recover, Psychic, Reflect (1992 EXP.)

In Red/Blue, Sabrina sends out Kadabra first, a mild

threat. Though you do have to be cautious (a critical-hit Psychic

hurts), you can take down Kadabra pretty quickly and easily. What

you have to remember with Psychic-type Pokemon is that they

always have high Special stats, which means you should always

avoid attacking them with a special attack since they can resist

it well. Mr. Mime can build its defenses well, but can't do

much in terms of damage unless it confuses your Pokemon. Venomoth

can be a pain unless you take it out right away because it can stun

your Pokemon. Alakazam is what Sabrina's team is based around,

and if it uses Reflect before you have a chance to attack it, it

could be very difficult to take out. Switch out if your lead

Pokemon is injured before fighting it, and use your best

physical attacks to take it down. Psywave is a Normal-type attack that

either does little or a moderate amount of damage, but it's not

nearly as threatening as Alakazam's Psychic attack.

In Yellow, Sabrina has the Abra-Kadabra-Alakazam evolution

cycle, and all at level 50. Since Abra can't attack, you can

take it out any way you want; the Kadabra likes to use Kinesis

to lower your accuracy before fighting her Alakazam. The same

rules apply here: Attack with good physical attacks such as Body Slam

or Earthquake to make short work of her Pokemon and not give

them a chance to kill your Pokemon with Psychic. Kadabra and

Alakazam know Recover, but since it only heals half their full HP, it

should still give you enough time to finish them off. Again,

Psywave is not a threatening attack, so don't worry about it.

Defeat Sabrina to gain more cash, the almost-completely-

useless TM46:Psywave and the sixth badge! Only two more to get

for Pokemon League eligibility. Return to Fuchsia City; it's

time to do some Surfin.'

________________________________________________________________

8. Volcano Badge

If you go south from the Fuchsia Poke Center, you get to a

beach area. This is the beginning of a long water-journey to

get to the Seafoam Islands, our next destination. First, however,

let's battle the couple of trainers on the shoreline.

SWIMMER $150

Tentacool, level 30- Wrap, Poison Sting, Water Gun, Constrict (675 EXP.)

Shellder, level 30- Withdraw, Supersonic, Clamp, Aurora Beam (622 EXP.)

SWIMMER $145

Goldeen, level 29- Peck, Tail Whip, Supersonic, Horn Attack (688 EXP.)

Horsea, level 29- Bubble, Smokescreen, Leer (514 EXP.)

Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)

Now let's take a dip in the water and search for some new

Pokemon. Make sure you've stocked up well on Poke Balls and

Great Balls.

ROUTE 19 Wild Pokemon:

Water:

Tentacool- Very Common (R,B,Y)

Tentacruel- Rare (R,B,Y)

Horsea- Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Staryu- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

There's some new important Water Pokemon here you should

try to catch: Tentacool if you haven't (there's plenty of them),

Tentacruel, the evolved form of Tentacool, Horsea, and Staryu.

Tentacool is the only one that can be found Surfing but you can

encounter the other ones while fishing on the shore of the

Seafoam Islands or Fuchsia City as well.

Basically, Route 19 follows a path that leads south and

then directly west, which is pretty straightforward. There are

trainers all over the route, and as you might have guessed, they

all use Water Pokemon. Here is the list of trainers you may

encounter on this route:

SWIMMER $150

Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)

Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)

SWIMMER $150

Poliwag, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (495 EXP.)

Poliwhirl, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (841 EXP.)

SWIMMER $145

Goldeen, level 29- Peck, Tail Whip, Supersonic, Horn Attack (688 EXP.)

Shellder, level 29- Tackle, Withdraw, Supersonic, Clamp (601 EXP.)

Seaking, level 29- Peck, Tail Whip, Supersonic, Horn Attack (1056 EXP.)

SWIMMER $135

Horsea, level 27- Bubble, Smokescreen, Leer (480 EXP.)

Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)

Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)

Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)

SWIMMER $135

Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)

Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)

Staryu, level 27- Tackle, Water Gun, Harden, Rapid Spin (612 EXP.)

Horsea, level 27- Bubble, Smokescreen, Leer (480 EXP.)

Tentacruel, level 27- Wrap, Poison Sting, Water Gun, Constrict (1185 EXP.)

BEAUTY $2100

Goldeen, level 30- Tail Whip, Supersonic, Horn Attack, Fury Attack (712 EXP.)

Seaking, level 30- Tail Whip, Supersonic, Horn Attack, Fury Attack (1092 EXP.)

BEAUTY $2030

Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)

Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)

Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)

BEAUTY $1890

Poliwag, level 27- Bubble, Hypnosis, Water Gun, Doubleslap (445 EXP.)

Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)

Seaking, level 27- Peck, Tail Whip, Supersonic, Horn Attack (982 EXP.)

Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)

Poliwag, level 27- Bubble, Hypnosis, Water Gun, Doubleslap (445 EXP.)

SWIMMER $140

Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)

Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)

Seadra, level 28- Bubble, Smokescreen, Leer (930 EXP.)

Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)

SWIMMER $155

Shellder, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (643 EXP.)

Cloyster, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (1348 EXP.)

BEAUTY $2100

Seadra, level 30- Bubble, Smokescreen, Leer, Water Gun (996 EXP.)

Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)

Seadra, level 30- Bubble, Smokescreen, Leer, Water Gun (996 EXP.)

Once you land on the island, there's one more trainer to

the southwest of the cave entrance.

BEAUTY $2450

Seaking, level 35- Tail Whip, Supersonic, Horn Attack, Fury Attack (1275 EXP.)

Enter the cave. This is Seafoam Islands; home of many new

Pokemon, including the second of three legendary birds. You

won't find any trainers here, but the cave itself is a maze with

tricky boulder-pushing puzzles you'll need Strength for. It's

very helpful, if you get lost, to bring along a Pokemon that

knows Dig, so you can quickly exit out of the cave back to a

Poke Center, or to have an Escape Rope with you.

SEAFOAM ISLANDS Wild Pokemon:

Land:

Zubat- Very Common (R,B,Y)

Golbat- Common (R,B,Y)

Psyduck- Common (R,B)

Golduck- Rare (R,B)

Slowpoke- Common (R,B,Y)

Slowbro- Rare (R,B,Y)

Seel- Very Common (R,B,Y)

Dewgong- Common (R,B,Y)

Shellder- Very Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Kingler- Common (R,B,Y)

Water:

Tentacool- Very Common (R,B,Y)

Tentacruel- Rare (R,B,Y)

Krabby- Very Common (R,B,Y)

Kingler- Common (R,B,Y)

Horsea- Common (R,B,Y)

Seadra- Rare (R,B,Y)

Goldeen- Very Common (R,B,Y)

Seaking- Common (R,B,Y)

Staryu- Very Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

The Seafoam Islands are home of a great variety of Water-

type Pokemon, so take the time here to collect as many as you

can. Golduck, Seel, Dewgong, Kingler, Horsea, and Seadra are

the particularly interesting finds here. To start off from the

entrance, go to the right where you can see a boulder. Simply

use Strength, push the boulder into the nearby hole, and fall in

after it. Do this twice more to the same boulder, and on the

third time you'll fall into a running river. This current is

strong and you won't be able to stop it until you've pushed two

boulders into the river to stop the current. There are two river

currents in the Seafoam Islands; this current blocks the rout

that leads to the exit and the other blocks the rout that leads

to Articuno.

Fish around for some Pokemon in the water where you land,

and there's an ULTRA BALL hidden in the single square of land to

the southeast. Surf up to where you climb back onto land, then

go left and south on the land mass and climb the ladder you see.

On this next floor, if you want you can take the ladder to the

south up and press A next to the strange rock to the right to

get a NUGGET. Return to the other floor and go around the land mass

to a boulder puzzle. Press A next to the first lonely strange

rock to get a MAX ELIXER. There are four boulders and two

holes; your objective is to get two boulders out of the way so you can

push the other two into their respective holes. Push the

boulder to the far east all the way up, then push the one next to it

one south, one west and stop. Go around the hole and push the other

boulder all the way to the left. Now you can easily push both

the boulders into their respective holes. Jump down one of the

holes and you'll find that this current is blocked! Surf up to

the small island and you'll notice a stand-alone bird Pokemon.

This is Articuno, the second of the three legendary birds! Save

your game right now and let's capture it!

Articuno is probably the most valuable of the legendary

birds because it's an Ice/Flying-type, and Ice attacks are very

valuable in the battles to come. It's also extremely difficult

to catch, like Zapdos. Begin the battle by Paralyzing it, or

waiting until its health is low enough so you can put it to

sleep. Articuno itself resists Ice attacks, so you can't Freeze

it. Wittle down its health and be sure not to kill it if it's

in the red, then start throwing Great Balls. This may in fact

be a good time to use your Master Ball if you wish; some people

prefer to wait but Articuno's freezing attacks will greatly aid

you in capturing later strong Pokemon.

After capturing it, all you have to do now is find a way

out. Now you have to go all the way back to the top of Seafoam

by taking the ladders back up to get to that other boulder.

Head back to land to the south and take the first ladder up, take

this next ladder to the south up, go northeast from this ladder and

take the next one up, then go southwest and around to take the

ladder up on the little land mass. From this ladder go east and

you'll spot the last boulder next to its hole. Just like you

did with the first one, push it in the holes and keep jumping in

after it until it's you've landed in the water. Since this

current is now blocked, you can now go on the land mass to your

right. Simply go up the ladders and exit the island!

ROUTE 20 Wild Pokemon:

Water:

Tentacool- Very Common (R,B,Y)

Tentacruel- Rare (R,B,Y)

Horsea- Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Staryu- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

You are now on Route 20, and Cinnabar Island, home of the

seventh gym, is to our left. The water path is obvious, but as

usual, there are trainers about! Here is the list of trainers

you'll encounter on this sea rout:

JR. TRAINER(f) $600

Tentacool, level 30- Wrap, Poison Sting, Water Gun, Constrict (675 EXP.)

Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)

Seel, level 30- Headbutt, Growl (642 EXP.)

SWIMMER $175

Staryu, level 35- Water Gun, Harden, Rapid Spin, Swift (795 EXP.)

BIRD KEEPER $750

Fearow, level 30- Growl, Leer, Fury Attack, Mirror Move (1041 EXP.)

Fearow, level 30- Growl, Leer, Fury Attack, Mirror Move (1041 EXP.)

Pidgeotto, level 30- Gust, Sand-Attack, Quick Attack, Whirlwind (726 EXP.)

BEAUTY $2100

Shellder, level 30- Withdraw, Supersonic, Clamp, Aurora Beam (622 EXP.)

Shellder, level 30- Withdraw, Supersonic, Clamp, Aurora Beam

(622 EXP.)

Cloyster, level 30- Withdraw, Supersonic, Clamp, Aurora Beam (1305 EXP.)

JR. TRAINER(f) $620

Goldeen, level 31- Tail Whip, Supersonic, Horn Attack, Fury Attack (736 EXP.)

Seaking, level 31- Tail Whip, Supersonic, Horn Attack, Fury Attack (1128 EXP.)

BEAUTY $2170

Poliwag, level 31- Hypnosis, Water Gun, Doubleslap, Body Slam (511 EXP.)

Seaking, level 31- Tail Whip, Supersonic, Horn Attack, Fury Attack (1128 EXP.)

When you reach Cinnabar Island, take a rest at the Poke

Center and explore good selections at the next-door Poke Mart.

Cinnabar Island Poke Mart:

Ultra Ball- $1200

Great Ball- $600

Hyper Potion- $1500

Max Repel- $700

Escape Rope- $550

Full Heal- $600

Revive- $1500

CINNABAR ISLAND Wild Pokemon:

Water:

Slowpoke- Common (R,B,Y)

Shellder- Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Horsea- Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Staryu- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Now to the left of the Poke Center is the Pokemon Lab where

ancient and rare Pokemon are studied exclusively. There are

several rooms to your right. In Red/Blue, the woman offers to

trade her Tangela for a Venonat, and the man his Electrode for

your Raichu. In Yellow, the woman will offer to trade her

Dewgong for a Growlithe and the man offers his Rhydon for your

Golduck. Both the Tangela and Rhydon offers are good trades.

In the second room, the scientist in the northeast corner gives you

TM35:Metronome, which is a fun attack to try out on one of your

Pokemon not on your battling team. In the third room, the

scientist at the table offers to trade his Seel for your Ponyta

in Red/Blue and his Muk for your Kangaskhan in Yellow. Ignore

him. The other scientist in the room is the real reason we are

at this lab! Do you remember the Helix and Dome Fossils from

Mt. Moon? Take whichever one you chose and give it to this doctor.

Leave the lab and return back to him, and he'll give you a

prehistoric Pokemon unobtainable anywhere else! If you give him

the Helix Fossil you get Omanyte, and if you give him the Dome

Fossil you get Kabuto.

There is also one more prehistoric Pokemon you can get the

good doctor to make for you, but to get the item you need to

take a trip back to Pewter City. Use a bird to Fly over there, and

head to the north where the Museum is. If you go to the very

northeast of the city, you'll spot a gap in the ledge. Walk up

the gap, use Cut on the tree blocking your way, and head left to

a secret research building. Talk to the scientist next to the

plaque to receive OLD AMBER. Now if you Fly back to the lab in

Cinnabar, the scientist there will transform the Old Amber into

an Aerodactyl!

Now back to business. If you go to the Cinnabar Gym,

the doors are locked, and you don't have a key. The key we are

searching for is in the Pokemon Mansion, which is the large building

to the left of the gym. Enter it.

POKeMON MANSION Wild Pokemon:

Rattata- Very Common (Y)

Raticate- Common (Y)

Vulpix- Very Common (B,Y)

Growlithe- Common (R,Y)

Ponyta- Common (R,B)

Grimer- Very Common (R,B,Y)

Muk- Common (R,B,Y)

Koffing- Common (R,B)

Weezing- Rare (R,B)

Magmar- Common (B)

Ditto- Rare (Y)

The Seafoam Islands were home of all the Water-types; now

you get your full taste of Fire and Poison-types in the Pokemon

Mansion. Be sure to catch Grimer, Muk, Koffing and Weezing in

Red/Blue, and to get all the available new Fire-types. The Blue

version is especially plentiful here, what with Vulpix and

Magmar exclusive to it. There are also little paper notes scattered

around the Mansion containing information on two very important

Pokemon and are interesting to read about.

Let's look around in the first big room. Going northeast

past the first stairs leads to an ESCAPE ROPE. Now go to the

small room to the left. In here is a statue; these statues are

all over Pokemon Mansion and open and close the sliding doors

you'll see. They are not confusing to work with, since each

statue only changes the doors in the floor you're in. It's

simple: If you come across a closed door, just go back to the

statue on the floor you're on and flip the switch. Since

there's nothing of importance on this floor, however, just go up the

stairs to the 2nd floor.

Directly south of these stairs is a Burglar. Talk to him

to get him to fight you.

BURGLAR $3060

Charmander, level 34- Ember, Leer, Rage, Slash (472 EXP.)

Charmeleon, level 34- Ember, Leer, Rage, Slash (1033 EXP.)

Take the stairs right next to the other stairs up to get to

a secret room and another Burglar.

BURGLAR $3420

Ninetales, level 38- Ember, Tail Whip, Quick Attack, Roar (1449 EXP.)

There are two tiny paths in this room. Press A next to the

dead end of the top one to get a MAX REVIVE, and the item in the

south path is a MAX POTION. Return to the other floor. Head to

the very east part of the room and grab the CALCIUM in the

eastern corner. Flipping the switch doesn't give access to any

rooms with extra items (except a paper note), so when you're

ready, head up the stairs that's in the room directly north of

the other two staircases.

Head all the way east from these stairs to get IRON in the

eastern room. Return and flip the statue switch, then go

through the south door this time. Challenge the Scientist here.

SCIENTIST $1650

Magnemite, level 33- Tackle, Sonicboom, Thundershock, Supersonic (628 EXP.)

Magneton, level 33- Tackle, Sonicboom, Thundershock, Supersonic (1138 EXP.)

Voltorb, level 33- Screech, Sonicboom, Selfdestruct, Light Screen (727 EXP.)

The staircase past the Scientist just leads to an empty

room, so don't go there. There are two ledges next to the

Scientist; you want to go down the left-hand one. There's a

Scientist right near where you land.

SCIENTIST $1450

Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)

Weezing, level 29- Tackle, Smog (1074 EXP.)

Take the CARBOS in between the row of plants and take the

stairs you see down. Head up from the stairs and enter the room

on your left; fight the Burglar in here.

BURGLAR $3060

Growlithe, level 34- Roar, Ember, Leer, Take Down (663 EXP.)

Ponyta, level 34- Ember, Tail Whip, Stomp (1107 EXP.)

Be sure to get the item next to the statue here; it's the

very powerful TM14:Blizzard! Teach it to a compatible Pokemon

if you can, but don't overwrite Ice Beam in favor of it. Flip the

statue switch and head out the left side of the room. Get the

FULL RESTORE on the left wall and go back to the right side of

the room, then up through the now-open door. There's one more

Scientist to the north.

SCIENTIST $1700

Magnemite, level 34- Tackle, Sonicboom, Thundershock, Supersonic (648 EXP.)

Electrode, level 34- Screech, Sonicboom, Selfdestruct, Light Screen (1092 EXP.)

The next switch is in the room to north; flip it and then

grab the RARE CANDY in the room to the left of it. Head left,

get TM22:Solarbeam on the table if you want, and go south to

finally get the SECRET KEY! This will unlock the Cinnabar

Island Gym doors. To exit, either use Dig or Escape Rope for the easy

way out, or head back to the statue in the room with the

Blizzard TM, flip that switch then head back upstairs and north to the

exit. Take a stop by the Poke Center if you need to, then enter

the gym!

CINNABAR ISLAND GYM

Style: Fire

The Cinnabar Island Gym follows a different format from the

others; you will advance one room at a time, and in each room

you are given a quiz question from the control panel. They're

mostly pretty simple, but there are a couple trick questions. If you

answer correctly, the door opens and you don't have to fight the

trainer. If you answer incorrectly, you have to battle. Of

course, it's best to just battle the trainers anyway to gain

experience, but that's up to you.

All the trainers and the Gym Leader, Blaine, use Fire-type

Pokemon. This means if you have a well-established Water-type,

Ground-type, or Rock-type (or any Pokemon that knows a good

attack of that type), that Pokemon can easily sweep the gym.

Besides that, all you need to know is that Fire-types generally

have strong Attack stats, so don't send in any Grass or Ice

types against them. Even if you do get Burned, it doesn't damage you

outside of battle, so don't be too worried if it happens. For

this Gym guide, I will supply each room with the correct quiz

answer and the trainer inside.

Q1: YES

BURGLAR $3240

Growlithe, level 36- Roar, Ember, Leer, Take Down (702 EXP.)

Vulpix, level 36- Quick Attack, Roar, Confuse Ray, Flamethrower (486 EXP.)

Ninetales, level 36- Ember, Tail Whip, Quick Attack, Roar (1372 EXP.)

There's an extra trainer here in the next room. You can

either ignore him or battle him.

SUPER NERD $900

Vulpix, level 36- Quick Attack, Roar, Confuse Ray, Flamethrower (486 EXP.)

Vulpix, level 36- Quick Attack, Roar, Confuse Ray, Flamethrower (486 EXP.)

Ninetales, level 36- Ember, Tail Whip, Quick Attack, Roar (1372 EXP.)

Q2: NO

SUPER NERD $850

Ponyta, level 34- Ember, Tail Whip, Stomp (1107 EXP.)

Charmander, level 34- Ember, Leer, Rage, Slash (472 EXP.)

Vulpix, level 34- Tail Whip, Quick Attack, Roar, Confuse Ray (459 EXP.)

Growlithe, level 34- Roar, Ember, Leer, Take Down (663 EXP.)

Q3: NO

BURGLAR $3690

Ponyta, level 41- Tail Whip, Stomp, Growl, Fire Spin (1335 EXP.)

Q4: NO

SUPER NERD $1025

Rapidash, level 41- Tail Whip, Stomp, Growl, Fire Spin (1686 EXP.)

Q5: YES

BURGLAR $3330

Vulpix, level 37- Quick Attack, Roar, Confuse Ray, Flamethrower (499 EXP.)

Growlithe, level 37- Roar, Ember, Leer, Take Down (721 EXP.)

Q6: NO

SUPER NERD $925

Growlithe, level 37- Roar, Ember, Leer, Take Down (721 EXP.)

Vulpix, level 37- Quick Attack, Roar, Confuse Ray, Flamethrower (499 EXP.)

After the sixth room, you've reached Blaine!

GYM LEADER Blaine $4653 (uses Super Potion) TM38:Fire Blast, Volcano Badge

Red/Blue: $4653

Growlithe, level 42- Ember, Leer, Take Down, Agility (819 EXP.)

Ponyta, level 40- Tail Whip, Stomp, Growl, Fire Spin (1302 EXP.)

Rapidash, level 42- Tail Whip, Stomp, Growl, Fire Spin (1728 EXP.)

Arcanine, level 47- Roar, Ember, Take Down, Fire Blast (2145 EXP.)

Yellow: $5346

Ninetales, level 48- Tail Whip, Quick Attack, Confuse Ray, Flamethrower (1830

EXP.)

Rapidash, level 50- Stomp, Growl, Fire Spin, Take Down (2056 EXP.)

Arcanine, level 54- Take Down, Reflect, Flamethrower, Fire Blast (2464 EXP.)

In Red/Blue, Blaine sends out two pretty weak Fire-types,

Growlithe and Ponyta, which should be easily disposed of with

any Pokemon in your party. Rapidash is a powerful Pokemon, but Fire

Spin is not a very powerful Fire attack- don't be too

aggressive; Blaine doesn't have any real weapons until he sends out

his Arcanine. One Fire Blast from Arcanine can easily wipe out any

non-Water-type you're using, so save your best Pokemon to use

against it. Surf, Earthquake, and Rock Slide are great moves

that should be used to take it out. If you're lucky, Arcanine

may try to Roar you to death, and that does nothing.

In Yellow the going is considerably tougher with Blaine's

three evolved Fire-types, but only if you don't have a Pokemon

super-effective against Fire. Ninetales is a much greater

threat than Rapidash due to its powerful Flamethrower and annoying

Confuse Ray, so if one of your Pokemon gets confused, you may

have to switch out. Again, Arcanine has a very strong Fire

Blast, but it's completely useless against Water-types.

Remember, even if you think you have a winning battle going, be

cautious: Blaine's Pokemon have strong Attack stats, so Take

Down can do considerable damage to any of your Pokemon.

Defeating Blaine gives you the Volcano Badge, and you have

just one more to get before you can enter the Pokemon League!

If you have a Charizard or Arcanine of your own, you can teach it

Fire Blast if you want, but Flamethrower works just as well.

________________________________________________________________

9. Earth Badge

We only have one badge to go, but we've explored just about

all of Kanto! If you remember all the way back in Viridian

City, the gym was locked. However, with your victory over Blaine, the

leader of that gym has returned and it's no longer locked!

Let's stop by Pallet Town though first, shall we? Start Surfing on

the rout north of Cinnabar.

ROUTE 21 Wild Pokemon:

Land:

Pidgey- Very Common (R,B,Y)

Pidgeotto- Common (R,B,Y)

Rattata- Very Common (R,B,Y)

Raticate- Common (R,B,Y)

Tangela- Common (R,B)

Water:

Tentacool- Very Common (R,B,Y)

Tentacruel- Rare (R,B,Y)

Horsea- Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Staryu- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

Like Route 20, Route 21 is very straightforward; it leads

straight up towards your hometown. Near the top, right below

Pallet, is a patch of grass on a little island that's the only

spot in the game where Tangela is catchable in the wild in

Red/Blue. As usual, here are the trainers littering this route

(there are a few Fisherman on a couple fishing piers):

SWIMMER $165

Staryu, level 33- Water Gun, Harden, Rapid Spin, Swift (748 EXP.)

Wartortle, level 33- Bubble, Water Gun, Bite, Withdraw (1011 EXP.)

SWIMMER $160

Poliwhirl, level 32- Bubble, Hypnosis, Water Gun, Doubleslap (897 EXP.)

Tentacool, level 32- Wrap, Poison Sting, Water Gun, Constrict (720 EXP.)

Seadra, level 32- Bubble, Smokescreen, Leer, Water Gun (1062 EXP.)

SWIMMER $185

Starmie, level 37- Tackle, Water Gun, Harden, Rapid Spin (1641 EXP.)

FISHERMAN $1155

Seaking, level 33- Tail Whip, Supersonic, Horn Attack, Fury Attack (1201 EXP.)

Goldeen, level 33- Tail Whip, Supersonic, Horn Attack, Fury Attack (784 EXP.)

FISHERMAN $1085

Shellder, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (643 EXP.)

Cloyster, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (1348 EXP.)

SWIMMER $165

Seadra, level 33- Bubble, Smokescreen, Leer, Water Gun (1095 EXP.)

Tentacruel, level 33- Wrap, Poison Sting, Water Gun, Constrict (1449 EXP.)

CUE BALL $775

Tentacool, level 31- Wrap, Poison Sting, Water Gun, Constrict (697 EXP.)

Tentacool, level 31- Wrap, Poison Sting, Water Gun, Constrict (697 EXP.)

Tentacruel, level 31- Wrap, Poison Sting, Water Gun, Constrict (1360 EXP.)

FISHERMAN $945

Magikarp, level 27- Splash, Tackle (115 EXP.)

Magikarp, level 27- Splash, Tackle (115 EXP.)

Magikarp, level 27- Splash, Tackle (115 EXP.)

Magikarp, level 27- Splash, Tackle (115 EXP.)

Magikarp, level 27- Splash, Tackle (115 EXP.)

Magikarp, level 27- Splash, Tackle (115 EXP.)

FISHERMAN $980

Seaking, level 28- Peck, Tail Whip, Supersonic, Horn Attack (1020 EXP.)

Goldeen, level 28- Peck, Tail Whip, Supersonic, Horn Attack (666 EXP.)

Seaking, level 28- Peck, Tail Whip, Supersonic, Horn Attack (1020 EXP.)

Seaking, level 28- Peck, Tail Whip, Supersonic, Horn Attack (1020 EXP.)

When you make landfall, walk around and visit your mom,

have Professor Oak evaluate your Pokedex progress if you want (you

should have a sizeable collection by this time), then either Fly

or ride your bike north to Viridian. Enter the now-unlocked

gym.

VIRIDIAN CITY GYM

Style: Ground

The technical style of the gym may be Ground, but in

reality, this gym is very unpredictable; you'll face many

different types going against the trainers here, mostly

including Poison, Ground, and Fighting-types. Your team should

consist of at least four or five different types of Pokemon by now,

and at levels 45-50 at the very least. This gym is a good test of how

you've balanced your party; if you can defeat every trainer

including the leader in one go, you're doing well.

The gym has familiar-looking sliding floors you've seen

from the Team Rocket hideouts. No one around knows who the Gym

Leader is; can you guess? Take one of the sliding floors left at the

start and battle the first trainer here.

TAMER $1560

Arbok, level 39- Poison Sting, Bite, Glare, Screech (1228 EXP.)

Tauros, level 39- Tackle, Stomp, Tail Whip, Leer (1762 EXP.)

Take the sliding floor to the left of him up and challenge

the next trainer.

BLACKBELT $1075

Machoke, level 43- Karate Chop, Low Kick, Leer, Focus Energy (1344 EXP.)

Go around the skinny wall to your right to battle the next

trainer.

TAMER $1365

Red/Blue:

Nidorino, level 39- Horn Attack, Poison Sting, Focus Energy, Fury Attack (985

EXP.)

Nidoking, level 39- Tackle, Horn Attack, Poison Sting, Thrash (1629 EXP.)

Yellow:

Nidorino, level 39- Double Kick, Poison Sting, Focus Energy, Fury Attack (985

EXP.)

Nidoking, level 39- Horn Attack, Double Kick, Poison Sting, Thrash (1629 EXP.)

Now if you head down and go right you'll come to the main

middle section of the gym. There are three trainers in a row

here, facing back and forth.

TAMER $1365

Sandslash, level 39- Sand-Attack, Slash, Poison Sting, Swift (1362 EXP.)

Dugtrio, level 39- Growl, Dig, Sand-Attack, Slash (1278 EXP.)

BLACKBELT $1000

Machop, level 40- Low Kick, Leer, Focus Energy, Seismic Toss (753 EXP.)

Machoke, level 40- Karate Chop, Low Kick, Leer, Focus Energy

(1251 EXP.)

TAMER $1720

Rhyhorn, level 43- Horn Attack, Stomp, Tail Whip, Fury Attack (1243 EXP.)

The item ball to the right (directly above the down arrow)

is a REVIVE. Challenge the trainer in the little corridor to

the north of it.

COOLTRAINER(m) $1505

Rhyhorn, level 43- Horn Attack, Stomp, Tail Whip, Fury Attack (1243 EXP.)

Head left of him and fight the Blackbelt against the north

wall.

BLACKBELT $950

Machoke, level 38- Karate Chop, Low Kick, Leer, Focus Energy (1188 EXP.)

Machop, level 38- Karate Chop, Low Kick, Leer, Focus Energy (715 EXP.)

Machoke, level 38- Karate Chop, Low Kick, Leer, Focus Energy (1188 EXP.)

Now that the Blackbelt is out of the way, you can head

across the far north corridor. Go back to the entrance and,

hugging the east wall, go up to the northeast corner of the gym.

Simply follow the corridor to the left and you've found the

leader of the Viridian City Gym! Don't be too surprised when

you discover who it is:

GYM LEADER Giovanni (uses Guard Spec.) TM27:Fissure, Earth Badge

Red/Blue: $4950

Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)

Dugtrio, level 42- Growl, Dig, Sand-Attack, Slash (1377 EXP.)

Nidoqueen, level 44- Scratch, Poison Sting, Tail Whip, Body Slam (1828 EXP.)

Nidoking, level 45- Tackle, Horn Attack, Poison Sting, Thrash (1879 EXP.)

Rhydon, level 50- Stomp, Tail Whip, Fissure, Horn Drill (2185 EXP.)

Yellow: $5445

Dugtrio, level 50- Dig, Sand-Attack, Fissure, Earthquake (1638 EXP.)

Persian, level 53- Double Team, Screech, Fury Swipes, Slash (1680 EXP.)

Nidoqueen, level 53- Double Kick, Tail Whip, Thunder, Earthquake (2202 EXP.)

Nidoking, level 55- Leer, Double Kick, Thunder, Earthquake (2298 EXP.)

Rhydon, level 55- Fury Attack, Rock Slide, Horn Drill, Earthquake (2403 EXP.)

Yes, Giovanni from Team Rocket has returned to his gym, and

now you are facing him for the third and final time. In

Red/Blue, it won't be too difficult to put to rest Team Rocket's

leader, given that Giovanni tends to like to waste turns with

moves like Tail Whip and Growl, and using Guard Spec. His

Rhyhorn and Rhydon also use Horn Drill, a one-hit KO move, but

it only ever has a chance of working if 1: He attacks first or 2:

You're using a Normal or Fighting-type. Even then it only works

30% of the time! This and the fact that all of Giovanni's

Pokemon are Ground, Rock/Ground or Poison/Ground, makes the

battle a lot easier. Water, Grass, and Ice-types all have a

major advantage.

In Yellow, Giovanni threatens to pound your units into the

earth with Earthquake, so Flying-types (Articuno works best) are

a big necessity unless you can attack their weaknesses before

they hit you. Dugtrio only knows Ground-type moves, so he's

helpless against a Flying-type. Persian can be annoying if you

let it use Double Team enough; use a Rock Pokemon if you have

one, or a Fighting type to quickly knock it out. Nidoqueen and

Nidoking are the trickiest of Giovanni's minions, because not

only do they know Earthquake, but also Thunder to take out your

Flying-types. Fortunately, they are weak to many different

types, including Ground, Psychic, Water, and Ice. Using Flying-

types is still a good option, because Thunder is not the most

accurate attack. Rhydon has super-powerful Attack stats, and

it's not wise to use Flying-types against it (because Rock Slide

will quickly take them out). Thankfully, it has a huge weakness

to Water, Grass, and Ice-types, and can be taken out with one

hit

easily by a strong attack from one of those types. The key to

remember is to try to take out Giovanni's Pokemon as quickly as

possible, or else let his Pokemon pound on you with their strong

attacks. Attack his weaknesses mercilessly and don't let up to

take care of the Team Rocket Boss for good!

Talk to Giovanni after the battle and he'll explain how

Team Rocket is finished, and he is now gone forever- and with that,

he teleports away, never to be seen again. That's not important to

you, however; you've got all eight badges! Next stop: Pokemon

League.

________________________________________________________________

10. Pokemon League

Head left from Viridian City to Route 22, where if you

remember, you battled Gary very early in the game. Surprise,

surprise! He shows his face again! Prepare for yet another

heated battle against your dreaded Rival.

RIVAL Gary $3445

Red/Blue:

Pidgeot, level 47- Quick Attack, Whirlwind, Wing Attack, Agility (1731 EXP.)

Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)

Growlithe, level 45- Ember, Leer, Take Down, Agility (871 EXP.)

Exeggcute, level 47- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (984 EXP.)

Alakazam, level 50- Psybeam, Recover, Psychic, Reflect (1992 EXP.)

Blastoise, level 53- Bite, Withdraw, Skull Bash, Hydro Pump (2409 EXP.)

OR

Pidgeot, level 47- Quick Attack, Whirlwind, Wing Attack, Agility (1731 EXP.)

Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)

Gyarados, level 45- Bite, Dragon Rage, Leer, Hydro Pump (2062 EXP.)

Growlithe, level 47- Ember, Leer, Take Down, Agility (916 EXP.)

Alakazam, level 50- Psybeam, Recover, Psychic, Reflect (1992 EXP.)

Venusaur, level 53- Vine Whip, Poisonpowder, Razor Leaf, Growth (2361 EXP.)

OR

Pidgeot, level 47- Quick Attack, Whirlwind, Wing Attack, Agility (1731 EXP.)

Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)

Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)

Gyarados, level 47- Bite, Dragon Rage, Leer, Hydro Pump (2109 EXP.)

Alakazam, level 50- Psybeam, Recover, Psychic, Reflect (1992 EXP.)

Charizard, level 53- Leer, Rage, Slash, Flamethrower (2385 EXP.)

Yellow:

Sandslash, level 47- Slash, Poison Sting, Swift, Fury Swipes (1641 EXP.)

Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)

Magneton, level 45- Sonicboom, Thundershock, Supersonic, Thunder Wave (1342

EXP.)

Ninetales, level 47- Ember, Tail Whip, Quick Attack, Roar (1753 EXP.)

Kadabra, level 50- Psybeam, Recover, Psychic, Reflect (1552 EXP.)

Vaporeon, level 53- Aurora Beam, Haze, Acid Armor, Hydro Pump (2284 EXP.)

OR

Sandslash, level 47- Slash, Poison Sting, Swift, Fury Swipes (1641 EXP.)

Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)

Ninetales, level 45- Ember, Tail Whip, Quick Attack, Roar (1716 EXP.)

Cloyster, level 47- Withdraw, Supersonic, Clamp, Aurora Beam (2044 EXP.)

Kadabra, level 50- Psybeam, Recover, Psychic, Reflect (1552 EXP.)

Jolteon, level 53- Pin Missile, Thunder Wave, Agility, Thunder (2236 EXP.)

OR

Sandslash, level 47- Slash, Poison Sting, Swift, Fury Swipes (1641 EXP.)

Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)

Cloyster, level 45- Withdraw, Supersonic, Clamp, Aurora Beam (1996 EXP.)

Magneton, level 47- Thundershock, Supersonic, Thunder Wave, Swift (1398 EXP.)

Kadabra, level 50- Psybeam, Recover, Psychic, Reflect (1552 EXP.)

Flareon, level 53- Fire Spin, Smog, Leer, Flamethrower (2260 EXP.)

Gary's amazing versatility is a wonder to behold. Almost

every major type represented in his team, Gary can be tough to

handle if your Pokemon are not well-rounded as well. The only

major difference between versions is his lead-off Pokemon: In

Red/Blue, it's his Pidgeot, and in Yellow it's his Sandslash.

Both are actually easier to handle this time around because

they've forgotten Sand-Attack. After that you'll face a barrage

of different types of Pokemon you need to individually analyze

and exploit the weaknesses of. In Red/Blue, it's Rock/Ground,

Water, Grass, Fire, and Psychic-types, and in Yellow, it's

Grass, Water, Fire, Electric, and Psychic-types. Use Water/Grass/Ice

versus Rock, Electric/Grass versus Water, Fire/Ice versus Grass,

Water/Ground/Rock versus Fire, Ground versus Electric, and

Normal attacks versus Psychic.

Gary is an excellent meter for yourself so you can judge

how prepared you are for the Pokemon League. If you have a party of

4-6 balanced Normal and Special-type Pokemon around level 50 at

least, you're doing well. If not, then keep going anyway,

because the upcoming Victory Road offers a perfect chance to

train up with the strong Wild Pokemon.

After the duel, you can now proceed west to the Pokemon

League front gates! What follows is walking through several

areas, at eight stops giving the police officer your Badge, and

then proceeding onward. After the Rainbow Badge guard, you are

made to cross the water where you can fish for powerful Pokemon,

and near the exit are grasses full of other rare Pokemon and

capturing opportunities. Remember, with the Super Rod, you'll

find more evolved Pokemon.

ROUTE 23 Wild Pokemon:

Land:

Spearow- Very Common (R,B,Y)

Fearow- Common (R,B,Y)

Ekans- Very Common (R)

Arbok- Common (R)

Sandshrew- Very Common (B,Y)

Sandslash- Common (B,Y)

Nidoran(f)- Common (Y)

Nidorina- Very Common (Y)

Nidoran(m)- Common (Y)

Nidorino- Very Common (Y)

Mankey- Very Common (Y)

Primeape- Rare (Y)

Ditto- Very Common (R,B,Y)

Water:

Poliwag- Very Common (R,B,Y)

Poliwhirl- Common (R,B,Y)

Slowpoke- Common (R,B,Y)

Slowbro- Rare (R,B,Y)

Krabby- Very Common (R,B,Y)

Kingler- Common (R,B,Y)

Horsea- Common (R,B,Y)

Seadra- Rare (R,B,Y)

Goldeen- Common (R,B,Y)

Seaking- Rare (R,B,Y)

Magikarp- Very Common (R,B,Y)

The final guard stands right next to Victory Road entrance.

Give him the Earth Badge and he'll let you through. Get

prepared for the toughest stretch of the game; make sure you've stocked

up on healing and restoration items!

VICTORY ROAD Wild Pokemon:

Zubat- Very Common (R,B,Y)

Golbat- Common (R,B,Y)

Venomoth- Common (R,B)

Machop- Very Common (R,B,Y)

Machoke- Common (R,B,Y)

Geodude- Very Common (R,B,Y)

Graveler- Common (R,B,Y)

Onix- Common (R,B,Y)

Marowak- Rare (R,B)

As you can see, Graveler and Machoke are two must-catches

in this area, as well as one more legendary Pokemon we'll discover

later. To begin with, you need to push that boulder you see all

the way to the right onto a switch, which will unblock one of

the passageways. Push the boulder one down, all the way right, two

up, all the way right, two up, one right and one down. Now go

back to the left and walk on the now unblocked land mass to the

right. At the intersection, go to the right and follow the

passageway up; there are a couple cool items here. The one on

the right is TM43:Sky Attack and the one on the left is a RARE

CANDY. You'll have to exit and re-enter the cave to get both

items. Head back to the intersection, go left and battle the

trainer. Be wary: There are strong trainers here!

COOLTRAINER(f) $1540

Persian, level 44- Bite, Pay Day, Screech, Fury Swipes (1395 EXP.)

Ninetales, level 44- Ember, Tail Whip, Quick Attack, Roar (1677 EXP.)

Go past this trainer and up the passage to encounter

another one.

COOLTRAINER(m) $1470

Ivysaur, level 42- Vine Whip, Poisonpowder, Razor Leaf, Growth (1269 EXP.)

Wartortle, level 42- Water Gun, Bite, Withdraw, Skull Bash (1287 EXP.)

Charmeleon, level 42- Leer, Rage, Slash, Flamethrower (1278 EXP.)

Charizard, level 42- Ember, Leer, Rage, Slash (1881 EXP.)

Go up the ladder next to him to the 2nd floor. Go south

and push this boulder one down, one left, one down, and left onto

the switch. Head up onto the land mass and fight the trainer here.

BLACKBELT $1075

Machoke, level 43- Karate Chop, Low Kick, Leer, Focus Energy (1344 EXP.)

Machop, level 43- Low Kick, Leer, Focus Energy, Seismic Toss (810 EXP.)

Machoke, level 43- Karate Chop, Low Kick, Leer, Focus Energy (1344 EXP.)

Continue walking along the land mass to another trainer on

your right.

JUGGLER $1435

Drowzee, level 41- Headbutt, Poison Gas, Psychic, Meditate (895 EXP.)

Hypno, level 41- Confusion, Headbutt, Poison Gas, Psychic (1449 EXP.)

Kadabra, level 41- Disable, Psybeam, Recover, Psychic (1273 EXP.)

Kadabra, level 41- Disable, Psybeam, Recover, Psychic (1273 EXP.)

Exit the land mass south and walk right, then up along the

right wall, left and battle the trainer in the middle of this

small space.

TAMER $1760

Persian, level 44- Bite, Pay Day, Screech, Fury Swipes (1395 EXP.)

Golduck, level 44- Scratch, Tail Whip, Disable, Confusion (1639 EXP.)

Take the FULL HEAL next to him then if you want you can go

up and around the rock face to battle another trainer...

JUGGLER $1680

Mr. Mime, level 48- Light Screen, Doubleslap, Meditate, Substitute (1398 EXP.)

...and take TM17:Submission next to him. Head back around

the rock face and up the ladder in plain sight to the 3rd floor.

Battle the trainer northeast of this ladder.

COOLTRAINER(m) $1505

Exeggutor, level 43- Barrage, Hypnosis, Stomp (1953 EXP.)

Cloyster, level 43- Withdraw, Supersonic, Clamp, Aurora Beam (1870 EXP.)

Arcanine, level 43- Ember, Leer, Take Down, Agility (1962 EXP.)

The item next to him is a useful MAX REVIVE. Ignoring the

boulder, go all the way to the left north of the land mass. Take

the ladder down in this little room to get to a secret area!

Battle the trainer here.

POKeMANIAC $2000

Charmeleon, level 40- Ember, Leer, Rage, Slash (1216 EXP.)

Lapras, level 40- Mist, Body Slam, Confuse Ray, Ice Beam (1876 EXP.)

Lickitung, level 40- Disable, Defense Curl, Slam, Screech (1087 EXP.)

To the right on the north wall is a GUARD SPEC., and more

importantly, south of that is the third and final legendary bird

Moltres! Unlike the other two birds, it's not particularly

helpful in the Pokemon League, but you should still capture it

and add it to your collection. It's just as hard to capture as

Zapdos and Articuno, however, so make sure you brought some

Great Balls! See the above strategies on how to get it. Now return

to the other floor and head all the way back to the right where the

boulder is. Push the boulder two up and left to the wall, then

stop and pick up TM47:Explosion to the south. Push the boulder

one down, four left, three down and one right onto the switch.

Again, return all the way to the right and now you can traverse

the unblocked land mass to the left. Fight the female trainer

in the way.

COOLTRAINER(f) $1505

Parasect, level 43- Stun Spore, Leech Life, Spore, Slash (1179 EXP.)

Dewgong, level 43- Headbutt, Growl, Aurora Beam (1621 EXP.)

Chansey, level 43- Doubleslap, Sing, Growl, Minimize (2349 EXP.)

Follow the winding path southwest, then exit the land mass

south and fight the couple of trainers to the east (if you still

have the energy).

COOLTRAINER(m) $1505

Kingler, level 43- Vicegrip, Guillotine, Stomp, Crabhammer (1897 EXP.)

Tentacruel, level 43- Water Gun, Constrict, Barrier, Screech (1888 EXP.)

Blastoise, level 43- Water Gun, Bite, Withdraw, Skull Bash (1935 EXP.)

COOLTRAINER(f) $1505

Bellsprout, level 43- Stun Spore, Acid, Razor Leaf, Slam (774 EXP.)

Weepinbell, level 43- Sleep Powder, Stun Spore, Acid, Razor Leaf (1390 EXP.)

Victreebel, level 43- Vine Whip, Growth, Wrap, Poisonpowder (1759 EXP.)

Head all the way east past them, hugging the south wall,

until you come next to a boulder next to a hole. Just as you

did at Seafoam, push in the boulder and fall in after it, then push

it all the way left right onto the switch. There's TM05:Mega

Kick above the switch, by the way. Now the land mass is

unblocked and the exit is clear! Take the newly accessible

ladder up in this room, take the ladder in the next room down,

and you've finally escaped Victory Road.

Go around the structure and to the north, and you'll find

an area full of little statues. This is Indigo Plateau. Make your

way up through them and into the building.

Indigo Plateau Poke Mart:

Ultra Ball- $1200

Great Ball- $600

Full Restore- $3000

Max Potion- $2500

Full Heal- $600

Revive- $1500

Max Repel- $700

This is it; you've finally reached the greatest challenge

in the Pokemon world: The Elite Four. Your goal to become Champion

of Kanto is to defeat the Elite Four in order, one by one; but

if you lose, you have to start all over again (unless you save

before each battle!). You also cannot heal your Pokemon (except

by items) in between battles. Each of the Elite Four use a main

single type of Pokemon, but they are mostly rather obscure types

you probably haven't seen much of as of yet. First things

first: Check out the Poke Mart on the left side of the building; it

has the best selection of healing items in Kanto. After that, you

should be well-enough prepared by now. If you examined your

Pokemon thoroughly after your last bout with Gary, you should

have found the weaknesses in your team that needed to be

corrected.

If you're having huge problems with the Elite Four and you

just can't beat them all no matter how hard you try, you have

some issues with your team you need to straighten out. If your

team of Pokemon is lower than around level 50, then you haven't

been doing enough battling and you need to train more in Victory

Road. Your team also may not be well balanced- Electric,

Psychic, Ground, and Ice-types are the best Pokemon types to use

versus the Elite Four. You can fill in the Electric and Ice

slots easily with Zapdos and Articuno; for Psychic, the best

thing to do is to raise up a Kadabra/Alakazam, and you can level

up a Dugtrio from Diglett's Cave. A high-leveled team with

those Pokemon can rip through the Elite Four in a hurry. If you've

saved any PP Ups, Elixers or Max Elixers from the past journeys by

placing them in your PC, now is a good time to put them back in your

inventory. When you're prepared, enter the chamber to begin your

battle against the first member of the Elite Four: Lorelei.

ELITE Lorelei (uses Super Potion) $5544

Red/Blue:

Dewgong, level 54- Growl, Aurora Beam, Rest, Take Down (2035 EXP.)

Cloyster, level 53- Supersonic, Clamp, Aurora Beam, Spike Cannon (2305 EXP.)

Slowbro, level 54- Growl, Water Gun, Withdraw, Amnesia (1897 EXP.)

Jynx, level 56- Doubleslap, Ice Punch, Body Slam, Thrash (1644 EXP.)

Lapras, level 56- Body Slam, Confuse Ray, Blizzard, Hydro Pump (2628 EXP.)

Yellow:

Dewgong, level 54- Bubblebeam, Aurora Beam, Rest, Take Down (2035 EXP.)

Cloyster, level 53- Supersonic, Clamp, Ice Beam, Spike Cannon (2305 EXP.)

Slowbro, level 54- Surf, Withdraw, Amnesia, Psychic (1897 EXP.)

Jynx, level 56- Lovely Kiss, Doubleslap, Ice Punch, Thrash (1644 EXP.)

Lapras, level 56- Body Slam, Confuse Ray, Blizzard, Hydro Pump (2628 EXP.)

Lorelei, as you can see, is the Ice Master of the Elite

Four. All of her Pokemon are part Ice-however, they also all

(except Jynx) share a Water type. This means Electric types

really shine against her party, and they are your best option to

use against her. Any team without an Electric-type will really

have a tough time ahead, especially due to the Freezing powers

of her Cloyster, Jynx, and Lapras. If your Pokemon is frozen, it

can't move- it can't do anything. So if you don't have any Full

Restores or Full Heals with you and a Pokemon gets frozen,

you'll pretty much have to restart.

In all of the Elite Four matches, they use the same Pokemon

in all three versions but their movesets are upgraded in Yellow

to make the battles more difficult. Dewgong, her leadoff

Pokemon, isn't a major threat. It uses Rest to annoy you and

refill its health, but you should take that opportunity to pound

it into oblivion while it's sleeping. The Cloyster can be

easier or more difficult, depending on if you have an Electric-type

with you. Its Special is very low, so almost any Electric-type

attack will KO it in one hit. Don't try to take it down with normal

attacks; its Defense is too high for that. Also in Yellow,

Cloyster has an added threat of Freezing your Pokemon. In

Red/Blue, the Slowbro won't do much, but in Yellow it's a

Special monster. Its Amnesia raises its Special stat very high,

making it not only difficult to take out with Special attacks but

also makes its Surf and Psychic attacks very powerful. Speed is

necessary versus Slowbro here. Jynx is Lorelei's most fragile

Pokemon, and you can take it out with almost any of your

Pokemon, but you should still be cautious of its freezing Ice Punch.

If it puts you to sleep, play the Poke Flute to wake your Pokemon

up. Lapras is a beast, with both Blizzard and Hydro Pump

attacks. If a Pokemon gets nailed by Blizzard in most cases it

faints, so using Pokemon resistant to those attacks and

Electric- types is again necessary. Don't be afraid to sacrifice a

Pokemon as long as you brought along some Revives. Whatever you do,

don't use Grass, Ground, Flying, or Dragon types! Those units

will be very much more susceptible to freezing.

One down, three more to go. Enter the door that opens to

find yourself in a boulder-filled room with the second Elite

Four member, Bruno. Save and start Battle 2.

ELITE Bruno (uses X Defend) $5742

Red/Blue:

Onix, level 53- Rock Throw, Rage, Slam, Harden (1225 EXP.)

Hitmonchan, level 55- Ice Punch, Thunderpunch, Mega Punch, Counter (1650 EXP.)

Hitmonlee, level 55- Jump Kick, Focus Energy, Hi Jump Kick, Mega Kick (1638

EXP.)

Onix, level 56- Rock Throw, Rage, Slam, Harden (1296 EXP.)

Machamp, level 58- Leer, Focus Energy, Fissure, Submission (2398 EXP.)

Yellow:

Onix, level 53- Screech, Dig, Slam, Rock Slide (1225 EXP.)

Hitmonchan, level 55- Fire Punch, Ice Punch, Thunderpunch, Double Team (1650

EXP.)

Hitmonlee, level 55- Double Kick, Double Team, Hi Jump Kick, Mega Kick (1638

EXP.)

Onix, level 56- Screech, Earthquake, Slam, Rock Slide (1296 EXP.)

Machamp, level 58- Karate Chop, Leer, Strength, Submission (2398 EXP.)

Bruno, the Fighting Master, follows a pretty simple

strategy: Beef up his own Pokemon with X Defend and other

defensive moves, lower yours, and then finally attack. Unless

you let him build up his strength that much, Bruno should be

easier to defeat than Lorelei.

Bruno uses two Onix and three Fighting-types in his party.

Both of the Onix, particularly in Red/Blue, are very simple to

defeat with any Water, Grass, or Ice attack, or even most super-

effective physical attacks due to its low HP. In Yellow, don't

let his Onix use Screech without knocking it out right

afterwards; an Earthquake or Rock Slide really hurts when that

happens! Hitmonchan and Hitmonlee are two sub-par Fighting-

types; Hitmonchan has a good variety but hardly any attack

power, and Hitmonlee has low Defense. Machamp can be very dangerous

with Submission if your Pokemon have lowered Defense, but

fortunately it's too slow for Fissure to be effective. Any

Flying-type on your team with Fly can easily decimate Bruno's

Fighting-types and render most of his attacks pretty

ineffective; and a Psychic-type such as Kadabra or Hypno works just as

well if not better. Just prevent him from using one of his startlingly

powerful attacks on one of your weaker Pokemon, and you should

be fine.

You're now halfway through the Elite Four. Enter through

the door past Bruno into a grave-filled room. Can you guess the

specialty of Agatha, the third Elite Four member?

ELITE Agatha (uses Super Potion) $5940

Red/Blue:

Gengar, level 56- Confuse Ray, Night Shade, Hypnosis, Dream Eater (2280 EXP.)

Golbat, level 56- Supersonic, Confuse Ray, Wing Attack, Haze (2052 EXP.)

Haunter, level 55- Confuse Ray, Night Shade, Hypnosis, Dream Eater (1485 EXP.)

Arbok, level 58- Bite, Glare, Screech, Acid (1827 EXP.)

Gengar, level 60- Confuse Ray, Night Shade, Toxic, Dream Eater (2442 EXP.)

Yellow:

Gengar, level 56- Lick, Confuse Ray, Mega Drain, Substitute (2280 EXP.)

Golbat, level 56- Leech Life, Supersonic, Toxic, Wing Attack (2052 EXP.)

Haunter, level 55- Lick, Confuse Ray, Hypnosis, Dream Eater 1485 EXP.)

Arbok, level 58- Wrap, Glare, Screech, Acid (1827 EXP.)

Gengar, level 60- Confuse Ray, Psychic, Hypnosis, Dream Eater (2442 EXP.)

The Ghost Master of the Elite Four uses very different

methods of fainting your Pokemon than the others. Instead of

inflicting direct damage, most of the time she'll prefer to

first confuse your Pokemon with Confuse Ray, then either put them

to sleep and attack with Dream Eater (most common), paralyze with

Lick, or poison with Toxic. To battle her effectively you need

to realize the importance of switching your lead Pokemon when it

gets confused; you can't afford to take the risk of damaging

yourself most of the time. If a Pokemon gets poisoned don't

worry about it, but if it gets paralyzed make sure to cure it

with Full Heal or Full Restore. Using the Poke Flute to awaken

a sleeping Pokemon can also be a lifesaver.

Agatha uses three Ghost types- remember, you can't damage

them with any Normal or Fighting-type attacks, but besides that,

anything is fair game. Because all of Agatha's Pokemon are part

Poison-type, a Psychic-type can sweep this team quickly, but

besides that you may need some help. Attack the ghosts with

physical attacks more often because they have low Defense;

Earthquake and Dig are particularly dangerous. The Golbat acts

similarly to the Ghosts but is easier to take out; use any Ice,

Electric, Rock, or Psychic attack to take it out. The Arbok is

hardly a threat except for the possibility of it messing up your

Pokemon with Screech, Glare and Wrap. Again, speed is your best

friend. Lastly, don't forget in Yellow about that second

Gengar's Psychic attack!

After the battle your Pokemon may or may not be severely

damaged by now; heal any injuries you've sustained from the last

few battles, make sure your PP gauges are in decent condition,

and enter the next room. Walk down the corridor to battle the

final Elite Four member: Dragon Master Lance!

ELITE Lance (uses Hyper Potion) $6138

Red/Blue:

Gyarados, level 58- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2659 EXP.)

Dragonair, level 56- Agility, Slam, Dragon Rage, Hyper Beam (1728 EXP.)

Dragonair, level 56- Agility, Slam, Dragon Rage, Hyper Beam (1728 EXP.)

Aerodactyl, level 60- Supersonic, Bite, Take Down, Hyper Beam (2596 EXP.)

Dragonite, level 62- Agility, Slam, Barrier, Hyper Beam (2895 EXP.)

Yellow:

Gyarados, level 58- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2659 EXP.)

Dragonair, level 56- Thunder Wave, Slam, Thunderbolt, Hyper Beam (1728 EXP.)

Dragonair, level 56- Wrap, Bubblebeam, Ice Beam, Hyper Beam (1728 EXP.)

Aerodactyl, level 60- Wing Attack, Swift, Fly, Hyper Beam (2596 EXP.)

Dragonite, level 62- Blizzard, Thunder, Fire Blast, Hyper Beam (2895 EXP.)

Dragons are certainly a type you haven't seen much of at

all- these mythical beasts have many type resistances, but one

big weakness: Ice! If you have a surviving Pokemon in your team

with Ice Beam or Blizzard, you've pretty much got this battle

under your belt. If not, you've got a tough battle ahead. All

of Lance's Pokemon naturally know Hyper Beam- the strongest

attack in the Pokemon world outside of Selfdestruct and

Explosion; however, it takes them a complete turn to recharge

the attack, giving you two chances to strike back if you survive the

strike. Lance also uses Hyper Potion to refill his Pokemon's

health; a way around this is to use a less damaging move first,

then attack with a powerful one to knock it out.

Gyarados, the leadoff Pokemon, isn't weak to Ice, but

severely weak to Electric. If you don't have any Electric

attacks, use your most powerful special attack. The two

Dragonites have thankfully weak Hyper Beams and are easy to take

down in Red/Blue, but they mix it up a little bit in Yellow.

Make sure to remember that the first Dragonite knows Thunderbolt

and the second Dragonite knows Bubblebeam and Ice Beam so you

don't get caught in a bad match and accidentally lose a Pokemon.

Lance's Aerodactyl is lightning-fast and will most often get the

first strike, but fortunately it doesn't know Earthquake or Rock

Slide so it can't do a whole lot of damage. It is also severely

weak to Ice, and has weaknesses to Water and Electric also. The

Dragonite has an insanely powerful Hyper Beam that can knock out

almost any of your units, and is the biggest threat on Lance's

team unless you can use an Ice attack to quickly dispose of it.

In Yellow, Dragonite knows the three most powerful elemental

attacks, so all you can do is go blitzkrieg against it to knock

it out in the fastest possible way. Overall, high-Defense

Pokemon are your friends in this battle, because they should be

able to withstand Lance's Hyper Beams with ease and knock them

out while they're recharging.

You've finally defeated the Elite Four and become Champion!

Or so it seems. What's that? Oh no, Lance tells you that

someone else defeated him and became Champion before you did and

you have to beat him before you can claim the title yourself!

Who is this person? Enter the next room to see.. (Save your

game beforehand!)

CHAMPION Gary (uses Full Restore) $6435

Red/Blue:

Pidgeot, level 61- Whirlwind, Wing Attack, Sky Attack, Mirror Move (2247 EXP.)

Alakazam, level 59- Psybeam, Recover, Psychic, Reflect (2350 EXP.)

Rhydon, level 61- Tail Whip, Fury Attack, Horn Drill, Leer (2665 EXP.)

Arcanine, level 61- Roar, Ember, Leer, Take Down (2842 EXP.)

Exeggutor, level 63- Barrage, Hypnosis, Stomp (2805 EXP.)

Blastoise, level 65- Bite, Withdraw, Blizzard, Hydro Pump (2944 EXP.)

OR

Pidgeot, level 61- Whirlwind, Wing Attack, Sky Attack, Mirror Move (2247 EXP.)

Alakazam, level 59- Psybeam, Recover, Psychic, Reflect (2350 EXP.)

Rhydon, level 61- Tail Whip, Fury Attack, Horn Drill, Leer (2665 EXP.)

Gyarados, level 61- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2796 EXP.)

Arcanine, level 63- Roar, Ember, Leer, Take Down (2875 EXP.)

Venusaur, level 65- Razor Leaf, Growth, Mega Drain, Solarbeam (2896 EXP.)

OR

Pidgeot, level 61- Whirlwind, Wing Attack, Sky Attack, Mirror Move (2247 EXP.)

Alakazam, level 59- Psybeam, Recover, Psychic, Reflect (2350 EXP.)

Rhydon, level 61- Tail Whip, Fury Attack, Horn Drill, Leer (2665 EXP.)

Exeggutor, level 61- Barrage, Hypnosis, Stomp (2770 EXP.)

Gyarados, level 63- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2826 EXP.)

Charizard, level 65- Rage, Slash, Fire Blast, Fire Spin (2920 EXP.)

Yellow:

Sandslash, level 61- Slash, Poison Sting, Earthquake, Fury Swipes (2130 EXP.)

Alakazam, level 59- Kinesis, Psybeam, Recover, Pyschic (2350 EXP.)

Exeggutor, level 61- Barrage, Hypnosis, Stomp, Leech Seed (2770 EXP.)

Ninetales, level 61- Tail Whip, Quick Attack, Confuse Ray, Fire Spin (2369 EXP.)

Magneton, level 63- Thunderbolt, Thunder Wave, Swift, Screech (2052 EXP.)

Vaporeon, level 65- Quick Attack, Aurora Beam, Haze, Hydro Pump (2791 EXP.)

OR

Sandslash, level 61- Slash, Poison Sting, Earthquake, Fury Swipes (2130 EXP.)

Alakazam, level 59- Kinesis, Psybeam, Recover, Pyschic (2350 EXP.)

Exeggutor, level 61- Barrage, Hypnosis, Stomp, Leech Seed (2770 EXP.)

Cloyster, level 61- Clamp, Aurora Beam, Ice Beam, Spike Cannon (2653 EXP.)

Ninetales, level 63- Tail Whip, Quick Attack, Confuse Ray, Fire Spin (2403 EXP.)

Jolteon, level 65- Quick Attack, Pin Missile, Thunder Wave, Thunder (2743 EXP.)

OR

Sandslash, level 61- Slash, Poison Sting, Earthquake, Fury Swipes (2130 EXP.)

Alakazam, level 59- Kinesis, Psybeam, Recover, Pyschic (2350 EXP.)

Exeggutor, level 61- Barrage, Hypnosis, Stomp, Leech Seed (2770 EXP.)

Magneton, level 61- Thunderbolt, Thunder Wave, Swift, Screech (2011 EXP.)

Cloyster, level 63- Clamp, Aurora Beam, Ice Beam, Spike Cannon (2698 EXP.)

Flareon, level 65- Quick Attack, Fire Spin, Smog, Flamethrower (2767 EXP.)

Gary, the one who has been your Rival the entire game, is

primed for one final showdown between yours and his Pokemon.

Who will win? You, if you've trained your Pokemon properly. In

Red/Blue, Gary leads off with his trademark Pidgeot, which

thankfully still doesn't have Sand-Attack. Use any of your

Electric or Ice attacks to take it down, or any physical Pokemon

in general. Alakazam can be very deadly if it uses Reflect to

bolster its Defense; its Psychic attack is extremely strong.

Send out your fastest physical Pokemon and use your best

physical attack: Earthquake, Drill Peck, Body Slam, etc. Don't be

afraid to sacrifice one of you Pokemon if you have to. Rhydon is much

easier to handle; it doesn't attack except for Fury Attack, and

can be fainted using any Water, Grass, or Ice attack. After

Gary's first three Pokemon, his team changes depending on his

starter and your knowledge of types comes into play. Use Fire,

Ice or Flying attacks against Exeggutor and Venusaur; Electric

and Grass attacks against his Gyarados and Blastoise; and Water,

Rock or Ground against his Arcanine and Charizard. Of them all,

the Pokemon with the most serious threats are Blastoise

(Blizzard, Hydro Pump), Gyarados (Hydro Pump, Hyper Beam), and

Charizard (Fire Blast). Don't play conservatively, don't hold

anything back, come at Gary with full force and you should come

out the winner.

In Yellow, it's his Sandslash leading off again, and it has

a nasty Earthquake attack waiting to knock out one of your

weaker Pokemon. Knock it out with a good Water, Ice, or Grass attack.

The Alakazam here isn't as strong as in the Red/Blue versions,

because it has no Reflect. Easily take it out with your best

physical attacks. Exeggutor doesn't know any powerful attacks,

but it can still wear down your Pokemon with Hypnosis and Leech

Seed. Wake up your Pokemon with the Poke Flute if it gets on

your nerves. Again the last three Pokemon vary depending on

Gary's starter; however, you will always face Water, Fire, and

Electric types. Use Electric and Grass attacks against Cloyster

and Vaporeon, Water, Rock or Ground attacks against Ninetales

and Flareon, and Ground attacks against Magneton and Jolteon. Watch

out for Cloyster's Ice Beam if you're attacking it with a Grass

type. Vaporeon, Jolteon and Flareon all have lousy Defense, so

keep that in mind if you're having trouble. As stated before, use

all your strength against Gary, because this is truly the final

battle.

When you defeat him, you become Pokemon League Champion!

Professor Oak walks in and leads you to the final chamber, where

all the Pokemon in your party are inducted into the Hall of

Fame. You get to have your Pokedex rated by Oak, and your Trainer

stats are displayed. The credits roll past, and the words "THE END"

appear on the screen. Don't let that fool you. This game is

far from over.

________________________________________________________________

11. Beyond

Defeating the Elite Four, first of all, gives you access to

the Unknown Dungeon hidden around Cerulean City. In it are wild

Pokemon much stronger than you've seen before, as well as the

ultimate Pokemon in the game: Mewtwo. This makes it not only an

excellent place to train, but also a place where you can capture

many evolved Pokemon. Bring as many Great Balls as you can hold

whenever you venture into the Unknown Dungeon, as well as your

best Pokemon.

To access it, head over to Cerulean City, up Nugget Bridge,

and then to the left. Surf down this river to the south and

you'll find a cave. Earlier this would have been blocked by a

trainer, but you have nothing holding you back now.

UNKNOWN DUNGEON Wild Pokemon:

Land:

Arbok- Very Common (R)

Raichu- Common (R,B)

Sandslash- Very Common (B,Y)

Wigglytuff- Rare (R,B)

Golbat- Very Common (R,B,Y)

Gloom- Common (Y)

Parasect- Very Common (R,B,Y)

Venomoth- Common (R,B,Y)

Weepinbell- Common (Y)

Kadabra- Very Common (R,B)

Graveler- Common (Y)

Magneton- Common (R,B,Y)

Dodrio- Common (R,B)

Hypno- Common (R,B)

Electrode- Common (R,B,Y)

Marowak- Common (R,B)

Lickitung- Common (Y)

Rhyhorn- Very Common (Y)

Rhydon- Common (R,B,Y)

Chansey- Rare (R,B,Y)

Ditto- Very Common (R,B,Y)

Water:

Poliwag- Very Common (R,B,Y)

Poliwhirl- Common (R,B,Y)

Slowpoke- Very Common (R,B,Y)

Slowbro- Common (R,B,Y)

Krabby- Very Common (R,B,Y)

Kingler- Common (R,B,Y)

Horsea- Very Common (R,B,Y)

Seadra- Common (R,B,Y)

Goldeen- Very Common (R,B,Y)

Seaking- Common (R,B,Y)

Magikarp- Very Common (R,B,Y)

The Unknown Dungeon has a completely different layout

between Red/Blue and Yellow, so I will divide this section of

the walkthru into two parts. In all versions, be sure to explore

all new areas thoroughly for new Pokemon, and fish around in the

water for plenty of evolved Water-types.

RED/BLUE: Go up the path and ignore the first ladder, then Surf

around and take the ladder to the north. On this floor there are

a bunch of winding paths, but all you can do here is go south

and grab the PP UP on the right. Take the same ladder back down to

the first floor. Surf to the left (the item on the single dry

space is a MAX ELIXER). The path splits off again with a water

path to the southwest and a land mass to the north. There's a

NUGGET on the land mass and a ladder which leads to the 2nd

floor; follow the path, get the FULL RESTORE and keep going to

reach the next ladder. If you took the water path at the

intersection, it leads to another FULL RESTORE but ends up at

the same spot, so it's a sort of shortcut. Where the two paths meet

up, head south, left against the wall and up the ladder. Again

in the 2nd floor, follow the path right, down, left picking up

an ULTRA BALL, then up finally to get to the ladder. Take it down,

then take the following ladder down to get to the bottom floor.

Wild Pokemon levels grow seriously high here. From here, go all

the way right to get a MAX REVIVE. Now go back and take the

obvious winding path to another platform above some water. Take

the ULTRA BALL on it and zig-zag through the water and land to

get to Mewtwo's platform in the southeast corner!

YELLOW: Begin by Surfing to the left from the entrance. Where a

path branches off north, you can get a MAX ELIXER. Surf all the

way left then take the ladder up to the 2nd floor maze. Follow

the northeast path to get an ULTRA BALL, then go down the

southeast path until it branches off north and south. Take the

north path for a MAX REVIVE, and both paths meet up at the same

place. Head up and take the ladder down. Surf southeast for a

RARE CANDY, then go back and get the ULTRA BALL on the platform.

Head south and around to take the next ladder up. Where the

path splits, take the north path for a FULL RESTORE, and the other

path goes down and then up against the east wall to the next

ladder. Go southeast for a MAX REVIVE, then follow the path all

the way left to get to the 2nd floor maze yet again. Go left;

there's a RARE CANDY to the south and the next ladder to the

north. Take the next ladder down to get to the bottom floor.

Follow the winding path until it splits; get the MAX ELIXER to

the east and then go down the other path. Where it meets a

river, you can get both a MAX REVIVE and an ULTRA BALL on the

platform to the left, and if you Surf to the right you'll get to

another winding path. In the northeast corner is another ULTRA

BALL and in the southeast corner is Mewtwo's platform.

Mewtwo is the strongest Pokemon in the game; a deadly

Psychic-type with insane stats and very difficult to catch.

Indeed, if you've saved your Master Ball for this moment, use it

now because you most likely won't have a better need for it. If

you used it on a legendary bird like Articuno, though, do not

despair; it is not impossible to catch using conventional

methods. The best way is by sending out your Articuno (or your

strongest Water/Ice-type Pokemon), use Ice Beam or Blizzard, and

hope it freezes him. If Mewtwo is frozen, he can't move a

muscle, so he'll be easy to catch now with Great Balls. If you

can't freeze him, you can try for paralysis or sleep, but it'll

be much harder. Also be sure to lower his health as much as you

can before you start throwing balls, so your chances are best.

Remember, as long as you've saved beforehand, you can keep

trying as much as you want.

After you catch him, the most powerful Pokemon of all is in

your hands! Have some fun testing him out against the Elite

Four if you want.

You now have explored every area of Kanto. The Elite Four

is always open to your challenge so you can continue battling

them earning cash and experience as often as you like. Your

main quest now, of course, becomes capturing all 150 Pokemon and

building a competitive battling team! To enter the world of

competitive battling (which uncovers the true depth and beauty

of the Pokemon game) see section D. You should have a substantial

collection by now if you've been slowly capturing them

throughout the game, according to the Wild Pokemon charts. Need some

help getting those you missed? See section C for complete charts on

both locations of every catchable Pokemon and evolution

requirements.

Now if you're playing only one version, it's obviously

impossible to obtain all 150 Pokemon for your Pokedex, due to

version-exclusives, one-time-only event Pokemon

(Bulbasaur/Charmander/Squirtle, Hitmonlee/Hitmonchan,

Vaporeon/Jolteon/Flareon, and Omanyte/Kabuto), plus four Pokemon

that only evolve by trading. This makes for a possibility of

125 obtainable Pokemon in Red and Blue and 129 obtainable Pokemon in

Yellow. Of course, to complete your collection, you will need

to hook up with as many friends as you can and start some trades!

################################################################

C. Charts, Lists, and Glitches

________________________________________________________________

1. Type Compatibility Chart

Key: + = 2x damage, - = 1/2 damage, X = no effect ... = normal

Nr:Fi:Wa:Gr:El:Ic:Fg:Po:Gd:Fl:Ps:Bu:Rk:Gh:Dr:

Nr:.....................................-.....X

Fi:...-...-..+.....+....................-.....-

Wa:...+...-..-.....-........+...........+.....-

Gr:...-...+..-...........-..+..-.....-..+.....-

El:.......+..-..-...........X..+..............-

Ic:...-...-..+.....-........+..+..............+

Fg:.+..............+.....-.....-..-.....+..X...

Po:..........+...........-..-........+..-..-...

Gd:...+......-..+........+.....X.....-..+......

Fl:..........+..-....+...............+..-......

Ps:..................+...+........-............

Bu:...-......+.......-...-.....-..+........-...

Rk:...+............+.-......-..+.....+.........

Gh:.X.............................+........+...

Dr:...........................................+

________________________________________________________________

2. TM/HM Locations

TM01:Mega Punch- Mt. Moon, Celadon Dept. Store ($3000)

TM02:Razor Wind- Team Rocket Hideout, Celadon Dept. Store ($2000)

TM03:Swords Dance- Silph Co.

TM04:Whirlwind- Route 4

TM05:Mega Kick- Celadon Dept. Store ($3000)

TM06:Toxic- Fuchsia Gym

TM07:Horn Drill- Team Rocket Hideout, Celadon Dept. Store ($2000)

TM08:Body Slam- S.S.Anne

TM09:Take Down- Silph Co., Celadon Dept. Store ($3000)

TM10:Double-Edge- Team Rocket Hideout

TM11:Bubblebeam- Cerulean Gym

TM12:Water Gun- Mt. Moon

TM13:Ice Beam- Celadon Dept. Store Rooftop Square

TM14:Blizzard- Pokemon Mansion

TM15:Hyper Beam- Celadon Game Corner (5500 coins)

TM16:Pay Day- Route 12

TM17:Submission- Celadon Dept. Store ($3000)

TM18:Counter- Celadon Dept. Store 3rd Floor

TM19:Seismic Toss- Route 25

TM20:Rage- Route 15

TM21:Mega Drain- Celadon Gym

TM22:Solarbeam- Pokemon Mansion

TM23:Dragon Rage- Celadon Game Corner (3300 coins)

TM24:Thunderbolt- Vermilion Gym

TM25:Thunder- Power Plant

TM26:Earthquake- Silph Co.

TM27:Fissure- Viridian Gym

TM28:Dig- Cerulean City

TM29:Psychic- Saffron City

TM30:Teleport- Route 9

TM31:Mimic- Saffron City

TM32:Double Team- Safari Zone, Celadon Dept. Store ($1000)

TM33:Reflect- Power Plant, Celadon Dept. Store ($1000)

TM34:Bide- Pewter Gym

TM35:Metronome- Cinnabar Lab

TM36:Selfdestruct- Silph Co.

TM37:Egg Bomb- Safari Zone, Celadon Dept. Store ($2000)

TM38:Fire Blast- Cinnabar Gym

TM39:Swift- Route 12

TM40:Skull Bash- Safari Zone

TM41:Softboiled- Celadon City

TM42:Dream Eater- Viridian City

TM43:Sky Attack- Victory Road

TM44:Rest- S.S.Anne

TM45:Thunder Wave- Route 24

TM46:Psywave- Saffron Gym

TM47:Explosion- Victory Road

TM48:Rock Slide- Celadon Dept. Store Rooftop Square

TM49:Tri Attack- Celadon Dept. Store Rooftop Square

TM50:Substitute- Celadon Game Corner (7700 coins)

HM01:Cut- S.S.Anne

HM02:Fly- Route 12

HM03:Surf- Safari Zone

HM04:Strength- Fuchsia City

HM05:Flash- Route 2

_________________________________________________________________

3. Pokemon Locations

Bulbasaur- (Red/Blue: Prof. Oak in Pallet Town; Yellow: Cerulean City house)

Charmander- (Red/Blue: Prof. Oak in Pallet Town; Yellow: Route 24 trainer)

Squirtle- (Red/Blue: Prof. Oak in Pallet Town; Yellow: Vermilion City police

officer)

Caterpie- (Red/Blue: Viridian Forest, Routes 2, 24, and 25; Yellow: Viridian

Forest)

Metapod- (Red/Blue: Viridian Forest, Routes 2, 24, and 25; Yellow: Viridian

Forest)

Weedle- (Red/Blue: Viridian Forest, Routes 2, 24, and 25)

Kakuna- (Red/Blue: Viridian Forest, Routes 2, 24, and 25)

Pidgey- (Red/Blue: Routes 1, 2, 3, 5, 6, 7, 8, 12, 13, 14, 15, 24, and 25;

Yellow: Routes 1, 2, 3, 5, 6, 7, 8, 11, 12, 13, 14, 15, 24, and 25)

Pidgeotto- (Red/Blue: Routes 12, 13, 14, 15, and 21; Yellow: Viridian Forest,

Routes 5, 6, 7, 8, 11, 12, 13, 14, 15, 21, 24, and 25)

Rattata- (Red/Blue: Routes 1, 2, 4, 9, 10, 16, 17, 18, 21, and 22; Yellow:

Pokemon Mansion, Routes 1, 2, 3, 4, 7, 8, 9, 10, 11, 16, 17, 18, 21, and

22)

Raticate- (Red/Blue: Routes 16, 17, 18, and 21; Yellow: Pokemon Mansion, Routes

9, 11, 16, 17, 18, and 21)

Spearow- (Red/Blue: Routes 3, 4, 9, 10, 11, 16, 17, 18, 22, and 23; Yellow:

Routes 3, 4, 9, 10, 16, 17, 18, 22, and 23)

Fearow- (Red/Blue: Routes 16, 17, 18, and 23; Yellow: 9, 16, 17, 18, and 23)

Ekans- (Red: Routes 4, 8, 9, 11, and 23)

Arbok- (Red: Unknown Dungeon, Route 23)

Pikachu- (Red/Blue: Viridian Forest and Power Plant; Yellow: Prof. Oak in

Pallet Town)

Raichu- (Red/Blue: Power Plant and Unknown Dungeon)

Sandshrew- (Blue/Yellow: Routes 4, 8, 9, 11, and 23)

Sandslash- (Blue/Yellow: Unknown Dungeon, Route 23)

Nidoran(f)- (Red/Blue: Safari Zone, Route 22; Yellow: Safari Zone, Routes 2, 9,

10, 22, and 23)

Nidorina- (Red: Safari Zone, Coin Exchange; Blue: Safari Zone; Yellow: Safari

Zone, Route 23)

Nidoran(m)- (Red/Blue: Safari Zone, Route 22; Yellow: Safari Zone, Routes 2, 9,

10, 22, and 23)

Nidorino- (Red: Safari Zone; Blue: Safari Zone, Coin Exchange; Yellow: Safari

Zone, Route 23)

Clefairy- (Red/Blue: Mt. Moon, Coin Exchange; Yellow: Mt. Moon)

Vulpix- (Blue: Pokemon Mansion, Routes 7 and 8; Yellow: Coin Exchange, Pokemon

Mansion, Routes 7 and 8)

Jigglypuff- (Red/Blue: Route 3; Yellow: Routes 5, 6, 7, and 8)

Wigglytuff- (Red/Blue: Unknown Dungeon; Yellow: Coin Exchange)

Zubat- (Red/Blue/Yellow: Mt. Moon, Rock Tunnel, Seafoam Islands, and Victory

Road)

Golbat- (Red/Blue/Yellow: Seafoam Islands, Victory Road, and Unknown Dungeon)

Oddish- (Red: Routes 5, 6, 7, 12, 13, 14, 15, 24, and 25; Yellow: Routes 12,

13, 14, 15, 24, and 25)

Gloom- (Red: Routes 12, 13, 14, and 15; Yellow: Unknown Dungeon,

Routes 12, 13, 14, and 15)

Paras- (Red/Blue/Yellow: Mt. Moon and Safari Zone)

Parasect- (Red/Blue/Yellow: Safari Zone and Unknown Dungeon)

Venonat- (Red/Blue: Safari Zone, Routes 12, 13, 14, and 15; Yellow: Routes 12,

13, 14, 15, 24, and 25)

Venomoth- (Red/Blue: Safari Zone, Victory Road and Unknown Dungeon; Yellow:

Unknown Dungeon, Routes 12, 13, 14, and 15)

Diglett- (Red/Blue/Yellow: Diglett's Cave)

Dugtrio- (Red/Blue/Yellow: Diglett's Cave)

Meowth- (Blue: Routes 5, 6, 7, and 8)

Psyduck- (Red/Blue: Cerulean City, Cerulean City Gym, Safari Zone, Fuchsia

City, Seafoam Islands, Routes 4, 19, 24, and 25; Yellow: Route 6)

Golduck- (Red/Blue/Yellow: Seafoam Islands)

Mankey- (Red: Routes 5, 6, 7, and 8; Yellow: Routes 3, 4, 22, and 23)

Primeape- (Yellow: Route 23)

Growlithe- (Red: Pokemon Mansion, Routes 7 and 8; Yellow: Pokemon Mansion)

Poliwag- (Red/Blue/Yellow: Viridian City, Cerulean City, Celadon City, Unknown

Dungeon, Routes 10, 22, and 23)

Poliwhirl- (Red/Blue/Yellow: Cerulean City, Celadon City, Unknown Dungeon,

Routes 10 and 23)

Abra- (Red/Blue: Coin Exchange, Routes 24 and 25; Yellow: Coin Exchange,

Routes 5, 6, 7, and 8)

Kadabra- (Red/Blue: Unknown Dungeon; Yellow: Routes 7 and 8)

Machop- (Red/Blue: Rock Tunnel and Victory Road; Rock Tunnel, Victory Road,

Route 10)

Bellsprout- (Blue: Routes 5, 6, 7, 12, 13, 14, 15, 24, and 25; Yellow: Routes

12, 13, 14, 15, 24, and 25)

Weepinbell- (Blue: Routes 12, 13, 14, and 15; Yellow: Unknown Dungeon, Routes

12, 13, 14, and 15)

Tentacool- (Red/Blue/Yellow: Pallet Town, Vermilion City, Seafoam Islands,

Routes 12, 13, 17, 19, 20, and 21)

Tentacruel- (Red/Blue/Yellow: Seafoam Islands, Routes 19, 20, and 21)

Geodude- (Red/Blue/Yellow: Mt. Moon, Rock Tunnel, and Victory Road)

Graveler- (Red/Blue: Victory Road; Yellow: Victory Road and Unknown Dungeon)

Ponyta- (Red/Blue: Pokemon Mansion; Yellow: Routes 16, 17, and 18)

Slowpoke- (Red/Blue: Celadon City, Safari Zone, Seafoam Islands, Cinnabar

Island, Unknown Dungeon, Routes 10 and 23; Yellow: Celadon City, Safari

Zone, Seafoam Islands, Cinnabar Island, Unknown Dungeon, Routes 10, 12,

13, and 23)

Slowbro- (Red/Blue/Yellow: Seafoam Islands, Unknown Dungeon, Route 23)

Magnemite- (Red/Blue: Power Plant; Yellow: Power Plant, Route 10)

Magneton- (Red/Blue/Yellow: Power Plant and Unknown Dungeon)

Farfetch'd- (Red/Blue: Vermilion City trade; Yellow: Routes 12 and 13)

Doduo- (Red/Blue: Safari Zone, Routes 16, 17, and 18; Yellow: Routes 16, 17,

and 18)

Dodrio- (Red/Blue: Unknown Dungeon; Yellow: Routes 16, 17, and 18)

Seel- (Red/Blue/Yellow: Seafoam Islands)

Dewgong- (Red/Blue/Yellow: Seafoam Islands)

Grimer- (Red/Blue: Pokemon Mansion; Yellow: Power Plant and Pokemon Mansion)

Muk- (Red/Blue: Pokemon Mansion; Yellow: Power Plant and Pokemon Mansion)

Shellder- (Red/Blue/Yellow: Vermilion City, Seafoam Islands, Cinnabar Island,

Routes 6 and 11)

Gastly- (Red/Blue/Yellow: Pokemon Tower)

Haunter- (Red/Blue/Yellow: Pokemon Tower)

Onix- (Red/Blue/Yellow: Rock Tunnel and Victory Road)

Drowzee- (Red/Blue/Yellow: Route 11)

Hypno- (Red/Blue: Unknown Dungeon)

Krabby- (Red/Blue: Cerulean City, Cerulean City Gym, Vermilion City, Safari

Zone, Fuchsia City, Seafoam Islands, Cinnabar Island, Unknown Dungeon,

Routes 4, 6, 11, 12, 13, 17, 18, 24, and 25; Yellow: Cerulean City,

Vermilion City, Safari Zone, Fuchsia City, Seafoam Islands, Cinnabar

Island, Unknown Dungeon, Routes 4, 6, 11, 12, 13, 17, 23, 24, and 25)

Kingler- (Red/Blue/Yellow: Seafoam Islands, Unknown Dungeon, Route 23)

Voltorb- (Red/Blue: Power Plant, Route 10; Yellow: Power Plant)

Electrode- (Red/Blue/Yellow: Power Plant and Unknown Dungeon)

Exeggcute- (Red/Blue/Yellow: Safari Zone)

Cubone- (Red/Blue: Pokemon Tower; Yellow: Safari Zone)

Marowak- (Red/Blue: Victory Road and Unknown Dungeon; Yellow: Safari Zone)

Hitmonlee- (Red/Blue/Yellow: Saffron City karate dojo)

Hitmonchan- (Red/Blue/Yellow: Saffron City karate dojo)

Lickitung- (Red/Blue: Route 18 trade; Yellow: Unknown Dungeon)

Koffing- (Red/Blue: Pokemon Mansion)

Weezing- (Red/Blue: Pokemon Mansion)

Rhyhorn- (Red/Blue: Safari Zone; Yellow: Safari Zone and Unknown Dungeon)

Rhydon- (Red/Blue/Yellow: Unknown Dungeon)

Chansey- (Red/Blue/Yellow: Safari Zone and Unknown Dungeon)

Tangela- (Red/Blue: Route 21; Yellow: Safari Zone)

Kangaskhan- (Red/Blue/Yellow: Safari Zone)

Horsea- (Red/Blue/Yellow: Seafoam Islands, Cinnabar Island, Unknown Dungeon,

Routes 19, 20, 21, and 23)

Seadra- (Red/Blue/Yellow: Seafoam Islands, Unknown Dungeon, Route 23)

Goldeen- (Red/Blue: Cerulean City, Cerulean City Gym, Celadon City, Fuchsia

City, Seafoam Islands, Cinnabar Island, Unknown Dungeon, Routes 4, 6, 11,

12, 13, 17, 18, 19, 20, 21, 22, 23, 24, and 25; Yellow: Cerulean City,

Celadon City, Fuchsia City, Seafoam Islands, Cinnabar Island, Unknown

Dungeon, Routes 4, 6, 11, 12, 13, 17, 18, 19, 20, 21, 22, 23, 24, and 25)

Seaking- (Red/Blue/Yellow: Fuchsia City, Seafoam Islands, Unknown Dungeon,

Route 23)

Staryu- (Red/Blue/Yellow: Seafoam Islands, Cinnabar Island, Routes 19, 20, and

21)

Mr. Mime- (Red/Blue/Yellow: Route 2 trade)

Scyther- (Red/Yellow: Coin Exchange, Safari Zone)

Jynx- (Red/Blue: Cerulean City trade)

Electabuzz- (Red: Power Plant)

Magmar- (Blue: Pokemon Mansion)

Pinsir- (Blue/Yellow: Coin Exchange, Safari Zone)

Tauros- (Red/Blue/Yellow: Safari Zone)

Magikarp- (Red/Blue: Pallet Town, Viridian City, Cerulean City, Cerulean City

Gym, Vermilion City, Celadon City, Safari Zone, Fuchsia City, Seafoam

Islands, Cinnabar Island, Unknown Dungeon, Routes 4, 6, 10, 11, 12, 13,

17, 18, 19, 20, 21, 22, 23, 24, and 25; Yellow: Pallet Town, Viridian

City, Cerulean City, Vermilion City, Celadon City, Safari Zone, Fuchsia

City, Seafoam Islands, Cinnabar Island, Unknown Dungeon, Routes 4, 6, 10,

11, 12, 13, 17, 18, 19, 20, 21, 22, 23, 24, and 25

Gyarados- (Yellow: Fuchsia City)

Lapras- (Red/Blue/Yellow: Saffron City man)

Ditto- (Red/Blue: Unknown Dungeon, Routes 13, 14, 15, and 23; Yellow: Pokemon

Mansion, Unknown Dungeon, Routes 13, 14, 15, and 23)

Eevee- (Red/Blue/Yellow: Celadon City mansion)

Porygon- (Red/Blue/Yellow: Coin Exchange)

Omanyte- (Red/Blue/Yellow: Cinnabar Island lab)

Kabuto- (Red/Blue/Yellow: Cinnabar Island lab)

Aerodactyl- (Red/Blue/Yellow: Cinnabar Island lab)

Snorlax- (Red/Blue/Yellow: Routes 12 and 16)

Articuno- (Red/Blue/Yellow: Seafoam Islands)

Zapdos- (Red/Blue/Yellow: Power Plant)

Moltres- (Red/Blue/Yellow: Victory Road)

Dratini- (Red/Blue: Coin Exchange, Safari Zone; Yellow: Safari Zone)

Dragonair- (Red/Blue/Yellow: Safari Zone)

Mewtwo- (Red/Blue/Yellow: Unknown Dungeon)

Mew- (Red/Blue/Yellow: Mew Glitch <see part 7 of this section>)

______________________________________________

4. Pokemon Evolutions

Bulbasaur-> Ivysaur at level 16-> Venusaur at level 32

Charmander-> Charmeleon at level 16-> Charizard at level 36

Squirtle-> Wartortle at level 16-> Blastoise at level 36

Caterpie-> Metapod at level 7-> Butterfree at level 10

Weedle-> Kakuna at level 7-> Beedrill at level 10

Pidgey-> Pidgeotto at level 18-> Pidgeot at level 36

Rattata-> Raticate at level 20

Spearow-> Fearow at level 20

Ekans-> Arbok at level 22

Pikachu-> Raichu w/Thunder Stone

Sandshrew-> Sandslash at level 22

Nidoran(f)-> Nidorina at level 16-> Nidoqueen w/Moon Stone

Nidoran(m)-> Nidorino at level 16-> Nidoking w/Moon Stone

Clefairy-> Clefable w/Moon Stone

Vulpix-> Ninetales w/Fire Stone

Jigglypuff-> Wigglytuff w/Moon Stone

Zubat-> Golbat at level 22

Oddish-> Gloom at level 21-> Vileplume w/Leaf Stone

Paras-> Parasect at level 24

Venonat-> Venomoth at level 31

Diglett-> Dugtrio at level 26

Meowth-> Persian at level 28

Psyduck-> Golduck at level 33

Mankey-> Primeape at level 28

Growlithe-> Arcanine w/Fire Stone

Poliwag-> Poliwhirl at level 25-> Poliwrath w/Water Stone

Abra-> Kadabra at level 16-> Alakazam w/Trade

Machop-> Machoke at level 28-> Machamp w/Trade

Bellsprout-> Weepinbell at level 21-> Vileplume w/Leaf Stone

Tentacool-> Tentacruel at level 30

Geodude-> Graveler at level 25-> Golem w/Trade

Ponyta-> Rapidash at level 40

Slowpoke-> Slowbro at level 37

Magnemite-> Magneton at level 30

Farfetch'd: none

Doduo-> Dodrio at level 31

Seel-> Dewgong at level 34

Grimer-> Muk at level 38

Shellder-> Cloyster w/Water Stone

Gastly-> Haunter at level 25-> Gengar w/Trade

Onix: none

Drowzee-> Hypno at level 26

Krabby-> Kingler at level 28

Voltorb-> Electrode at level 30

Exeggcute-> Exeggutor w/Leaf Stone

Cubone-> Marowak at level 28

Hitmonlee: none

Hitmonchan: none

Lickitung: none

Koffing-> Weezing at level 35

Rhyhorn-> Rhydon at level 42

Chansey: none

Tangela: none

Kangaskhan: none

Horsea-> Seadra at level 32

Goldeen-> Seaking at level 33

Staryu-> Starmie w/Water Stone

Mr. Mime: none

Scyther: none

Jynx: none

Electabuzz: none

Magmar: none

Pinsir: none

Tauros: none

Magikarp-> Gyarados at level 20

Lapras: none

Ditto: none

Eevee-> Vaporeon w/Water Stone OR Jolteon w/Thunder Stone OR

Flareon w/Fire Stone

Porygon: none

Omanyte-> Omastar at level 40

Kabuto-> Kabutops at level 40

Aerodactyl: none

Snorlax: none

Articuno: none

Zapdos: none

Moltres: none

Dratini-> Dragonair at level 30-> Dragonite at level 55

Mewtwo: none

_______________________________________________________________

5. Move List

Key:

Type: Which one of the 15 attack types it is

Power: Base strength of the attack

Accuracy: Percentage attack is likely to hit (see 99.6 rule)

PP: Base PP/Maximum PP

Description: What the attack does

Special: If the move serves a special outside-of-battle purpose,

its use is described here.

Absorb

Type: Grass; Power: 20; Accuracy: 99.6%; PP: 20/32

Description: User recovers half of damage inflicted on opponent

by this attack.

Acid

Type: Poison; Power: 40; Accuracy: 99.6%; PP: 20/32

Description: 9.8% chance of lowering opponent's Defense modifier by 1.

Acid Armor

Type: Poison; Power: 0; Accuracy: 100%; PP: 40/61

Description: Raises user's Defense modifier by 2.

Agility

Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48

Description: Raises user's Speed modifier by 2.

Amnesia

Type: Psychic; Power: 0; Accuracy: 100%; PP: 20/32

Description: Raises user's Special modifier by 2.

Aurora Beam

Type: Ice; Power: 65; Accuracy: 99.6%; PP: 20/32

Description: 9.8% chance of lowering opponent's Attack modifier by 1.

Barrage

Type: Normal; Power: 15; Accuracy: 84.4%; PP: 20/32

Description: Attacks opponent 2-5 times in succession.

Barrier

Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48

Description: Raises user's Defense modifier by 2.

Bide

Type: Normal; Power: 0; Accuracy: 99.6%; PP: 10/16

Description: User cannot attack for 2-3 turns; after this time,

user returns double the damage it received during that period

onto the opponent.

Bind

Type: Normal; Power: 15; Accuracy: 74.6%; PP: 10/16

Description: Attacks opponent consecutively over 2-5 turns;

opponent may not attack during this time unless switched.

Bite

Type: Normal; Power: 60; Accuracy: 99.6%; PP: 25/40

Description: 29.7% chance of causing opponent to Flinch.

Blizzard

Type: Ice; Power: 120; Accuracy: 89.5%; PP: 5/8

Description: 9.8% chance of Freezing the opponent.

Body Slam

Type: Normal; Power: 85; Accuracy: 99.6%; PP: 15/24

Description: 29.7% chance of Paralyzing the opponent.

Bone Club

Type: Ground; Power: 65; Accuracy: 84.4%; PP: 20/32

Description: 9.8% chance of causing opponent to Flinch.

Bonemerang

Type: Ground; Power: 50; Accuracy: 89.8%; PP: 10/16

Description: Attacks opponent 2 times in succession.

Bubble

Type: Water; Power: 20; Accuracy: 99.6%; PP: 30/48

Description: 9.8% chance of lowering opponent's Speed modifier by 1.

Bubblebeam

Type: Water; Power: 60; Accuracy: 99.6%; PP: 20/32

Description: 9.8% chance of lowering opponent's Speed modifier by 1.

Clamp

Type: Water; Power: 35; Accuracy: 74.6%; PP: 10/16

Description: Attacks opponent consecutively over 2-5 turns;

opponent may not attack during this time unless switched.

Comet Punch

Type: Normal; Power: 18; Accuracy: 84.4%; PP: 15/24

Description: Attacks opponent 2-5 times in succession.

Confuse Ray

Type: Ghost; Power: 0; Accuracy: 99.6%; PP: 10/16

Description: Confuses the opponent.

Confusion

Type: Psychic; Power: 50; Accuracy: 99.6%; PP: 25/40

Description: 9.8% chance of Confusing the opponent.

Constrict

Type: Normal; Power: 10; Accuracy: 99.6%; PP: 35/56

Description: 9.8% chance of lowering opponent's Speed modifier by 1.

Conversion

Type: Normal; Power:0; Accuracy: 100%; PP: 30/48

Description: User's type changes to one of its non-Conversion

attack move types at random.

Counter

Type: Fighting; Power: 0; Accuracy: 99.6%; PP: 20/32

Description: Attacks second; inflicts twice as much damage as

opponent's attack if hit with a Normal or Fighting-type attack.

Crabhammer

Type: Water; Power: 90; Accuracy: 84.4%; PP: 10/16

Description: Critical Hit possibility multiplied by 8.

Cut

Type: Normal; Power: 50; Accuracy: 94.5%; PP: 30/48

Description: Normal attack.

Special: Cuts down thin trees.

Defense Curl

Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61

Description: Raises user's Defense modifier by 1.

Dig

Type: Ground; Power: 100; Accuracy: 99.6%; PP: 10/16

Description: User digs underground first turn, and attacks the

following turn.

Special: Escape from a cave/other area and return to the last

Poke Center you visited.

Disable

Type: Normal; Power: 0; Accuracy: 54.7%; PP: 20/32

Description: Randomly selects one of opponent's attacks and

disables it for 2-5 turns.

Dizzy Punch

Type: Normal; Power: 70; Accuracy: 99.6%; PP: 20/32

Description: 19.9% chance of Confusing the opponent.

Double-Edge

Type: Normal; Power: 100; Accuracy: 99.6%; PP: 10/16

Description: Hurts user for one quarter of damage inflicted on

opponent.

Double Kick

Type: Fighting; Power: 30; Accuracy: 99.6%; PP: 30/48

Description: Attacks 2 times in succession.

Doubleslap

Type: Normal; Power: 15; Accuracy: 84.4%; PP: 10/16

Description: Attacks 2-5 times in succession.

Double Team

Type: Normal; Power: 0; Accuracy: 100%; PP: 15/24

Description: Raises user's Evade modifier by 1.

Dragon Rage

Type: Dragon; Power: 0; Accuracy: 99.6%; PP: 10/16

Description: Always does exactly 40HP damage.

Dream Eater

Type: Psychic; Power: 100; Accuracy: 99.6%; PP: 15/24

Description: Attack fails unless opponent is Asleep; user

recovers all of damage inflicted on opponent by this attack

Drill Peck

Type: Flying; Power: 80; Accuracy: 99.6%; PP: 20/32

Description: Normal attack.

Earthquake

Type: Ground; Power: 100; Accuracy: 99.6%; PP: 10/16

Description: Normal attack.

Egg Bomb

Type: Normal; Power: 100; Accuracy: 74.6%; PP: 10/16

Description: Normal attack.

Ember

Type: Fire; Power: 40; Accuracy: 99.6%; PP: 25/40

Description: 9.8% chance of Burning the opponent.

Explosion

Type: Normal; Power: 170; Accuracy: 99.6 PP: 5/8

Description: User faints; opponent's Defense is cut in half

during the attack.

Fire Blast

Type: Fire; Power: 120; Accuracy: 84.4%; PP: 5/8

Description: 9.8% chance of Burning the opponent.

Fire Punch

Type: Fire; Power: 75; Accuracy: 99.6%; PP: 15/24

Description: 9.8% chance of Burning the opponent.

Fire Spin

Type: Fire; Power: 15; Accuracy: 69.5%; PP: 15/24

Description: Attacks opponent consecutively over 2-5 turns;

opponent may not attack during this time unless switched.

Fissure

Type: Ground; Power: 0; Accuracy: 29.3%; PP: 5/8

Description: Attack fails unless attacking first and opponent is

Normal or Fighting-type; opponent faints if attack hits.

Flamethrower

Type: Fire; Power: 95; Accuracy: 99.6%; PP: 15/24

Description: 9.8% chance of Burning the opponent.

Flash

Type: Normal; Power: 0; Accuracy: 69.5%; PP: 20/32

Description: Lowers opponent's Accuracy modifier by 1.

Special: Lights up dark caves.

Fly

Type: Flying; Power: 70; Accuracy: 94.5%; PP: 15/24

Description: User flies overhead first turn, and attacks the

following turn.

Special: Fly to any town you have previously visited.

Focus Energy

Type: Normal; Power: 0; Accuracy: 100%; PP: 30/48

Description: User's critical odds are reduced to 0 when

attacking

second (glitch).

Fury Attack

Type: Normal; Power: 15; Accuracy: 84.4%; PP: 20/32

Description: Attacks 2-5 times in succession.

Fury Swipes

Type: Normal; Power: 15; Accuracy: 84.4%; PP: 15/24

Description: Attacks 2-5 times in succession.

Glare

Type: Normal; Power: 0; Accuracy: 74.6%; PP: 30/48

Description: Paralyzes the opponent.

Growl

Type: Normal; Power: 0; Accuracy: 99.6%; PP: 40/61

Description: Lowers opponent's Attack modifier by 1.

Growth

Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61

Description: Raises user's Special modifier by 1.

Guillotine

Type: Normal; Power: 0; Accuracy: 29.3%; PP: 5/8

Description: Attack fails unless attacking first and opponent is

Normal or Fighting-type; opponent faints if attack hits.

Gust

Type: Normal; Power: 40; Accuracy: 99.6%; PP: 35/56

Description: Normal attack.

Harden

Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61

Description: Raises user's Defense modifier by 1.

Haze

Type: Ice; Power: 0; Accuracy: 99.6%; PP: 30/48

Description: All stat modifiers of both Pokemon are reduced to

0; opponent recovers from any status condition inflicted upon it.

Headbutt

Type: Normal; Power: 70; Accuracy: 99.6%; PP: 15/24

Description: 29.7% chance of causing opponent to Flinch.

Hi Jump Kick

Type: Fighting; Power: 85; Accuracy: 89.5%; PP: 20/32

Description: If attack misses, user sustains 1HP damage.

Horn Attack

Type: Normal; Power: 65; Accuracy: 99.6%; PP: 35/56

Description: Normal attack.

Horn Drill

Type: Normal; Power: 0; Accuracy: 29.3%; PP: 5/8

Description: Attack fails unless attacking first and opponent is

Normal or Fighting-type; opponent faints if attack hits.

Hydro Pump

Type: Water; Power: 120; Accuracy: 79.3%; PP: 5/8

Description: Normal attack.

Hyper Beam

Type: Normal; Power: 150; Accuracy: 89.5%; PP: 5/8

Description: User must lose a turn to recharge after attacking

unless opponent is knocked out by this attack.

Hyper Fang

Type: Normal; Power: 80; Accuracy: 89.5%; PP: 15/24

Description: 9.8% chance of causing opponent to Flinch.

Hypnosis

Type: Psychic; Power: 0; Accuracy: 59.8%; PP: 20/32

Description: Opponent becomes Asleep.

Ice Beam

Type: Ice; Power: 95; Accuracy: 99.6%; PP: 15/24

Description: 9.8% chance of Freezing the opponent.

Ice Punch

Type: Ice; Power: 75; Accuracy: 99.6%; PP: 15/24

Description: 9.8% chance of Freezing the opponent.

Jump Kick

Type: Fighting; Power: 70; Accuracy: 94.5%; PP: 25/40

Description: If attack misses, user sustains one eighth of the

damage it would have inflicted on the opponent.

Karate Chop

Type: Normal; Power: 50; Accuracy: 99.6%; PP: 25/40

Description: Critical Hit possibility multiplied by 8.

Kinesis

Type: Psychic; Power: 0; Accuracy: 79.3%; PP: 15/24

Description: Lowers opponent's Accuracy modifier by 1.

Leech Life

Type: Bug; Power: 20; Accuracy: 99.6%; PP: 15/24

Description: User recovers half of damage inflicted on opponent

by this attack.

Leech Seed

Type: Grass; Power: 0; Accuracy: 89.5%; PP: 10/16

Description: At the end of every turn, the attack damages the

opponent by 12.5% of its maximum HP and that amount is added to

the user's HP; effect ends when opponent switches or is knocked

out.

Leer

Type: Normal; Power: 0; Accuracy: 99.6%; PP: 30/48

Description: Lowers the opponent's Defense modifier by 1.

Lick

Type: Ghost; Power: 20; Accuracy: 99.6%; PP: 30/48

Description: 29.7% chance of Paralyzing the opponent.

Light Screen

Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48

Description: User's Special stat is doubled until switched or

knocked out.

Lovely Kiss

Type: Normal; Power: 0; Accuracy: 74.6%; PP: 15/24

Description: Opponent becomes Asleep.

Low Kick

Type: Fighting; Power: 50; Accuracy: 89.5%; PP: 20/32

Description: 29.7% chance of causing opponent to Flinch.

Meditate

Type: Psychic; Power: 0; Accuracy: 100%; PP: 40/61

Description: Raises user's Attack modifier by 1.

Mega Drain

Type: Grass; Power: 40; Accuracy: 99.6%; PP: 10/16

Description: User recovers half of damage inflicted on opponent

by this attack.

Mega Kick

Type: Normal; Power: 120; Accuracy: 74.6%; PP: 5/8

Description: Normal attack.

Mega Punch

Type: Normal; Power: 80; Accuracy: 84.4%; PP: 20/32

Description: Normal attack.

Metronome

Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16

Description: User does a random attack.

Mimic

Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16

Description: User replaces Mimic with one of the opponent's

attacks at random until switched or knocked out.

Minimize

Type: Normal; Power: 0; Accuracy: 100%; PP: 20/32

Description: Raises user's Evade modifier by 1.

Mirror Move

Type: Flying; Power: 0; Accuracy: 100%; PP: 20/32

Description: User attacks with the last move used by the

opponent.

Mist

Type: Ice; Power: 0; Accuracy: 100%; PP: 30/48

Description: Opponent cannot reduce user's stats; effect ends

when user is switched or knocked out.

Night Shade

Type: Ghost; Power: 0; Accuracy: 99.6%; PP: 15/24

Description: Always does the exact amount of HP damage as the

user's level.

Pay Day

Type: Normal; Power: 40; Accuracy: 99.6%; PP: 20/32

Description: After the battle, receive extra money equal to 2

times the user's level each time this attack is used.

Peck

Type: Flying; Power: 35; Accuracy: 99.6%; PP: 35/56

Description: Normal attack.

Petal Dance

Type: Grass; Power: 90; Accuracy: 99.6%; PP: 20/32

Description: Attacks 2-3 times in consecutive turns; after the

attack, user becomes Confused.

Pin Missile

Type: Bug; Power: 14; Accuracy: 84.4%; PP: 20/32

Description: Attacks 2-5 times in succession.

Poison Gas

Type: Poison; Power: 0; Accuracy: 54.7%; PP: 40/61

Description: Poisons the opponent.

Poisonpowder

Type: Poison; Power: 0; Accuracy: 74.6%; PP: 35/56

Description: Poisons the opponent.

Poison Sting

Type: Poison; Power: 15; Accuracy: 99.6%; PP: 35/56

Description: 29.7% chance of Poisoning the opponent.

Pound

Type: Normal; Power: 40; Accuracy: 99.6%; PP: 35/56

Description: Normal attack.

Psybeam

Type: Psychic; Power: 65; Accuracy: 99.6%; PP: 20/32

Description: 9.8% chance of Confusing the opponent.

Psychic

Type: Psychic; Power: 90; Accuracy: 99.6%; PP: 10/16

Description: 29.7% chance of lowering opponent's Special

modifier by 1.

Psywave

Type: Normal; Power: 0; Accuracy: 79.3%; PP: 15/24

Description: Randomly inflicts HP damage on the opponent from 1

to 1.5 times user's level.

Quick Attack

Type: Normal; Power: 40; Accuracy: 99.6%; PP: 30/48

Description: Always attacks first.

Rage

Type: Normal; Power: 20; Accuracy: 99.6%; PP: 20/32

Description: User goes on a Rage until it is knocked out; when

opponent inflicts damage, user's Attack modifier increases by 1.

Razor Leaf

Type: Grass; Power: 55; Accuracy: 94.5%; PP: 25/40

Description: Critical Hit possibility multiplied by 8.

Razor Wind

Type: Normal; Power: 80; Accuracy: 74.6%; PP: 15/24

Description: User charges up first turn, and attacks the

following turn.

Recover

Type: Normal; Power: 0; Accuracy: 100%; PP: 20/32

Description: Recovers 50% of maximum HP.

Reflect

Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48

Description: User's Defense stat is doubled until switched or

knocked out.

Rest

Type: Psychic; Power: 0; Accuracy: 100%; PP: 10/16

Description: User recovers all HP and becomes Asleep for 2

turns, overwriting all other status effects.

Roar

Type: Normal; Power: 0; Accuracy: 99.6%; PP: 20/32

Description: Makes wild Pokemon flee; has no effect in Trainer

battles.

Rock Slide

Type: Rock; Power: 75; Accuracy: 89.5%; PP: 10/16

Description: 29.7% chance of causing opponent to Flinch.

Rock Throw

Type: Rock; Power: 50; Accuracy: 89.5%; PP: 15/24

Description: Normal attack.

Rolling Kick

Type: Fighting; Power: 60; Accuracy: 84.4%; PP: 15/24

Description: 29.7% chance of causing opponent to Flinch.

Sand-Attack

Type: Ground; Power: 0; Accuracy: 99.6%; PP: 15/24

Description: Lowers opponent's Accuracy modifier by 1.

Scratch

Type: Normal; Power: 40; Accuracy: 99.6%; PP: 30/48

Description: Normal attack.

Screech

Type: Normal; Power: 0; Accuracy: 84.4%; PP: 40/61

Description: Lowers opponent's Defense modifier by 2.

Seismic Toss

Type: Fighting; Power: 0; Accuracy: 99.6%; PP: 20/32

Description: Always does the exact amount of HP damage as the

user's level.

Selfdestruct

Type: Normal; Power: 130; Accuracy: 99.6%; PP: 5/8

Description: User faints; opponent's Defense is cut in half

during the attack.

Sharpen

Type: Normal; Power: 0; Accuracy: 100%; PP: 30/48

Description: Raises user's Attack modifier by 1.

Sing

Type: Normal; Power: 0; Accuracy: 54.7%; PP: 15/24

Description: Opponent becomes Asleep.

Skull Bash

Type: Normal; Power: 100; Accuracy: 99.6%; PP: 15/24

Description: User lowers head first turn, and attacks the

following turn.

Sky Attack

Type: Flying; Power: 140; Accuracy: 94.5%; PP: 5/8

Description: User charges up first turn, and attacks the

following turn.

Slam

Type: Normal; Power: 80; Accuracy: 74.6%; PP: 20/32

Description: Normal attack.

Slash

Type: Normal; Power: 70; Accuracy: 99.6%; PP: 20/32

Description: Critical Hit possibility multiplied by 8.

Sleep Powder

Type: Grass; Power: 0; Accuracy: 74.6%; PP: 15/24

Description: Opponent becomes Asleep.

Sludge

Type: Poison; Power: 65; Accuracy: 99.6%; PP: 20/32

Description: 29.7% chance of Poisoning the opponent.

Smog

Type: Poison; Power: 20; Accuracy: 69.5%; PP: 20/32

Description: 39.8% chance of Poisoning the opponent.

Smokescreen

Type: Poison; Power: 0; Accuracy: 99.6%; PP: 20/32

Description: Lowers opponent's Accuracy modifier by 1.

Softboiled

Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16

Description: Recovers 50% of total HP.

Special: Distributes one fifth of user's HP to all Pokemon in

your party.

Solarbeam

Type: Grass; Power: 120; Accuracy: 99.6%; PP: 10/16

Description: User charges up first turn, and attacks the

following turn.

Sonicboom

Type: Normal; Power: 0; Accuracy: 89.5%; PP: 20/32

Description: Always does exactly 20HP damage.

Spike Cannon

Type: Normal; Power: 20; Accuracy: 99.6%; PP: 15/24

Description: Attacks 2-5 times in succession.

Splash

Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61

Description: No effect.

Spore

Type: Grass; Power: 0; Accuracy: 99.6%; PP: 15/24

Description: Opponent becomes Asleep.

Stomp

Type: Normal; Power: 65; Accuracy: 99.6%; PP: 20/32

Description: 29.7% chance of causing opponent to Flinch.

Strength

Type: Normal; Power: 80; Accuracy: 99.6%; PP: 15/24

Description: Normal attack.

Special: Moves boulders around.

String Shot

Type: Bug; Power: 0; Accuracy: 94.5%; PP: 40/61

Description: Lowers opponent's Speed modifier by 1.

Struggle

Type: Normal; Power: 50; Accuracy: 99.6%; PP: -

Description: Used when Pokemon is out of PP for all of its

attacks; hurts user for one quarter of damage inflicted on

opponent.

Stun Spore

Type: Grass; Power: 0; Accuracy: 74.6%; PP: 30/48

Description: Paralyzes the opponent.

Submission

Type: Fighting; Power: 80; Accuracy: 79.3%; PP: 25/40

Description: Hurts user for one quarter of damage inflicted on

opponent.

Substitute

Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16

Description: User takes away 25% of its health and creates a

Substitute; the Substitute remains until broken by the opponent.

Super Fang

Type: Normal; Power: 0; Accuracy: 89.5%; PP: 10/16

Description: Always reduces opponent's HP to half its current

status.

Supersonic

Type: Normal; Power: 0; Accuracy: 54.7%; PP: 20/32

Description: Confuses the opponent.

Surf

Type: Water; Power: 95; Accuracy: 99.6%; PP: 15/24

Description: Normal attack.

Special: User can Surf on the water.

Swift

Type: Normal; Power: 60; Accuracy: 99.6%; PP: 20/32

Description: Attack hits Pokemon charging for Dig or Fly and

ignores Evade or Accuracy modifiers.

Swords Dance

Type: Normal; Power: 0; Accuracy: 100%; PP: 30/48

Description: Raises user's Attack modifier by 2.

Tackle

Type: Normal; Power: 35; Accuracy: 94.5%; PP: 35/56

Description: Normal attack.

Tail Whip

Type: Normal; Power: 0; Accuracy: 99.6%; PP: 40/61

Description: Lowers opponent's Defense modifier by 1.

Take Down

Type: Normal; Power: 90; Accuracy: 84.4%; PP: 20/32

Description: Hurts user for one quarter of damage inflicted on

opponent.

Teleport

Type: Psychic; Power: 0; Accuracy: 100%; PP: 20/32

Description: Has no effect in Trainer battles.

Special: Escape from a cave/other area and return to the last

Poke Center you visited.

Thrash

Type: Normal; Power: 90; Accuracy: 99.6%; PP: 20/32

Description: Attacks 2-3 times in consecutive turns; after the

attack, user becomes Confused.

Thunder

Type: Electric; Power: 120; Accuracy: 69.5%; PP: 10/16

Description: 9.8% chance of Paralyzing the opponent.

Thunderbolt

Type: Electric; Power: 95; Accuracy: 99.6%; PP: 15/24

Description: 9.8% chance of Paralyzing the opponent.

Thunderpunch

Type: Electric; Power: 75; Accuracy: 99.6%; PP: 15/24

Description: 9.8% chance of Paralyzing the opponent.

Thundershock

Type: Electric; Power: 40; Accuracy: 99.6%; PP: 30/48

Description: 9.8% chance of Paralyzing the opponent.

Thunder Wave

Type: Electric; Power: 0; Accuracy: 99.6%; PP: 20/32

Description: Paralyzes the opponent.

Toxic

Type: Poison; Power: 0; Accuracy: 84.4%; PP: 10/16

Description: Poisons the opponent; damage inflicted at the end

of every turn increases by 6.25% each time until opponent switches

or is knocked out.

Transform

Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16

Description: User copies opponent's species, all stats except

HP, and all attacks until switched or knocked out; attacks are

limited to 5 PP each for user.

Tri Attack

Type: Normal; Power: 80; Accuracy: 99.6%; PP: 10/16

Description: Normal attack.

Twineedle

Type: Bug; Power: 25; Accuracy: 99.6%; PP: 20/32

Description: Attacks 2 times in succession; 19.9% chance of

Poisoning the opponent.

Vicegrip

Type: Normal; Power: 55; Accuracy: 99.6%; PP: 30/48

Description: Normal attack.

Vine Whip

Type: Grass; Power: 35; Accuracy: 99.6%; PP: 10/16

Description: Normal attack.

Waterfall

Type: Water; Power: 80; Accuracy: 99.6%; PP: 15/24

Description: Normal attack.

Water Gun

Type: Water; Power: 40; Accuracy: 99.6%; PP: 25/40

Description: Normal attack.

Whirlwind

Type: Normal; Power: 0; Accuracy: 99.6%; PP: 20/32

Description: Makes wild Pokemon flee; has no effect in Trainer

battles.

Wing Attack

Type: Flying; Power: 35; Accuracy: 99.6%; PP: 35/56

Description: Normal attack.

Withdraw

Type: Water; Power: 0; Accuracy: 100%; PP: 40/61

Description: Raises user's Defense modifier by 1.

Wrap

Type: Normal; Power: 15; Accuracy: 84.4%; PP: 15/24

Description: Attacks opponent consecutively over 2-5 turns;

opponent may not attack during this time unless switched.

________________________________________

6. Game Shark Codes

Move modifier:

01xx73D1- First attack slot

01xx74D1- Second attack slot

01xx75D1- Third attack slot

01xx76D1- Fourth attack slot

Key for xx:

00- empty slot

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

Wild Pokemon level modifier:

01xxBFCF

Wild Pokemon species modifier:

01xxD8CF

Key for 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

Item quantity modifier:

01xx1FD3- first item slot

01xx21D3- second item slot

01xx23D3- third item slot

...

01xx2BD3- seventh item slot

Item type modifier:

01xx1ED3- first item slot

01xx20D3- second item slot

01xx22D3- third item slot

...

01xx2AD3- seventh item slot

Key for 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- Paralyz Heal

10- Full Restore

11- Max Potion

12- Hyper Potion

13- Super Potion

14- Potion

15- Boulder Badge

16- Cascade Badge

17- Thunder Badge

18- Rainbow Badge

19- Soul Badge

1A- Marsh Badge

1B- Volcano Badge

1C- Earth Badge

1D- Escape Rope

1E- Repel

1F- Old Amber

20- Fire Stone

21- Thunder Stone

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:Cut

C5- HM02:Fly

C6- HM03:Surf

C7- HM04:Strength

C8- HM05:Flash

C9- TM01:Mega Punch

CA- TM02:Razor Wind

CB- TM03:Swords Dance

CC- TM04:Whirlwind

CD- TM05:Mega Kick

CE- TM06:Toxic

CF- TM07:Horn Drill

D0- TM08:Body Slam

D1- TM09:Take Down

D2- TM10:Double-Edge

D3- TM11:Bubblebeam

D4- TM12:Water Gun

D5- TM13:Ice Beam

D6- TM14:Blizzard

D7- TM15:Hyper Beam

D8- TM16:Pay Day

D9- TM17:Submission

DA- TM18:Counter

DB- TM19:Seismic Toss

DC- TM20:Rage

DD- TM21:Mega Drain

DE- TM22:Solarbeam

DF- TM23:Dragon Rage

E0- TM24:Thunderbolt

E1- TM25:Thunder

E2- TM26:Earthquake

E3- TM27:Fissure

E4- TM28:Dig

E5- TM29:Psychic

E6- TM30:Teleport

E7- TM31:Mimic

E8- TM32:Double Team

E9- TM33:Reflect

EA- TM34:Bide

EB- TM35:Metronome

EC- TM36:Selfdestruct

ED- TM37:Egg Bomb

EE- TM38:Fire Blast

EF- TM39:Swift

F0- TM40:Skull Bash

F1- TM41:Softboiled

F2- TM42:Dream Eater

F3- TM43:Sky Attack

F4- TM44:Rest

F5- TM45:Thunder Wave

F6- TM46:Psywave

F7- TM47:Explosion

F8- TM48:Rock Slide

F9- TM49:Tri Attack

FA- TM50:Substitute

FF- empty slot

Name change modifier:

01xx58D1- first letter

01xx59D1- second letter

01xx5AD1- third letter

...

01xx62D1- eleventh letter

Key for xx:

80- A

81- B

82- C

...

99- Z

9A- (

9B- )

9C- :

9D- ;

9E- [

9F- ]

A0- a

A1- b

A2- c

...

B9- z

Trainer ID Number Modifier:

01xx77D1- First number

01xxA3D1- Second number

01xxCFD1- Third number

01xxFBD1- Fourth number

01xx27D2- Fifth number

01xx53D2- Sixth number

Max stat experience modifiers:

01FF7CD1- HP

01FF7ED1- Attack

01FF80D1- Defense

01FF82D1- Speed

01FF84D1- Special

01FF86D1- Attack, Defense and 1st half HP DVs

01FF87D1- Speed, Special, and 2nd half HP DVs

01FF88D1- Max PP Up (1st attack)

01FF89D1- Max PP Up (2nd attack)

01FF8AD1- Max PP Up (3rd attack)

01FF8BD1- Max PP Up (4th attack)

Trainers do not block Balls:

010157D0 (Don't activate until battle menu opens)

Walk through walls:

010138CD

Infinite Energy:

01FF16D0

Infinite Money:

019947D3

No random battles:

01033CD1

Change version (Red to Blue or Blue to Red):

B123D7CF

________________________________________________________________

7. Glitches

This section explores the many different odd glitches in

Red, Blue, and Yellow, and should only be looked at after you've

beaten the story. They range from simply malfunctioning moves

to a legitimate way to capture two Mews. Read on to discover the

secrets of RBY programming.

GLITCHED ATTACKS

Here's a few moves you should really try to avoid in strictly

RBY gameplay:

Counter

Despite the misleading descriptions, Counter only works if the

opponent uses a Normal or Fighting-type attack. Even though

it's supposed to let you return back for double damage all the

physical attack types, in reality it's only those two types.

This makes Counter extremely hard to use effectively.

Focus Energy

It was supposed to increase your Pokemon's critical hit chances,

but the real in-game Focus Energy does nothing of the sort.

Typically, critical hits happen more often with faster Pokemon;

if you're much faster than the opponent, moves where the

Critical Hit Rate is multiplied by 8 will almost always do a critical

hit, and there is still possibility for criticals when the user of

the attack is slower than the opponent. When a Pokemon uses Focus

Energy, however, it not only makes no changes to the critical

hit rate when the user is faster than the opponent, it removes any

chance of the user performing a critical hit when the opponent

is faster! This glitch is corrected in Pokemon Stadium, but in

pure RBY, avoid at all costs.

Haze

You actually don't have to completely avoid this move, but it

does have a hidden feature that deprives some of its usefulness.

As for eliminating all stat modifiers used so far in battle, it

does that just fine. However, if the opponent has a status

ailment like Freeze or Paralysis, that gets eliminated too!

Haze is still a recommended move for battling against Double Team or

Minimize users, but just keep in mind its hidden curse, and

don't try to remove your own status ailments by using Haze; it only

heals the opponent.

Substitute

Substitute really has no use in Game Boy RBY because all it does

is create a carbon copy of the user using 25% of its energy,

without providing any protection to the user itself. It doesn't

protect the user from any status ailments or stat reducers, and

basically all it does is waste a turn. Like Focus Energy,

however, Substitute finally gains those important abilities in

Pokemon Stadium.

Toxic

The way Toxic works when you Poison the opponent is it starts

taking a little bit of its health away; and that amount doubles

every turn, as long as the opponent stays put. However, if the

opponent switches and then comes back in later in the fight, the

Toxic effect has stopped! It's still Poisoned, but it only

takes a little bit of damage every turn now instead of increasing.

This makes whatever possibilities Toxic may have had as a useful

move non-existent.

Fissure, Guillotine, and Horn Drill

These one-hit KO moves have a few hidden maladies that make them

almost unusable except in rare cases. Similar to Counter, the

OHKOs only work against Normal and Fighting-type Pokemon. They

will always miss against any other type. Additionally, the

OHKOs will always miss when the user attacks second. Factor these

tidbits of information into the fact that even when you are

faster and the opponent is a Normal or Fighting-type, it still

only hits 29.3% of the time, it's best to leave these attacks

alone.

THE MISSINGNO. GLITCH

Of all glitches in Red/Blue/Yellow, this is perhaps the most

well-known. Nevertheless, many people still don't know the full

capabilities of this glitch; this section will explain basically

what happens and how to control it.

It's easy to activate the glitch itself. First, go to

Viridian City and talk to the old man directly south of Route 2,

the guy who talks about his coffee. When he asks you if you're

in a hurry, say no, and he'll catch a Weedle. From there, Fly

to Cinnabar Island and go the east coast. This coast is part land

and part water. Surf up and down along this coast, and you'll

run into some strange things! These include Missingno., 'M.,

and very high-leveled (over 100) random Pokemon. Exactly what you

encounter and at what levels depends upon your trainer's name.

Here's how it works:

The 3rd, 5th, and 7th letters of your name denote what

Pokemon you'll find on the Cinnabar patch, and the 2nd, 4th, and 6th

letters of your name specify what levels they'll be at. If you

remember, when choosing your name, there are also various

symbols you can choose from. Do not choose one of the symbols for the

3rd, 5th, and 7th letters, or else you encounter a glitched

trainer on the Cinnabar coast that can erase your cartridge! Symbols

are fine for the other three letters, however. This is the key for

what Pokemon appear according to the name letters (these include

both uppercase and lowercase):

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

And this is the key for the levels they will appear at:

A- 128

B- 129

C- 130

...

a- 160

b- 161

c- 162

...

space- 127

(- 154

)- 155

:- 156

;- 157

[- 158

]- 159

e- 186

'- 224

PK- 225

MN- 226

- 227

?- 230

!- 231

(m)- 239

money sign- 240

times sign- 241

.- 232/243

/- 243

,- 244

(f)- 243

1- 247

2- 248

3- 249

...

The more letters in your name, the more you control what

Pokemon appear on the Cinnabar coast. In addition, you will

also encounter wild Pokemon of the same species and level of the last

place you were had that had wild Pokemon. If you didn't

activate the glitch, those are the only Pokemon that appear on the coast.

When you encounter Missingno. or 'M in battle, your screen

freezes for a second, then it appears as a blocky glitched

object. If you run away from it, check your items list. If the

sixth item on your list is a quantity object (Rare Candy, Hyper

Potion, Master Ball), you'll find it has a glitched number next

to it. You now have over 100 of that object! You can try

capturing a Missingno., but don't try capturing an 'M; it will

seriously mess up your cartridge. After leveling up Missingno.

it evolves into a Kangaskhan. If you run into a Pokemon over

level 100 and capture it (yes it is possible), if you battle

with it to gain any experience points, it reverts back to level 100

and stays there.

The Missingno. glitch has many uses. You can get over 100

Master Balls to make your collecting quest extremely easy (though

not much fun), get hundreds of Rare Candies to level up your

team to 100 really quickly, and capture exciting Pokemon like Mewtwo

and the three starters at extremely high levels. If you don't have a

Game Shark, of course, you have to start over to switch the Pokemon

that appear around, but if you do, check out the Game Shark Codes

part of this section.

THE S.S.ANNE TRUCK

There have been many rumors about a movable truck that appears

when you Surf around the S.S.Anne before it leaves, and that you

get Mew or another hidden Pokemon from moving it. There is a

truck, but it has absolutely no special features or hidden

Pokemon. There are a couple of ways to see it; use one of the

following methods:

1. Before the S.S.Anne leaves

The object is to get HM03:Surf before you board the S.S.Anne.

To do this, you have to hook up with someone else or use a

different Game Boy to trade a Pokemon that knows Cut over to your

version. Then you don't have to get on the ship, and you can progress

through the game until you get Surf and beat Koga. Then go back

to the S.S.Anne harbor. The ship should still be there as long

as you haven't talked to the captain, and you can explore around

the ship.

2. After the S.S.Anne leaves

You can still see the truck after the S.S.Anne leaves by using a

glitch, but you still have to have Surf. Head over to the

harbor, where the sailor that stops you from entering the ship

is. Stand on the tile one space northwest of him. Start

walking to the right and immediately press Start to bring up your menu.

Save, reset your game, and use Surf. Even though you're facing

right when you use Surf, you will automatically sail down on top

of the sailor and right past him to the ship!

The ship will be exactly the same as it was before, but you

can Surf to the right to take a look at the truck. You can't

move it or do anything to it, but it is there!

THE MEW GLITCH

There is a completely legitimate, non-Shark way to get Mew- two

Mews, in fact- and it has nothing to do with the S.S.Anne truck.

However, you must not have beaten the Cerulean City Gym or gone

up Nugget Bridge yet. Here is how to do it:

Head up Nugget Bridge. There is a trainer to the left in

the patch of grass you have to avoid for now. You have to catch

an Abra for its Teleport ability now; in Red/Blue you can find

it in the Route 24 or 25 right here, but in Yellow you have to go

see Bill first (avoiding the Youngster with the Slowpoke), then

head down to Route 5 and catch one there. After you capture it,

save your game, make sure you have some Poke Balls, and go over

to where the trainer in the grass to the left of Nugget Bridge

is but do not challenge him yet.

Stand directly to the north of the trainer so he's out of

your vision range. Walk south, then before the ! appears over

his head, press start to get to the menu. Use Teleport to get

back to the Cerulean Poke Center, and if you've done it

correctly your buttons should not work right now. Without talking to

anyone, enter the Cerulean Gym and battle the Swimmer. After

you defeat him, go back to the Nugget Bridge and start walking up

it. Your menu will come up by itself this time! Press B to exit and

you'll automatically enter a battle with a level 7 Mew. Catch

it and save your game.

To get a second Mew, make your way through Route 25,

avoiding all the battles you can until you get to the Youngster

facing up and the trainer in the grass to the left. Walk to the

trainer in the grass, again bringing up the menu before the !

appears, and Teleport back to the Cerulean Poke Center. Again,

your buttons will not work now. Head back to the Youngster.

Stand directly north of him so he's out of your vision range,

then go down and he should walk up to you. After the battle,

Teleport to Cerulean again, and head back up Nugget Bridge. The

menu should pop up again, and you can get another Mew!

THE DITTO GLITCH

This is another very useful glitch that allows the capturing of

any Pokemon, even Mew, without a Game Shark. It uses the same

Teleport trick as the aforementioned Mew glitch, but is a little

more flexible.

To begin with, you need to decide which Pokemon you want to

get using this glitch. What Pokemon you will fight depends upon

the Special stat of your Pokemon (or the Special stat + 256):

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- 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

52- Mankey

53- Electabuzz

54- Magneton

55- Koffing

56- 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

So, for instance, if you wanted to catch a Vaporeon you

would have to have a Pokemon with a Special of either 105 or

361. Here is how to perform the glitch itself:

As you did with the Mew Glitch above, perform the Teleport

trick on a trainer that comes into your view as you walk towards

them, before the ! appears. Teleport to Fuchsia City oranywhere

near wild Dittos are at, and battle one. Put the Pokemon with

the Special stat you want to use in front so the Ditto Transforms

into that Pokemon. After it does so, run or knock it out.

Now go back to one of the points that starts the

glitch; the Nugget Bridge is the most obvious one. You should

encounter the Pokemon that Ditto trasformed into.

GLITCH CITY

This is a fun glitch, but it doesn't have any practical

purposes. It's pretty easy to activate:

First, head to the Safari Zone. Pay the $500 to enter the

park, and after you enter, leave. When the man asks you if

you're leaving early, choose No, and you'll go back in the park.

Do the same thing over again. After the second time you re-

enter, save you game. Restart your file, then leave the park.

This time the man shouldn't say anything. Walk down and he'll

ask you if you want to join the hunt. Choose No and then exit

the house to the south.

After you exit, Fly to Cinnabar Island and Surf up and down

the east Cinnabar coast. After 500 steps (the same amount of

steps you have in the Safari Zone), the PA will call you and

you'll be transported back to the top of the Safari entrance

house! Exit to the south again, and you will be in Glitch City.

You will see a lot of random tile spaces, and any number of odd

weird things could happen as you walk around. Be sure not to

save while in Glitch City or it could mess up your file. To

exit, simply reset or Fly to another city.

If, instead of going to Cinnabar Island you went to a

different city, the PA will still call you after you walk 500

steps, but you won't enter Glitch City. A random strange effect

may occur (music stops, appear in someone's house), but that's

it.

THE BOX TRICK

When you deposit a Pokemon in one of the PC boxes and then

withdraw it, the game recalculates that Pokemon's stats, adding

stat experience and DVs to the previous total. This trick is

required for using the Game Shark stat experience codes, and is

explained in fuller detail in section D.

STONLESS EVOLUTION

If you have a Pokemon with a stone evolution, and you don't

have/want a stone, you can still evolve with this trick. It all

depends on who you have. First, put the Pokemon who you want to

evolve without a stone on the first slot on your belt. Then, put

these Pokemon on the 2nd slot depending on their hex value:

HEX PKMN Stone

0A...Exeggutor..Moon

20...Missingno..Fire

21...Growlithe..Thunder

22...Onix.......Water

2F...Psyduck....Leaf

After you do this, make the Pokemon on the first slot gain a

level, and it should evolve.

################################################################

D. Battle Strategy Guide

________________________________________________________________

1. Competitive Battling Basics

Okay, so you've beaten Red/Blue/Yellow, collected a good

amount of the Pokemon, and are wondering what else there is to

do in this game. Well, you're about to find out: Welcome to the

world of competitive battling!

The first part of this section will list a lot of the

basics that every Pokemon battler should know. Make sure to read

through all of these if you're still a new trainer.

- Special over physical

In Red/Blue/Yellow, you should notice that there are only

five stats: HP, Attack, Defense, Speed, and Special, with no

differentiation between Special Attack and Special Defense.

Instead, the Special stat is weighed in for both that Pokemon's

offense and defense, giving it an advantage over a Pokemon with

high stats in just normal Attack and/or Defense. Thus, special

normally predominates over physical in the RBY world. The list

of physical Pokemon that can stand up well to special Pokemon

are few, but they are out there.

- Which types to consider and which not to:

Psychic is the dominant type of Red/Blue/Yellow. It has

only one type weakness, which is Bug- and that happens to be the

least-used type. Most Psychic-type Pokemon have a strong

Special stat to work off of, and there are several very useful dual-

type Psychic Pokemon who can use their other type to their advantage.

Always consider which Psychic type(s) you'll use on your team

before any other, since they will most likely become the

backbone of your team.

After Psychic, choosing an Electric and Ice type is next

important. No Pokemon can resist both Electric and Ice, so it's

obvious why they should be part of any team. Ground is the only

type that can stop Electric, which gives the Electric-types

great consistency with both their attacks and Paralysis enforcement.

There are no mono-Ice types, but most of the few that are out

there are good choices. If you don't use an Ice-type, at least

be sure to include an Ice-type attack or two on your team. The

Freezing ability of Ice attacks surpasses all other status

afflictions.

As for the other Special types, most of them have limited

use. Many Grass types have a secondary Poison type, giving them

Psychic, Ground, Fire, Flying, and Ice weaknesses. Fire types

are very limited in their offensive use because they are only

effective against Grass (and Ice, but it's paired with Water

most of the time), and Grass-types aren't used very often anyway.

All the mono Water-types are outdone by the dual types, especially

when Psychic or Ice is that secondary type. Most teams also

include a Normal-type to fill in a missing space in their team.

There are both good offensive and defensive Normal types to

choose from.

For the physical side of the spectrum, things are even more

limited. Fighting and Poison-types are almost completely

discarded because of the Psychic weakness, and both the sole

Ghost and Dragon-types of RBY have drastic problems that keep

them from being used too often. Nevertheless, a Ground-type of

some sort is almost required in a team for the sole reason of

staving off Electric types. Unfortunately they have weaknesses

to two of the most common attack types (Water and Ice) so bring

them out only when necessary.

To see specifically which Pokemon are good options, study

the Individual Pokemon Analysis of this section later on.

- The roles of each team member

There are three general roles each Pokemon on a team

fulfills: Sweeper, Annoyer, and Tank. The Sweeper is primarily

an attacker. There may be a move slot devoted to a one or two

turn preparation move, but not unless the user has good

defensive stats. A Sweeper can be special or physical; but in RBY,

it's special most of the time (see above for why). Occasionally you

might see a Mixed Sweeper; that is, a sweeper with both special

and physical attacks, but generally it's better to focus on

aspect or the other. Most teams have two or three Special

Sweepers and one Physical Sweeper.

Annoyers aren't seen as often in RBY as in succeeding

games, mostly because Grass and Poison-types aren't used much. Their

goal is to inflict status impairments on the opponent like

paralysis or sleep and disrupt their ability to attack. Tanks

are defensive Pokemon, normally with high HP and defensive

stats. Tanks usually take a long time to build their defenses up while

their opponent wastes PP, and then they attack their opponent's

weaknesses. Every good team should have at least one or two

Tanks to round out the defensive side of the team, and an

Annoyer for status inflictions like sleep or paralysis or for utility

purposes like Haze.

- Moves to use and moves to not use (offense):

First of all you should know what STAB is. It stands for

Same-Type-Attack-Boost, which means that when a Pokemon uses an

attack that is the same type as one of its own (i.e., a

Water/Ice-type using Surf or a Ground-type using Earthquake) it

gets a 1.5x attack boost. Most Pokemon should have one of their

attacks have a STAB bonus.

These are the attacking moves you'll be seeing used most

often:

Psychic

Thunderbolt

Ice Beam

Blizzard

Surf

Razor Leaf

Flamethrower

Fire Blast

Earthquake

Rock Slide

Body Slam

Drill Peck

These moves are, for the most part, very consistent and

deal respectable damage. Typically a balanced team contains most, if

not all, of these moves. Where beginners tend to falter is in

choosing super-powerful but lower-accuracy attacks (Thunder,

Blizzard, Hydro Pump, Solarbeam, Fire Blast) over less-powerful

but more consistent attacks (Thunderbolt, Ice Beam, Surf, Razor

Leaf, Flamethrower). While Blizzard and Fire Blast are not bad

choices because of decent accuracy, Thunder, Hydro Pump, and

especially Solarbeam aren't worth taking the risk of trying.

Many beginners tend to choose Dig or Fly over Earthquake

and Drill Peck. The fact is, using Dig or Fly completely gives away

what your next move will be. This gives your opponent a chance

to switch out and bring in something resistant (or immune) to

your attack. Always choose the single-turn Earthquake and Drill

Peck over the other two. Additionally sometimes beginners

choose multi-turn attacks like Fire Spin and Clamp. Again, there is no

way of stopping the opponent from switching and ruining your

attack.

This is a little bit more obvious, but never ever put more

than one attacking move of the same type on a single Pokemon.

Doing this makes your Pokemon lose diversity, which means less

of your moves will be effective against the opponent.

And now for status inflictions: Ice Beam and Blizzard are

great attacks because they allow a small possibility of the

opponent to be Frozen and completely helpless. Aside from that,

some trainers like to use their Electric Pokemon to quickly

Thunder Wave and give themselves a Speed advantage (not a bad

strategy). Sleep is seen a lot less often, because only Grass

users can perform reasonably reliable sleep attacks. And don't

ever think about using Poison! Taking away a tiny percentage of

the opponent's health every turn is nothing in comparison with

normal, powerful attacks. Even Toxic is useless, because if the

opponent switches, the effects of Toxic are lost and the damage

rate doesn't increase any more.

- Moves to use and moves to not use (defense):

Defensive moves generally consist of raising your Pokemon's

own stats so that it becomes more powerful for the duration of

the battle. Don't be afraid to spend a turn building defense!

Many beginners tend to rush and only use attacking moves from

the start to the end, and that usually doesn't work out too well.

Now of course, for Pokemon that have low defensive stats but

high attacking stats in the first place, maybe they can't afford to

spend a turn to up their stats lest get crushed by the opponent.

Most Pokemon, however, can take their time. And don't forget

that no stat can be increased beyond 999 at any time.

Amnesia is RBY's best defensive move, because it strongly

raises up the user's Special, which amounts for both offense and

defense. Generally, if a high-Special Pokemon can get Amnesia,

it should hang on to that move for dear life. Barrier is

typically a better move than Light Screen or Reflect because you

can use Barrier multiple times to up the Defense stat even more.

Double Team and Minimize are a common moves with Annoyers and

Tanks, and raising a unit's Evasion modifier very high is a

cheap way to make your opponent very frustrated. Substitute is a

handy move that prevents the user from being inflicted with a

status condition until the substitute is knocked out; useful if

you can't access Haze. Just don't use it in handheld battles or

else it won't work properly (see section C.)

For the few physical attackers out there, Swords Dance is

the move they should consider. Screech, even though it severely

lowers the opponent's Defense, only affects the one Pokemon and

you have to use it over and over for each opponent. Swords

Dance raises the user's Attack instead of affecting the opponent.

As for healing moves, Recover is a valuable choice for

those few Pokemon that do get it. Rest, however, only works on

Pokemon that you know can survive a few hits while Asleep. Comboing

Minimize and Double Team with Rest is a great strategy for Tanks

that can hold out long enough to get their Evasion modifiers way

up. Remember, however, if the opponent shows up with Haze, all

those modifiers could be erased!

- Base Stats, DVs, and EVs:

In order to survive in the advanced Pokemon world, there

are a few terms you need to be familiar with that have to do with

raising Pokemon. Let's begin with Base Stats. Every Pokemon

species has a number between 0 and 256 that determines each

stat: HP, Attack, Defense, Speed, and Special. These numbers are

unchanging; every Zubat has base 45 Attack, every Lapras, has

base 85 Special, every Chansey has base 250 HP, etc. If you sum

up several Pokemon's Base Stats, then you can get a general idea

of how powerful each species is. This is the reason that, no

matter how lovingly you care for a weak Pokemon like Farfetch'd,

it'll never have stats to compare with the average strong

Pokemon like Tauros. The Base Stats are listed as the first number in

the Stats for every Pokemon in the section below.

DVs are determinant values, a random number between 0 and

15 assigned to each stat when you first catch a Pokemon. The

higher the number, the stronger the stat is. The best possible DVs

that a Pokemon can have are 15 for every stat, and only then is

it possible for that Pokemon to have maximum stats (the second

number in the Stats in the section below). A Pokemon with a DV

of 11 in Attack will be naturally stronger than another Pokemon

of the same species with a DV of 5. The average is about 7 or 8

for each stat. DVs cannot be changed once they are determined.

Every level of DV represents 2 points in a stat. Thus a Pokemon

with 10 DVs in every stat and is completely EV trained (see

below) will have stats 10 less than the maximum possible stats

for its species at level 100. A fully EV-trained Pokemon with a

DV of 0 in the Speed stat will have 30 fewer stats than the

maximum Speed stat at level 100. These can also be seen referred to

as IVs, or independent values.

Finally, the EVs, or experience values. This is the most

important part of raising a Pokemon; even a Pokemon which has

poor DVs can end up with some pretty impressive stats if well

EV-trained. Every Pokemon gains stats by simply leveling up, but

in addition to that, the Pokemon gains additional stat points

through EVs. Each Pokemon is assigned five experience banks-

one to every stat. Whenever your Pokemon defeats a wild or trained

Pokemon in battle, the Base Stats of the defeated Pokemon are

deposited into each corresponding experience bank. These stat

experience points gained are completely different from the

normal experience points you see your Pokemon gain on-screen. Each

experience bank has a maximum of 63,002 points; about 1,000 for

each stat. This means that, for example, for every 1,000 Base

Defense stats of defeated Pokemon, there is one extra EV Defense

stat gained. Once those 63,002 points are used up and the 63 EV

stats are earned, the experience bank for that stat is full.

Ideally, you want your Pokemon to fill up each experience bank

for maximum stats. Fortunately these banks can be increased

even when the Pokemon is at level 100; you must use the Box Trick

described in Section C to see visible results, however. You can

speed up the EV training process considerably by using stat

increasers such as Protein, Iron, and Calcium. If a Pokemon's

experience bank has 25,599 or fewer points when you use a stat

increaser, it automatically adds 2,560-a lot of points for

little work. If it's over that amount, however, it won't do anything.

This is why it's best to begin your training of a new level 2

Pokemon by feeding it stat increasers until it can't hold any

more-it's expensive, but it gets about 40% of the EV training

done right away. EVs can also be referred to as stat

experience, or stat points.

- GSC's connection to RBY:

When RBY originally came out, battlers were restricted to

only using the moves found on the original cartridges. When

Gold and Silver came along and time travel between generations became

possible, however, suddenly a wealth of new moves became

available to RBY gamers. The reason this happened is because

the original 151 Pokemon gained new moves in GSC that were

previously unattainable. Crystal is noted for contributing the three new

TMs Thunderbolt, Ice Beam, and Flamethrower. Now of course,

moves that didn't exist in RBY can't be sent from GSC. But, for

example, Alakazam can learn Thunderpunch and Ice Punch in GSC

but not RBY. Since those moves appear in RBY, that Alakazam can be

traded through the time machine and those moves can be used in

RBY battles. The move repertoire of every Pokemon in RBY is

increased by the connection to GSC.

________________________________________________________________

2. Individual Pokemon Stats and Strategy

Now that you have a basic understanding of what's expected

in a competitive team, study this section carefully. Every stat

and piece of information of all 151 Pokemon is presented here,

along with strategies and suggested movesets for each of the 81

final evolutions (which are the only Pokemon you should consider

battling with). In RBY-only battles, only the naturally learned

moves and the ones available by TMs or HMs are allowed; however,

most retro battling allows for the use of tradeback moves from

Gold/Silver/Crystal and the Surfing Pikachu/Amnesia Psyduck from

Stadium. See section C for the complete list of Pokemon and

their locations.

Since Pokemon evolved by stones do not learn any more

natural moves in most cases, the Learned Moves sections of those

Pokemon will include only their default moves and learned moves

specific to that evolution (if any).

KEY:

Pokedex number and name of Pokemon

Pokemon type

Evolution (if any)

Rate of Growth (slow, fading, moderate, or fast)

Pokedex Information

Base Stats/Max Stats

Moves learned by experience

Moves learned by TMs/HMs

Moves learned from Gold/Silver/Crystal Tradeback

Moves learned from Pokemon Stadium

Strategy (final evolutions)

#001: Bulbasaur

Type: Grass/Poison

Evolution: Bulbasaur -> Ivysaur at level 16

Rate of Growth: Fading

Pokedex Info:

Height- 2' 4"; Weight- 15 lbs; A strange seed was planted on its

back at birth. The plant sprouts and grows with this Pokemon.

Stats:

HP- 45/293; At- 49/196; Df- 49/196; Sd- 45/188; Sc- 65/228

-Learned Moves-

Tackle- default

Growl- default

Leech Seed- level 7

Vine Whip- level 13

Poisonpowder- level 20

Razor Leaf- level 27

Growth- level 34

Sleep Powder- level 41

Solarbeam- level 48

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Defense Curl

Flash

Headbutt

Light Screen

Petal Dance

Razor Wind

Roar

Rock Throw

-Stadium-

#002: Ivysaur

Type: Grass/Poison

Evolution: Ivysaur -> Venusaur at level 32

Rate of Growth: Fading

Pokedex Info:

Height- 3' 3"; Weight: 29 lbs.; When the bulb on its back grows

large, it appears to lose the ability to stand on its hind legs.

Stats:

HP- 60/323; At- 62/222; Df- 63/224; Sd- 60/218; Sc- 80/258

-Learned Moves-

Tackle- default

Growl- default

Leech Seed- level 7

Vine Whip- level 13

Poisonpowder- level 22

Razor Leaf- level 30

Growth- level 38

Sleep Powder- level 46

Solarbeam- level 54

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Defense Curl

Flash

Headbutt

Light Screen

Petal Dance

Razor Wind

Roar

Rock Throw

-Stadium-

#003: Venusaur

Type: Grass/Poison

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 6' 7"; Weight- 221 lbs.; The plant blooms when it is

absorbing solar energy. It stays on the move to seek sunlight.

Stats:

HP- 80/363; At: 82/262; Df: 83/264; Sd: 80/258; Sc: 100/298

-Learned Moves-

Tackle- default

Growl- default

Leech Seed- level 7

Vine Whip- level 13

Poisonpowder- level 22

Razor Leaf- level 30

Growth- level 43

Sleep Powder- level 55

Solarbeam- level 65

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Defense Curl

Flash

Headbutt

Light Screen

Petal Dance

Razor Wind

Roar

Rock Throw

-Stadium-

Strategy: Of all the Pokemon that are Psychic-weak, Venusaur is

one of the best. You get your choice of which status

inflictions to use with either Sleep Powder or Body Slam (chance for

Paralysis + damage). Leech Seed is a viable option to as a

filler, but use Swords Dance instead if you're preparing for

Body Slam. Venusuar doesn't have a lot of versatility as far as

attacking goes, but Annoyers aren't meant to have versatility;

they are meant to have good status attacks, which Venusaur does.

Razor Leaf does decent damage, and is always a better option

than the two-turn Solarbeam.

Overall you may consider Venusaur's five major weaknesses a

little too much, but it's one of the best options as an Annoyer.

In Stadium battles, Annoyers and Tanks tend to use Substitute to

help out the stalling effect. Use it sparingly if you wish; but

always be cautious, especially around Psychic-types.

-Recommended Movesets-

Venusaur (Annoyer):

Razor Leaf

Sleep Powder

Substitute

Leech Seed

Venusaur (Physical Sweeper):

Razor Leaf

Sleep Powder

Body Slam

Swords Dance

#004: Charmander

Type: Fire

Evolution: Charmander -> Charmeleon at level 16

Rate of Growth: Fading

Pokedex Info:

Height- 2' 0"; Weight- 19 lbs.; Obviously prefers hot places.

When it rains, steam is said to spout from the tip of its tail.

Stats:

HP- 39/281; At- 52/202; Df- 43/184; Sd- 65/228; Sc- 50/198

-Learned Moves-

Scratch- default

Growl- default

Ember- level 9

Leer- level 15

Rage- level 22

Slash- level 30

Flamethrower- level 38

Fire Spin- level 46

-Available TMs/HMs-

TM01:Mega Punch

TM03:Swords Dance

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM23:Dragon Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Bite

Defense Curl

Fire Punch

Headbutt

Roar

Rock Slide

-Stadium-

#005: Charmeleon

Type: Fire

Evolution: Charmeleon -> Charizard at level 36

Rate of Growth: Fading

Pokedex Info:

Height- 3' 7"; Weight: 42 lbs.; When it swings its burning tail,

it elevates the temperature to unbearably high levels.

Stats:

HP- 58/319; At- 64/226; Df- 58/214; Sd: 80/258; Sc: 65/228

-Learned Moves-

Scratch- default

Growl- default

Ember- level 9

Leer- level 15

Rage- level 24

Slash- level 33

Flamethrower- level 42

Fire Spin- level 51

-Available TMs/HMs-

TM01:Mega Punch

TM03:Swords Dance

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM23:Dragon Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Bite

Defense Curl

Fire Punch

Headbutt

Roar

Rock Slide

-Stadium-

#006: Charizard

Type: Fire/Flying

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 5'7"; Weight- 200 lbs.; Spits fire that is hot enough to

melt boulders. Known to cause forest fires unintentionally.

Stats:

HP- 78/359; At- 84/266; Df- 78/254; Sd- 100/298; Sc- 85/268

-Learned Moves-

Scratch- default

Growl- default

Ember- level 9

Leer- level 15

Rage- level 24

Slash- level 36

Flamethrower- level 46

Fire Spin- level 55

-Available TMs/HMs-

TM01:Mega Punch

TM03:Swords Dance

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM23:Dragon Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM02:Fly (Y)

HM04:Strength

-GSC Moves-

Bite

Defense Curl

Fire Punch

Headbutt

Roar

Rock Slide

Wing Attack

-Stadium-

Strategy: As explained in part 1 of this section, Fire types in

general

have a limited role in RBY. Charizard attempts to make

up for it with a decent variety of moves, which it does have.

Earthquake and Rock Slide are both present, though it still

doesn't do much good against a Ground/Rock type because they can

take

down Charizard faster. It's one of the few Fire-types to

get good physical attacks, so it could possibly take the role of

Physical Sweeper.

You could try Swords Dance to power up Charizard's attack

for a physical sweep, but its low staying power makes this a

pretty sour option. Kamikaze physical attacks with a Fire Blast

or Flamethrower attack here and there is the best way to make

this Pokemon useful.

-Recommended Moveset-

Charizard (Physical Sweeper):

Fire Blast/Flamethrower

Earthquake

Rock Slide

Slash

#007: Squirtle

Type: Water

Evolution: Squirtle -> Wartortle at level 16

Rate of Growth: Fading

Pokedex Info:

Height- 1' 8"; Weight- 20 lbs.; After birth, its back swells nad

hardens into a shell. Powerfully sprays foam from its mouth.

Stats:

HP- 44/291; At- 48/194; Df- 65/228; Sd- 43/184; Sc- 50/198

-Learned Moves-

Tackle- default

Tail Whip- default

Bubble- level 8

Water Gun- level 15

Bite- level 22

Withdraw- level 28

Skull Bash- level 35

Hydro Pump- level 42

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Confusion

Defense Curl

Haze

Headbutt

Ice Punch

Mist

Roar

Waterfall

-Stadium-

#008: Wartortle

Type: Water

Evolution: Wartortle -> Blastoise at level 36

Rate of Growth: Fading

Pokedex Info:

Height- 3' 3"; Weight- 50 lbs.; Often hides in water to stalk

unwary prey. For swimming fast, it moves its ears to maintain

balance.

Stats:

HP- 59/321; At- 63/224; Df- 80/258; Sd- 58/214; Sc- 65/228

-Learned Moves-

Tackle- default

Tail Whip- default

Bubble- level 8

Water Gun- level 15

Bite- level 24

Withdraw- level 31

Skull Bash- level 39

Hydro Pump- level 47

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Confusion

Defense Curl

Haze

Headbutt

Ice Punch

Mist

Roar

Waterfall

-Stadium-

#009: Blastoise

Type: Water

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 5' 3"; Weight- 189 lbs.; A brutal Pokemon with

pressurized water jets on its shell. They are used for high

speed tackles.

Stats:

HP- 79/361; At- 83/264; Df- 100/298; Sd- 78/254; Sc- 85/268

-Learned Moves-

Tackle- default

Tail Whip- default

Bubble- level 8

Water Gun- level 15

Bite- level 24

Withdraw- level 31

Skull Bash- level 42

Hydro Pump- level 52

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Confusion

Defense Curl

Haze

Headbutt

Ice Punch

Mist

Roar

Waterfall

-Stadium-

Strategy: There are many, many Water types to choose from, and

unfortunately most of the mono Water types are inferior to the

dual types. Blastoise is no exception. The Special isn't

enough to ward off enemies with Surf and Ice Beam, and Earthquake runs

off a low Attack stat too. This produces a good lesson: Just

because a Pokemon can learn moves that are strong against both

its weak types (Grass and Electric in this case) doesn't mean it

will necessarily do a lot against them.

-Recommended Moveset-

Blastoise (Special Sweeper):

Surf

Ice Beam/Blizzard

Substitute

Earthquake

#010: Caterpie

Type: Bug

Evolution: Caterpie -> Metapod at level 7

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight: 6 lbs.; Its short feet are tipped with

suction pads that enable it to tirelessly climb slopes and walls.

Stats:

HP- 45/293; At- 30/158; Df- 35/168; Sd- 45/188; Sc- 20/138

-Learned Moves-

Tackle- default

String Shot- default

-Available TMs/HMs-

-GSC Moves-

-Stadium-

#011: Metapod

Type: Bug

Evolution: Metapod -> Butterfree at level 10

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 4"; Weight: 22 lbs.; This Pokemon is vulnerable to

attack while its shell is soft, exposing its weak and tender body.

Stats:

HP- 50/303; At- 20/138; Df- 55/208; Sd- 30/158; Sc- 25/148

-Learned Moves-

Tackle- default (evolved from Caterpie)

String Shot- default (evolved from Caterpie)

Harden- default

-Available TMs/HMs-

-GSC Moves-

-Stadium-

#012: Butterfree

Type: Bug/Flying

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 7"; Weight- 71 lbs.; In battle, it flaps its wings at

high speed to release highly toxic dust into the air.

Stats:

HP- 60/323; At- 45/188; Df- 50/198; Sd- 70/238; Sc- 80/258

-Learned Moves-

Tackle- default (evolved from Caterpie)

String Shot- default (evolved from Caterpie)

Harden- default (evolved from Caterpie or Metapod)

Confusion- level 12 (R/B), level 10 (Y)

Poisonpowder- level 15 (R/B), level 13 (Y)

Stun Spore- level 16 (R/B), level 14 (Y)

Sleep Powder- level 17 (R/B), level 15 (Y)

Supersonic- level 21 (R/B), level 18 (Y)

Whirlwind- level 26 (R/B), level 23 (Y)

Gust- level 28 (Y)

Psybeam- level 32 (R/B), level 34 (Y)

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM44:Rest

TM46:Psywave

TM50:Substitute

HM05:Flash (Y)

-GSC Moves-

Gust

-Stadium-

Strategy: You can't expect a Bug-type that evolves into its

final form at level 10 to be very useful in competitive battling, and

it isn't. Butterfree is built to be an Annoyer, but with

Defense maxing out at 198 and not much Speed worth mentioning, it'll

almost never stay around long enough. The best you can do is to

hope you can survive a turn to use Sleep Powder, then spam

Double Team. Even then, with Psychic and Solarbeam, Butterfree is one

of the worst Annoyer choices. Leave it alone and check out the few

worthy Grass types instead.

-Recommended Moveset-

Butterfree (Annoyer):

Psychic

Sleep Powder

Double Team

Solarbeam

#013: Weedle

Type: Bug/Poison

Evolution: Weedle -> Kakuna at level 7

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight: 7 lbs.; Often found in forests, eating

leaves. It has a sharp venomous stinger on its head.

Stats:

HP- 45/293; At- 35/168; Df- 30/158; Sd- 50/198; Sc- 20/138

-Learned Moves-

Poison Sting- default

String Shot- default

-Available TMs/HMs-

-GSC Moves-

-Stadium-

#014: Kakuna

Type: Bug/Poison

Evolution: Kakuna -> Beedrill at level 10

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 0"; Weight: 22 lbs.; Almost incapable of moving, this

Pokemon can only harden its shell to protect itself from predators.

Stats:

HP- 45/293; At- 25/148; Df- 50/198; Sd- 35/168; Sc- 25/148

-Learned Moves-

Poison Sting- default (evolved from Weedle)

String Shot- default (evolved from Weedle)

Harden- default

-Available TMs/HMs-

-GSC Moves-

-Stadium-

#015: Beedrill

Type: Bug/Poison

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 65 lbs.; Flies at high speed and attacks

using its large venomous stingers on its forelegs and tail.

Stats:

HP- 65/333; At- 80/258; Df- 40/178; Sd- 75/248; Sc- 45/188

-Learned Moves-

Poison Sting- default (evolved from Weedle)

String Shot- default (evolved from Weedle)

Harden- default (evolved from Weedle or Kakuna)

Fury Attack- level 12

Focus Energy- level 16

Twineedle- level 20

Rage- level 25

Pin Missile- level 30

Agility- level 35

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

-Stadium-

Strategy: Looking at the offensive side of Beedrill, you could

say that the unique Swords Dance + Twineedle combo could provide

a much-needed deterrent for Psychic-types. But with defenses

even more fragile than Butterfree, the chances of your opponent

letting you power up enough for an attack are slim to none.

Beedrill also doesn't have any status attacks to speak of

either, so it can't make any distractions. Beedrill is about as

as you

get with Bug-types, but still pretty much unusable.

-Recommended Moveset-

Beedrill (Physical Sweeper):

Twineedle

Hyper Beam

Swords Dance

Reflect

#016: Pidgey

Type: Normal/Flying

Evolution: Pidgey -> Pidgeotto at level 18

Rate of Growth: Fading

Pokedex Info:

Height- 1' 0"; Weight- 4 lbs.; A common sight in forests and

woods. It flaps its wings at ground level to kick up blinding sand.

Stats:

HP- 40/283; At- 45/188; Df- 40/178; Sd- 56/210; Sc- 35/168

-Learned Moves-

Gust- default

Sand-Attack- level 5

Quick Attack- level 12

Whirlwind- level 19

Wing Attack- level 28

Agility- level 36

Mirror Move- level 44

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Tackle

-Stadium-

#017: Pidgeotto

Type: Normal/Flying

Evolution: Pidgeotto -> Pidgeot at level 36

Rate of Growth: Fading

Pokedex Info:

Height- 3' 7"; Weight- 66 lbs.; Very protective of its sprawling

territorial area, this Pokemon will fiercely peck at any intruder.

Stats:

HP- 63/329; At- 60/218; Df- 55/208; Sd- 71/240; Sc- 50/198

-Learned Moves-

Gust- default

Sand-Attack- level 5

Quick Attack- level 12

Whirlwind- level 21

Wing Attack- level 31

Agility- level 40

Mirror Move- level 49

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Tackle

-Stadium-

#018: Pidgeot

Type: Normal/Flying

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 11"; Weight- 87 lbs.; When hunting, it skims the

surface of water at high speed to pick off unwary prey such as Magikarp.

Stats:

HP- 83/369; At- 80/258; Df- 75/248; Sd- 91/280; Sc- 70/238

-Learned Moves-

Gust- default

Sand-Attack- level 5

Quick Attack- level 12

Whirlwind- level 19

Wing Attack- level 28

Agility- level 44

Mirror Move- level 54

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Tackle

-Stadium-

Strategy: Because Pidgeot is a Normal/Flying-type, it has to

compete against the other Normal/Flying types, and the

comparisons aren't good for it. Pidgeot does have decent

defensive stats, but it doesn't learn any moves to take

advantage of them; and almost all of its possible attacks have very

limited use. Mirror Move won't do much unless you happen to survive an

attack and then that attack is super-effective against the

opponent; it doesn't know Drill Peck, the one useful Flying

attack; Sand Attack only lowers Accuracy of individual

opponents; and the rest of its moves have obvious drawbacks. Ignore

Pidgeot and read on for better choices in the Normal/Flying category.

-Recommended Moveset-

Pidgeot (Physical Sweeper/Tank):

Double-Edge

Double Team

Reflect

Mirror Move

#019: Rattata

Type: Normal

Evolution: Rattata -> Raticate at level 20

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight- 8 lbs.; Bites anything when it attacks.

Small and very quick, it is a common sight in many places.

Stats:

HP- 30/263; At- 56/210; Df- 35/168; Sd- 72/242; Sc- 25/148

-Learned Moves-

Tackle- default

Tail Whip- default

Quick Attack- level 7

Hyper Fang- level 14

Focus Energy- level 23

Super Fang- level 34

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Bite

Counter

Defense Curl

Fury Swipes

Headbutt

Roar

Screech

-Stadium-

#020: Raticate

Type: Normal

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 4"; Weight- 41 lbs.; It uses its whiskers to maintain

balance. It apparently slows down if they are cut off.

Stats:

HP- 55/313; At- 81/260; Df- 60/218; Sd- 97/292; Sc- 50/198

-Learned Moves-

Tackle- default

Tail Whip- default

Quick Attack- level 7

Hyper Fang- level 14

Focus Energy- level 27

Super Fang- level 41

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Bite

Counter

Defense Curl

Fury Swipes

Headbutt

Roar

Screech

-Stadium-

Strategy: Raticate has a couple interesting and unique methods

of attacking, which you may or may not want to try out. First of

all, Super Fang cuts the opponent's HP in half, without fail-

which makes for a great leadoff attack; after that, however,

Raticate has the problem of how to finish its opponent off.

Raticate doesn't learn Earthquake or Rock Slide to help its

physical endeavors and is stuck with Normal attacks. Keep a

Blizzard around for emergency situations, but don't rely on its

Special attacks- 198 Special is hardly enough to do damage

anyway.

Second, Raticate knows the weak-but-somewhat-useful Quick

Attack. Many times the opponent will just barely be alive, but

still have enough power to knock out your Raticate. Quick

Attack can help you finish off the opponent in a pinch. Like Pidgeot's

Mirror Move, there aren't a lot of situations where it'll come

in handy, but you may as well take the best it has to offer.

-Recommended Moveset-

Raticate (Physical Sweeper):

Super Fang

Double-Edge

Blizzard

Quick Attack

#021: Spearow

Type: Normal/Flying

Evolution: Spearow -> Fearow at level 20

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight- 4 lbs.; Eats bugs in grassy areas. It

has to flap its short wings at high speed to stay airborne.

Stats:

HP- 40/283; At- 60/218; Df- 30/158; Sd- 70/238; Sc- 31/160

-Learned Moves-

Peck- default

Growl- default

Leer- level 9

Fury Attack- level 15

Mirror Move- level 22

Drill Peck- level 29

Agility- level 36

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Quick Attack

Tri Attack

-Stadium-

#022: Fearow

Type: Normal/Flying

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 84 lbs.; With its huge and magnificent

wings, it can keep aloft without ever having to land for rest.

Stats:

HP- 65/333; At- 90/278; Df- 65/228; Sd- 100/298; Sc- 61/220

-Learned Moves-

Peck- default

Growl- default

Leer- level 9

Fury Attack- level 15

Mirror Move- level 25

Drill Peck- level 34

Agility- level 43

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Quick Attack

Tri Attack

-Stadium-

Strategy: Unlike Pidgeot, Fearow does get the one good Flying

attack (Drill Peck) and has good Physical Sweeper stats.

However, Dodrio outdoes it in Attack, Defense, and Special

stats, and is every bit as good as Fearow in every other way. Thus,

there is no real point to using Fearow unless you want to give

the opponent an unnecessary advantage.

-Recommended Moveset-

Dodrio (Physical Sweeper)

Drill Peck

Double-Edge

Double Team

Substitute

#023: Ekans

Type: Poison

Evolution: Ekans -> Arbok at level 22

Rate of Growth: Moderate

Pokedex Info:

Height- 6' 7"; Weight- 15 lbs.; Moves silently and stealthily.

Eats the eggs of birds, such as Pidgey and Spearow, whole.

Stats:

HP- 35/273; At- 60/218; Df- 44/186; Sd- 55/208; Sc- 40/178

-Learned Moves-

Wrap- default

Leer- default

Poison Sting- level 10

Bite- level 17

Glare- level 24

Screech- level 31

Acid- level 38

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Haze

Headbutt

Slam

-Stadium-

#024: Arbok

Type: Poison

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 11' 6"; Weight- 143 lbs.; It is rumored that the

ferocious warning markings on its belly differ from area to area.

Stats:

HP- 60/323; At- 85/268; Df- 69/236; Sd- 80/258; Sc- 65/228

-Learned Moves-

Wrap- default

Leer- default

Poison Sting- level 10

Bite- level 17

Glare- level 27

Screech- level 36

Acid- level 47

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Haze

Headbutt

Slam

-Stadium-

Strategy: As you should know by now, Poison-types should not be

considered at all unless they are paired with another type that

has a chance of doing something and the rest of your team is

very well balanced. Arbok is mono Poison, so there's no getting

around its huge Psychic or Ground weaknesses. Even with the

game's best physical attacks, there are always better Pokemon to

choose from that aren't weak to RBY's dominant type.

-Recommended Moveset-

Arbok (Physical Sweeper):

Earthquake

Rock Slide

Body Slam

Double Team

#025: Pikachu

Type: Electric

Evolution: Pikachu -> Raichu w/Thunder Stone

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 4"; Weight- 13 lbs.; When several of these Pokemon

gather, their electricity could build and cause lightning storms.

Stats:

HP- 35/273; At- 55/208; Df- 30/158; Sd- 90/278; Sc- 50/198

-Learned Moves-

Thundershock- default

Growl- default

Tail Whip- level 6 (Y)

Thunder Wave- level 9 (R/B), level 8 (Y)

Quick Attack- level 16 (R/B), level 11 (Y)

Double Team- level 15 (Y)

Slam- level 20 (Y)

Swift- level 26 (R/B)

Thunderbolt- level 26 (Y)

Agility- level 33

Thunder- level 43 (R/B), level 41 (Y)

Light Screen- level 50 (Y)

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM16:Pay Day

TM17:Submission

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM05:Flash

-GSC Moves-

Defense Curl

Dizzy Punch

Doubleslap

Headbutt

Petal Dance

Sing

Thunderpunch

-Stadium-

Surf

#026: Raichu

Type: Electric

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 7"; Weight- 66 lbs.; Its long tail serves as a ground

to protect itself from its own high voltage power.

Stats:

HP- 60/323; At- 90/278; Df- 55/208; Sd- 100/298; Sc- 90/278

-Learned Moves-

Thundershock- default

Growl- default

Thunder Wave- default (wild Raichu)

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM05:Flash

-GSC Moves-

Defense Curl

Dizzy Punch

Doubleslap

Headbutt

Petal Dance

Sing

Thunderpunch

-Stadium-

Surf

Strategy: What makes Raichu a possible alternative from the

other Electric types is its Surf ability, obtained through the Surfing

Pikachu Stadium event. This gives Raichu a great counter to

Ground-types. Unfortunately, its poor Defense makes it an iffy

choice; Raichu won't last as long out in the field of battle as

Zapdos or Electabuzz. Still, it's worth a try.

Electric types are known for their consistent paralyzing

abilities. Thunder Wave should almost always occupy a slot for

your Electric-types; it gives them an immediate advantage over

their opponents. Thunderbolt should always be a given as an

attack.

-Recommended Moveset-

Raichu (Special Sweeper):

Thunderbolt

Surf

Seismic Toss

Thunder Wave

#027: Sandshrew

Type: Ground

Evolution: Sandshrew -> Sandslash at level 22

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 0"; Weight- 26 lbs.; Burrows deep underground in arid

locations far from water. It only emerges to hunt for food.

Stats:

HP- 50/303; At- 75/248; Df- 85/268; Sd- 40/178; Sc- 30/158

-Learned Moves-

Scratch- default

Sand-Attack- level 10

Slash- level 17

Poison Sting- level level 24

Swift- level 31

Fury Swipes- level 38

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Counter

Defense Curl

Headbutt

-Stadium-

#028: Sandslash

Type: Ground

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 65 lbs.; Curls up into a spiny ball when

threatened. It can roll while curled up to attack or escape.

Stats:

HP- 75/353; At- 100/298; Df- 110/318; Sd- 65/228; Sc- 55/208

-Learned Moves-

Scratch- default

Sand-Attack- level 10

Slash- level 17

Poison Sting- level level 27

Swift- level 36

Fury Swipes- level 47

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Counter

Defense Curl

Headbutt

-Stadium-

Strategy: Sandslash is a good, dependable mono Ground-type. Its

Speed is above-average for Pokemon in its type category, it

doesn't have the quadruple weaknesses of Rock-types, and solid

Attack and Defense stats. It's easy to go all out on the

offensive with Earthquake + Rock Slide (with Swords Dance to

beef up the Attack even more), and you could also add in Swift as a

filler to stop Double Team users.

Sandslash, with its great Defense, makes a good physical

sponge when facing a Physical Sweeper. Granted, you won't be

facing off against too many of them, but when it when it

happens, keep Sandslash for backup. Rhydon can get the defensive

job done as well, but it has quadruple weaknesses.

-Recommended Moveset-

Sandslash (Physical Sweeper):

Earthquake

Rock Slide

Swift/Double Team

Swords Dance

#029: Nidoran(f)

Type: Poison

Evolution: Nidoran (f) -> Nidorina at level 16

Rate of Growth: Fading

Pokedex Info:

Height- 1' 4"; Weight- 15 lbs.; Although small, its venomous

barbs render this Pokemon dangerous. The female has smaller horns.

Stats: HP- 55/313; At- 47/192; Df- 52/202; Sd- 41/180; Sc- 40/178

-Learned Moves-

Growl- default

Tackle- default

Scratch- level 8

Poison Sting- level 14 (R/B), level 17 (Y)

Tail Whip- level 21 (R/B), level 23 (Y)

Bite- level 29 (R/B), level 30 (Y)

Fury Swipes- level 36 (R/B), level 38 (Y)

Double Kick- level 43 (R/B), level 12 (Y)

-Available TMs/HMs-

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Defense Curl

Disable

Flamethrower

Focus Energy

Headbutt

Lovely Kiss

Roar

Supersonic

-Stadium-

#030: Nidorina

Type: Poison

Evolution: Nidorina -> Nidoqueen w/Moon Stone

Rate of Growth: Fading

Pokedex Info:

Height- 2' 7"; Weight- 44 lbs.; The female's horns develop

slowly. Prefers physical attacks such as clawing and biting.

Stats:

HP- 70/343; At- 62/222; Df- 67/232; Sd- 56/210; Sc- 55/208

-Learned Moves-

Growl- default

Tackle- default

Scratch- level 8

Poison Sting- level 14 (R/B), level 19 (Y)

Tail Whip- level 23 (R/B), level 27 (Y)

Bite- level 32 (R/B), level 36 (Y)

Fury Swipes- level 41 (R/B), level 46 (Y)

Double Kick- level 50 (R/B), level 12 (Y)

-Available TMs/HMs-

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Defense Curl

Disable

Flamethrower

Focus Energy

Headbutt

Lovely Kiss

Roar

Supersonic

-Stadium-

#031: Nidoqueen

Type: Poison/Ground

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 3"; Weight- 132 lbs.; Its hard scales provide strong

protection. It uses its hefty bulk to execute powerful moves.

Stats:

HP- 90/383; At- 82/262; Df- 87/272; Sd- 76/250; Sc- 75/248

-Learned Moves-

Growl- default

Tackle- default

Body Slam- level 23

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Defense Curl

Disable

Fire Punch

Flamethrower

Focus Energy

Headbutt

Ice Punch

Lovely Kiss

Roar

Supersonic

Thunderpunch

-Stadium-

Strategy: Even with the huge variety of attacks Nidoqueen has at

its disposal, it fails to be a competitive attacker because of

two key faults. First of all, it has weaknesses to Water, Ice,

Psychic, and Ground, but immunity to Electric. That's 4 out of

5 of the most-used attack types it's weak against. Second, its

Special and Attack stats just aren't enough to formulate a good

attacking Pokemon, and there's no real way to increase them in

battle. Hence Nidoqueen is not a good choice, but this doesn't

mean you shouldn't skip Nidoking; see below for why.

-Recommended Moveset-

Nidoqueen (Mixed Sweeper):

Blizzard

Thunderbolt

Earthquake

Rock Slide

#032: Nidoran(m)

Type: Poison

Evolution: Nidoran(m) -> Nidorino at level 16

Rate of Growth: Fading

Pokedex Info

Height- 1' 8"; Weight- 20 lbs.; Stiffens its ears to sense

danger. The larger its horns, the more powerful its secreted venom.

Stats:

HP- 46/295; At- 57/212; Df- 40/178; Sd- 50/198; Sc- 40/178

-Learned Moves-

Leer- default

Tackle- default

Horn Attack- level 8

Poison Sting- level 14 (R/B), level 17 (Y)

Focus Energy- level 21 (R/B), level 23 (Y)

Fury Attack- level 29 (R/B), level 30 (Y)

Horn Drill- level 36 (R/B), level 38 (Y)

Double Kick- level 43 (Y/B), level 12 (Y)

-Available TMs/HMs-

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Amnesia

Confusion

Defense Curl

Disable

Flamethrower

Headbutt

Lovely Kiss

Roar

Supersonic

-Stadium-

#033: Nidorino

Type: Poison

Evolution: Nidorino -> Nidoking w/Moon Stone

Rate of Growth: Fading

Pokedex Info:

Height- 2' 11"; Weight- 43 lbs.; An aggressive Pokemon that is

quick to attack. The horn on its head secretes a powerful venom.

Stats:

HP- 61/325; At- 72/242; Df- 57/212; Sd- 65/228; Sc- 55/208

-Learned Moves-

Leer- default

Tackle- default

Horn Attack- level 8

Poison Sting- level 14 (R/B), level 19 (Y)

Focus Energy- level 23 (R/B), level 27 (Y)

Fury Attack- level 32 (R/B), level 36 (Y)

Horn Drill- level 41 (R/B), level 46 (Y)

Double Kick- level 50 (R/B), level 12 (Y)

-Available TMs/HMs-

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Amnesia

Confusion

Defense Curl

Disable

Flamethrower

Headbutt

Lovely Kiss

Roar

Supersonic

-Stadium-

#034: Nidoking

Type: Poison/Ground

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 7"; Weight- 137 lbs.; It uses its powerful tail in

battle to smash, constrict, then break the prey's bones.

Stats:

HP- 81/365; At- 92/282; Df- 77/252; Sd- 85/268; Sc- 75/248

-Learned Moves-

Tackle- default

Horn Attack- default

Thrash- level 23

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Amnesia

Confusion

Defense Curl

Disable

Fire Punch

Flamethrower

Headbutt

Ice Punch

Lovely Kiss

Roar

Supersonic

Thunderpunch

-Stadium-

Strategy: Despite having the same cascade of bad weaknesses that

Nidoqueen has, Nidoking is a respectable fighter. While

Nidoqueen had excelling stats in the comparatively useless HP

and Defense categories, Nidoking excels in the much more useful

Attack and Speed categories and it gets both Amnesia and Focus

Energy to power them up. Again, there will be many situations

where Nidoking will be at a disadvantage, but at least it has

the power to attempt to overcome it.

If you take the physical side, put on Focus Energy and

attack with Earthquake + Rock Slide. If you take the special

side (which is recommended), use Amnesia, Ice Beam or Blizzard,

and Thunderbolt. Fill in the last slot with an attack of the

opposite spectrum to even things out.

-Recommended Movesets-

Nidoking (Special Sweeper):

Ice Beam/Blizzard

Thunderbolt

Amnesia

Earthquake

Nidoking (Physical Sweeper):

Earthquake

Rock Slide

Focus Energy

Blizzard

#035: Clefairy

Type: Normal

Evolution: Clefairy -> Clefable w/Moon Stone

Rate of Growth: Fast

Pokedex Info:

Height- 2' 0"; Weight- 17 lbs.; Its magical and cute appeal has

many admirers. It is rare and found only in certain areas.

Stats:

HP- 70/343; At- 45/188; Df- 48/194; Sd- 35/168; Sc- 65/228

-Learned Moves-

Pound- default

Growl- default

Sing- level 13

Doubleslap- level 18

Minimize- level 24

Metronome- level 31

Defense Curl- level 39

Light Screen- level 48

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Amnesia

Dizzy Punch

Dream Eater

Fire Punch

Flamethrower

Headbutt

Ice Punch

Petal Dance

Splash

Thunderpunch

-Stadium-

#036: Clefable

Type: Normal

Evolution: Final

Rate of Growth: Fast

Pokedex Info:

Height- 4' 3"; Weight- 88 lbs.; A timid Pokemon that is rarely

seen. It will run and hide the moment it senses people.

Stats:

HP- 90/383; At- 70/238; Df- 73/244; Sd- 60/218; Sc- 90/278

-Learned Moves-

Pound- default

Growl- default

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Amnesia

Dizzy Punch

Dream Eater

Fire Punch

Flamethrower

Headbutt

Ice Punch

Petal Dance

Splash

Thunderpunch

-Stadium-

Strategy: Clefable is a Normal-type with great special

potential: It can use Boltbeam (Thunderbolt +Ice Beam) and Psychic,

with Amnesia backing it. And unlike Wigglytuff, it can actually

throw around some serious damage with those moves. With the high HP

and overall defensive stats, Clefable can double as a Tank!

Unfortunately, Chansey is much better at surviving special

attacks, while Clefable could be dead in about half the time.

If you know you'll be playing an opponent with more physical

Pokemon, however, and you need a good all-around Special

Sweeper, Clefable is possibly a better option than Chansey or

Alakazam.

-Recommended Movesets-

Clefable (Special Sweeper):

Psychic

Thunderbolt

Ice Beam/Blizzard

Amnesia

Clefable (Tank):

Thunderbolt/Ice Beam

Amnesia

Minimize

Thunder Wave

#037: Vulpix

Type: Fire

Evolution: Vulpix -> Ninetales w/Fire Stone

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 0"; Weight- 22 lbs.; At the time of the birth, it has

just one tail. The tail splits from its tip as it grows older.

Stats:

HP- 38/279; At- 41/180; Df- 40/178; Sd- 65/228; Sc- 65/228

-Learned Moves-

Ember- default

Tail Whip- default

Quick Attack- level 16

Roar- level 21

Confuse Ray- level 28

Flamethrower- level 35

Fire Spin- level 42

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Disable

Headbutt

Hypnosis

-Stadium-

#038: Ninetales

Type: Fire

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 7"; Weight- 44 lbs.; Very smart and very vengeful.

Grabbing one of its many tails could result in a 1,000 year curse.

Stats:

HP- 73/349; At- 76/250; Df- 75/248; Sd- 100/298; Sc- 100/298

-Learned Moves-

Ember- default

Tail Whip- default

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Disable

Headbutt

Hypnosis

-Stadium-

Strategy: Many Fire types would be better if they could add in a

couple more powerful physical attacks like Earthquake and Rock

Slide, but Charizard is the only one so far to do so. Ninetales

is fast and delivers a powerful Fire Blast; besides that,

however, it can only try to put overlapping status afflictions

on the opponent with Confuse Ray, Body Slam and possibly Headbutt.

As such it is designated as an Annoyer Fire-type, which has

limited use.

-Recommended Moveset-

Ninetales (Annoyer):

Fire Blast

Confuse Ray

Body Slam

Headbutt

#039: Jigglypuff

Type: Normal

Evolution: Jigglypuff -> Wigglytuff w/Moon Stone

Rate of Growth: Fast

Pokedex Info:

Height- 1' 8"; Weight- 12 lbs.; When its huge eyes light up, it

sings a mysteriously soothing melody that lulls its enemies to sleep.

Stats:

HP- 115/433; At- 45/188; Df- 20/138; Sd- 20/138; Sc- 25/148

-Learned Moves-

Sing- default

Pound- level 9

Disable- level 14

Defense Curl- level 19

Doubleslap- level 24

Rest- level 29

Body Slam- level 34

Double-Edge- level 39

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Dream Eater

Dizzy Punch

Fire Punch

Flamethrower

Headbutt

Ice Punch

Thunderpunch

-Stadium-

#040: Wigglytuff

Type: Normal

Evolution: Final

Rate of Growth: Fast

Pokedex Info:

Height- 3' 3"; Weight- 26 lbs.; The body is soft and rubbery.

When angered, it will suck in air and inflate itself to an enormous size.

Stats:

HP- 140/483; At- 70/238; Df- 45/188; Sd- 45/188; Sc- 50/198

-Learned Moves-

Sing- default

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Dream Eater

Dizzy Punch

Fire Punch

Flamethrower

Headbutt

Ice Punch

Thunderpunch

-Stadium-

Strategy: Wigglytuff has the same outstanding versatility of

Clefable and Chansey, but can't use them as well as either of

the two. Wigglytuff is not as good as Clefable as a Tank because of

no Amnesia; and its poor attacking stats make for less capable

offense. If you do decide to use one, be creative and put on

random moves you think will surprise the opponent. Otherwise go

with one of the better Normal-types.

-Recommended Moveset-

Wigglytuff (Mixed Sweeper):

Double-Edge

Thunderbolt

Ice Beam/Blizzard

Double Team

#041: Zubat

Type: Poison/Flying

Evolution: Zubat -> Golbat at level 22

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 7"; Weight- 17 lbs.; Forms colonies in perpetually

dark places. Uses ultrasonic waves to identify and approach targets.

Stats:

HP- 40/283; At- 45/188; Df- 35/158; Sd- 55/208; Sc- 40/178

-Learned Moves-

Leech Life- default

Screech- default

Supersonic- level 10

Bite- level 15

Confuse Ray- level 21

Wing Attack- level 28

Haze- level 36

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM44:Rest

TM50:Substitute

-GSC Moves-

Gust

Quick Attack

-Stadium-

#042: Golbat

Type: Poison/Flying

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 3"; Weight- 121 lbs.; Once it strikes, it will not

stop draining energy from its victim even if it gets too heavy to fly.

Stats:

HP- 75/353; At- 80/258; Df- 70/238; Sd- 90/278; Sc- 75/248

-Learned Moves-

Leech Life- default

Screech- default

Supersonic- level 10

Bite- level 15

Confuse Ray- level 21

Wing Attack- level 32

Haze- level 43

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM44:Rest

TM50:Substitute

-GSC Moves-

Gust

Quick Attack

-Stadium-

Strategy: Golbat is a result of a bad mix of stats and types.

It does have Haze and Confuse Ray; but Haze cancels out confusion

and Golbat doesn't have the defense nor the HP to be a Tank.

Plus it's weak to the game's three most often-used types:

Psychic, Electric, and Ice. The best you can do is to hope you

can confuse and DT (Double Team) enough to keep the enemy on its

toes for a while.

-Recommended Moveset-

Golbat (Annoyer):

Double-Edge

Confuse Ray

Double Team

Mega Drain

#042: Oddish

Type: Grass/Poison

Evolution: Oddish -> Gloom at level 21

Rate of Growth: Fading

Pokedex Info:

Height- 1' 8"; Weight- 12 lbs.; During the day, it keeps its

face buried in the ground. At night, it wanders around sowing its seeds.

Stats- HP- 45/293; At- 50/198; Df- 55/208; Sd- 30/158; Sc- 75/248

-Learned Moves-

Absorb- default

Poisonpowder- level 15

Stun Spore- level 17

Sleep Powder- level 19

Acid- level 24

Petal Dance- level 33

Solarbeam- level 46

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Leech Seed

Razor Leaf

-Stadium-

#044: Gloom

Type: Grass/Poison

Evolution: Gloom -> Vileplume w/Leaf Stone

Rate of Growth: Fading

Pokedex Info:

Height- 2' 7"; Weight- 19 lbs.; The fluid that oozes from its

mouth isn't drool. It is a nectar that is used to attract prey.

Stats:

HP- 60/323; At- 65/228; Df- 70/238; Sd- 40/178; Sc- 85/268

-Learned Moves-

Absorb- default

Poisonpowder- level 15

Stun Spore- level 17

Sleep Powder- level 19

Acid- level 28

Petal Dance- level 38

Solarbeam- level 52

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Leech Seed

Razor Leaf

-Stadium-

#045: Vileplume

Type: Grass/Poison

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 3' 11"; Weight- 41 lbs.; The larger its petals, the more

toxic pollen it contains. Its big head is heavy and hard to hold up.

Stats:

HP- 75/353; At- 80/258; Df- 85/268; Sd- 50/198; Sc- 100/298

-Learned Moves-

Absorb- default

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Leech Seed

Razor Leaf

-Stadium-

Strategy: In the small world of types like Fire and Grass that

aren't that useful, you should only consider using the best.

Vileplume is not one of the best; it is inferior to Venusaur in

stats, Razor Leaf doesn't hit for as many criticals with its

slow Speed, and that low Speed gives it its greatest disadvantage.

Petal Dance's self-confusion can be a hindrance as well.

Vileplume gets all of Venusaur's moves, but the latter is

ultimately more durable and versatile.

-Recommended Moveset-

Vileplume (Physical Sweeper/Annoyer):

Body Slam

Sleep Powder

Leech Seed

Swords Dance

#046: Paras

Type: Bug/Grass

Evolution: Paras -> Parasect at level 24

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight- 12 lbs.; Burrows to suck tree roots. The

mushrooms on its back grow by drawing in nutrients from the bug host.

Stats:

HP- 35/273; At- 70/238; Df- 55/208; Sd- 25/148; Sc- 55/208

-Learned Moves-

Scratch- default

Stun Spore- level 13

Leech Life- level 20

Spore- level 27

Slash- level 34

Growth- level 41

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Counter

Light Screen

Poisonpowder

Psybeam

Screech

-Stadium-

#047: Parasect

Type: Bug/Grass

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 65 lbs.; A host-parasite pair in which

the parasite mushroom has taken over the host bug. Prefers damp places.

Stats:

HP- 60/323; At- 95/288; Df- 80/258; Sd- 30/158; Sc- 80/258

-Learned Moves-

Scratch- default

Stun Spore- level 13

Leech Life- level 20

Spore- level 30

Slash- level 39

Growth- level 48

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Counter

Light Screen

Poisonpowder

Psybeam

Screech

-Stadium-

Strategy: Unlike Vileplume, Parasect has possibilities of

becoming an alternative to Venusaur in the Grass category.

Spore is probably the best status attack in the game (99.6% chance

of Sleep), and Parasect gets Slash and Swords Dance to back it up;

unfortunately, its terrible Speed means that Slash won't hit for

criticals very often and the Spore attack may be difficult to

execute. If you can manage to consistently time your attacks so

that the opponent stays asleep long enough for you to power up

Swords Dance, Parasect could become a powerhouse. Don't send it

in against Fire or Flying-types however; it has quadruple

weaknesses to both.

-Recommended Moveset-

Parasect (Physical Sweeper):

Slash

Spore

Mega Drain

Swords Dance

#048: Venonat

Type: Bug/Poison

Evolution: Venonat -> Venomoth at level 31

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 66 lbs.; Lives in the shadows of tall

trees where it eats insects. It is attracted by light at night.

Stats:

HP- 60/323; At- 55/208; Df- 50/198; Sd- 45/188; Sc- 40/178

-Learned Moves-

Tackle- default

Disable- default

Supersonic- level 11 (Y)

Confusion- level 19 (Y)

Poisonpowder- level 24 (R/B), level 22 (Y)

Leech Life- level 27

Stun Spore- level 30

Psybeam- level 35

Sleep Powder- level 38

Psychic- level 43

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM29:Psychic

TM30:Teleport (Y)

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift (Y)

TM44:Rest

TM46:Psywave

TM50:Substitute

HM04:Strength (Y)

-GSC Moves-

Confusion

Screech

Supersonic

-Stadium-

#049: Venomoth

Type: Bug/Poison

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 11"; Weight- 28 lbs.; The dust-like scales covering

its wings are color coded to indicate the kinds of poison it has.

Stats:

HP- 70/343; At- 65/228; Df- 60/218; Sd- 90/278; Sc- 90/278

-Learned Moves-

Tackle- default

Disable- default

Supersonic- level 11 (Y)

Confusion- level 19 (Y)

Poisonpowder- level 24 (R/B), level 22 (Y)

Leech Life- level 27

Stun Spore- level 30

Psybeam- level 38

Sleep Powder- level 43

Psychic- level 50

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM29:Psychic

TM30:Teleport (Y)

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift (Y)

TM44:Rest

TM46:Psywave

TM50:Substitute

-GSC Moves-

Confusion

Gust

Screech

Supersonic

-Stadium-

Strategy: Venomoth is another fragile Bug-type, with poor

defensive stats and weaknesses to Psychic, Ground, Fire, Rock,

and Flying. It can learn Psychic, but that move is much better

put on a Psychic-type Pokemon and Venomoth gets no STAB support

on its moves anyway. It's fast, so it might be able to put the

opponent to sleep, but then the opponent could just switch to a

Pokemon faster than Venomoth. Parasect is the only part Bug-

type you should consider using.

-Recommended Moveset-

Venomoth (Special Sweeper):

Psychic

Mega Drain

Sleep Powder

Substitute

#050: Diglett

Type: Ground

Evolution: Diglett -> Dugtrio at level 26

Rate of Growth: Moderate

Pokedex Info:

Height- 0' 8"; Weight- 2 lbs.; Lives about one yard underground

where it feeds on plant roots. It sometimes appears above ground.

Stats:

HP- 10/223; At- 55/208; Df- 25/148; Sd- 95/288; Sc- 45/188

-Learned Moves-

Scratch- default

Growl- level 15

Dig- level 19

Sand-Attack- level 24

Slash- level 31

Earthquake- level 40

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM01:Cut (Y)

-GSC Moves-

Screech

Tri Attack

-Stadium-

#051: Dugtrio

Type: Ground

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 4"; Weight- 72 lbs.; A team of Diglett triplets. It

triggers huge earthquakes by burrowing 60 miles underground.

Stats:

HP- 35/273; At- 80/258; Df- 50/198; Sd- 120/338; Sc- 70/238

-Learned Moves-

Scratch- default

Growl- level 15

Dig- level 19

Sand-Attack- level 24

Slash- level 35

Earthquake- level 47

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM01:Cut (Y)

-GSC Moves-

Screech

Tri Attack

-Stadium-

Strategy: Dugtrio is an insanely fast Pokemon that also happens

to be one of the most fragile Pokemon of them all. The other

Ground types can't hit as fast, but with more power- and

infinitely more stability. Since Dugtrio likely won't ever be

able to OHKO an opponent even with critical Slash, and the

opponent almost always will, the only thing it's good for is

Fissure-spamming. And when a Pokemon is forced into OHKO

attacks as its only means for survival, it's not a great choice.

-Recommended Moveset-

Dugtrio (Physical Sweeper):

Fissure

Substitute

Earthquake

Rock Slide/Slash

#052: Meowth

Type: Normal

Evolution: Meowth -> Persian at level 28

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 4"; Weight- 9 lbs.; Adores circular objects. Wanders

the streets on a nightly basis to look for dropped loose change.

Stats:

HP- 40/283; At- 45/188; Df- 35/168; Sd- 90/278; Sc- 40/178

-Learned Moves-

Scratch- default

Growl- default

Bite- level 12

Pay Day- level 17

Screech- level 24

Fury Swipes- level 33

Slash- level 44

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM16:Pay Day

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Amnesia

Defense Curl

Dream Eater

Headbutt

Hypnosis

Roar

-Stadium-

#053: Persian

Type: Normal

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 71 lbs.; Although its fur has many

admirers, it is tough to raise as a pet because of its fickle meanness.

Stats:

HP- 65/333; At- 70/238; Df- 60/218; Sd- 115/328; Sc- 65/228

-Learned Moves-

Scratch- default

Growl- default

Bite- level 12

Pay Day- level 17

Screech- level 24

Fury Swipes- level 37

Slash- level 51

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM15:Hyper Beam

TM16:Pay Day

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Amnesia

Defense Curl

Dream Eater

Headbutt

Hypnosis

Roar

-Stadium-

Strategy: Persian is a great example of a Mixed Sweeper that

works well. With its 328 Speed, Slash will nearly always be a

critical hit, and together with STAB produces a ton of power.

Additionally it can learn Amnesia with GSC, so that makes for a

powerful Thunderbolt attack as well. If you're scared of

possible Rock-types, you can throw on Bubblebeam too; its

staying power isn't the best, so putting on Double Team is risky.

-Recommended Moveset-

Persian (Mixed Sweeper):

Slash

Thunderbolt

Bubblebeam

Amnesia

#054: Psyduck

Type: Water

Evolution: Psyduck -> Golduck at level 33

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 7"; Weight- 43 lbs.; While lulling its enemies with

its vacant look, this wily Pokemon will use psychokinetic powers.

Stats:

HP- 50/303; At- 52/202; Df- 48/194; Sd- 55/208; Sc- 50/198

-Learned Moves-

Scratch- default

Tail Whip- level 28

Disable- level 31

Confusion- level 36

Fury Swipes- level 43

Hydro Pump- level 52

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Headbutt

Hypnosis

Ice Punch

Light Screen

Petal Dance

Psybeam

Psychic

Screech

Tri Attack

Waterfall

-Stadium-

Amnesia

#055: Golduck

Type: Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 7"; Weight- 169 lbs.; Often seen swimming elegantly by

lake shores. It is often mistaken for the Japanese monster, Kappa.

Stats:

HP- 80/363; At- 82/262; Df- 78/254; Sd- 85/268; Sc- 80/258

-Learned Moves-

Scratch- default

Tail Whip- level 28

Disable- level 31

Confusion- level 36

Fury Swipes- level 43

Hydro Pump- level 52

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Headbutt

Hypnosis

Ice Punch

Light Screen

Petal Dance

Psybeam

Psychic

Screech

Tri Attack

Waterfall

-Stadium-

Amnesia

Strategy: Golduck is the second Pokemon to get a Pokemon Stadium

bonus (Amnesia Psyduck), but unfortunately it doesn't work well

here. Amnesia can't co-exist with Psychic since it doesn't

learn that until GSC, limiting the move. As it is, Golduck is a

Blastoise with slightly more balanced stats but less attacking

versatility. The mono Water types don't play a large role in

RBY; it's the ones partnered with Ice and Psychic that make the

most teams.

-Recommended Moveset-

Golduck (Special Sweeper):

Surf

Ice Beam/Blizzard

Amnesia/Psychic

Substitute

#056: Mankey

Type: Fighting

Evolution: Mankey -> Primeape at level 28

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 8"; Weight- 62 lbs.; Extremely quick to anger. It

could be docile one moment then thrashing away the next instant.

Stats:

HP- 40/283; At- 80/258; Df- 35/168; Sd- 70/238; Sc- 35/168

-Learned Moves-

Scratch- default

Leer- default

Low Kick- level 9 (Y)

Karate Chop- level 15

Fury Swipes- level 21

Focus Energy- level 27

Seismic Toss- level 33

Screech- level 39 (Y)

Thrash- level 39 (R/B), level 45 (Y)

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

-GSC Moves-

Defense Curl

Fire Punch

Headbutt

Ice Punch

Low Kick

Meditate

Screech

Thunderpunch

-Stadium-

#057: Primeape

Type: Fighting

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 71 lbs.; Always furious and tenacious to

boot. It will not abandon chasing its quarry until it is caught.

Stats:

HP- 65/333; At- 105/308; Df- 60/218; Sd- 95/288; Sc- 60/218

-Learned Moves-

Scratch- default

Leer- default

Low Kick- level 9 (Y)

Karate Chop- level 15

Fury Swipes- level 21

Focus Energy- level 27

Rage- level 28 (Y)

Seismic Toss- level 37

Screech- level 45 (Y)

Thrash- level 46

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

-GSC Moves-

Defense Curl

Fire Punch

Headbutt

Ice Punch

Low Kick

Meditate

Screech

Thunderpunch

-Stadium-

Strategy: As stated in the Basics part of this section, Fighting

types are hardly used at all because of their Psychic and Flying

weaknesses. While Primeape may seem to have the stats of a

physical sweeper (308 Attack, 288 Speed), its usefulness is

severely diminished by A: Its Fighting type, B. Its fragility,

and C. Its inability to learn the most powerful physical move,

Earthquake. Attacking with Primeape is too risky, let alone

trying to up its stats with Meditate or Focus Energy. Stick

with Ground and Normal types for your physical Pokemon, or give

Machamp a try if you really want to use a Fighting-type.

-Recommended Moveset-

Primeape (Physical Sweeper):

Submission

Rock Slide

Body Slam

Focus Energy

#058: Growlithe

Type: Fire

Evolution: Growlithe -> Arcanine w/Fire Stone

Rate of Growth: Slow

Pokedex Info:

Height- 2' 4"; Weight- 42 lbs.; Very protective of its territory.

It will bark and bite to repel intruders from its space.

Stats:

HP- 55/313; At- 70/238; Df- 45/188; Sd- 60/218; Sc- 50/198

-Learned Moves-

Bite- default

Roar- default

Ember- level 18

Leer- level 23

Take Down- level 30

Agility- level 39

Flamethrower- level 50

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM23:Dragon Rage

TM28:Dig

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Fire Spin

Headbutt

Thrash

-Stadium-

#059: Arcanine

Type: Fire

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 6'3"; Weight- 342 lbs.; A Pokemon that has been admired

since the past for its beauty. It runs agilely as if on wings.

Stats:

HP- 90/383; At- 110/318; Df- 80/258; Sd- 95/288; Sc- 80/258

-Learned Moves-

Bite- default

Roar- default

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM23:Dragon Rage

TM28:Dig

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Fire Spin

Headbutt

Thrash

-Stadium-

Strategy: Arcanine is very difficult to use properly, even with

the excellent Attack and good Speed stats. In order for a

Pokemon to excel, it must have good moves to go along with the

stats however. Arcanine does not. Similarly to Ninetales, it

has no Earthquake or Rock Slide to use its Attack with and is

pretty helpless against Rock. Even Arcanine's Special is too

low to do much damage at all with, so it appears that Charizard

claims another victory in the Fire department.

-Recommended Moveset-

Arcanine (Physical Sweeper):

Double-Edge

Body Slam

Reflect

Fire Blast

#060: Poliwag

Type: Water

Evolution: Poliwag -> Poliwhirl at level 25

Rate of Growth: Fading

Pokedex Info:

Height- 2' 4"; Weight- 27 lbs.; Its newly grown legs prevent it

from running. It appears to prefer swimming than trying to stand.

Stats:

HP- 40/283; At- 50/198; Df- 40/178; Sd- 90/278; Sc- 40/178

-Learned Moves-

Bubble- default

Hypnosis- level 16

Water Gun- level 19

Doubleslap- level 25

Body Slam- level 31

Amnesia- level 38

Hydro Pump- level 45

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM50:Substitute

HM03:Surf

-GSC Moves-

Defense Curl

Growth

Haze

Headbutt

Mist

Lovely Kiss

Splash

Waterfall

-Stadium-

#061: Poliwhirl

Type: Water

Evolution: Poliwhirl -> Poliwrath w/Water Stone

Rate of Growth: Fading

Pokedex Info:

Height- 3' 3"; Weight- 44 lbs.; Capable of living in or out of

water. When out of water, it sweats to keep its body slimy.

Stats:

HP- 65/333; At- 65/228; Df- 65/228; Sd- 90/278; Sc- 50/198

-Learned Moves-

Bubble- default

Hypnosis- level 16

Water Gun- level 19

Doubleslap- level 26

Body Slam- level 33

Amnesia- level 41

Hydro Pump- level 49

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Defense Curl

Growth

Haze

Headbutt

Ice Punch

Mist

Lovely Kiss

Splash

Waterfall

-Stadium-

#062: Poliwrath

Type: Water/Fighting

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 3"; Weight- 119 lbs.; An adept swimming at both the

front crawl and breast stroke. Easily overtakes the best human swimmers.

Stats:

HP- 90/383; At- 85/268; Df- 95/288; Sd- 70/238; Sc- 70/238

-Learned Moves-

Bubble- default

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Defense Curl

Growth

Haze

Headbutt

Ice Punch

Mist

Lovely Kiss

Splash

Waterfall

-Stadium-

Strategy: Poliwrath is an odd Pokemon that attempts to be both

physical with 95 Attack and special with Amnesia.

Unfortunately, Pokemon don't do well when trying to exist in both

worlds at once, and Poliwrath displays this fact well. With only a 70

Special stat, it won't withstand Special attacks long enough to

power up Amnesia and attack. Its Attack isn't nearly good

enough for it to be a physical contender either, even with Earthquake

and Submission. Add in Psychic, Flying, and Ground weaknesses

with the part-Fighting type, and Poliwrath is virtually

unusable.

-Recommended Moveset-

Poliwrath (Special Sweeper):

Blizzard/Surf

Psychic

Amnesia

Earthquake

#063: Abra

Type: Psychic

Evolution: Abra -> Kadabra at level 16

Rate of Growth: Fading

Pokedex Info:

Height- 2' 11"; Weight- 43 lbs.; Using its ability to read minds,

it will identify impending danger and Teleport to safety.

Stats:

HP- 25/253; At- 20/138; Df- 15/128; Sd- 90/278; Sc- 105/308

-Learned Moves-

Teleport- default

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

-GSC Moves-

Barrier

Dream Eater

Fire Punch

Headbutt

Ice Punch

Light Screen

Thunderpunch

-Stadium-

#064: Kadabra

Type: Psychic

Evolution: Kadabra -> Alakazam w/Trade

Rate of Growth: Fading

Pokedex Info:

Height- 4' 3"; Weight- 125 lbs.; It emits special alpha waves

from its body that induce headaches just by being close by.

Stats:

HP- 40/283; At- 35/168; Df- 30/158; Sd- 105/308; Sc- 120/338

-Learned Moves-

Teleport- default

Kinesis- (Y, wild Kadabra)

Confusion- level 16

Disable- level 20

Psybeam- level 27

Recover- level 31

Psychic- level 38

Reflect- level 42

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM28:Dig

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

-GSC Moves-

Barrier

Dream Eater

Fire Punch

Headbutt

Ice Punch

Light Screen

Thunderpunch

-Stadium-

#065: Alakazam

Type: Psychic

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 11"; Weight- 106 lbs.; Its brain can outperform a

supercomputer. Its intelligence quotient is said to be 5,000.

Stats:

HP- 55/313; At- 50/198; Df- 45/188; Sd- 120/338; Sc- 135/368

-Learned Moves-

Teleport- default

Kinesis- (Y, wild Kadabra)

Confusion- level 16

Disable- level 20

Psybeam- level 27

Recover- level 31

Psychic- level 38

Reflect- level 42

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM28:Dig

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

-GSC Moves-

Barrier

Dream Eater

Fire Punch

Headbutt

Ice Punch

Light Screen

Thunderpunch

-Stadium-

Strategy: Alakazam is a fearsome Special attacker. Its

ridiculous 368 Special is second only to Mewtwo's, and Mewtwo is

normally banned in competitive battles. One hit from Alakazam's

Psychic is enough to obliterate many Pokemon before they get a

chance to strike back. Many beginners shy away from Alakazam

due to its lower-than-dirt 188 Defense, but Alakazam is designed for

quick sweeps, not defense; plus, it gets Barrier/Reflect to

partially cover it up. Recover is also a fast way to heal

battle scars.

Alakazam gets great benefits from GSC tradeback: Barrier

can be used several times if you get the chance, and

Thunderpunch/Ice Punch can give it a little bit more variety. If

GSC tradebacks are not available, Psychic is almost good enough for

it to survive

with that alone.

-Recommended Movesets-

Alakazam (Special Sweeper):

Psychic

Recover

Barrier

Substitute

Alakazam (Special Sweeper):

Psychic

Thunderpunch

Ice Punch

Recover/Barrier

#066: Machop

Type: Fighting

Evolution: Machop -> Machoke at level 28

Rate of Growth: Fading

Pokedex Info:

Height- 2' 7"; Weight- 43 lbs.; Loves to build muscles. It

trains in all styles of martial arts to become even stronger.

Stats:

HP- 70/343; At- 80/258; Df- 50/198; Sd- 35/168; Sc- 35/168

-Learned Moves-

Karate Chop- default

Low Kick- level 20

Leer- level 25

Focus Energy- level 32

Seismic Toss- level 39

Submission- level 46

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM29:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Headbutt

Ice Punch

Meditate

Light Screen

Rolling Kick

Thunderpunch

-Special-

#067: Machoke

Type: Fighting

Evolution: Machoke -> Machamp w/Trade

Rate of Growth: Fading

Pokedex Info:

Height- 4' 11"; Weight- 155 lbs.; Its muscular body is so

powerful, it must wear a power save belt to be able to regulate its motion.

Stats:

HP- 80/363; At- 100/298; Df- 70/238; Sd- 45/188; Sc- 50/198

-Learned Moves-

Karate Chop- default

Low Kick- level 20

Leer- level 25

Focus Energy- level 36

Seismic Toss- level 44

Submission- level 52

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM29:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Headbutt

Ice Punch

Meditate

Light Screen

Rolling Kick

Thunderpunch

-Special-

#068: Machamp

Type: Fighting

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 5' 3"; Weight- 287 lbs.; Using its heavy muscles, it

throws powerful punches that can send a victim clear over the horizon.

Stats:

HP- 90/383; At- 130/358; Df- 80/258; Sd- 55/208; Sc- 65/228

-Learned Moves-

Karate Chop- default

Low Kick- level 20

Leer- level 25

Focus Energy- level 36

Seismic Toss- level 44

Submission- level 52

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM29:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Headbutt

Ice Punch

Meditate

Light Screen

Rolling Kick

Thunderpunch

-Special-

Strategy: As you may recall from the intro to this section,

Fighting-types are almost completely discarded from competitive

play due to their unfortunate Psychic and Flying weaknesses.

Machamp is the biggest exception to this rule. With 358 Attack

and the best physical moves available to it, Machamp can be a

major force against many types of Pokemon. Because the opponent

is likely to switch to Psychic as soon as you send your Machamp

out, however, you should make sure to deal with his Psychic-

types first before sending it in.

Because of its slow Speed and relatively low Defense,

Machamp works best as a Tank destroyer. Some players prefer to

have faster physical attackers like Tauros or Dodrio; Machamp is

better at brute strength, but the others are more well-rounded.

Choose whichever appeals to you more, and be sure to put

Meditate on Machamp if GSC tradebacks are allowed.

-Recommended Moveset-

Machamp (Physical Sweeper):

Submission

Earthquake

Rock Slide

Meditate/Substitute

#069: Bellsprout

Type: Grass/Poison

Evolution: Bellsprout -> Weepinbell at level 21

Rate of Growth: Fading

Pokedex Info:

Height- 2' 4"; Weight- 9 lbs.; A carnivorous Pokemon that traps

and eats bugs. It uses its root feet to soak up needed moisture.

Stats:

HP- 50/303; At- 75/248; Df- 35/168; Sd- 40/178; Sc- 70/238

-Learned Moves-

Vine Whip- default

Growth- default

Wrap- level 13

Poisonpowder- level 15

Sleep Powder- level 18

Stun Spore- level 21

Acid- level 26

Razor Leaf- level 33

Slam- level 42

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Leech Life

Lovely Kiss

-Stadium-

#070: Weepinbell

Type: Grass/Poison

Evolution: Weepinbell -> Victreebel w/Leaf Stone

Rate of Growth: Fading

Pokedex Info:

Height- 3' 3"; Weight- 14 lbs.; It spits out Poisonpowder to

immobilize the enemy and then finishes it with a spray of Acid.

Stats:

HP- 65/333; At- 90/278; Df- 50/198; Sd- 55/208; Sc- 85/268

-Learned Moves-

Vine Whip- default

Growth- default

Wrap- level 13

Poisonpowder- level 15

Sleep Powder- level 18

Stun Spore- level 23

Acid- level 29

Razor Leaf- level 38

Slam- level 49

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Leech Life

Lovely Kiss

-Stadium-

#071: Victreebel

Type: Grass/Poison

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 5' 7"; Weight- 34 lbs.; Said to live in huge colonies

deep in jungles, although no one has returned from there.

Stats:

HP- 80/363; At- 105/308; Df- 65/228; Sd- 70/238; Sc- 100/298

-Learned Moves-

Vine Whip- default

Growth- default

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Leech Life

Lovely Kiss

-Stadium-

Strategy: Unlike Venusaur, Victreebel doesn't have a shot of

making a Grass-type entry in a team. For starters, it has its

strengths in both Attack and Special. A good Pokemon dominates

on only one side of the spectrum. Yes, it learns Swords Dance

to pump up the Attack even more, but Venusaur uses it just as

effectively. Besides that, Victreebel doesn't have decent

attacks to back up Swords Dance with, and the rest of its stats

are just mediocre. Add into that the plethora of weaknesses

Grass/Poison types have, and you'd better skip Victreebel.

-Recommended Moveset-

Victreebel (Physical Sweeper):

Body Slam

Razor Leaf

Swords Dance

Sleep Powder

#072: Tentacool

Type: Water/Poison

Evolution: Tentacool -> Tentacruel at level 30

Rate of Growth: Slow

Pokedex Info:

Height- 2' 11"; Weight- 100 lbs.; Drifts in shallow seas.

Anglers who hook them by accident are often punished by stinging acid.

Stats:

HP- 40/283; At- 40/178; Df- 35/168; Sd- 70/238; Sc- 100/298

-Learned Moves-

Acid- default

Supersonic- level 7

Wrap- level 13

Poison Sting- level 18

Water Gun- level 22

Constrict- level 27

Barrier- level 33

Screech- level 40

Hydro Pump- level 48

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM21:Mega Drain

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM03:Surf

-GSC Moves-

Aurora Beam

Confuse Ray

Haze

-Stadium-

#073: Tentacruel

Type: Water/Poison

Evolution: Fading

Rate of Growth: Slow

Pokedex Info:

Height- 5' 3"; Weight- 121 lbs.; The tentacles are normally cut

short. On hunts, they are extended to ensnare and immobilize prey.

Stats:

HP- 80/363; At- 70/238; Df- 65/228; Sd- 100/298; Sc- 120/338

-Learned Moves-

Acid- default

Supersonic- level 7

Wrap- level 13

Poison Sting- level 18

Water Gun- level 22

Constrict- level 27

Barrier- level 35

Screech- level 43

Hydro Pump- level 50

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM03:Surf

-GSC Moves-

Aurora Beam

Confuse Ray

Haze

-Stadium-

Strategy: Tentacruel is an interesting Pokemon that doesn't have

great variety, but is an excellent Tank against Special

opponents despite its Psychic and Electric weaknesses. Surf is really

the only attack powerful enough for Tentacruel to do serious damage,

but its job as a Tank is to wear out the enemy Pokemon, not go

on a sweeping spree. The best strategy to use for Tentacruel is to

give it possibly Haze, or Barrier to boost its Defense

immediately, then to attempt some sort of malady overlap like

Double Team/Confuse Ray.

Sadly, Tentacruel is not the best choice for a Tank.

Lapras, Slowbro or Chansey can get the job done more effectively

and with fewer weaknesses. If you think you can surprise your

opponent by employing Tentacruel, however, it's good for a try.

-Recommended Moveset-

Tentacruel (Tank):

Surf

Barrier

Confuse Ray

Double Team

#074: Geodude

Type: Rock/Ground

Evolution: Geodude -> Graveler at level 25

Rate of Growth: Fading

Pokedex Info:

Height- 1' 4"; Weight- 44 lbs.; Found in fields and mountains.

Mistaking them for boulders, people often step or trip on them.

Stats:

HP- 40/283; At- 80/258; Df- 100/298; Sd- 20/138; Sc- 30/158

-Learned Moves-

Tackle- default

Defense Curl- level 11

Rock Throw- level 16

Selfdestruct- level 21

Harden- level 26

Earthquake- level 31

Explosion- level 36

-Available TMs/HMs-

TM01:Mega Punch

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM38:Fire Blast

TM44:Rest

TM47:Explosion

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Defense Curl

Fire Punch

Flamethrower

Headbutt

Roar

-Stadium-

#075: Graveler

Type: Rock/Ground

Evolution: Graveler -> Golem w/Trade

Rate of Growth: Fading

Pokedex Info:

Height- 3' 3"; Weight- 232 lbs.; Rolls down slopes to move. It

rolls over any obstacle without slowing or changing its direction.

Stats:

HP- 55/313; At- 95/288; Df- 115/328; Sd- 35/168; Sc- 45/188

-Learned Moves-

Tackle- default

Defense Curl- level 11

Rock Throw- level 16

Selfdestruct- level 21

Harden- level 29

Earthquake- level 36

Explosion- level 43

-Available TMs/HMs-

TM01:Mega Punch

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM38:Fire Blast

TM44:Rest

TM47:Explosion

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Defense Curl

Fire Punch

Flamethrower

Headbutt

Roar

-Stadium-

#076: Golem

Type: Rock/Ground

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 7"; Weight- 662 lbs.; Its boulder-like body is

extremely hard. It can easily withstand dynamite blasts without damage.

Stats:

HP- 80/363; At- 110/318; Df- 130/358; Sd- 45/188; Sc- 55/208

-Learned Moves-

Tackle- default

Defense Curl- level 11

Rock Throw- level 16

Selfdestruct- level 21

Harden- level 29

Earthquake- level 36

Explosion- level 43

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM38:Fire Blast

TM44:Rest

TM47:Explosion

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Defense Curl

Fire Punch

Flamethrower

Headbutt

Roar

-Stadium-

Strategy: Rock/Ground is a very risky type choice to consider,

especially when you consider nearly any Water or Grass-type

attack made against it will be a OHKO. If it weren't for those

weaknesses, Golem would be a serious contender with its

outstanding Attack and versatility. Golem makes for nearly as

good a Physical Sweeper as Rhydon, but with slightly less

staying power. However, Golem does have an emergency Explosion

ready in

desperate situations that can be quite useful. In short,

it's not as fast as Sandslash or as stable as Rhydon, but has its own

strengths and weaknesses you may or may not care to try.

-Recommended Moveset-

Golem (Physical Sweeper):

Earthquake

Rock Slide

Explosion

Substitute

#077: Ponyta

Type: Fire

Evolution: Ponyta -> Rapidash at level 40

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 66 lbs.; Its hooves are 10 times harder

than diamonds. It can trample anything completely flat in little time.

Stats:

HP- 50/303; At- 85/268; Df- 55/208; Sd- 90/278; Sc- 65/228

-Learned Moves-

Ember- default

Tail Whip- level 30

Stomp- level 32

Growl- level 35

Fire Spin- level 39

Take Down- level 43

Agility- level 48

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Double Kick

Flamethrower

Fury Attack

Headbutt

Hypnosis

Low Kick

Quick Attack

Tackle

Thrash

-Stadium-

#078: Rapidash

Type: Fire

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 7"; Weight- 209 lbs.; Very competitive. This Pokemon

will chase anything that moves fast in the hopes of racing it.

Stats:

HP- 65/333; At- 100/298; Df- 70/238; Sd- 105/308; Sc- 80/258

-Learned Moves-

Ember- default

Tail Whip- level 30

Stomp- level 32

Growl- level 35

Fire Spin- level 39

Take Down- level 47

Agility- level 55

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Double Kick

Flamethrower

Fury Attack

Headbutt

Hypnosis

Low Kick

Quick Attack

Tackle

Thrash

-Stadium-

Strategy: Like Arcanine, Rapidash is a Fire-type that has all

the stats necessary to make a great Pokemon but without the

necessary moves to back them up. It's left with no Earthquake or Rock

Slide but the comparatively weak Double-Edge and Body Slam. In

fact, Rapidash's stats are inferior to Arcanine's in the first

place. The only possible use Rapidash could have is paralyzing

the opponent with Body Slam and then Horn Drilling like crazy.

All things considered, there are far more reliable Pokemon out

there.

-Recommended Moveset-

Rapidash (Physical Sweeper):

Horn Drill

Body Slam

Fire Blast

Substitute

#079: Slowpoke

Type: Water/Psychic

Evolution: Slowpoke -> Slowbro at level 37

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 79 lbs.; Incredibly slow and dopy. It

takes 5 seconds for it to feel pain when under attack.

Stats:

HP- 80/363; At- 65/228; Df- 65/228; Sd- 15/128; Sc- 40/178

-Learned Moves-

Confusion- default

Disable- level 18

Headbutt- level 22

Growl- level 27

Water Gun- level 33

Amnesia- level 40

Psychic- level 48

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM16:Pay Day

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM03:Surf

HM04:Strength

HM05:Flash

-GSC Moves-

Dream Eater

Flamethrower

Tackle

-Stadium-

#080: Slowbro

Type: Water/Psychic

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 3"; Weight- 173 lbs.; The Shellder that is latched

onto Slowpoke's tail is said to feed on the host's left over scraps.

Stats:

HP- 90/383; At- 75/248; Df- 110/318; Sd- 30/158; Sc- 80/258

-Learned Moves-

Confusion- default

Disable- level 18

Headbutt- level 22

Growl- level 27

Water Gun- level 33

Withdraw- level 37

Amnesia- level 44

Psychic- level 55

-Available TMs/HMs-

TM01:Mega Punch

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM03:Surf

HM04:Strength

HM05:Flash

-GSC Moves-

Dream Eater

Flamethrower

Ice Punch

Stomp

Tackle

-Stadium-

Strategy: Slowbro is one of the many good Water dual-types in

RBY, mostly because of that Psychic second type. However, it's

important that you realize the power of Slowbro first before you

try to use it. Slowbro is a Tank, not a Sweeper, despite its

fantastic diversity. It has Amnesia, the game's best move, to

increase its decent Special stat. It has good staying power,

except against Electric-types- you can try throwing on

Earthquake, but odds are that you'll get destroyed before

knocking the opponent out. It has Thunder Wave to counteract

its horrible Speed, and Rest available for the right situations.

Because both Slowbro and Starmie are Water/Psychic-type,

they must be compared to each other. Slowbro has Amnesia,

Starmie has Recover; Slowbro has good defensive stats, Starmie

is much faster. They both have their strengths and weaknesses;

either one is a good backup Psychic Pokemon.

-Recommended Moveset-

Slowbro (Tank):

Surf/Ice Beam

Rest/Psychic

Thunder Wave

Amnesia

#081: Magnemite

Type: Electric

Evolution: Magnemite -> Magneton at level 30

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight- 13 lbs.; Uses anti-gravity to stay

suspended. Appears without warning and uses Thunder Wave and similar moves.

Stats:

HP- 25/253; At- 35/168; Df- 70/238; Sd- 45/188; Sc- 95/288

-Learned Moves-

Tackle- default

Sonicboom- level 21

Thundershock- level 25

Supersonic- level 29

Thunder Wave- level 35

Swift- level 41

Screech- level 47

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM05:Flash

-GSC Moves-

Agility

Tri Attack

-Stadium-

#082: Magneton

Type: Electric

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 132 lbs.; Formed by several Magnemites

linked together. They frequently appear when sunspots flare up.

Stats:

HP- 50/303; At- 60/218; Df- 95/288; Sd- 70/238; Sc- 120/338

-Learned Moves-

Tackle- default

Sonicboom- level 21

Thundershock- level 25

Supersonic- level 29

Thunder Wave- level 38

Swift- level 46

Screech- level 54

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM05:Flash

-GSC Moves-

Agility

Tri Attack

-Stadium-

Strategy: Magneton has a strange mix of stats that don't work

well with each other. Its Defense and Special are quite good,

but its HP isn't, and both are needed for a good defensive

Pokemon. In addition, its move compatibility is terrible-

nothing besides Electric and Normal attacks, making it extremely

predictable. Electric Pokemon are designed to be quick and

powerful, and this experiment turned out badly. If you want to

use it as a surprise for the opponent, your best option is spam

Double Team and hope your fragile HP holds up.

-Recommended Moveset-

Magneton (Tank):

Thunderbolt

Double Team

Rest

Substitute

#083: Farfetch'd

Type: Normal/Flying

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 7"; Weight- 33 lbs.; The sprig of green onions it

holds is its weapon. It is used much like a metal sword.

Stats:

HP- 52/307; At- 65/228; Df- 55/208; Sd- 60/218; Sc- 58/214

-Learned Moves-

Peck- default

Sand-Attack- default

Leer- level 7

Fury Attack- level 15

Swords Dance- level 23

Agility- level 31

Slash- level 39

-Available TMs/HMs-

TM02:Razor Wind

TM03:Swords Dance

TM04:Whirlwind

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM50:Substitute

HM01:Cut

HM02:Fly

-GSC Moves-

Gust

Headbutt

Mirror Move

Quick Attack

-Stadium-

Strategy: Unless you're playing a joke team, or you're trying to

make things easier for your opponent on purpose, it's best to

just avoid Farfetch'd. With mediocre stats across the board,

Farfetch'd has virtually no strengths and is nearly impossible

to use on a competitive team. If you seriously want to try it,

Swords Dance as much as possible and then Slash until Farfetch'd

faints.

-Recommended Moveset-

Farfetch'd (Physical Sweeper):

Slash

Swords Dance

Double Team

Quick Attack

#084: Doduo

Type: Normal/Flying

Evolution: Doduo -> Dodrio at level 31

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 7"; Weight- 86 lbs.; A bird that makes up for its

poor flying with its fast foot speed. Leaves giant footprints.

Stats:

HP- 35/273; At- 85/268; Df- 45/188; Sd- 75/248; Sc- 35/168

-Learned Moves-

Peck- default

Growl- level 20

Fury Attack- level 24

Drill Peck- level 30

Rage- level 36

Tri Attack- level 40

Agility- level 44

-Available TMs/HMs-

TM04:Whirlwind

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM43:Sky Attack

TM44:Rest

TM49:Tri Attack

TM50:Substitute

HM02:Fly

-GSC Moves-

Haze

Low Kick

Quick Attack

Supersonic

-Stadium-

#085: Dodrio

Type: Normal/Flying

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 11"; Weight- 188 lbs.; Uses its three brains to

execute complex plans. While two heads sleep, one head stays awake.

Stats:

HP- 60/323; At- 110/318; Df- 70/238; Sd- 100/298; Sc- 60/218

-Learned Moves-

Peck- default

Growl- level 20

Fury Attack- level 24

Drill Peck- level 30

Rage- level 39

Tri Attack- level 45

Agility- level 51

-Available TMs/HMs-

TM04:Whirlwind

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM43:Sky Attack

TM44:Rest

TM49:Tri Attack

TM50:Substitute

HM02:Fly

-GSC Moves-

Haze

Low Kick

Quick Attack

Supersonic

-Stadium-

Strategy: Unlike Pidgeotto and Fearow, Dodrio makes for a decent

Pokemon. It has the obviously good Attack and Speed stats to

put it in top shape for a Physical Sweeper slot, and the attacks to

back it up. Drill Peck is the game's best Flying-type attack,

and Dodrio fills its slot very well here. The only remaining

question is whether or not Dodrio has the ability to take

precedence over the other primary Physical Sweepers. Overall,

Persian, Snorlax, and Tauros are sturdier Pokemon than Dodrio,

with better stats. However, Dodrio's immunity to Ground gives

it the option to be an occasional substitute from the regular

choice.

-Recommended Moveset-

Dodrio (Physical Sweeper):

Drill Peck

Body Slam

Reflect

Haze/Double Team

#086: Seel

Type: Water

Evolution: Seel -> Dewgong at level 34

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 7"; Weight- 198 lbs.; The protruding horn on its head

is very hard. It is used for bashing through thick ice.

Stats:

HP- 65/333; At- 45/188; Df- 55/208; Sd- 45/188; Sc- 70/238

-Learned Moves-

Headbutt- default

Growl- level 30

Aurora Beam- level 35

Rest- level 40

Take Down- level 45

Ice Beam- level 50

-Available TMs/HMs-

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM16:Pay Day

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Disable

Headbutt

Lick

Peck

Slam

Waterfall

-Stadium-

#087: Dewgong

Type: Water/Ice

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 7"; Weight- 265 lbs.; Stores thermal energy in its

body. Swims at a steady 8 knots even in intensely cold waters.

Stats:

HP- 90/383; At- 70/238; Df- 80/258; Sd- 70/238; Sc- 95/288

-Learned Moves-

Headbutt- default

Growl- level 30

Aurora Beam- level 35

Rest- level 44

Take Down- level 50

Ice Beam- level 56

-Available TMs/HMs-

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Disable

Headbutt

Lick

Peck

Slam

Waterfall

-Stadium-

Strategy: Of the Ice-types available in RBY, Dewgong is probably

the least useful. There's nothing too extraordinary in its

stats even though it's well-rounded, and its move selection isn't

diverse enough. Plus, it doesn't really have any distraction

moves that could be used to make it a Tank. This forces it into

going with predictable STAB attacks. Lapras is the much better

choice, with the ability to be both a Tank and a powerful

Special Sweeper. Dewgong still has the power to Freeze opponents with

a lucky Ice Beam, but the other Ice-types perform that function

better.

-Recommended Moveset-

Dewgong (Special Sweeper):

Surf

Ice Beam/Blizzard

Double Team

Substitute

#088: Grimer

Type: Poison

Evolution: Grimer -> Muk at level 38

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 11"; Weight- 66 lbs.; Appears in filthy areas.

Thrives by sucking up polluted sludge that is pumped out of factories.

Stats:

HP- 80/363; At- 80/258; Df- 50/198; Sd- 25/148; Sc- 40/178

-Learned Moves-

Pound- default

Disable- default

Poison Gas- level 30

Minimize- level 33

Sludge- level 37

Harden- level 42

Screech- level 48

Acid Armor- level 55

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM20:Rage

TM21:Mega Drain

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM38:Fire Blast

TM40:Skull Bash

TM47:Explosion

TM50:Substitute

-GSC Moves-

Fire Punch

Flamethrower

Haze

Ice Punch

Lick

Thunderpunch

-Stadium-

#089: Muk

Type: Poison

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 66 lbs.; Thickly covered with a filthy,

vile sludge. It is so toxic, even its footprints contain poison.

Stats:

HP- 105/413; At- 105/308; Df- 75/248; Sd- 50/198; Sc- 65/228

-Learned Moves-

Pound- default

Disable- default

Poison Gas- level 30

Minimize- level 33

Sludge- level 37

Harden- level 45

Screech- level 53

Acid Armor- level 60

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM38:Fire Blast

TM40:Skull Bash

TM47:Explosion

TM50:Substitute

-GSC Moves-

Fire Punch

Flamethrower

Haze

Ice Punch

Lick

Thunderpunch

-Stadium-

Strategy: Poison-types just don't function well in RBY, even

with 413 HP and 308 Attack. Strong against two of the game's least-

used types, and weak against two of the games most common types,

Poison-types are simply too difficult to use in the realm of

competitive combat. If Muk was a different type, it would

become suddenly useful by having a powerful Explosion ready and Haze

for use against Tanks. Unfortunately it's not, and you shouldn't

consider using it.

-Recommended Moveset-

Muk (Physical Sweeper):

Sludge

Explosion

Substitute/Double Team

Haze

#090: Shellder

Type: Water

Evolution: Shellder -> Cloyster w/Water Stone

Rate of Growth: Slow

Pokedex Info:

Height- 1' 0"; Weight- 9 lbs.; Its hard shell repels any kind of

attack. It is vulnerable only when its shell is open.

Stats:

HP- 30/263; At- 65/228; Df- 100/298; Sd- 40/178; Sc- 45/188

-Learned Moves-

Tackle- default

Withdraw- default

Supersonic- level 18

Clamp- level 23

Aurora Beam- level 30

Leer- level 39

Ice Beam- level 50

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM36:Selfdestruct

TM39:Swift

TM44:Rest

TM47:Explosion

TM49:Tri Attack

TM50:Substitute

HM03:Surf

-GSC Moves-

Barrier

Screech

-Stadium-

#091: Cloyster

Type: Water/Ice

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 4' 11"; Weight- 292 lbs.; When attacked, it launches its

horn in quick volleys. Its innards have never been seen.

Stats:

HP- 50/303; At- 95/288; Df- 180/458; Sd- 70/238; Sc- 85/268

-Learned Moves-

Tackle- default

Withdraw- default

Spike Cannon- level 50

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM36:Selfdestruct

TM39:Swift

TM44:Rest

TM47:Explosion

TM49:Tri Attack

TM50:Substitute

HM03:Surf

-GSC Moves-

Barrier

Screech

-Stadium-

Strategy: Cloyster, the holder of RBY's greatest Defense stat,

is another possible filler of the Ice slot in your team. Its

Special stat is comparatively small, but if you can manage to

eliminate your opponent's Pokemon down to Physical Sweepers,

Cloyster is the perfect Pokemon to use as a final blow. In most

situations, however, Lapras is a superior Water/Ice Pokemon. It

has far better Special durability, and quite a bit more

diversity.

Cloyster's chief characteristic is its ability to use

Explosion and deal a nice finishing strike before going down.

Also, with STAB potential on all Water and Ice attacks, Cloyster

may appeal to the slightly riskier players.

-Recommended Moveset-

Cloyster (Special Sweeper):

Surf

Ice Beam/Blizzard

Screech

Explosion

#092: Gastly

Type: Ghost/Poison

Evolution: Gastly -> Haunter at level 25

Rate of Growth: Fading

Pokedex Info:

Height- 4' 3"; Weight- 0.2 lbs.; Almost invisible, this gaseous

Pokemon cloaks the target and puts it to sleep without notice.

Stats:

HP- 30/263; At- 35/168; Df- 30/158; Sd- 80/258; Sc- 100/298

-Learned Moves-

Lick- default

Confuse Ray- default

Night Shade- default

Hypnosis- level 27

Dream Eater- level 35

-Available TMs/HMs-

TM06:Toxic

TM20:Rage

TM21:Mega Drain

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM42:Dream Eater

TM44:Rest

TM46:Psywave

TM47:Explosion

TM50:Substitute

-GSC Moves-

Haze

Psywave

-Stadium-

#093: Haunter

Type: Ghost/Poison

Evolution: Haunter -> Gengar w/Trade

Rate of Growth: Fading

Pokedex Info:

Height- 5' 3"; Weight- 0.2 lbs.; Because of its ability to slip

through block walls, it is said to be from another dimension.

Stats:

HP- 45/293; At- 50/198; Df- 45/188; Sd- 95/288; Sc- 115/328

-Learned Moves-

Lick- default

Confuse Ray- default

Night Shade- default

Hypnosis- level 29

Dream Eater- level 38

-Available TMs/HMs-

TM06:Toxic

TM20:Rage

TM21:Mega Drain

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM42:Dream Eater

TM44:Rest

TM46:Psywave

TM47:Explosion

TM50:Substitute

-GSC Moves-

Haze

Psywave

-Stadium-

#094: Gengar

Type: Ghost/Poison

Evolution: Final

Rate of Growth: Fading

Pokedex Info:

Height- 4' 11"; Weight- 89 lbs.; Under a full moon, this Pokemon

likes to mimic the shadows of people and laugh at their fright.

Stats:

HP- 60/323; At- 65/228; Df- 60/218; Sd- 110/318; Sc- 130/358

-Learned Moves-

Lick- default

Confuse Ray- default

Night Shade- default

Hypnosis- level 29

Dream Eater- level 38

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM21:Mega Drain

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM40:Skull Bash

TM42:Dream Eater

TM44:Rest

TM46:Psywave

TM47:Explosion

TM50:Substitute

HM04:Strength

-GSC Moves-

Fire Punch

Haze

Headbutt

Ice Punch

Psywave

Thunderpunch

-Stadium-

Strategy: Like Venusaur, Gengar tries to do a decent job of

overcoming its Poison-type weaknesses, and is one of the few

that nearly manages it. Take advantage of that 358 Special, and do

some bashing with Psychic and Thunderbolt. Or, trade back Ice

Punch and/or Haze to give it even more attacking and annoying

diversity. Even with that power, however, Gengar is simply not

as useful as the other prime Special Sweepers, due to that

Poison-type. Hypnosis-Dream Eater is a bad idea here; Hypnosis

isn't accurate enough to be consistent, and the opponent can

switch a sleeping Pokemon at will.

Many new players like Gengar because it is the only Pokemon

invulnerable to Normal-type attacks. Not only is this feature

useless against Special Pokemon, but it doesn't do much good

against the physical Pokemon either. Earthquake and Rock Slide

are the primary physical attacks, and Gengar is vulnerable to

both of them (and especially Earthquake).

-Recommended Moveset-

Gengar (Special Sweeper):

Psychic

Thunderbolt

Ice Punch

Haze/Confuse Ray

#095: Onix

Type: Rock/Ground

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 28' 10"; Weight- 463 lbs; As it grows, the stone portions

of its body harden to become similar to a diamond, but colored black.

Stats:

HP- 35/273; At- 45/188; Df- 160/418; Sd- 70/238; Sc- 30/158

-Learned Moves-

Tackle- default

Screech- default

Bind- level 15

Rock Throw- level 19

Rage- level 25

Slam- level 33

Harden- level 43

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM40:Skull Bash

TM44:Rest

TM47:Explosion

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Defense Curl

Headbutt

Roar

Sharpen

-Stadium-

Strategy: Onix is an unuseable Rock/Ground-type. Yes, it has

418 Defense, but with absolutely no other high points to back that

stat up, Onix can't be used offensively or defensively. In

fact, its HP and Special are so fragile that it can't withstand the

weakest of special attacks. Leave Onix alone, and try the

Earthquake/Rock Slide combo on a much more worthy Rock/Ground-

type, like Rhydon or Golem.

-Recommended Moveset-

Onix (Physical Sweeper):

Earthquake

Rock Slide

Fissure

Body Slam

#096: Drowzee

Type: Psychic

Evolution: Drowzee -> Hypno at level 26

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 71 lbs.; Puts enemies to sleep then eats

their dreams. Occasionally gets sick from eating bad dreams.

Stats:

HP- 60/323; At- 48/194; Df- 45/188; Sd- 42/182; Sc- 43/184

-Learned Moves-

Pound- default

Hypnosis- default

Disable- level 12

Confusion- level 17

Headbutt- level 24

Poison Gas- level 29

Psychic- level 32

Meditate- level 37

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM42:Dream Eater

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM05:Flash

-GSC Moves-

Amnesia

Fire Punch

Haze

Headbutt

Ice Punch

Psywave

Thunderpunch

-Stadium-

#097: Hypno

Type: Psychic

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 5' 3"; Weight- 167 lbs.; When it locks eyes with the

enemy, it will use a mix of Psi moves such as Hypnosis and Confusion.

Stats:

HP- 85/373; At- 73/244; Df- 70/238; Sd- 67/232; Sc- 115/328

-Learned Moves-

Pound- default

Hypnosis- default

Disable- level 12

Confusion- level 17

Headbutt- level 24

Poison Gas- level 33

Psychic- level 37

Meditate- level 43

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM42:Dream Eater

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM05:Flash

-GSC Moves-

Amnesia

Fire Punch

Haze

Headbutt

Ice Punch

Psywave

Thunderpunch

-Stadium-

Strategy: The choice between whether to use Alakazam or Hypno is

one of extreme difficulty. Alakazam is the more offensively

brilliant of the two, with greater Special and very good Speed,

and a touch of stability with Recover. However, its awful

Defense makes it somewhat risky. Hypno, on the other hand, has

no Recover and is quite a bit slower, but much better

defensively. Decent HP goes very well its 328 Special,

especially if you can use a GSC trade back to get Amnesia. Both

Pokemon get the same great Special attacks. If you can't get

Amnesia, Alakazam may win the draw with 40 better Special, but

otherwise, Hypno is a very reasonable choice.

In addition, if you're looking for a Tank to put on your

team, you're able get trade backs, and you're willing to devote

a Psychic-type to the task, you can do so well with moves like

Thunder Wave, Rest, and Amnesia. Like Gengar, however, don't

try Hypnosis-Dream Eater.

-Recommended Movesets-

Hypno (Special Sweeper):

Psychic

Thunderpunch

Ice Punch

Amnesia/Thunder Wave

Hypno (Tank):

Psychic

Amnesia

Rest

Thunder Wave

#098: Krabby

Type: Water

Evolution: Krabby -> Kingler at level 28

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 4"; Weight- 14 lbs.; Its pincers are not only

powerful weapons, they are used for balance when walking sideways.

Stats:

HP- 30/263; At- 105/308; Df- 90/278; Sd- 50/198; Sc- 25/148

-Learned Moves-

Bubble- default

Leer- default

Vicegrip- level 20

Guillotine- level 25

Stomp- level 30

Crabhammer- level 35

Harden- level 40

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

HM03:Surf

HM04:Strength

-GSC Moves-

Amnesia

Dig

Haze

Slam

-Stadium-

#099: Kingler

Type: Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 3"; Weight- 132 lbs.; The large pincer has 10000 HP

of crushing power. However, its huge size makes it unwieldy to use.

Stats:

Height- 55/313; At- 130/358; Df- 115/328; Sd- 75/248; Sc- 50/198

-Learned Moves-

Bubble- default

Leer- default

Vicegrip- level 20

Guillotine- level 25

Stomp- level 34

Crabhammer- level 42

Harden- level 49

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

HM03:Surf

HM04:Strength

-GSC Moves-

Amnesia

Dig

Haze

Slam

-Stadium-

Strategy: Kingler is an awkward Pokemon. Its Attack stat of 358

is excellent and it has Swords Dance to beef it up even more,

but it cannot use either of the greatest physical moves, Earthquake

or Rock Slide, and thus is restricted to the Normal-type attacks

Double-Edge and Take Down. Crabhammer is an even more useful

Water-type attack than Surf; but Kingler's Special stat isn't

nearly high enough to make decent use of it. You can try

Amnesia to increase its Special, but it's a bit too slow to surpass

the attacking power of other Water-types. In both cases, Kingler is

strong on one side of the spectrum and weak on the other. As

such, it falls short of competitiveness.

-Recommended Moveset-

Kingler (Mixed Sweeper):

Crabhammer

Double-Edge

Amnesia

Swords Dance

#100: Voltorb

Type: Electric

Evolution: Voltorb -> Electrode at level 30

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 8"; Weight- 23 lbs.; Usually found in power plants.

Easily mistaken for a Poke Ball, they have zapped many people.

Stats:

HP- 40/283; At- 30/158; Df- 50/198; Sd- 100/298; Sc- 55/208

-Learned Moves-

Tackle- default

Screech- default

Sonicboom- level 17

Selfdestruct- level 22

Light Screen- level 29

Swift- level 36

Explosion- level 43

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM36:Selfdestruct

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM47:Explosion

TM50:Substitute

HM05:Flash

-GSC Moves-

Agility

Headbutt

-Stadium-

#101: Electrode

Type: Electric

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 147 lbs.; It stores electric energy

under very high pressure. It often explodes with little or no provocation.

Stats:

HP- 60/323; At- 50/198; Df- 70/238; Sd- 140/378; Sc- 80/258

-Learned Moves-

Tackle- default

Screech- default

Sonicboom- level 17

Selfdestruct- level 22

Light Screen- level 29

Swift- level 40

Explosion- level 50

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM36:Selfdestruct

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM47:Explosion

TM50:Substitute

HM05:Flash

-GSC Moves-

Agility

Headbutt

-Stadium-

Strategy: Electrode has a unique role in R/B/Y; it can't attack

on either end of the types, it can't explode for much, and it

sure can't act defensively. However, it's the fastest Pokemon

of all, which makes it perfect for popping in and out of matchups,

using quick Thunder Waves to paralyze your opponent's Pokemon

members. If you can manage to make Electrode survive a few

attacks, you can anger your opponent greatly and make things

easier on your main attacking team. You give up a full slot on

your team by putting Electrode on, but it's worth a try once in

a while.

-Recommended Moveset-

Electrode (Annoyer):

Thunderbolt

Thunder Wave

Reflect

Explosion

#102: Exeggcute

Type: Grass/Psychic

Evolution: Exeggcute -> Exeggutor w/Leaf Stone

Rate of Growth: Slow

Pokedex Info:

Height- 1' 4"; Weight- 6 lbs.; Often mistaken for eggs. When

disturbed, they quickly gather and attack in swarms.

Stats:

HP- 60/323; At- 40/178; Df- 80/258; Sd- 40/178; Sc- 60/218

-Learned Moves-

Barrage- default

Hypnosis- default

Reflect- level 25

Leech Seed- level 28

Stun Spore- level 32

Poisonpowder- level 37

Solarbeam- level 42

Sleep Powder- level 48

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM36:Selfdestruct

TM37:Egg Bomb

TM44:Rest

TM46:Psywave

TM47:Explosion

TM50:Substitute

-GSC Moves-

Confusion

Dream Eater

Headbutt

-Stadium-

#103: Exeggutor

Type: Grass/Psychic

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 6' 7"; Weight- 265 lbs.; Legend has it that on rare

occasions, one of its heads will drop off and continue on as an Exeggcute.

Stats:

HP- 95/393; At- 95/288; Df- 85/268; Sd- 55/208; Sc- 125/348

-Learned Moves-

Barrage- default

Hypnosis- default

Stomp- level 28

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM36:Selfdestruct

TM37:Egg Bomb

TM44:Rest

TM46:Psywave

TM47:Explosion

TM50:Substitute

HM04:Strength

-GSC Moves-

Confusion

Dream Eater

Headbutt

-Stadium-

Strategy: If you're looking for a Grass-type to put on your

team, Exeggutor is by far the best candidate. The first reason is its

type: no weakness to Psychic or Ground, and it's part Psychic

itself! Second, it is capable of both packing a punch with a

348-Special Psychic attack and a 288-Attack Explosion when times

get rough. Third, it is a fine user of Substitute; Mega Drain

and Leech Seed provide ample healing powers, and it can stay

strong against any possible status inflictions. Finally, it has

some of the best staying power of any Annoyer. It's a Venusaur

without nearly as many weaknesses. Its one downfall is its slow

Speed that plagues all Grass-types; don't be overly ambitious in

your use of it.

-Recommended Movesets-

Exeggutor (Mixed Sweeper):

Psychic

Double-Edge/Mega Drain

Sleep Powder

Explosion

Exeggutor (Annoyer):

Psychic

Leech Seed/Mega Drain

Sleep Powder

Substitute

#104: Cubone

Type: Ground

Evolution: Cubone -> Marowak at level 28

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 4"; Weight- 14 lbs.; Because it never removes its

skull helmet, no one has ever seen this Pokemon's real face.

Stats:

HP- 50/303; At- 50/198; Df- 95/288; Sd- 35/168; Sc- 40/178

-Learned Moves-

Growl- default

Bone Club- default (R/B), level 10 (Y)

Tail Club- level 13 (Y)

Headbutt- level 18 (Y)

Leer- level 25

Focus Energy- level 31

Thrash- level 38

Bonemerang- level 43

Rage- level 46

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Headbutt

Ice Punch

Rock Slide

Screech

Swords Dance

Thunderpunch

-Stadium-

#105: Marowak

Type: Ground

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 99 lbs.; The bone it holds is its key

weapon. It throws the bone skillfully like a boomerang to KO targets.

Stats:

HP- 60/323; At- 80/258; Df- 110/318; Sd- 45/188; Sc- 50/198

-Learned Moves-

Growl- default

Bone Club- default (R/B), level 10 (Y)

Tail Club- level 13 (Y)

Headbutt- level 18 (Y)

Leer- level 25

Focus Energy- level 31

Thrash- level 41

Bonemerang- level 48

Rage- level 55

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Headbutt

Ice Punch

Rock Slide

Screech

Swords Dance

Thunderpunch

-Stadium-

Strategy: On the surface, Marowak looks like an interesting

alternative to the risky Golem and Rhyhorn. It has a wide

assortment of moves, including Bubblebeam and Bonemerang, and

stats suitable for a physical Tank. However, Bonemerang isn't

as good as Earthquake, and it has no Special to speak of. Pit it

against a Special-type, and Marowak's helpless; plus, it doesn't

have the power to fight back. Sandslash is a much better

Ground-type alternative; it's a bit faster and has the necessary

Attack power.

-Recommended Moveset-

Marowak (Physical Sweeper):

Earthquake

Rock Slide

Swords Dance

Double Team

#106: Hitmonlee

Type: Fighting

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 11"; Weight- 110 lbs.; When in a hurry, its legs

lengthen progressively. It runs smoothly with extra long, loping strides.

Stats:

HP- 50/303; At- 120/338; Df- 53/204; Sd- 87/272; Sc- 35/168

-Learned Moves-

Double Kick- default

Meditate- default

Rolling Kick- level 33

Jump Kick- level 38

Focus Energy- level 43

Hi Jump Kick- level 48

Mega Kick- level 53

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM04:Strength

-GSC Moves-

Headbutt

Tackle

-Stadium-

Strategy: Hitmonlee tries to be a contender for a useable

Fighting Pokemon, but in doing so, it falls short of Machamp.

It's hard to use Hitmonlee, considering its low Special and HP

stats leave it extremely vulnerable to Special-types. Machamp,

on the other hand, can take at least a couple hits before

lashing out a good deal of pain. Hitmonlee's great weapon is its 338-

power Hi Jump Kick, which is a little bit weaker than Machamp's

Submission but does not inflict damage on the user. You might

be able to get in one good hit against a strong Pokemon with

Hitmonlee, but you are almost guarenteed to get at least two

with Machamp. And in a type with as many shortfalls as Fighting

does, you'd better pick the best option if you use one at all.

-Recommended Moveset-

Hitmonlee (Physical Sweeper):

Hi Jump Kick

Double-Edge

Double Team

Meditate

#107: Hitmonchan

Type: Fighting

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 7"; Weight- 111 lbs.; While apparently doing nothing,

it fires punches in lightning fast volleys that are impossible to see.

Stats:

HP- 50/303; At- 105/308; Df- 79/256; Sd- 76/250; Sc- 35/168

-Learned Moves-

Comet Punch- default

Agility- default

Fire Punch- level 33

Ice Punch- level 38

Thunderpunch- level 43

Mega Punch- level 48

Counter- level 53

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM04:Strength

-GSC Moves-

Headbutt

Hi Jump Kick

Tackle

-Stadium-

Strategy: Hitmonchan, the punching Pokemon, is in inferior in

every way to Hitmonlee, the kicking Pokemon. The immediate

glance shows possibility with Thunderpunch and Ice Punch, but it

subsequently prompts a turn away as one notices its horrible 168

Special! Through trade back from GSC Hitmonchan attempts to

spark a rivalry with Hi Jump Kick, but with 15 fewer Attack

points. Hitmonchan's extra Defense stats don't help much when

you consider that its purpose is to kamikaze attack before it

gets wiped out. Stay away from Hitmonchan.

-Recommended Moveset-

Hitmonchan (Physical Sweeper):

Hi Jump Kick

Double-Edge

Double Team

Counter

#108: Lickitung

Type: Normal

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 144 lbs.; Its tongue can be extended

like a chameleon's. It leaves a tingling sensation when it licks enemies.

Stats:

HP- 90/383; At- 55/208; Df- 75/248; Sd- 30/158; Sc- 60/218

-Learned Moves-

Wrap- default

Supersonic- default

Stomp- level 7

Disable- level 15

Defense Curl- level 23

Slam- level 31

Screech- level 39

-Available TMs/HMs-

TM01:Mega Punch

TM03:Swords Dance

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM03:Surf

HM04:Strength

-GSC Moves-

Doubleslap

Dream Eater

Fire Punch

Flamethrower

Headbutt

Ice Punch

Lick

Thunderpunch

-Stadium-

Strategy: It's a shame that all that versatility is wasted on a

useless Pokemon. Lickitung can run the gamut of moves from

Earthquake and Double-Edge to Blizzard and Thunderbolt, but with

hardly any power to back those moves up. In fact, all of

Lickitung's stats are below average save HP, and even that isn't

good enough to build a strategy around. Unless you feel like

giving your opponent a serious advantage, use one of the far

more useful Normal-types, like Chansey or Snorlax.

-Recommended Moveset-

Lickitung (Physical Sweeper):

Earthquake

Body Slam

Fissure

Swords Dance

#109: Koffing

Type: Poison

Evolution: Koffing -> Weezing at level 35

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 0"; Weight- 2 lbs.; Because it stores several kinds

of toxic gases in its body, it is prone to exploding without

warning.

Stats:

HP- 40/283; At- 65/228; Df- 95/288; Sd- 35/168; Sc- 60/218

-Learned Moves-

Tackle- default

Smog- defualt

Sludge- level 32

Smokescreen- level 37

Selfdestruct- level 40

Haze- level 45

Explosion- level 48

-Available TMs/HMs-

TM06:Toxic

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM38:Fire Blast

TM44:Rest

TM47:Explosion

TM50:Substitute

-GSC Moves-

Flamethrower

Poison Gas

Psybeam

Psywave

Screech

-Stadium-

#110: Weezing

Type: Poison

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 21 lbs.; Where two of poison gases meet,

2 Koffings can fuse into a Weezing over many years.

Stats:

HP- 65/333; At- 90/278; Df- 129/338; Sd- 60/218; Sc- 85/268

-Learned Moves-

Tackle- default

Smog- defualt

Sludge- level 32

Smokescreen- level 39

Selfdestruct- level 43

Haze- level 49

Explosion- level 53

-Available TMs/HMs-

TM06:Toxic

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM34:Bide

TM36:Selfdestruct

TM38:Fire Blast

TM44:Rest

TM47:Explosion

TM50:Substitute

-GSC Moves-

Flamethrower

Poison Gas

Psybeam

Psywave

Screech

-Stadium-

Strategy: Like Muk, Weezing would be a decent contender if it

didn't have that biting Poison-type. In fact, Weezing is very

similar to Muk, but with very good Defense instead of very good

Attack. It can also use Explosion to take a life of its own

when in desperate situations, and Sludge or Thunderbolt on those rare

occasions when you won't be hanging on the brink of death. Both

Weezing and Muk make strong arguments for being the best mono

Poison-type, but that's not saying much.

-Recommended Moveset-

Weezing (Mixed Sweeper):

Thunderbolt

Sludge

Explosion

Substitute/Double Team

#111: Rhyhorn

Type: Rock/Ground

Evolution: Rhyhorn -> Rhydon at level 42

Rate of Growth: Slow

Pokedex Info:

Height- 3' 3"; Weight- 254 lbs.; Its massive bones are 1,000

times harder than human bones. It can easily knock a trailer flying.

Stats:

HP- 80/363; At- 85/268; Df- 95/288; Sd- 25/148; Sc- 30/158

-Learned Moves-

Horn Attack- default

Stomp- level 30

Tail Whip- level 35

Fury Attack- level 40

Horn Drill- level 45

Leer- level 50

Take Down- level 55

-Available TMs/HMs-

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM04:Strength

-GSC Moves-

Flamethrower

Headbutt

Roar

Thrash

-Stadium-

#112: Rhydon

Type: Rock/Ground

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 6' 3"; Weight- 265 lbs.; Protected by an armor-like

hide, it is capable of living in molten lava of 3,600 degrees.

Stats:

HP- 105/413; At- 130/358; Df- 120/338; Sd- 40/178; Sc- 45/188

-Learned Moves-

Horn Attack- default

Stomp- level 30

Tail Whip- level 35

Fury Attack- level 40

Horn Drill- level 48

Leer- level 55

Take Down- level 64

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Headbutt

Roar

Thrash

Thunderpunch

-Stadium-

Strategy: Rhydon stands out as a powerhouse of a Pokemon, one

that can stand down most Pokemon (except perhaps Water and

Grass-types) and take a beating while giving a good thrashing.

Rhydon's stats are close to Golem's except that Rhydon has

better HP and Attack with only slightly worse Defense. Golem has

Explosion, but Rhydon doesn't really need it, and its stat

advantages make it better even without it. Rhydon can best most

other Physical Sweepers on its own.

Sandslash is the main alternative to Rhydon. Sandslash

doesn't have the HP of Rhydon or quite as good Defense, but it

compensates by having a Speed stat that's below average instead

of downright terrible, Swords Dance, and no quadruple

weaknesses. Overall, Rhydon is consistently powerful but risky, and

Sandslash isn't as powerful but slightly less risky. Use whichever

one appeals to you more.

-Recommended Moveset-

Rhydon (Physical Sweeper):

Earthquake

Rock Slide

Rest

Substitute

#113: Chansey

Type: Normal

Evolution: none

Rate of Growth: Fast

Pokedex Info:

Height- 3' 7"; Weight- 76 lbs.; A rare and elusive Pokemon that

is said to bring happiness to those who manage to get it.

Stats:

HP- 250/703; At- 5/108; Df- 5/108; Sd- 50/198; Sc- 105/308

-Learned Moves-

Pound- default

Tail Whip- default (Y)

Doubleslap- default (R/B), level 12 (Y)

Sing- level 24

Growl- level 30

Minimize- level 38

Defense Curl- level 44

Light Screen- level 48

Double-Edge- level 54

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM37:Egg Bomb

TM38:Fire Blast

TM40:Skull Bash

TM41:Softboiled

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Dream Eater

Flamethrower

Headbutt

-Stadium-

Strategy: With the combination of 703 HP (the highest in the

game) and 108 Attack and Defense (the lowest in the game),

Chansey is the most unique Pokemon in R/B/Y. And-when put in

the right circumstances-it can be one of the best Pokemon on a team,

period. Chansey has two primary uses: Special Tank and Special

Sweeper. It's most often used as a Tank, because combined with

308 Special and all that HP, Chansey is extremely hard to take

down using Special-type Pokemon. Of course, it's substantially

easier to destroy with a physical Pokemon, but when it's

properly equipped with Minimize and Softboiled, it may stick around

for a while even then. Chansey can be nearly untouchable against most

Special-types when used correctly.

Chansey is also equipped with the best Special-type attacks

in the game, with the Boltbeam combo and Psychic all set to use.

Normally the best thing to do with Chansey is give it Tank power

with the aforementioned defensive moves, and add a couple of

offensive moves to round it out instead of making it completely

offensive.

-Recommended Movesets-

Chansey (Tank):

Thunderbolt/Seismic Toss

Minimize

Softboiled

Thunder Wave

Chansey (Special Sweeper):

Thunderbolt

Ice Beam/Blizzard

Psychic/Minimize

Softboiled

#114: Tangela

Type: Grass

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 77 lbs.; The whole body is swathed with

wide vines that are similar to seaweed. Its vines shake as it walks.

Stats:

HP- 65/333; At- 55/208; Df- 115/328; Sd- 60/218; Sc- 100/298

-Learned Moves-

Constrict- default

Bind- default

Absorb- level 29 (R/B), level 27 (Y)

Vine Whip- level 29 (Y)

Poisonpowder- level 32

Stun Spore- level 36

Sleep Powder- level 39

Slam- level 45

Growth- level 48

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM31:Mimic

TM32:Double Team

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Amnesia

Confusion

Headbutt

Reflect

-Stadium-

Strategy: Unlike most other Grass-types in R/B/Y, Tangela does

not have Poison as part of its type, thus it is not weak to

Psychic or Ground-types and is more useful than those Pokemon.

It doesn't have the extremely useful Psychic secondary type of

Exeggutor, but with Amnesia as a tradeback move from G/S/C,

Tangela has some power of its own. In fact, with 328 Defense

and Amnesia pumping its 298 Special, Tangela can stay quite a while

with Mega Drain. It doesn't have Razor Leaf for offense,

unfortunately, but it can annoy with the typical Sleep Powder

and Body Slam. If you use one, try not to get into a situation

where a physical opponent takes advantage of Tangela's relatively low

HP; Amnesia obviously won't help much there.

-Recommended Moveset-

Tangela (Annoyer):

Mega Drain

Body Slam

Amnesia

Sleep Powder

#115: Kangaskhan

Type: Normal

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 7' 3"; Weight- 176 lbs.; The infant rarely ventures out

of its mother's protective pouch until it is 3 years old.

Stats:

HP- 105/413; At- 95/288; Df- 80/258; Sd- 90/278; Sc- 40/178

-Learned Moves-

Comet Punch- default

Rage- default

Bite- level 26

Tail Whip- level 31

Mega Punch- level 36

Leer- level 41

Dizzy Punch- level 46

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM48:Rock Slide

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Disable

Fire Punch

Flamethrower

Focus Energy

Headbutt

Ice Punch

Roar

Stomp

Thunderpunch

-Stadium-

Strategy: Kangaskhan is another Normal-type meant to be used for

physical sweeping, but its stats are a little too well-rounded

in the defensive area to be as powerful as other sweepers. Rock

Slide, Earthquake, and Double-Edge are all available for use,

but the 95 Attack just doesn't stack up to more powerful attackers

such as Tauros and Snorlax. Tauros bests Kangaskhan in Attack,

Defense, and Speed stats, while Kangaskhan only has an advantage

in HP. Pick one of the better physical sweepers instead.

-Recommended Moveset-

Kangaskhan (Physical Sweeper):

Earthquake

Rock Slide

Double-Edge

Blizzard

#116: Horsea

Type: Water

Evolution: Horsea -> Seadra at level 32

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 4"; Weight- 18 lbs.; Known to shoot down flying bugs

with precision blasts of ink from the surface of the water.

Stats:

HP- 30/263; At- 40/178; Df- 70/238; Sd- 60/218; Sc- 70/238

-Learned Moves-

Bubble- default

Smokescreen- level 19

Leer- level 24

Water Gun- level 30

Agility- level 37

Hydro Pump- level 45

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Aurora Beam

Disable

Dragon Rage

Haze

Headbutt

Splash

Waterfall

-Stadium-

#117: Seadra

Type: Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 11"; Weight- 55 lbs.; Capable of swimming backwards

by rapidly flapping its wing-like pectoral fins and stout tail.

Stats:

HP- 55/313; At- 65/228; Df- 95/288; Sd- 85/268; Sc- 95/288

-Learned Moves-

Bubble- default

Smokescreen- level 19

Leer- level 24

Water Gun- level 30

Agility- level 41

Hydro Pump- level 52

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Aurora Beam

Disable

Dragon Rage

Haze

Headbutt

Splash

Waterfall

-Stadium-

Strategy: In R/B/Y, diversity is a necessity amongst Water-

types; the Water Pokemon combined with the useful Ice and Psychic

types are simply better. Seadra has decent stats for being a Special

Sweeper, but it is limited to spamming Surf and Blizzard with

absolutely no stat increasers to back them up. The result is a

Pokemon that can't do anything spectacular and will probably

faint before the opponent.

-Recommended Moveset-

Seadra (Special Sweeper):

Surf

Blizzard

Double Team

Substitute

#118: Goldeen

Type: Water

Evolution: Goldeen -> Seaking at level 33

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 0"; Weight- 33 lbs.; Its tail fin billows like an

elegant ballroom dress, giving it the nickname of the Water Queen.

Stats:

HP- 45/293; At- 67/232; Df- 60/218; Sd- 63/224; Sc- 50/198

-Learned Moves-

Peck- default

Tail Whip- default

Supersonic- level 19

Horn Attack- level 24

Fury Attack- level 30

Waterfall- level 37

Horn Drill- level 45

Agility- level 54

-Available TMs/HMs

TM06:Toxic

TM07:Horn Drill

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Haze

Hydro Pump

Psybeam

Swords Dance

-Stadium-

#119: Seaking

Type: Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 3"; Weight- 86 lbs.; In autumn spawning season, they

can be seen swimming powerfully up rivers and creeks.

Stats:

HP- 80/363; At- 92/282; Df- 65/228; Sd- 68/234; Sc- 80/258

-Learned Moves-

Peck- default

Tail Whip- default

Supersonic- level 19

Horn Attack- level 24

Fury Attack- level 30

Waterfall- level 37

Horn Drill- level 45

Agility- level 54

-Available TMs/HMs

TM06:Toxic

TM07:Horn Drill

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Haze

Hydro Pump

Psybeam

Swords Dance

-Stadium-

Strategy: Seaking is a very common Pokemon with below-average

stats, in addition to having low diversity. It can't do much at

all to take advantage of its one decent stat, Attack, and

there's certainly no reason to use Seaking's 80 Special when there are

so many other, more powerful candidates out there. Like Rapidash,

Seaking's usefulness is reduced to using Horn Drill over and

over to see if you can get lucky, and that's only giving your

opponent an easy battle.

-Recommended Moveset-

Seaking (Physical Sweeper):

Horn Drill

Hyper Beam

Agility

Body Slam

#120: Staryu

Type: Water

Evolution: Staryu -> Starmie w/Water Stone

Rate of Growth: Slow

Pokedex Info:

Height- 2' 7"; Weight- 76 lbs.; An enigmatic Pokemon that can

effortlessly regenerate any appendage it loses in battle.

Stats:

HP- 30/263; At- 45/188; Df- 55/208; Sd- 85/268; Sc- 70/238

-Learned Moves-

Tackle- default

Water Gun- level 17

Harden- level 22

Recover- level 27

Swift- level 32

Minimize- level 37

Light Screen- level 42

Hydro Pump- level 47

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM03:Surf

HM05:Flash

-GSC Moves-

Confuse Ray

Dream Eater

Waterfall

-Stadium-

#121: Starmie

Type: Water/Psychic

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 3' 7"; Weight- 176 lbs.; Its central core glows with the

seven colors of the rainbow. Some people value the core as a

gem.

Stats:

HP- 60/323; At- 75/248; Df- 85/268; Sd- 115/328; Sc- 100/298

-Learned Moves-

Tackle- default

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM03:Surf

HM05:Flash

-GSC Moves-

Confuse Ray

Dream Eater

Waterfall

-Stadium-

Strategy: If Alakazam and Hypno designate the rivalry of legal

mono-Psychic types, Slowbro and Starmie designate the rivalry of

the Water/Psychic types. Both are equally powerful in the

Special stat and can throw around Psychic and Boltbeam; Slowbro,

however, is much more stable in the HP and Defense department.

Starmie makes up for it by being extremely fast and having the

wonderful healing move Recover. It can also double up Annoyer

moves Confuse Ray and Thunder Wave to befuddle your opponents.

Again, Exeggutor is a more stable choice as an Annoyer, but

Starmie has a huge edge in Speed and healing ability. Develop

your own style and decide which dual Psychic- types fit you the

best.

-Recommended Movesets-

Starmie (Annoyer):

Surf

Confuse Ray

Recover

Thunder Wave

Starmie (Special Sweeper):

Psychic

Thunderbolt

Ice Beam

Recover

#122: Mr. Mime

Type: Psychic

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 3"; Weight- 120 lbs.; If interrupted while it is

miming, it will slap around the offender with its broad hands.

Stats:

HP- 40/283; At- 45/188; Df- 65/228; Sd- 90/278; Sc- 100/298

-Learned Moves-

Confusion- default

Barrier- level 15

Light Screen- level 23

Doubleslap- level 31

Meditate- level 39

Substitute- level 47

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM50:Substitute

HM05:Flash

-GSC Moves-

Fire Punch

Headbutt

Hypnosis

Ice Punch

Psybeam

Thunderpunch

-Stadium-

Strategy: Mr. Mime is an inadequate Psychic Pokemon; Alakazam

and Hypno are both far superior. To begin with, even when Mr. Mime

has put up all the walls with Barrier and Light Screen, there's

not much protecting that 283 HP and 228 Defense. Against

Special-types, Mr. Mime at least has a chance to survive a hit

or two, but so do the other Psychic-types, and the others are more

proficient at attacking as well. Just pick one of the other

mono-Psychics.

-Recommended Moveset-

Mr. Mime (Special Sweeper):

Psychic

Thunderbolt/Ice Punch

Barrier

Substitute

#123: Scyther

Type: Bug/Flying

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 11"; Weight- 123 lbs.; With ninja-like agility and

speed, it can create the illusion that there is more than one.

Stats:

HP- 70/343; At- 110/318; Df- 80/258; Sd- 105/308; Sc- 55/208

-Learned Moves-

Quick Attack- default

Leer- level 17

Focus Energy- level 20

Double Team- level 24

Slash- level 29

Swords Dance- level 35

Agility- level 42

Wing Attack- level 50 (Y)

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

-GSC Moves-

Counter

Headbutt

Light Screen

Razor Wind

Sonicboom

-Stadium-

Strategy: Scyther has quite a few good things going for it. The

Attack and Speed are more than sufficient to carry a good

Physical Sweeper, especially with Swords Dance backing Double-

Edge and Hyper Beam. Unfortunately, Scyther has one flaw that

gives it a distinct disadvantage under its fellow physical

fighters: its type. Normal-types only have one weakness, and

Scyther has six- it's as fragile as any other Bug-type. With

all the extra weaknesses and no special advantages over Normal-

types, it's hard to recommend Scyther.

-Recommended Moveset-

Scyther (Physical Sweeper):

Double-Edge

Hyper Beam

Swords Dance

Substitute/Double Team

#124: Jynx

Type: Ice/Psychic

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 7"; Weight- 90 lbs.; It seductively wiggles its hips

as it walks. It can cause people to dance in unison with it.

Stats:

HP- 65/333; At- 50/198; Df- 35/168; Sd- 95/288; Sc- 95/288

-Learned Moves-

Pound- default

Lovely Kiss- default

Lick- level 18

Doubleslap- level 23

Ice Punch- level 31

Body Slam- level 39

Thrash- level 47

Blizzard- level 58

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM50:Substitute

-GSC Moves-

Confusion

Dizzy Punch

Dream Eater

Headbutt

Meditate

Petal Dance

Sing

-Stadium-

Strategy: Despite having fairly mediocre stats, Jynx is yet

another example of a useful dual-Psychic type; this time, in a

unique Ice/Psychic combo. This means that it's the only Ice-

type that's not vulnerable to Electric, although you'll have plenty

of worries trying to keep Jynx alive with that 168 Defense. Jynx

works its magic by being quick and using Lovely Kiss to put

opponents to sleep before they can attack. Obviously this won't

work if the opponents are faster; try to eliminate the

opponent's faster sweepers before sending out Jynx.

Once the enemy's asleep, Jynx can lash out on offense with

some good STAB attacks: Blizzard and Psychic. Alternatively,

you could take the free moment to boost evasiveness with Double

Team. Jynx is similar to Electrode in its quick status-inflicting

potential; Electrode isn't quite as fragile, but Jynx can deal

actual damage points.

-Recommended Moveset-

Jynx (Special Sweeper):

Psychic

Ice Beam/Blizzard

Lovely Kiss

Double Team

#125: Electabuzz

Type: Electric

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 7"; Weight- 66 lbs.; Normally found near power

plants, they can wander away and cause major blackouts in cities.

Stats:

HP- 65/333; At- 83/264; Df- 57/212; Sd- 105/308; Sc- 85/268

-Learned Moves-

Quick Attack- default

Leer- default

Thundershock- level 34

Screech- level 37

Thunderpunch- level 42

Light Screen- level 49

Thunder- level 54

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Barrier

Dizzy Punch

Fire Punch

Headbutt

Ice Punch

Karate Chop

Meditate

Rolling Kick

-Stadium-

Strategy: Electric-type Pokemon are notable for their consistent

damaging attacks and Speed, and Electabuzz is one of the four

best Electric Pokemon- Raichu, Jolteon, and Zapdos being the

others. Of those four, Electabuzz is the most diverse; besides

Thunderbolt and Psychic, it has a move to counter Ground-types

in Ice Punch. Zapdos and Jolteon are both quite a bit more

powerful than Electabuzz and Raichu, but the former two don't have the

diversity. If you don't want to worry about Ground-types and

are willing to leave them to the rest of your team, choose one of

the other two; nevertheless, they are all viable options.

-Recommended Moveset-

Electabuzz (Special Sweeper):

Thunderbolt

Ice Punch

Psychic

Submission/Thunder Wave

#126: Magmar

Type: Fire

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 3"; Weight- 98 lbs.; Its body always burns with an

orange glow that enables it to hide perfectly among flames.

Stats:

HP- 65/333; At- 95/288; Df- 57/212; Sd- 93/284; Sc- 85/268

-Learned Moves-

Ember- default

Leer- level 36

Confuse Ray- level 39

Fire Punch- level 43

Smokescreen- level 48

Smog- level 52

Flamethrower- level 55

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper-Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM34:Bide

TM35:Metronome

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM50:Substitute

HM04:Strength

-GSC Moves-

Barrier

Dizzy Punch

Headbutt

Karate Chop

Screech

Thunderpunch

-Stadium-

Strategy: In a similar fashion to Electabuzz, Magmar has

excellent diversity in attacking moves (and is the only other

Fire-type besides Charizard to have such variety). Charizard

works as a better physical attacker because of Earthquake/Rock

Slide, but Magmar's advantage lies in its Special moves.

Thunderpunch and Psychic cover a lot of enemy types, even with

lackluster Special power. Because of the many weaknesses of

Fire, Magmar needs a quick way to deal with them- and Confuse

Ray is a temporary way to do that. If you want to try to use a

Fire-type on your team, Magmar and Charizard are the best choices.

-Recommended Moveset-

Magmar (Special Sweeper):

Fire Blast/Flamethrower

Thunderpunch

Psychic

Confuse Ray

#127: Pinsir

Type: Bug

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 4' 11"; Weight- 121 lbs.; If it fails to crush the

victim in its pincers, it will swing it around and toss it hard.

Stats:

HP- 65/333; At- 125/348; Df- 100/298; Sd- 35/168; Sc- 55/208

-Learned Moves-

Vicegrip- default

Focus Energy- level 21 (Y)

Bind- level 25

Seismic Toss- level 30

Harden- level 36

Guillotine- level 43

Submission- level 49

Swords Dance- level 54

-Available TMs/HMs-

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM17:Submission

TM18:Seismic Toss

TM20:Rage

TM31:Mimic

TM32:Double Team

TM34:Bide

TM44:Rest

TM50:Substitute

HM01:Cut

HM04:Strength

-GSC Moves-

Fury Attack

Headbutt

Rock Throw

-Stadium-

Strategy: Just like Scyther, Pinsir has the makings of a Normal-

type Physical Sweeper but with the disadvantage of being a Bug-

type. It's even harder to use than Scyther- it has terrible

Speed and is virtually helpless against fast, hard-hitting

Special Sweepers. If you can get into the right situation, it's

possible to build up Pinsir's good Attack with Swords Dance and

start a beat down with Submission and Hyper Beam, but the odds

are against it. It's also too slow to try OHKOs with

Guillotine. Pinsir doesn't have as many weaknesses as Scyther, but

it's harder for it to deal any sort of damage.

-Recommended Moveset-

Pinsir (Physical Sweeper):

Submission

Hyper Beam

Swords Dance

Seismic Toss/Substitute

#128: Tauros

Type: Normal

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 4' 7"; Weight- 195 lbs.; When it targets an enemy, it

charges furiously while whipping its body with its long tails.

Stats:

HP- 75/353; At- 100/298; Df- 95/288; Sd- 110/318; Sc- 40/178

-Learned Moves-

Tackle- default

Stomp- level 21

Tail Whip- level 28

Leer- level 35

Rage- level 44

Take Down- level 51

-Available TMs/HMs-

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM31:Mimic

TM32:Double Team

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM04:Strength

-GSC Moves-

Flamethrower

Headbutt

Horn Attack

Quick Attack

Thrash

-Stadium-

Strategy: Unlike many would-be Physical Sweepers that fall short

of being great because of one or two things that don't work

together, Tauros is as good as a Physical Sweeper can be. It's

got Earthquake, and is of the few Pokemon that can use Fissure

decently well. Its Attack and Speed stats are, out of

necessity, very good. It won't be able to knock out some Special

Sweepers before it gets knocked out itself, but you can always go

for the OHKO in desperate situations.

Snorlax and Persian are the other two mono-Normal Physical

Sweepers to consider. While Persian is limited to Normal-type

attack Slash, it gets plenty of critical-hit strength from it;

and while Snorlax is one of the slowest Pokemon, its staying

power is much better than either of the other two. Tauros is

more like Persian, but with more diversity. Choose whichever

complements the rest of your team the best.

-Recommended Moveset-

Tauros (Physical Sweeper):

Earthquake

Body Slam

Guillotine/Hyper Beam

Blizzard

#129: Magikarp

Type: Water

Evolution: Magikarp -> Gyarados at level 20

Rate of Growth: Slow

Pokedex Info:

Height- 2' 11"; Weight- 22 lbs.; In the distant past, it was

somewhat stronger than the horribly weak descendants that exist today.

Stats:

HP- 20/243; At- 10/118; Df- 55/208; Sd- 80/258; Sc- 20/138

-Learned Moves-

Splash- default

Tackle- level 15

-Available TMs/HMs-

-GSC Moves-

-Stadium-

#130: Gyarados

Type: Water/Flying

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 21' 4"; Weight- 518 lbs.; Rarely seen in the wild. Huge

and vicious, it is capable of destroying entire cities in a rage.

Stats:

HP- 95/393; At- 125/348; Df- 79/256; Sd- 81/260; Sc- 100/298

-Learned Moves-

Splash- default

Thrash- default (evolved from Magikarp)

Tackle- level 15

Bite- level 20

Dragon Rage- level 25

Leer- level 32

Hydro Pump- level 41

Hyper Beam- level 52

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM23:Dragon Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Bubble

Flamethrower

Headbutt

Roar

Thrash

Waterfall

-Stadium-

Strategy: Gyarados is a Pokemon that tries too hard to be

powerful and ends up with too many stats in an incorrect stat

slot. That 348 Attack is impossible to take advantage of except

on Normal-type moves like Double-Edge and Hyper Beam. It's

probably better to make it a Special Sweeper instead; Boltbeam

is still an open possibility. Unfortunately Gyarados also has

stability problems with that quadruple weakness to Electric, and

only average Defense. You might be able to strike with Hyper

Beam a couple times, but it takes good luck to do considerable

damage. It's simply easier to choose a Water-type that doesn't

have wasted stats; Slowbro, Starmie, and Lapras are all ripe for

the taking.

-Recommended Moveset-

Gyarados (Special Sweeper):

Thunderbolt

Ice Beam/Blizzard

Hyper Beam

Substitute

#131: Lapras

Type: Water/Ice

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 8' 2"; Weight- 485 lbs.; A Pokemon that has been

overhunted almost to extinction. It can ferry people across the water.

Stats:

HP- 130/463; At- 85/268; Df- 80/258; Sd- 60/218; Sc- 95/288

-Learned Moves-

Water Gun- default

Growl- default

Sing- level 16

Mist- level 20

Body Slam- level 25

Confuse Ray- level 31

Ice Beam- level 38

Hydro Pump- level 46

-Available TMs/HMs-

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM22:Solarbeam

TM23:Dragon Rage

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Aurora Beam

Bite

Dream Eater

Headbutt

-Stadium-

Strategy: Lapras is the game's most sturdy Water-type, thanks to

the 463 HP and decent Defense. Lapras' primary purpose is to be

a Tank; to wear out the opponent on its HP while it prepares to

strike. And when Lapras needs to strike, it can do so with

every great Special-type move: Thunderbolt, Ice Beam, and Psychic.

Even though its Special isn't as great as Slowbro or Starmie, it

doesn't have to be, because its defensive stats make up for it

just fine. Rest and Double Team are a great combo especially

suitable to Lapras; a combo so potent, in fact, that some people

disallow its useage. Thus you have a Water/Ice-type suited for

both offense and defense; useful in almost every team

imaginable.

-Recommended Movesets-

Lapras (Tank):

Ice Beam

Confuse Ray

Double Team

Rest

Lapras (Special Sweeper):

Thunderbolt

Ice Beam/Blizzard

Psychic

Confuse Ray

#132: Ditto

Type: Normal

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight- 9 lbs.; Capable of copying an enemy's

genetic code to instantly transform itself into a duplicate of the enemy.

Stats:

HP- 48/299; At- 48/194; Df- 48/194; Sd- 48/194; Sc- 48/194

-Learned Moves-

Transform- default

-Available TMs/HMs-

-GSC Moves-

-Stadium-

Strategy: Ditto is another very unique Pokemon, a sort of

experiment rather than a real fighter. It's just not useful as

a battler. It's the only Pokemon besides Mew to have the move

Transform, which it allows it to transform into whatever the

opponent's active Pokemon is, gaining its moves and all its

stats except for HP. Unfortunately, the opponent will probably get

two free hits on Ditto thanks to its slow Speed before it can react.

And even if it survives the transformation, it only has 5 PP of

every one of the opponent's moves (and probably much less HP).

Ditto is pretty much useless in a fight, and its only purpose in

R/B/Y is taking advantage of the Ditto Glitch.

-Recommended Moveset-

Ditto (Miscellaneous):

Transform

#133: Eevee

Type: Normal

Evolution: Eevee -> Vaporeon w/Water Stone OR Jolteon w/Thunder

Stone OR Flareon w/Fire Stone

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 0"; Weight- 14 lbs.; Its genetic code is irregular.

It may mutate if it is exposed to radiation from elemental Stones.

Stats:

HP- 55/313; At- 55/208; Df- 50/198; Sd- 55/208; Sc- 65/218

-Learned Moves-

Tackle- default

Sand-Attack- default (R/B), level 8 (Y)

Growl- level 16 (Y)

Quick Attack- level 27 (R/B), level 23 (Y)

Tail Whip- level 31 (R/B), default (Y)

Bite- level 37 (R/B), level 30 (Y)

Focus Energy- level 36 (Y)

Take Down- level 45 (R/B), level 42 (Y)

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Growth

Headbutt

Roar

-Stadium-

#134: Vaporeon

Type: Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 64 lbs.; Lives close to the water. Its

long tail is ridged with a fin which is often mistaken for a mermaid's.

Stats:

HP- 130/463; At- 65/228; Df- 60/218; Sd- 65/228; Sc- 110/318

-Learned Moves-

Tackle- default

Sand-Attack- default (R/B), level 8 (Y)

Quick Attack- level 27 (R/B), level 23 (Y)

Water Gun- level 31 (R/B), level 16 (Y)

Tail Whip- level 37 (R/B), default (Y)

Bite- level 40 (R/B), level 30 (Y)

Aurora Beam- level 36 (Y)

Acid Armor- level 42 (R/B), level 47 (Y)

Haze- level 44 (R/B), level 42 (Y)

Mist- level 48 (R/B)

Hydro Pump- level 54 (R/B), level 52 (Y)

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Growth

Headbutt

Roar

Waterfall

-Stadium-

Strategy: Vaporeon is the best mono Water-type in the game, but

even then, you won't see it being used as often as Lapras,

Starmie and Slowbro. On the surface, Vaporeon is very similar

to Lapras: They're both natural Water-type Tanks and they both have

463 HP. While Lapras has average Defense, Speed, and Special,

Vaporon has below average Defense and Speed in exchange for much

more powerful Special. On defense, Vaporeon is actually more

stable than Lapras, but Vaporeon is worse off when it comes to

dealing damage; it doesn't have nearly the same amount of

variety, which means Lapras is the more interesting and useful

choice.

The only reason to use Vaporeon instead of Lapras is to use

an interesting Tank combo with Haze. Haze wipes out all stat

modifiers in play, which is useful for foiling an opponent's

plans. Of course, Haze means you can't use any stat modifiers

too, which eliminates Acid Armor from Vaporeon' repertoire.

Still, it's a good idea to try it out.

-Recommended Moveset-

Vaporeon (Tank):

Surf

Ice Beam/Blizzard

Acid Armor/Haze

Rest

#135: Jolteon

Type: Electric

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 7"; Weight- 54 lbs.; It accumulates negative ions in

the atmosphere to blast out 10,000-volt lightning bolts.

Stats:

HP- 65/333; At- 65/228; Df- 60/218; Sd- 130/358; Sc- 110/318

-Learned Moves-

Tackle- default

Sand-Attack- default (R/B), level 8 (Y)

Quick Attack- level 27 (R/B), level 23 (Y)

Thundershock- level 31 (R/B), level 16 (Y)

Tail Whip- level 37 (R/B), default (Y)

Thunder Wave- level 40 (R/B), level 42 (Y)

Double Kick- level 42 (R/B), level 30 (Y)

Agility- level 44 (R/B), level 47 (Y)

Pin Missile- level 48 (R/B), level 36 (Y)

Thunder- level 54 (R/B), level 52 (Y)

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM05:Flash

-GSC Moves-

Growth

Headbutt

Roar

-Stadium-

Strategy: Jolteon is another solid Electric-type choice, and a

considerably better choice than Raichu. It has all the usual

consistent Speed and power of Thunderbolt, with an added bonus

of being able to use Growth to increase its Special. If trade

backs are not an option, Focus Energy is useable to create critical

hit opportunities. Raichu's only advantage over Jolteon is the

ability to overcome Ground-types; Jolteon can at least attack

Grass-types with Pin Missile. It's also considerably faster

than its primary rival Zapdos, which helps make up for the small

Special deficit.

The only real problem with Jolteon is its stability; it's

nearly as vulnerable to physical attackers as Alakazam, but with

no way to protect itself. Leave the physical Pokemon and

Ground-types to other team members and use Jolteon when needed.

-Recommended Moveset-

Jolteon (Special Sweeper):

Thunderbolt

Pin Missile

Double-Edge

Growth

#136: Flareon

Type: Fire

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 11"; Weight- 55 lbs.; When storing thermal energy in

its body, its temperature could soar over 1,600 degrees.

Stats:

HP- 65/333; At- 130/358; Df- 60/218; Sd- 65/228; Sc- 110/318

-Learned Moves-

Tackle- default

Sand-Attack- default (R/B), level 8 (Y)

Quick Attack- level 27 (R/B), level 23 (Y)

Ember- level 31 (R/B), level 16 (Y)

Tail Whip- level 37 (R/B), default (Y)

Bite- level 40 (R/B), level 30 (Y)

Leer- level 42 (R/B), level 47 (Y)

Fire Spin- level 44 (R/B), level 36 (Y)

Smog- level 42 (Y)

Rage- level 48 (R/B)

Flamethrower- level 54 (R/B), level 52 (Y)

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM50:Substitute

-GSC Moves-

Growth

Headbutt

Roar

-Stadium-

Strategy: Flareon bears an unfortunate likeness to Gyarados in

that it's given a solid Attack stat without much to support it.

Sure, it's always fun to cross your fingers with Hyper Beam, but

it's impractical in competitive battle. In addition, it's

slower and more fragile than Gyarados, which means you'll have a hard

time both keeping it alive and dealing damage with it. In a

very lucky situation, you can take advantage of Growth and pump

Flareon's Special to prepare for a Fire Blast barrage; it's

nearly impossible, though, given Fire's natural weaknesses and

Flareon's low protection.

-Recommended Moveset-

Flareon (Special Sweeper):

Fire Blast

Double-Edge

Growth

Substitute

#137: Porygon

Type: Normal

Evolution: none

Rate of Growth: Moderate

Pokedex Info:

Height- 2' 7"; Weight- 80 lbs.; A Pokemon that consists entirely

of programming code. Capable of moving freely in hyperspace.

Stats:

HP- 65/333; At- 60/218; Df- 70/238; Sd- 40/178; Sc- 75/248

-Learned Moves-

Tackle- default

Sharpen- default

Conversion- default

Psybeam- level 23

Harden- level 28

Agility- level 35

Tri Attack- level 42

-Available TMs/HMs-

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM05:Flash

-GSC Moves-

Barrier

Dream Eater

Recover

-Stadium-

Strategy: Porygon is another "experimental" Pokemon, like Ditto,

that didn't end up too well as a finished product. It's plain

to see from its Base Stats that everything about Porygon is below

average and worse. It does have diversity in Psychic,

Thunderbolt and Ice Beam, but so do many other Pokemon that can

actually do something with those moves. Porygon's attempt at

uniqueness, Conversion, simply changes its type to one of the

types of its moves; not exactly intimidating to an opponent.

-Recommended Moveset-

Porygon (Special Sweeper):

Psychic

Thunderbolt/Ice Beam

Barrier

Recover

#138: Omanyte

Type: Rock/Water

Evolution: Omanyte -> Omastar at level 40

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 4"; Weight- 17 lbs.; Although long extinct, in rare

cases, it can be genetically resurrected from fossils.

Stats:

HP- 35/273; At- 40/178; Df- 100/298; Sd- 35/168; Sc- 90/278

-Learned Moves-

Water Gun- default

Withdraw- default

Horn Attack- level 34

Leer- level 39

Spike Cannon- level 44

Hydro Pump- level 49

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Aurora Beam

Bite

Constrict

Haze

Headbutt

Rock Throw

Slam

Supersonic

-Stadium-

#139: Omastar

Type: Rock/Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 3' 3"; Weight- 77 lbs.; A prehistoric Pokemon that died

out when its heavy shell made it impossible to catch prey.

Stats:

HP- 70/343; At- 60/218; Df- 125/348; Sd- 55/208; Sc- 115/328

-Learned Moves-

Water Gun- default

Withdraw- default

Horn Attack- level 34

Leer- level 39

Spike Cannon- level 46

Hydro Pump- level 53

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM07:Horn Drill

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM19:Seismic Toss

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Aurora Beam

Bite

Constrict

Haze

Headbutt

Rock Throw

Slam

Supersonic

-Stadium-

Strategy: Omastar is a Pokemon with all the stats for success to

be a Tank, including 348 Defense and 328 Special. However, its

Rock/Water type gives it a plethora of weaknesses- Electric,

Fighting, Ground, and especially Grass- that's just too much for

a 208-Speed Pokemon to deal with. Tanks are not meant to be

fast, in actuality, but they are also not meant to have so many

weaknesses (two of which are virtually guaranteed to be seen on

any team). Don't use Omastar; choose a more worthy Tank like

Chansey or Slowbro instead.

-Recommended Moveset-

Omastar (Tank):

Surf

Ice Beam/Blizzard

Double Team

Rest

#140: Kabuto

Type: Rock/Water

Evolution: Kabuto -> Kabutops at level 40

Rate of Growth: Moderate

Pokedex Info:

Height- 1' 8"; Weight- 25 lbs.; A Pokemon that was resurrected

from a fossil found in what was once the ocean floor eons ago.

Stats:

HP- 30/263; At- 80/258; Df- 90/238; Sd- 55/208; Sc- 45/188

-Learned Moves-

Scratch- default

Harden- default

Absorb- level 34

Slash- level 39

Leer- level 44

Hydro Pump level 49

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM44:Rest

TM50:Substitute

HM03:Surf

-GSC Moves-

Headbutt

Mega-Drain

Sand-Attack

-Stadium-

#141: Kabutops

Type: Rock/Water

Evolution: Final

Rate of Growth: Moderate

Pokedex Info:

Height- 4' 3"; Weight- 89 lbs.; Its sleek shape is perfect for

swimming. It slashes prey with its claws and drains the body fluids.

Stats:

HP- 60/323; At- 115/328; Df- 105/308; Sd- 80/258; Sc- 70/238

-Learned Moves-

Scratch- default

Harden- default

Absorb- level 34

Slash- level 39

Leer- level 44

Hydro Pump level 49

-Available TMs/HMs-

TM02:Razor Wind

TM03:Swords Dance

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM19:Seismic Toss

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM40:Skull Bash

TM44:Rest

TM50:Substitute

HM01:Cut

HM03:Surf

-GSC Moves-

Headbutt

Mega-Drain

Sand-Attack

-Stadium-

Strategy: Kabutops tries to be the Persian of Rock/Water-types

but fails on several accounts. First, it can't do anything

besides Slash; Special isn't good enough to do much of anything

against strong opponents. Second, it's stuck with all the

unfortunate type weaknesses as Omastar. To its credit, its

Slash is powered at 328 Attack, but it's not going to get nearly as

many critical hits as the speedy Persian. Persian remains king

of Slash.

-Recommended Moveset-

Kabutops (Physical Sweeper):

Slash

Hyper Beam

Blizzard

Substitute

#142: Aerodactyl

Type: Rock/Flying

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 5' 11"; Weight- 130 lbs.; A ferocious, prehistoric

Pokemon that goes for the enemy's throat with its serrated saw-like fangs.

Stats:

HP- 80/363; At- 105/308; Df- 65/228; Sd- 130/358; Sc- 60/218

-Learned Moves-

Wing Attack- default

Agility- default

Supersonic- level 33

Bite- level 38

Take Down- level 45

Hyper Beam- level 54

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM23:Dragon Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Earthquake

Flamethrower

Headbutt

Roar

Rock Throw

-Stadium-

Strategy: Aerodactyl has another unique type combination, one

that gives up weaknesses to Ground, Fighting and Grass but gains

weaknesses to Electric and Rock in addition to the regular Water

and Ice. This also means that Aerodactyl gives up Golem's and

Rhydon's stability and is instead a much quicker hitter with

that 358 Speed. Overall, Aerodactyl is easier to take down; the high

Speed doesn't fix the bad Defense and HP. Tradeback

from GSC allows Aerodactyl the use of Earthquake, which gives it

a lot more playability. You may like to try it out as an

alternative to Tauros or Persian every once in a while, if you

can manage to somehow avoid those really common weaknesses.

-Recommended Moveset-

Aerodactyl (Physical Sweeper):

Earthquake

Double-Edge

Fire Blast

Substitute

#143: Snorlax

Type: Normal

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 6' 11"; Weight- 1014 lbs.; Very lazy. Just eats and

sleeps. As its rotund bulk builds, it becomes steadily more slothful.

Stats:

HP- 160/523; At- 110/318; Df- 65/228; Sd- 30/158; Sc- 65/228

-Learned Moves-

Headbutt- default

Amnesia- default

Rest- default

Body Slam- level 25

Harden- level 41

Double-Edge- level 48

Hyper Beam- level 56

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM29:Psychic

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM38:Fire Blast

TM40:Skull Bash

TM44:Rest

TM46:Psywave

TM48:Rock Slide

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Defense Curl

Fire Punch

Flamethrower

Ice Punch

Lick

Lovely Kiss

Splash

Tackle

Thunderpunch

-Stadium-

Strategy: Snorlax is a behemoth of a Pokemon, that, like

Slowbro, is extremely slow but extremely powerful. Rivaling Chansey

for best overall Normal-type, Snorlax is second only to Chansey in

longevity; but better in terms of physical defense. The biggest

difference between those two is that Snorlax is a physical

monster, while Chansey dominates from the special side. If you

can time Rest so that you're not knocked dead while you're

sleeping, Snorlax can stay around in the thick of battle for a

long time. Double Team-Rest with Snorlax is a deadly combo, but

sadly banned in many competitions. Don't try Amnesia with any

Special-type moves; 228 Special just isn't enough.

Snorlax has plenty of offensive weapons to work with. It

has the standard Earthquake/Rock Slide for beat-down power, and

STAB Double-Edge and Hyper Beam. And if you can't use Rest

without getting knocked out, feel free to blow up with

Selfdestruct and take your opponent with you. Odds are he won't

survive a STAB 130-power blast fueled by 318 Attack.

-Recommended Movesets-

Snorlax (Tank):

Earthquake

Rock Slide

Double Team/Amnesia

Rest

Snorlax (Physical Sweeper):

Double-Edge

Earthquake

Rock Slide

Selfdestruct

#144: Articuno

Type: Ice/Flying

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 5' 7"; Weight- 122 lbs.; A legendary bird Pokemon that

is said to appear to doomed people who are lost in icy mountains.

Stats:

HP- 90/383; At- 85/268; Df- 100/298; Sd- 85/268; Sc- 125/348

-Learned Moves-

Peck- default

Ice Beam- default

Blizzard- level 51

Agility- level 55

Mist- level 60

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Gust

Roar

-Stadium-

Strategy: Articuno, Zapdos, and Moltres make up the legendary

bird trio of R/B/Y. Articuno has great power with 348 Special,

but because its Speed is only average, it ends up being more of

a Tank than a sweeper. Its stats are great for defense, so you

may as well go with them anyway. While you won't be able to stay

around quite as long with Articuno as you would with Chansey or

Snorlax, you can still use Double Team-Rest in the right

situations. Even with the great Special, though, Articuno is

quite limited offensively; Ice Beam is the only viable offensive

move, since its Attack is average and there are no other good

Special-type moves. Choose between Lapras and Articuno if you

want an Ice-type Tank; Lapras has more HP and Articuno has the

higher stats.

-Recommended Moveset-

Articuno (Tank):

Ice Beam

Double Team

Rest

Substitute

#145: Zapdos

Type: Electric/Flying

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 5' 3"; Weight- 116 lbs.; A legendary bird Pokemon that

is said to appear from clouds while dropping enormous lightning bolts.

Stats:

HP- 90/383; At- 90/278; Df- 85/268; Sd- 100/298; Sc- 125/348

-Learned Moves-

Thundershock- default

Drill Peck- default

Thunder- level 51

Agility- level 55

Light Screen- level 60

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM02:Fly

HM05:Flash

-GSC Moves-

Peck

Roar

-Stadium-

Strategy: Zapdos is a sparkling Special Sweeper that has the

strongest Thunderbolt of all the Electric-types. Like Jolteon,

Zapdos has no way to combat its own major weakness (Rock/Ground-

types), so all it can do is switch in those situations. Against

most other types, however, Thunderbolt and Drill Peck are

fantastic STAB moves with no drawbacks. Zapdos doesn't have the

most impressive Speed of the Electric-types; the Special stat is

what makes it shine. Zapdos should typically preferred in place

of Jolteon because of its better staying power, even if the best

option for them both is to run at danger. Especially against

mono-Ground types, Zapdos is much better off than Jolteon; but

it gains weaknesses to Ice and Rock in its type change. Zapdos

gets an edge against Grass and Fighting-types with Drill Peck,

however.

-Recommended Moveset-

Zapdos (Special Sweeper):

Thunderbolt

Drill Peck

Double Team/Thunder Wave

Reflect

#146: Moltres

Type: Fire/Flying

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 6' 7"; Weight- 132 lbs.; Known as the legendary bird of

fire. Every flap of its wings creates a dazzling flash of flames.

Stats:

HP- 90/383; At- 100/298; Df- 90/278; Sd- 90/278; Sc- 125/348

-Learned Moves-

Peck- default

Fire Spin- default

Leer- level 51

Agility- level 55

Sky Attack- level 60

-Available TMs/HMs-

TM02:Razor Wind

TM04:Whirlwind

TM06:Toxic

TM09:Take Down

TM10:Double-Edge

TM15:Hyper Beam

TM20:Rage

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM43:Sky Attack

TM44:Rest

TM50:Substitute

HM02:Fly

-GSC Moves-

Flamethrower

Roar

Wing Attack

-Stadium-

Strategy: Moltres, being the Fire/Flying-type that it is, must

compared to Charizard. Overall, Moltres has the better stats in

almost every category: HP, Attack, Defense, and Special.

However, since it's a Fire/Flying type, it'd better have moves

to counteract its plethora of weaknesses! And this is where

Moltres

loses to Charizard. Charizard has Earthquake and Rock Slide to

go with Fire Blast, whereas Moltres has Fire Blast and little

else. Moltres can't do anything against its Water, Electric,

and Rock weaknesses. As such, it probably won't have a chance to

become defensive with Double Team and Rest. Avoid it, and only

use Charizard if you want to take the chance against its

weaknesses.

-Recommended Moveset-

Moltres (Special Sweeper):

Flamethrower/Fire Blast

Double-Edge

Double Team

Reflect

#147: Dratini

Type: Dragon

Evolution: Dratini -> Dragonair at level 30

Rate of Growth: Slow

Pokedex Info:

Height- 5' 11"; Weight- 7 lbs.; Long considered a mythical

Pokemon until recently when a small colony was found living underwater.

Stats:

HP- 41/285; At- 64/226; Df- 45/188; Sd- 50/198; Sc- 50/198

-Learned Moves-

Wrap- default

Leer- default

Thunder Wave- level 10

Agility- level 20

Slam- level 30

Dragon Rage- level 40

Hyper Beam- level 50

-Available TMs/HMs-

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM23:Dragon Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM03:Surf

-GSC Moves-

Flamethrower

Haze

Headbutt

Light Screen

Mist

Supersonic

Waterfall

-Stadium-

#148: Dragonair

Type: Dragon

Evolution: Dragonair -> Dragonite at level 55

Rate of Growth: Slow

Pokedex Info:

Height- 13' 1"; Weight- 36 lbs.; A mystical Pokemon that exudes

a gentle aura. Has the ability to change climate conditions.

Stats:

HP- 61/325; At- 84/266; Df- 65/228; Sd- 70/238; Sc- 70/238

-Learned Moves-

Wrap- default

Leer- default

Thunder Wave- level 10

Agility- level 20

Slam- level 35

Dragon Rage- level 45

Hyper Beam- level 55

-Available TMs/HMs-

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM20:Rage

TM23:Dragon Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM03:Surf

-GSC Moves-

Flamethrower

Haze

Headbutt

Light Screen

Mist

Supersonic

Waterfall

-Stadium-

#149: Dragonite

Type: Dragon/Flying

Evolution: Final

Rate of Growth: Slow

Pokedex Info:

Height- 7' 3"; Weight- 463 lbs.; An extremely rarely seen marine

Pokemon. Its intelligence is said to match that of humans.

Stats:

HP- 91/385; At- 134/366; Df- 95/288; Sd- 80/258; Sc- 100/298

-Learned Moves-

Wrap- default

Leer- default

Thunder Wave- level 10

Agility- level 20

Slam- level 35

Dragon Rage- level 45

Hyper Beam- level 55

-Available TMs/HMs-

TM02:Razor Wind

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM20:Rage

TM23:Dragon Rage

TM24:Thunderbolt

TM25:Thunder

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM50:Substitute

HM03:Surf

HM04:Strength

-GSC Moves-

Fire Punch

Flamethrower

Haze

Headbutt

Ice Punch

Light Screen

Mist

Supersonic

Thunderpunch

Waterfall

Wing Attack

-Stadium-

Strategy: After reading Gyarados' and Flareon's descriptions,

seeing Dragonite's 366 Attack stat in its description might make

you a little nervous. And guess what: you'd be very justified.

Dragonite is yet another Pokemon with a great stat that can't

take advantage of it. No Earthquake, Rock Slide, or Submission

to speak of; it's stuck with non-STAB Double-Edge and Hyper

Beam. Real physical Pokemon like Snorlax and Tauros make much, much

better use of their Attack. You can try Double Team-Rest and

use Dragonite as a Tank, but its defensive stats fall short of most

other Tanks. And on the offensive Special-side of things, the

Dragon/Flying type gives Dragonite no possible STAB attacks, and

its Blizzard and Thunderbolt attacks will be inferior to most

Special Sweepers. Dragonite falls short on all cylinders when

it tries to get on a team.

-Recommended Movesets-

Dragonite (Physical Sweeper):

Body Slam

Hyper Beam

Double Team

Rest

Dragonite (Annoyer):

Body Slam

Ice Beam/Blizzard

Haze

Light Screen

#150: Mewtwo

Type: Psychic

Evolution: none

Rate of Growth: Slow

Pokedex Info:

Height- 6' 7"; Weight- 269 lbs.; It was created by a scientist

after years of horrific gene splicing and DNA engineering experiments.

Stats:

HP- 106/416; At- 110/318; Df- 90/278; Sd- 130/358; Sc- 154/406

-Learned Moves-

Confusion- default

Disable- default

Swift- default

Barrier- level 63

Psychic- level 66

Recover- level 70

Mist- level 75

Amnesia- level 81

-Available TMs/HMs-

TM01:Mega Punch

TM05:Mega Kick

TM06:Toxic

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM22:Solarbeam

TM24:Thunderbolt

TM25:Thunder

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM49:Tri Attack

TM50:Substitute

HM04:Strength

HM05:Flash

-GSC Moves-

Dream Eater

Fire Punch

Flamethrower

Headbutt

Ice Punch

Thunderpunch

-Stadium-

Strategy: Mewtwo is the first example in the game of a god

Pokemon; a Pokemon with stats so high that they are simply

unfair. With 406 Special, by far the highest in RBY; 416 HP;

358 Speed; Recover; Psychic and Boltbeam, and Amnesia to increase

the power of those moves to ridiculous amounts, Mewtwo will easily

be able to defeat nearly any opponent in any matchup one-on-one.

Even if somehow you can find someone who will allow the usage of

Mewtwo in battle, don't be cheap; it ruins the strategy of the

game. Plan on Mewtwo being banned from everything.

-Recommended Moveset-

Mewtwo (Special Sweeper):

Psychic

Blizzard

Recover

Amnesia

#151: Mew

Type: Psychic

Evolution: none

Rate of Growth: Fading

Pokedex Info:

Height- 1' 4"; Weight- 9 lbs.; So rare that it is still said to

be a mirage by many experts. Only a few people have seen it worldwide.

Stats:

HP- 100/403; At- 100/298; Df- 100/298; Sd- 100/298; Sc- 100/298

-Learned Moves-

Pound- default

Transform- level 10

Mega Punch- level 20

Metronome- level 30

Psychic- level 40

-Available TMs/HMs-

TM01:Mega Punch

TM02:Razor Wind

TM03:Swords Dance

TM04:Whirlwind

TM05:Mega Kick

TM06:Toxic

TM07:Horn Drill

TM08:Body Slam

TM09:Take Down

TM10:Double-Edge

TM11:Bubblebeam

TM12:Water Gun

TM13:Ice Beam

TM14:Blizzard

TM15:Hyper Beam

TM16:Pay Day

TM17:Submission

TM18:Counter

TM19:Seismic Toss

TM20:Rage

TM21:Mega Drain

TM22:Solarbeam

TM23:Dragon Rage

TM24:Thunderbolt

TM25:Thunder

TM26:Earthquake

TM27:Fissure

TM28:Dig

TM29:Psychic

TM30:Teleport

TM31:Mimic

TM32:Double Team

TM33:Reflect

TM34:Bide

TM35:Metronome

TM36:Selfdestruct

TM37:Egg Bomb

TM38:Fire Blast

TM39:Swift

TM40:Skull Bash

TM41:Softboiled

TM42:Dream Eater

TM43:Sky Attack

TM44:Rest

TM45:Thunder Wave

TM46:Psywave

TM47:Explosion

TM48:Rock Slide

TM49:Tri Attack

TM50:Substitute

HM01:Cut

HM02:Fly

HM03:Surf

HM04:Strength

HM05:Flash

-GSC Moves-

Defense Curl

Fire Punch

Flamethrower

Headbutt

Ice Punch

Roar

Thunderpunch

Waterfall

-Stadium-

Strategy: Mew, the only Pokemon not legally obtainable in R/B/Y

except through official Nintendo tournaments, is not nearly as

broken as Mewtwo, but still banned in most tournaments. It's

not necessarily an "unfair" Pokemon; it has no access to Amnesia to

pump its Special attacks, which means its maximum power is about

on par with the other top Special Sweepers. What Mew does have

is excellent diversity; with the ability to learn every TM and

HM in the game, it's fun to think up many possible strategies you

could use on it.

If you plan on using a Mew, you may as well plan on using

the best moves it has available to it. Psychic is still Mew's

best attack with its STAB, and Softboiled gives it healing

power; you'll find those two moves on most Mew movesets. Explosion

is always a last-ditch option, and don't forget Swords Dance as a

possible compliment to Earthquake and Rock Slide. You can also

try to go with the Annoyer containing Thunder Wave and Double

Team. The two types of Mew movesets that most people will be

willing to let you use are the Body Slam/Thunder Wave-Fissure

combo and one with the purpose to use Transform; Mew uses

Transform much better than Ditto. A couple possible sets are

described below.

-Recommended Movesets-

Mew (Mixed Sweeper):

Psychic

Earthquake

Swords Dance

Softboiled

Mew (Annoyer):

Psychic

Double Team

Thunder Wave

Rest

________________________________________________________________

3. Building a Team

Once you've looked through a good portion of the Pokemon

analyses and seen a few you would gladly consider, you should be

thinking in terms of how you're going to construct the team

itself. The previous two parts of this section detailed all the

strategy that goes into choosing Pokemon and what kinds of

Pokemon are expected in a team; now you have to actually get

one.

I will explain the steps to creating a Pokemon team here.

You have to realize, however, that there are two main ways to do

it. You can spend many, many hours of your time building the

perfect team using nothing but the cartridge and the Game Boy-

or you can cheat and build a perfect-stat team in a few hours with

a Game Shark. I will include a long example to go along with each

method. In general, most tournaments will assume that you've

maxed out the stats of each of your Pokemon with a Game Shark;

but hey, if the idea of raising a competitive team from scratch

appeals to you, no one's stopping you. There's a level of pride

that comes with building a team without using any cheating;

what's more, if you can make the team win, you could become a

legendary trainer. For a brief summary of the previous section,

here are the Pokemon you can most expect to see on a team:

KEY:

SS- Special Sweeper

PS- Physical Sweeper

A- Annoyer

T- Tank

Alakazam- SS

Hypno- SS/T

Exeggutor- SS/A

Jynx- SS/A

Slowbro- T

Starmie- SS/A

Zapdos- SS

Jolteon- SS

Electabuzz- SS

Articuno- T

Lapras- T

Sandslash- PS

Rhydon- PS

Snorlax- PS/T

Chansey- SS/T

Tauros- PS

Feel free to use any of these Pokemon on your team; most

people do. Now here's a list of the Pokemon that are used a bit

less frequently than the above ones. You won't find these

everywhere, but they are still decent Pokemon:

Cloyster- SS

Venusaur- PS/A

Parasect- PS/A

Tangela- A

Vaporeon- T

Tentacruel- T

Charizard- PS

Magmar- SS

Raichu- SS

Electrode- A

Golem- PS

Machamp- PS

Dodrio- PS

Persian- PS

Clefable- SS/T

Kangaskhan- PS

Raticate- PS

Gengar- SS

Nidoking- SS/PS

Aerodactyl- PS

Dragonite- PS/A

And finally, a list of the simply bad Pokemon that you

should almost never choose on a team, unless you're trying to

give your opponent an advantage or you like making joke teams:

Blastoise

Butterfree

Beedrill

Pidgeot

Fearow

Arbok

Nidoqueen

Ninetales

Wigglytuff

Golbat

Vileplume

Venomoth

Dugtrio

Golduck

Primeape

Arcanine

Poliwrath

Victreebel

Rapidash

Magneton

Farfetch'd

Dewgong

Muk

Onix

Kingler

Marowak

Hitmonlee

Hitmonchan

Lickitung

Weezing

Seadra

Seaking

Mr. Mime

Scyther

Pinsir

Gyarados

Ditto

Flareon

Porygon

Omastar

Kabutops

Moltres

THE LONG METHOD

Step 1- Choose your Pokemon

The first step in crafting a team is choosing the Pokemon

members. Just focus on what Pokemon you want for now and what

you want their roles to be (Sweeper, Annoyer, or Tank).

In this example, I will be creating a "typical" team. To

begin with, I will choose three Special Sweepers, which is about

the standard number found on an RBY team. The first one will be

Starmie, a Water/Psychic type, which has plenty of Speed and

Special power. Second, I will use Hypno; it's quite a bit

sturdier than Starmie and balances the two nicely. Since most

teams should have an Electric-type, I decide to get a Jolteon as

well.

Now I need to select a Tank. I won't go with a Water-type

since I already have Starmie on my team, so I decide to use a

Normal-type, Chansey. I won't be focusing on its offensive

power, but rather its Special defense. Because now I'd like to

have one more defensive Pokemon, this time I'll choose an

Annoyer, Tangela. Finally, I need a Ground-type to stop

Electric-types and to be a general Physical Sweeper; I choose

Sandslash. Here's what my team looks like on paper:

Starmie- Water/Psychic (SS)

Hypno- Psychic (SS)

Jolteon- Electric (SS)

Chansey- Normal (T)

Tangela- Grass (A)

Sandslash- Ground (PS)

Looking at the types, they are evenly spread out, with the

only repetition in Psychic. That's fine. Aside from Chansey,

the team is a little quicker and lighter than average, so that

can be a theme for this team. After I check to make sure that

no single type will have a huge advantage over several Pokemon, I

move on.

Step 2- Choose your movesets

Once you've chosen your Pokemon, look at the movesets

presented in each Pokemon's individual description and choose

one. Feel free to make minor adjustments to each moveset

depending on how each fits together on your team. The possible

problem that comes with choosing moves on a team without a Game

Shark is that you're often limited in your TM/HM use; unless

that move also appears in GSC or you duplicate those moves with the

Missingno. trick, you may have to make a different decision.

Here are the movesets I've chosen for my team:

Starmie- Psychic, Thunderbolt, Ice Beam, Recover

Hypno- Psychic, Ice Punch, Thunder Wave, Amnesia

Jolteon- Thunderbolt, Pin Missile, Double-Edge, Growth

Chansey- Seismic Toss, Reflect, Minimize, Softboiled

Tangela- Body Slam, Mega Drain, Sleep Powder, Amnesia

Sandslash- Earthquake, Rock Slide, Double Team, Swords Dance

Starmie is the leadoff Pokemon, so I've made sure that its

move cover as large a range of types as possible. Psychic gets

STAB effect, and Thunderbolt and Ice Beam have no overlapping

weaknesses. Recover is always a nice healing effect. Hypno is

my secondary Special Sweeper, so it's not quite as varied as

Starmie. I chose Ice Punch over Thunderpunch because of the

better possible side effect, and of course Amnesia to raise the

Special. Jolteon is in its typical Special Sweeper form.

The Chansey I chose is a classical Tank example. Reflect,

Minimize, and Softboiled will give me nearly endless staying

power, and Seismic Toss is guaranteed to do damage. I made sure

Tangela could get Amnesia to power up Mega Drain, which will be

a very good combo when the opponent is asleep or paralyzed. And

Sandslash has the quintessential EarthSlide combo, with Swords

Dance to pump up its attack. Feel free to plan on using the

Missingno. trick described in Section 3 to duplicate PP Ups to

increase the PP of each of your Pokemon's moves to their

maximum.

Step 3- Obtain the Pokemon

At ths point, all you've done is simple planning. Now,

once you're absolutely sure that the team you've written out on

paper is well-balanced and strong enough to be competitive, you can

begin to catch the Pokemon you need. You can catch the Pokemon

at any level, but it's best to catch them at fairly low levels

so you can use stat enhancers to speed up the EV training in the

next step. Whenever possible, capture several of the same

species of Pokemon at the same level so that you can compare

their stats. Whichever one has the stronger stats at the time

of capturing is the one with the higher DVs.

To begin, I capture a few Staryu at the same level, which

are found at the Seafoam Islands. Choosing the one with the

best stats, I teach it the TMs Psychic, Thunderbolt, and Ice Beam.

Of course I don't train any Pokemon yet, because I'm waiting to

save up enough money for the stat-enhancing items. Because for Hypno

I have to get Ice Punch and Amnesia from GSC tradeback, I have

to capture a Drowzee in that game and then trade it over to RBY (as

long as it only knows RBY moves, of course). It'll learn

Psychic naturally as it levels up. Jolteon and Tangela are also Pokemon

that have to spend some time in GSC to learn Growth and Amnesia.

The rest of Jolteon's moves are naturally learnt, and I can

teach Tangela Mega Drain and Body Slam by way of TMs.

Of course I can spend some time hunting for good Chanseys at the

Safari Zone, and the Sandshrews I can find in the Blue version

on Route 4. Once I have decently DV'd Pokemon and the moves are

all taught or within reach by leveling up, I can begin the fourth step.

Step 4- Train your Pokemon

Now comes the process of EV training. To see how it works,

check the Base Stats, DVs, and Evs explanation of at the

beginning of Section 4. Your first job is to buy all the

necessary stat-enhancers to get a big chunk of the EV training

out of the way. Here's the key for which item does which:

HP Up- HP

Protein- Attack

Iron- Defense

Carbos- Speed

Calcium- Special

Each Pokemon can use a maximum of ten stat-enhancers on

every stat, so it'll set you back about $490,000 for every

Pokemon to be maxed out- probably too much for you to spend on

every Pokemon, but you can always just spend half the total or

so. The best way to get consistent cash flow is by beating the

Elite 4 over and over; you can get nearly $30,000 for each run

through. Remember; even when your Pokemon are at level 100,

it's still possible to keep battling and gaining EV points, you just

have to use the Box Trick to see visual improvement. When you

start each of your Pokemon with 40% of the EV training done

already, though, you're much more likely to get most of the rest

of the training done by the time they reach level 100. Of

course, an alternative to spending this much money is using the

Missingno. glitch to duplicate yourself all the stat-enhancers

you need. If you view it as cheating, then you don't have to do

it; it sure makes things easier though.

After you're finished with the stat-enhancers, you begin

EV training; leveling up your Pokemon keeping in mind the Base

Stats of the Pokemon you defeat so you know which stat you're

depositing the most EVs into. Now of course, there is also a

method to severely decrease the amount of time it takes to level

up Pokemon in RBY; duplicating Rare Candies. Technically it's

not cheating because you're not using a Game Shark, but no one

will get on your case if you're willing to take the vast amount

of time necessary to manually level up. Keep in mind, however,

that when you use Rare Candies you are not gaining any EV

points! At some point you do have to do normal battles to gain the

EV points. If you've used up all the stat-enhancers, this reduces

the number of battles you have to do quite a bit.

In this example, I will calculate the amount of manual

training I have to do with how many Rare Candies I can afford to

use. With my newly-caught Pokemon all having used their stat-

enhancers to their maximum effect, they each have 25,600 EVs in

each stat. This leaves 37,302 EVs to go for each stat. I will

add the Base Stats of each of the Elite 4 members' Pokemon to

see how many EVs I will get for defeating them one time through.

Because Gary's Pokemon change from cartridge to cartridge, I'll

assume he's using a team with pretty balanced Base Stats in a

Red/Blue game: Pidgeot, Alakazam, Rhydon, Arcanine, Exeggutor,

and Blastoise. Here are the approximate EV totals for one

Elite 4 sweep:

HP- 1,885

Attack- 2,245

Defense- 2,195

Speed- 2,078

Special- 2,100

Since I'm focusing on giving my Pokemon maximum EVs, I'll

focus most on HP, the lowest total of the 5. Since I need

37,302 total EVs for each stat and one Pokemon gets 1,885 HP EV points

for beating the entire Elite 4 once, I need to beat the Elite 4

20 times with each Pokemon, or 120 total times. This will fill

in the whole HP EV slot. The others will fill in more quickly.

Since I'm assuming a single one of my Pokemon will take on the

whole of the Elite 4 at once, I'd better give it some help. I

decide to duplicate Rare Candies and raise each Pokemon to level

80. Now I can just have each Pokemon beat the Elite 4

individually until they're level 100, or I can count to 20 for

each Pokemon and then Rare Candy them the rest of the way to

level 100.

Once I have beaten the Elite 4 a total of 20 times for each

Pokemon and they are all at level 100, my training is finished.

Now, as a final step, I compare the stats of my Pokemon to their

maximum possible stats to see what their DVs are. If I've

perfectly EV trained each one, each of their stats should be no

more than 30 below the maximum total. Here are the stats of my

Pokemon (first number, actual stat, second number, maximum stat):

Starmie, level 100: HP- 307/313; At- 240/248; Df- 252/268;

Sd- 306/318; Sc- 292/298

Hypno, level 100: HP- 363/373; At- 220/244; Df- 216/238;

Sd- 226/232; Sc- 310/328

Jolteon, level 100: HP- 319/333; At- 212/228; Df- 216/218;

Sd- 334/358; Sc- 312/318

Chansey, level 100: HP- 689/703; At- 90/108; Df- 100/108;

Sd- 180/198; Sc- 294/308

Tangela, level 100: HP- 317/333; At- 198/208; Df- 320/328;

Sd- 218/218; Sc- 290/298

Sandslash, level 100: HP- 351/353; At- 292/298; Df- 298/318;

Sd- 214/228; Sc- 196/208

Looking at their stats, I can conclude what their DVs are:

Starmie: HP- 12, At- 11, Df- 7, Sd- 9, Sc- 12

Hypno: HP- 10, At- 8, Df- 4, Sd- 11, Sc- 6

Jolteon: HP- 8, At- 7, Df- 14, Sd- 4, Sc- 12

Chansey: HP- 8, At- 6, Df- 11, Sd- 6, Sc- 8

Tangela: HP- 7, At- 10, Df- 11, Sd- 15, Sc- 11

Sandslash: HP- 14, At- 12, Df- 5, Sd- 8, Sc- 9

The DVs reveal fairly pleasing numbers, plainly above-

average as I had hoped them to be when I captured them. Now my

Pokemon are fully trained, and I am finally ready for battle!

Step 5- Test out your team

Now that your team is all ready, all you need is someone to

battle against! Test your team out in battle as much as you

can, to see if your ideas and plans were effective or not. And if

this was your first team, don't be disappointed if it doesn't go

as well as you thought. If you tried out movesets presented in

this guide and they don't work for you, tweak them a bit so that

they fit your style better. Get a winning record for yourself,

influence enough people, and you're well on your way to becoming

a true Pokemon Master!

THE QUICK METHOD

Step 1- Choose your Pokemon

This is basically the same step as before. Choose the

roles on your team and select Pokemon to fulfill those roles.

Step 2- Choose your movesets

Again, mostly the same. Plan out what moves you want ahead

of time before you start slapping moves on your Pokemon. If you

look at your movesets together on paper, it's easy to see

mistakes and correct them with no harm done.

Step 3- Shark the Pokemon and movesets

You'll be studying the Section C Game Shark codes list for

most of the remainder of your time. Check the Wild Pokemon

species modifier and input the codes that correspond to the

Pokemon you want on your team, then go catch them. Next, use

the Move modifier codes to input attacks on to your Pokemon. Be

sure not to put on any attacks that are not present on the

corresponding Pokemon's move list!

Step 4- Level up and shark the stats

Getting perfect stats is a lot easier when you're using a

Game Shark. Duplicate the Rare Candies and level up all your

Pokemon to 100, then input all the Max stat experience codes on

each Pokemon. The first five are for the EVs, the next two are

the DVs, and the final four are for maximum Pps. Finally, once

all the codes are put in, insert your Pokemon into a local PC

and take them out again to see the change in stats. You now have a

team with maximum stats across the board, in just a small bit of

time. This is the way most RBY teams are made.

Step 5- Test out your team

Have some fun with your new team and try it out. Odds are

it will be more powerful than any team raised by hand. The

greatest part about the Game Shark is that whenever you want to

change something around with your team, it's just a code or two

away.

################################################################

E. Conclusion

________________________________________________________________

1. Legal Disclaimer

This file and its contents are not to be reproduced in any

other form without prior consent from the author. That includes

both commercially printing and selling of this file. This file

will currently only be hosted on GameFAQs.com. Please do not

ask permission to host this FAQ/Walkthrough on any other site. If

you find this FAQ/Walkthrough on any other site than

GameFAQs.com, please contact me.

________________________________________________________________

2. Credits

- strawhat for the idea of suggesting movesets for each Pokemon

- Argonaut for his Pokedex guide:

http://db.gamefaqs.com/portable/gameboy/file/pokemon_pokedex.txt

- Choomag for his Pokemon moster location guide:

http://db.gamefaqs.com/portable/gameboy/file/pokemon_monser_loca

ion.txt

- Efrem Orizzonte for his Base/Max Stats FAQ:

http://db.gamefaqs.com/portable/gameboy/file/pokemon_pokedex.txt

- Prima Strategy Guides for the usage of their material

- Nintendo, for this masterpiece of a game. May it live on

forever!

________________________________________________________________

3. Contact

Please do not contact me about this guide-

it is safe to say that I have stopped playing Pokemon

for a while. Again, please check the message boards or

other FAQs for your questions.

Pokemon Yellow Version: Special Pikachu Edition: FAQ/Walkthrough by Lando_Kashmir

Version 1.01, Last Updated 2007-04-25 View/Download Original File

Hosted by GameFAQs

Return to Pokemon Yellow Version: Special Pikachu Edition (GB) FAQs & Guides

Bạn đang đọc truyện trên: TruyenTop.Vip

Tags: #arawn